Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/microsoft/resource_state_manager/D3D12ResourceState.cpp
4560 views
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
//----------------------------------------------------------------------------------------------------------------------------------
27
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
//----------------------------------------------------------------------------------------------------------------------------------
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
//----------------------------------------------------------------------------------------------------------------------------------
54
void CDesiredResourceState::SetResourceState(D3D12_RESOURCE_STATES state)
55
{
56
m_bAllSubresourcesSame = true;
57
UpdateSubresourceState(0, state);
58
}
59
60
//----------------------------------------------------------------------------------------------------------------------------------
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
//----------------------------------------------------------------------------------------------------------------------------------
76
void CDesiredResourceState::Reset()
77
{
78
SetResourceState(UNKNOWN_RESOURCE_STATE);
79
}
80
81
//----------------------------------------------------------------------------------------------------------------------------------
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
//----------------------------------------------------------------------------------------------------------------------------------
92
CCurrentResourceState::CCurrentResourceState(UINT SubresourceCount, bool bSimultaneousAccess)
93
: m_bSimultaneousAccess(bSimultaneousAccess)
94
, m_spLogicalState(SubresourceCount)
95
{
96
m_spLogicalState[0] = LogicalState{};
97
}
98
99
//----------------------------------------------------------------------------------------------------------------------------------
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
//----------------------------------------------------------------------------------------------------------------------------------
132
void CCurrentResourceState::SetLogicalResourceState(LogicalState const& State)
133
{
134
m_bAllSubresourcesSame = true;
135
m_spLogicalState[0] = State;
136
}
137
138
//----------------------------------------------------------------------------------------------------------------------------------
139
void CCurrentResourceState::SetLogicalSubresourceState(UINT SubresourceIndex, LogicalState const& State)
140
{
141
ConvertToSubresourceTracking();
142
m_spLogicalState[SubresourceIndex] = State;
143
}
144
145
//----------------------------------------------------------------------------------------------------------------------------------
146
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
//----------------------------------------------------------------------------------------------------------------------------------
156
void CCurrentResourceState::Reset()
157
{
158
m_bAllSubresourcesSame = true;
159
m_spLogicalState[0] = LogicalState{};
160
}
161
162
//----------------------------------------------------------------------------------------------------------------------------------
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
//----------------------------------------------------------------------------------------------------------------------------------
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
//----------------------------------------------------------------------------------------------------------------------------------
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
//----------------------------------------------------------------------------------------------------------------------------------
194
void ResourceStateManager::ApplyResourceTransitionsPreamble()
195
{
196
m_vResourceBarriers.clear();
197
}
198
199
//----------------------------------------------------------------------------------------------------------------------------------
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
//----------------------------------------------------------------------------------------------------------------------------------
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
//----------------------------------------------------------------------------------------------------------------------------------
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
//----------------------------------------------------------------------------------------------------------------------------------
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
//----------------------------------------------------------------------------------------------------------------------------------
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
//----------------------------------------------------------------------------------------------------------------------------------
367
void ResourceStateManager::TransitionResource(TransitionableResourceState* pResource, D3D12_RESOURCE_STATES State)
368
{
369
ResourceStateManager::TransitionResource(*pResource, State);
370
}
371
372
//----------------------------------------------------------------------------------------------------------------------------------
373
void ResourceStateManager::TransitionSubresource(TransitionableResourceState* pResource, UINT SubresourceIndex, D3D12_RESOURCE_STATES State)
374
{
375
ResourceStateManager::TransitionSubresource(*pResource, SubresourceIndex, State);
376
}
377
378
//----------------------------------------------------------------------------------------------------------------------------------
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
400