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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/microsoft/resource_state_manager/D3D12ResourceState.h
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/*
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* Copyright © Microsoft Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef D3D12_RESOURCE_STATE_H
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#define D3D12_RESOURCE_STATE_H
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#ifndef _WIN32
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#include <wsl/winadapter.h>
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#endif
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#include <vector>
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#include <assert.h>
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#include <directx/d3d12.h>
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#include "util/list.h"
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#if defined(__GNUC__)
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#pragma GCC diagnostic ignored "-Winvalid-offsetof"
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#endif
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#define UNKNOWN_RESOURCE_STATE (D3D12_RESOURCE_STATES)0x8000u
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#define RESOURCE_STATE_VALID_BITS 0x2f3fff
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#define RESOURCE_STATE_VALID_INTERNAL_BITS 0x2fffff
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constexpr D3D12_RESOURCE_STATES RESOURCE_STATE_ALL_WRITE_BITS =
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D3D12_RESOURCE_STATE_RENDER_TARGET |
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS |
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D3D12_RESOURCE_STATE_DEPTH_WRITE |
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D3D12_RESOURCE_STATE_STREAM_OUT |
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D3D12_RESOURCE_STATE_COPY_DEST |
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D3D12_RESOURCE_STATE_RESOLVE_DEST |
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D3D12_RESOURCE_STATE_VIDEO_DECODE_WRITE |
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D3D12_RESOURCE_STATE_VIDEO_PROCESS_WRITE;
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//---------------------------------------------------------------------------------------------------------------------------------
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inline bool IsD3D12WriteState(UINT State)
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{
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return (State & RESOURCE_STATE_ALL_WRITE_BITS) != 0;
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}
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inline bool SupportsSimultaneousAccess(const D3D12_RESOURCE_DESC &desc)
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{
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return D3D12_RESOURCE_DIMENSION_BUFFER == desc.Dimension ||
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!!(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS);
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}
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//==================================================================================================================================
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// CDesiredResourceState
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// Stores the current desired state of either an entire resource, or each subresource.
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//==================================================================================================================================
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class CDesiredResourceState
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{
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private:
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bool m_bAllSubresourcesSame = true;
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std::vector<D3D12_RESOURCE_STATES> m_spSubresourceStates;
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public:
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CDesiredResourceState(UINT SubresourceCount) :
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m_spSubresourceStates(SubresourceCount)
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{
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}
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bool AreAllSubresourcesSame() const { return m_bAllSubresourcesSame; }
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D3D12_RESOURCE_STATES GetSubresourceState(UINT SubresourceIndex) const;
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void SetResourceState(D3D12_RESOURCE_STATES state);
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void SetSubresourceState(UINT SubresourceIndex, D3D12_RESOURCE_STATES state);
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void Reset();
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private:
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void UpdateSubresourceState(unsigned SubresourceIndex, D3D12_RESOURCE_STATES state);
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};
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//==================================================================================================================================
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// CCurrentResourceState
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// Stores the current state of either an entire resource, or each subresource.
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// Current state can either be shared read across multiple queues, or exclusive on a single queue.
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//==================================================================================================================================
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class CCurrentResourceState
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{
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public:
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struct LogicalState
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{
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D3D12_RESOURCE_STATES State = D3D12_RESOURCE_STATE_COMMON;
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UINT64 ExecutionId = 0;
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bool IsPromotedState = false;
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bool MayDecay = false;
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};
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private:
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const bool m_bSimultaneousAccess;
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bool m_bAllSubresourcesSame = true;
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std::vector<LogicalState> m_spLogicalState;
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void ConvertToSubresourceTracking();
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public:
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CCurrentResourceState(UINT SubresourceCount, bool bSimultaneousAccess);
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bool SupportsSimultaneousAccess() const { return m_bSimultaneousAccess; }
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// Returns the destination state if the current state is promotable.
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// Returns D3D12_RESOURCE_STATE_COMMON if not.
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D3D12_RESOURCE_STATES StateIfPromoted(D3D12_RESOURCE_STATES state, UINT SubresourceIndex);
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bool AreAllSubresourcesSame() const { return m_bAllSubresourcesSame; }
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void SetLogicalResourceState(LogicalState const& State);
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void SetLogicalSubresourceState(UINT SubresourceIndex, LogicalState const& State);
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LogicalState const& GetLogicalSubresourceState(UINT SubresourceIndex) const;
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void Reset();
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};
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//==================================================================================================================================
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// TransitionableResourceState
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// A base class that transitionable resources should inherit from.
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//==================================================================================================================================
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struct TransitionableResourceState
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{
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struct list_head m_TransitionListEntry;
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CDesiredResourceState m_DesiredState;
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TransitionableResourceState(ID3D12Resource *pResource, UINT TotalSubresources, bool SupportsSimultaneousAccess) :
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m_DesiredState(TotalSubresources),
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m_TotalSubresources(TotalSubresources),
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m_currentState(TotalSubresources, SupportsSimultaneousAccess),
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m_pResource(pResource)
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{
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list_inithead(&m_TransitionListEntry);
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}
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~TransitionableResourceState()
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{
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if (IsTransitionPending())
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{
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list_del(&m_TransitionListEntry);
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}
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}
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bool IsTransitionPending() const { return !list_is_empty(&m_TransitionListEntry); }
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UINT NumSubresources() { return m_TotalSubresources; }
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CCurrentResourceState& GetCurrentState() { return m_currentState; }
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inline ID3D12Resource* GetD3D12Resource() const { return m_pResource; }
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private:
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unsigned m_TotalSubresources;
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CCurrentResourceState m_currentState;
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ID3D12Resource* m_pResource;
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};
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//==================================================================================================================================
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// ResourceStateManager
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// The main business logic for handling resource transitions, including multi-queue sync and shared/exclusive state changes.
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//
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// Requesting a resource to transition simply updates destination state, and ensures it's in a list to be processed later.
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//
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// When processing ApplyAllResourceTransitions, we build up sets of vectors.
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// There's a source one for each command list type, and a single one for the dest because we are applying
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// the resource transitions for a single operation.
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// There's also a vector for "tentative" barriers, which are merged into the destination vector if
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// no flushing occurs as a result of submitting the final barrier operation.
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// 99% of the time, there will only be the source being populated, but sometimes there will be a destination as well.
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// If the source and dest of a transition require different types, we put a (source->COMMON) in the approriate source vector,
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// and a (COMMON->dest) in the destination vector.
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//
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// Once all resources are processed, we:
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// 1. Submit all source barriers, except ones belonging to the destination queue.
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// 2. Flush all source command lists, except ones belonging to the destination queue.
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// 3. Determine if the destination queue is going to be flushed.
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// If so: Submit source barriers on that command list first, then flush it.
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// If not: Accumulate source, dest, and tentative barriers so they can be sent to D3D12 in a single API call.
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// 4. Insert waits on the destination queue - deferred waits, and waits for work on other queues.
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// 5. Insert destination barriers.
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//
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// Only once all of this has been done do we update the "current" state of resources,
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// because this is the only way that we know whether or not the destination queue has been flushed,
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// and therefore, we can get the correct fence values to store in the subresources.
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//==================================================================================================================================
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class ResourceStateManager
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{
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protected:
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struct list_head m_TransitionListHead;
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std::vector<D3D12_RESOURCE_BARRIER> m_vResourceBarriers;
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public:
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ResourceStateManager();
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~ResourceStateManager()
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{
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// All resources should be gone by this point, and each resource ensures it is no longer in this list.
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assert(list_is_empty(&m_TransitionListHead));
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}
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// Call the D3D12 APIs to perform the resource barriers, command list submission, and command queue sync
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// that was determined by previous calls to ProcessTransitioningResource.
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void SubmitResourceTransitions(ID3D12GraphicsCommandList *pCommandList);
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// Transition the entire resource to a particular destination state on a particular command list.
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void TransitionResource(TransitionableResourceState* pResource,
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D3D12_RESOURCE_STATES State);
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// Transition a single subresource to a particular destination state.
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void TransitionSubresource(TransitionableResourceState* pResource,
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UINT SubresourceIndex,
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D3D12_RESOURCE_STATES State);
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// Submit all barriers and queue sync.
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void ApplyAllResourceTransitions(ID3D12GraphicsCommandList *pCommandList, UINT64 ExecutionId);
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private:
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// These methods set the destination state of the resource/subresources and ensure it's in the transition list.
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void TransitionResource(TransitionableResourceState& Resource,
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D3D12_RESOURCE_STATES State);
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void TransitionSubresource(TransitionableResourceState& Resource,
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UINT SubresourceIndex,
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D3D12_RESOURCE_STATES State);
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// Clear out any state from previous iterations.
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void ApplyResourceTransitionsPreamble();
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// What to do with the resource, in the context of the transition list, after processing it.
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enum class TransitionResult
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{
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// There are no more pending transitions that may be processed at a later time (i.e. draw time),
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// so remove it from the pending transition list.
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Remove,
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// There are more transitions to be done, so keep it in the list.
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Keep
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};
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// For every entry in the transition list, call a routine.
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// This routine must return a TransitionResult which indicates what to do with the list.
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template <typename TFunc>
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void ForEachTransitioningResource(TFunc&& func)
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{
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list_for_each_entry_safe(TransitionableResourceState, pResource, &m_TransitionListHead, m_TransitionListEntry)
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{
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func(*pResource);
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list_delinit(&pResource->m_TransitionListEntry);
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}
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}
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// Updates vectors with the operations that should be applied to the requested resource.
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// May update the destination state of the resource.
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void ProcessTransitioningResource(ID3D12Resource* pTransitioningResource,
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TransitionableResourceState& TransitionableResourceState,
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CCurrentResourceState& CurrentState,
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UINT NumTotalSubresources,
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UINT64 ExecutionId);
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private:
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// Helpers
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static bool TransitionRequired(D3D12_RESOURCE_STATES CurrentState, D3D12_RESOURCE_STATES& DestinationState);
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void AddCurrentStateUpdate(TransitionableResourceState& Resource,
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CCurrentResourceState& CurrentState,
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UINT SubresourceIndex,
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const CCurrentResourceState::LogicalState &NewLogicalState);
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void ProcessTransitioningSubresourceExplicit(CCurrentResourceState& CurrentState,
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UINT i,
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D3D12_RESOURCE_STATES state,
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D3D12_RESOURCE_STATES after,
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TransitionableResourceState& TransitionableResourceState,
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D3D12_RESOURCE_BARRIER& TransitionDesc,
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UINT64 ExecutionId);
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};
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#endif // D3D12_RESOURCE_STATE_H
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