1 /*
2 * Copyright © Microsoft Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "D3D12ResourceState.h"
25
26 //----------------------------------------------------------------------------------------------------------------------------------
GetSubresourceState(UINT SubresourceIndex) const27 D3D12_RESOURCE_STATES CDesiredResourceState::GetSubresourceState(UINT SubresourceIndex) const
28 {
29 if (AreAllSubresourcesSame())
30 {
31 SubresourceIndex = 0;
32 }
33 return m_spSubresourceStates[SubresourceIndex];
34 }
35
36 //----------------------------------------------------------------------------------------------------------------------------------
UpdateSubresourceState(unsigned SubresourceIndex,D3D12_RESOURCE_STATES state)37 void CDesiredResourceState::UpdateSubresourceState(unsigned SubresourceIndex, D3D12_RESOURCE_STATES state)
38 {
39 assert(SubresourceIndex < m_spSubresourceStates.size());
40 if (m_spSubresourceStates[SubresourceIndex] == UNKNOWN_RESOURCE_STATE ||
41 state == UNKNOWN_RESOURCE_STATE ||
42 IsD3D12WriteState(state))
43 {
44 m_spSubresourceStates[SubresourceIndex] = state;
45 }
46 else
47 {
48 // Accumulate read state state bits
49 m_spSubresourceStates[SubresourceIndex] |= state;
50 }
51 }
52
53 //----------------------------------------------------------------------------------------------------------------------------------
SetResourceState(D3D12_RESOURCE_STATES state)54 void CDesiredResourceState::SetResourceState(D3D12_RESOURCE_STATES state)
55 {
56 m_bAllSubresourcesSame = true;
57 UpdateSubresourceState(0, state);
58 }
59
60 //----------------------------------------------------------------------------------------------------------------------------------
SetSubresourceState(UINT SubresourceIndex,D3D12_RESOURCE_STATES state)61 void CDesiredResourceState::SetSubresourceState(UINT SubresourceIndex, D3D12_RESOURCE_STATES state)
62 {
63 if (m_bAllSubresourcesSame && m_spSubresourceStates.size() > 1)
64 {
65 std::fill(m_spSubresourceStates.begin() + 1, m_spSubresourceStates.end(), m_spSubresourceStates[0]);
66 m_bAllSubresourcesSame = false;
67 }
68 if (m_spSubresourceStates.size() == 1)
69 {
70 SubresourceIndex = 0;
71 }
72 UpdateSubresourceState(SubresourceIndex, state);
73 }
74
75 //----------------------------------------------------------------------------------------------------------------------------------
Reset()76 void CDesiredResourceState::Reset()
77 {
78 SetResourceState(UNKNOWN_RESOURCE_STATE);
79 }
80
81 //----------------------------------------------------------------------------------------------------------------------------------
ConvertToSubresourceTracking()82 void CCurrentResourceState::ConvertToSubresourceTracking()
83 {
84 if (m_bAllSubresourcesSame && m_spLogicalState.size() > 1)
85 {
86 std::fill(m_spLogicalState.begin() + 1, m_spLogicalState.end(), m_spLogicalState[0]);
87 m_bAllSubresourcesSame = false;
88 }
89 }
90
91 //----------------------------------------------------------------------------------------------------------------------------------
CCurrentResourceState(UINT SubresourceCount,bool bSimultaneousAccess)92 CCurrentResourceState::CCurrentResourceState(UINT SubresourceCount, bool bSimultaneousAccess)
93 : m_bSimultaneousAccess(bSimultaneousAccess)
94 , m_spLogicalState(SubresourceCount)
95 {
96 m_spLogicalState[0] = LogicalState{};
97 }
98
99 //----------------------------------------------------------------------------------------------------------------------------------
StateIfPromoted(D3D12_RESOURCE_STATES State,UINT SubresourceIndex)100 D3D12_RESOURCE_STATES CCurrentResourceState::StateIfPromoted(D3D12_RESOURCE_STATES State, UINT SubresourceIndex)
101 {
102 D3D12_RESOURCE_STATES Result = D3D12_RESOURCE_STATE_COMMON;
103
104 if (m_bSimultaneousAccess || !!(State & (
105 D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
106 D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE |
107 D3D12_RESOURCE_STATE_COPY_SOURCE |
108 D3D12_RESOURCE_STATE_COPY_DEST)))
109 {
110 auto CurState = GetLogicalSubresourceState(SubresourceIndex);
111
112 // If the current state is COMMON...
113 if(CurState.State == D3D12_RESOURCE_STATE_COMMON)
114 {
115 // ...then promotion is allowed
116 Result = State;
117 }
118 // If the current state is a read state resulting from previous promotion...
119 else if(CurState.IsPromotedState && !!(CurState.State & D3D12_RESOURCE_STATE_GENERIC_READ))
120 {
121 // ...then (accumulated) promotion is allowed
122 Result = State |= CurState.State;
123 }
124 }
125
126 return Result;
127 }
128
129
130
131 //----------------------------------------------------------------------------------------------------------------------------------
SetLogicalResourceState(LogicalState const & State)132 void CCurrentResourceState::SetLogicalResourceState(LogicalState const& State)
133 {
134 m_bAllSubresourcesSame = true;
135 m_spLogicalState[0] = State;
136 }
137
138 //----------------------------------------------------------------------------------------------------------------------------------
SetLogicalSubresourceState(UINT SubresourceIndex,LogicalState const & State)139 void CCurrentResourceState::SetLogicalSubresourceState(UINT SubresourceIndex, LogicalState const& State)
140 {
141 ConvertToSubresourceTracking();
142 m_spLogicalState[SubresourceIndex] = State;
143 }
144
145 //----------------------------------------------------------------------------------------------------------------------------------
GetLogicalSubresourceState(UINT SubresourceIndex) const146 auto CCurrentResourceState::GetLogicalSubresourceState(UINT SubresourceIndex) const -> LogicalState const&
147 {
148 if (AreAllSubresourcesSame())
149 {
150 SubresourceIndex = 0;
151 }
152 return m_spLogicalState[SubresourceIndex];
153 }
154
155 //----------------------------------------------------------------------------------------------------------------------------------
Reset()156 void CCurrentResourceState::Reset()
157 {
158 m_bAllSubresourcesSame = true;
159 m_spLogicalState[0] = LogicalState{};
160 }
161
162 //----------------------------------------------------------------------------------------------------------------------------------
ResourceStateManager()163 ResourceStateManager::ResourceStateManager()
164 {
165 list_inithead(&m_TransitionListHead);
166 // Reserve some space in these vectors upfront. Values are arbitrary.
167 m_vResourceBarriers.reserve(50);
168 }
169
170 //----------------------------------------------------------------------------------------------------------------------------------
TransitionResource(TransitionableResourceState & Resource,D3D12_RESOURCE_STATES state)171 void ResourceStateManager::TransitionResource(TransitionableResourceState& Resource,
172 D3D12_RESOURCE_STATES state)
173 {
174 Resource.m_DesiredState.SetResourceState(state);
175 if (!Resource.IsTransitionPending())
176 {
177 list_add(&Resource.m_TransitionListEntry, &m_TransitionListHead);
178 }
179 }
180
181 //----------------------------------------------------------------------------------------------------------------------------------
TransitionSubresource(TransitionableResourceState & Resource,UINT SubresourceIndex,D3D12_RESOURCE_STATES state)182 void ResourceStateManager::TransitionSubresource(TransitionableResourceState& Resource,
183 UINT SubresourceIndex,
184 D3D12_RESOURCE_STATES state)
185 {
186 Resource.m_DesiredState.SetSubresourceState(SubresourceIndex, state);
187 if (!Resource.IsTransitionPending())
188 {
189 list_add(&Resource.m_TransitionListEntry, &m_TransitionListHead);
190 }
191 }
192
193 //----------------------------------------------------------------------------------------------------------------------------------
ApplyResourceTransitionsPreamble()194 void ResourceStateManager::ApplyResourceTransitionsPreamble()
195 {
196 m_vResourceBarriers.clear();
197 }
198
199 //----------------------------------------------------------------------------------------------------------------------------------
TransitionRequired(D3D12_RESOURCE_STATES CurrentState,D3D12_RESOURCE_STATES & DestinationState)200 /*static*/ bool ResourceStateManager::TransitionRequired(D3D12_RESOURCE_STATES CurrentState, D3D12_RESOURCE_STATES& DestinationState)
201 {
202 // An exact match never needs a transition.
203 if (CurrentState == DestinationState)
204 {
205 return false;
206 }
207
208 if (
209 CurrentState == D3D12_RESOURCE_STATE_COMMON ||
210 DestinationState == D3D12_RESOURCE_STATE_COMMON)
211 {
212 return true;
213 }
214
215 // Current state already contains the destination state, we're good.
216 if ((CurrentState & DestinationState) == DestinationState)
217 {
218 DestinationState = CurrentState;
219 return false;
220 }
221
222 // If the transition involves a write state, then the destination should just be the requested destination.
223 // Otherwise, accumulate read states to minimize future transitions (by triggering the above condition).
224 if (!IsD3D12WriteState(DestinationState) && !IsD3D12WriteState(CurrentState))
225 {
226 DestinationState |= CurrentState;
227 }
228 return true;
229 }
230
231 //----------------------------------------------------------------------------------------------------------------------------------
AddCurrentStateUpdate(TransitionableResourceState & Resource,CCurrentResourceState & CurrentState,UINT SubresourceIndex,const CCurrentResourceState::LogicalState & NewLogicalState)232 void ResourceStateManager::AddCurrentStateUpdate(TransitionableResourceState& Resource,
233 CCurrentResourceState& CurrentState,
234 UINT SubresourceIndex,
235 const CCurrentResourceState::LogicalState &NewLogicalState)
236 {
237 if (SubresourceIndex == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
238 {
239 CurrentState.SetLogicalResourceState(NewLogicalState);
240 }
241 else
242 {
243 CurrentState.SetLogicalSubresourceState(SubresourceIndex, NewLogicalState);
244 }
245 }
246
247 //----------------------------------------------------------------------------------------------------------------------------------
ProcessTransitioningResource(ID3D12Resource * pTransitioningResource,TransitionableResourceState & TransitionableResourceState,CCurrentResourceState & CurrentState,UINT NumTotalSubresources,UINT64 ExecutionId)248 void ResourceStateManager::ProcessTransitioningResource(ID3D12Resource* pTransitioningResource,
249 TransitionableResourceState& TransitionableResourceState,
250 CCurrentResourceState& CurrentState,
251 UINT NumTotalSubresources,
252 UINT64 ExecutionId)
253 {
254 // Figure out the set of subresources that are transitioning
255 auto& DestinationState = TransitionableResourceState.m_DesiredState;
256 bool bAllSubresourcesAtOnce = CurrentState.AreAllSubresourcesSame() && DestinationState.AreAllSubresourcesSame();
257
258 D3D12_RESOURCE_BARRIER TransitionDesc;
259 memset(&TransitionDesc, 0, sizeof(TransitionDesc));
260 TransitionDesc.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
261 TransitionDesc.Transition.pResource = pTransitioningResource;
262
263 UINT numSubresources = bAllSubresourcesAtOnce ? 1 : NumTotalSubresources;
264 for (UINT i = 0; i < numSubresources; ++i)
265 {
266 D3D12_RESOURCE_STATES SubresourceDestinationState = DestinationState.GetSubresourceState(i);
267 TransitionDesc.Transition.Subresource = bAllSubresourcesAtOnce ? D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES : i;
268
269 // Is this subresource currently being used, or is it just being iterated over?
270 D3D12_RESOURCE_STATES after = DestinationState.GetSubresourceState(i);
271 if (after == UNKNOWN_RESOURCE_STATE)
272 {
273 // This subresource doesn't have any transition requested - move on to the next.
274 continue;
275 }
276
277 ProcessTransitioningSubresourceExplicit(
278 CurrentState,
279 i,
280 SubresourceDestinationState,
281 after,
282 TransitionableResourceState,
283 TransitionDesc,
284 ExecutionId); // throw( bad_alloc )
285 }
286
287 // Update destination states.
288 // Coalesce destination state to ensure that it's set for the entire resource.
289 DestinationState.SetResourceState(UNKNOWN_RESOURCE_STATE);
290
291 }
292
293 //----------------------------------------------------------------------------------------------------------------------------------
ProcessTransitioningSubresourceExplicit(CCurrentResourceState & CurrentState,UINT SubresourceIndex,D3D12_RESOURCE_STATES state,D3D12_RESOURCE_STATES after,TransitionableResourceState & TransitionableResourceState,D3D12_RESOURCE_BARRIER & TransitionDesc,UINT64 ExecutionId)294 void ResourceStateManager::ProcessTransitioningSubresourceExplicit(
295 CCurrentResourceState& CurrentState,
296 UINT SubresourceIndex,
297 D3D12_RESOURCE_STATES state,
298 D3D12_RESOURCE_STATES after,
299 TransitionableResourceState& TransitionableResourceState,
300 D3D12_RESOURCE_BARRIER& TransitionDesc,
301 UINT64 ExecutionId)
302 {
303 // Simultaneous access resources currently in the COMMON
304 // state can be implicitly promoted to any state other state.
305 // Any non-simultaneous-access resources currently in the
306 // COMMON state can still be implicitly promoted to SRV,
307 // NON_PS_SRV, COPY_SRC, or COPY_DEST.
308 CCurrentResourceState::LogicalState CurrentLogicalState = CurrentState.GetLogicalSubresourceState(SubresourceIndex);
309
310 // If the last time this logical state was set was in a different
311 // execution period and is decayable then decay the current state
312 // to COMMON
313 if(ExecutionId != CurrentLogicalState.ExecutionId && CurrentLogicalState.MayDecay)
314 {
315 CurrentLogicalState.State = D3D12_RESOURCE_STATE_COMMON;
316 CurrentLogicalState.IsPromotedState = false;
317 }
318 bool MayDecay = false;
319 bool IsPromotion = false;
320
321 // If not promotable then StateIfPromoted will be D3D12_RESOURCE_STATE_COMMON
322 auto StateIfPromoted = CurrentState.StateIfPromoted(after, SubresourceIndex);
323
324 if ( D3D12_RESOURCE_STATE_COMMON == StateIfPromoted )
325 {
326 if (TransitionRequired(CurrentLogicalState.State, /*inout*/ after))
327 {
328 // Insert a single concrete barrier (for non-simultaneous access resources).
329 TransitionDesc.Transition.StateBefore = D3D12_RESOURCE_STATES(CurrentLogicalState.State);
330 TransitionDesc.Transition.StateAfter = D3D12_RESOURCE_STATES(after);
331 assert(TransitionDesc.Transition.StateBefore != TransitionDesc.Transition.StateAfter);
332 m_vResourceBarriers.push_back(TransitionDesc); // throw( bad_alloc )
333
334 MayDecay = CurrentState.SupportsSimultaneousAccess() && !IsD3D12WriteState(after);
335 IsPromotion = false;
336 }
337 }
338 else
339 {
340 // Handle identity state transition
341 if(after != StateIfPromoted)
342 {
343 after = StateIfPromoted;
344 MayDecay = !IsD3D12WriteState(after);
345 IsPromotion = true;
346 }
347 }
348
349 CCurrentResourceState::LogicalState NewLogicalState{after, ExecutionId, IsPromotion, MayDecay};
350 AddCurrentStateUpdate(TransitionableResourceState,
351 CurrentState,
352 TransitionDesc.Transition.Subresource,
353 NewLogicalState);
354 }
355
356 //----------------------------------------------------------------------------------------------------------------------------------
SubmitResourceTransitions(ID3D12GraphicsCommandList * pCommandList)357 void ResourceStateManager::SubmitResourceTransitions(ID3D12GraphicsCommandList *pCommandList)
358 {
359 // Submit any pending barriers on source command lists that are not the destination.
360 if (!m_vResourceBarriers.empty())
361 {
362 pCommandList->ResourceBarrier((UINT)m_vResourceBarriers.size(), m_vResourceBarriers.data());
363 }
364 }
365
366 //----------------------------------------------------------------------------------------------------------------------------------
TransitionResource(TransitionableResourceState * pResource,D3D12_RESOURCE_STATES State)367 void ResourceStateManager::TransitionResource(TransitionableResourceState* pResource, D3D12_RESOURCE_STATES State)
368 {
369 ResourceStateManager::TransitionResource(*pResource, State);
370 }
371
372 //----------------------------------------------------------------------------------------------------------------------------------
TransitionSubresource(TransitionableResourceState * pResource,UINT SubresourceIndex,D3D12_RESOURCE_STATES State)373 void ResourceStateManager::TransitionSubresource(TransitionableResourceState* pResource, UINT SubresourceIndex, D3D12_RESOURCE_STATES State)
374 {
375 ResourceStateManager::TransitionSubresource(*pResource, SubresourceIndex, State);
376 }
377
378 //----------------------------------------------------------------------------------------------------------------------------------
ApplyAllResourceTransitions(ID3D12GraphicsCommandList * pCommandList,UINT64 ExecutionId)379 void ResourceStateManager::ApplyAllResourceTransitions(ID3D12GraphicsCommandList *pCommandList, UINT64 ExecutionId)
380 {
381 ApplyResourceTransitionsPreamble();
382
383 ForEachTransitioningResource([=](TransitionableResourceState& ResourceBase)
384 {
385 TransitionableResourceState& CurResource = static_cast<TransitionableResourceState&>(ResourceBase);
386
387 ID3D12Resource *pResource = CurResource.GetD3D12Resource();
388
389 ProcessTransitioningResource(
390 pResource,
391 CurResource,
392 CurResource.GetCurrentState(),
393 CurResource.NumSubresources(),
394 ExecutionId);
395 });
396
397 SubmitResourceTransitions(pCommandList);
398 }
399