d3d12: Move current resource state to new files
Reviewed-by: Bill Kristiansen <billkris@microsoft.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17688>
This commit is contained in:
parent
2016dec6a4
commit
bc9616129e
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@ -24,87 +24,6 @@
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#include "D3D12ResourceState.h"
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#define UNKNOWN_RESOURCE_STATE (D3D12_RESOURCE_STATES) 0x8000u
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//----------------------------------------------------------------------------------------------------------------------------------
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void CCurrentResourceState::ConvertToSubresourceTracking()
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{
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if (m_bAllSubresourcesSame && m_spLogicalState.size() > 1)
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{
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std::fill(m_spLogicalState.begin() + 1, m_spLogicalState.end(), m_spLogicalState[0]);
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m_bAllSubresourcesSame = false;
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}
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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CCurrentResourceState::CCurrentResourceState(UINT SubresourceCount, bool bSimultaneousAccess)
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: m_bSimultaneousAccess(bSimultaneousAccess)
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, m_spLogicalState(SubresourceCount)
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{
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m_spLogicalState[0] = LogicalState{};
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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D3D12_RESOURCE_STATES CCurrentResourceState::StateIfPromoted(D3D12_RESOURCE_STATES State, UINT SubresourceIndex)
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{
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D3D12_RESOURCE_STATES Result = D3D12_RESOURCE_STATE_COMMON;
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if (m_bSimultaneousAccess || !!(State & (
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE |
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D3D12_RESOURCE_STATE_COPY_SOURCE |
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D3D12_RESOURCE_STATE_COPY_DEST)))
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{
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auto CurState = GetLogicalSubresourceState(SubresourceIndex);
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// If the current state is COMMON...
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if(CurState.State == D3D12_RESOURCE_STATE_COMMON)
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{
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// ...then promotion is allowed
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Result = State;
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}
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// If the current state is a read state resulting from previous promotion...
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else if(CurState.IsPromotedState && !!(CurState.State & D3D12_RESOURCE_STATE_GENERIC_READ))
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{
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// ...then (accumulated) promotion is allowed
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Result = State |= CurState.State;
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}
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}
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return Result;
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void CCurrentResourceState::SetLogicalResourceState(LogicalState const& State)
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{
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m_bAllSubresourcesSame = true;
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m_spLogicalState[0] = State;
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void CCurrentResourceState::SetLogicalSubresourceState(UINT SubresourceIndex, LogicalState const& State)
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{
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ConvertToSubresourceTracking();
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m_spLogicalState[SubresourceIndex] = State;
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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auto CCurrentResourceState::GetLogicalSubresourceState(UINT SubresourceIndex) const -> LogicalState const&
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{
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if (AreAllSubresourcesSame())
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{
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SubresourceIndex = 0;
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}
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return m_spLogicalState[SubresourceIndex];
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void CCurrentResourceState::Reset()
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{
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m_bAllSubresourcesSame = true;
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m_spLogicalState[0] = LogicalState{};
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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ResourceStateManager::ResourceStateManager()
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{
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@ -177,30 +96,30 @@ void ResourceStateManager::ApplyResourceTransitionsPreamble(bool IsImplicitDispa
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::AddCurrentStateUpdate(TransitionableResourceState& Resource,
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CCurrentResourceState& CurrentState,
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d3d12_resource_state *CurrentState,
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UINT SubresourceIndex,
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const CCurrentResourceState::LogicalState &NewLogicalState)
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const d3d12_subresource_state *NewLogicalState)
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{
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if (SubresourceIndex == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
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{
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CurrentState.SetLogicalResourceState(NewLogicalState);
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d3d12_set_resource_state(CurrentState, NewLogicalState);
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}
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else
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{
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CurrentState.SetLogicalSubresourceState(SubresourceIndex, NewLogicalState);
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d3d12_set_subresource_state(CurrentState, SubresourceIndex, NewLogicalState);
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}
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::ProcessTransitioningResource(ID3D12Resource* pTransitioningResource,
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TransitionableResourceState& TransitionableResourceState,
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CCurrentResourceState& CurrentState,
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d3d12_resource_state *CurrentState,
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UINT NumTotalSubresources,
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UINT64 ExecutionId)
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{
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// Figure out the set of subresources that are transitioning
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auto& DestinationState = TransitionableResourceState.m_DesiredState;
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bool bAllSubresourcesAtOnce = CurrentState.AreAllSubresourcesSame() && DestinationState.homogenous;
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bool bAllSubresourcesAtOnce = CurrentState->homogenous && DestinationState.homogenous;
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D3D12_RESOURCE_BARRIER TransitionDesc;
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memset(&TransitionDesc, 0, sizeof(TransitionDesc));
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@ -249,7 +168,7 @@ void ResourceStateManager::ProcessTransitioningResource(ID3D12Resource* pTransit
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//----------------------------------------------------------------------------------------------------------------------------------
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void ResourceStateManager::ProcessTransitioningSubresourceExplicit(
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CCurrentResourceState& CurrentState,
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d3d12_resource_state *CurrentState,
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UINT SubresourceIndex,
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D3D12_RESOURCE_STATES after,
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TransitionableResourceState& TransitionableResourceState,
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@ -261,25 +180,26 @@ void ResourceStateManager::ProcessTransitioningSubresourceExplicit(
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// Any non-simultaneous-access resources currently in the
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// COMMON state can still be implicitly promoted to SRV,
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// NON_PS_SRV, COPY_SRC, or COPY_DEST.
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CCurrentResourceState::LogicalState CurrentLogicalState = CurrentState.GetLogicalSubresourceState(SubresourceIndex);
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d3d12_subresource_state CurrentLogicalState = *d3d12_get_subresource_state(CurrentState, SubresourceIndex);
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// If the last time this logical state was set was in a different
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// execution period and is decayable then decay the current state
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// to COMMON
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if(ExecutionId != CurrentLogicalState.ExecutionId && CurrentLogicalState.MayDecay)
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if(ExecutionId != CurrentLogicalState.execution_id && CurrentLogicalState.may_decay)
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{
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CurrentLogicalState.State = D3D12_RESOURCE_STATE_COMMON;
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CurrentLogicalState.IsPromotedState = false;
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CurrentLogicalState.state = D3D12_RESOURCE_STATE_COMMON;
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CurrentLogicalState.is_promoted = false;
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}
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bool MayDecay = false;
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bool IsPromotion = false;
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// If not promotable then StateIfPromoted will be D3D12_RESOURCE_STATE_COMMON
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auto StateIfPromoted = CurrentState.StateIfPromoted(after, SubresourceIndex);
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auto StateIfPromoted =
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d3d12_resource_state_if_promoted(after, CurrentState->supports_simultaneous_access, &CurrentLogicalState);
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if ( D3D12_RESOURCE_STATE_COMMON == StateIfPromoted )
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if (D3D12_RESOURCE_STATE_COMMON == StateIfPromoted)
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{
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if (CurrentLogicalState.State == D3D12_RESOURCE_STATE_UNORDERED_ACCESS &&
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if (CurrentLogicalState.state == D3D12_RESOURCE_STATE_UNORDERED_ACCESS &&
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after == D3D12_RESOURCE_STATE_UNORDERED_ACCESS &&
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m_IsImplicitDispatch)
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{
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@ -287,15 +207,15 @@ void ResourceStateManager::ProcessTransitioningSubresourceExplicit(
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UAVBarrier.UAV.pResource = TransitionDesc.Transition.pResource;
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m_vResourceBarriers.push_back(UAVBarrier);
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}
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else if (TransitionRequired(CurrentLogicalState.State, /*inout*/ after))
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else if (TransitionRequired(CurrentLogicalState.state, /*inout*/ after))
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{
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// Insert a single concrete barrier (for non-simultaneous access resources).
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TransitionDesc.Transition.StateBefore = D3D12_RESOURCE_STATES(CurrentLogicalState.State);
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TransitionDesc.Transition.StateBefore = D3D12_RESOURCE_STATES(CurrentLogicalState.state);
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TransitionDesc.Transition.StateAfter = D3D12_RESOURCE_STATES(after);
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assert(TransitionDesc.Transition.StateBefore != TransitionDesc.Transition.StateAfter);
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m_vResourceBarriers.push_back(TransitionDesc); // throw( bad_alloc )
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MayDecay = CurrentState.SupportsSimultaneousAccess() && !d3d12_is_write_state(after);
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MayDecay = CurrentState->supports_simultaneous_access && !d3d12_is_write_state(after);
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IsPromotion = false;
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}
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}
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@ -310,11 +230,11 @@ void ResourceStateManager::ProcessTransitioningSubresourceExplicit(
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}
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}
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CCurrentResourceState::LogicalState NewLogicalState{after, ExecutionId, IsPromotion, MayDecay};
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d3d12_subresource_state NewLogicalState{after, ExecutionId, IsPromotion, MayDecay};
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AddCurrentStateUpdate(TransitionableResourceState,
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CurrentState,
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TransitionDesc.Transition.Subresource,
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NewLogicalState);
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&NewLogicalState);
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}
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//----------------------------------------------------------------------------------------------------------------------------------
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@ -353,7 +273,7 @@ void ResourceStateManager::ApplyAllResourceTransitions(ID3D12GraphicsCommandList
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ProcessTransitioningResource(
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pResource,
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CurResource,
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CurResource.GetCurrentState(),
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&CurResource.m_currentState,
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CurResource.NumSubresources(),
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ExecutionId);
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});
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@ -40,48 +40,6 @@
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#define RESOURCE_STATE_VALID_INTERNAL_BITS 0x2fffff
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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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{
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struct list_head m_TransitionListEntry;
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struct d3d12_desired_resource_state m_DesiredState;
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struct d3d12_resource_state m_currentState;
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TransitionableResourceState(ID3D12Resource *pResource, UINT TotalSubresources, bool SupportsSimultaneousAccess) :
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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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d3d12_desired_resource_state_init(&m_DesiredState, TotalSubresources);
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d3d12_resource_state_init(&m_currentState, TotalSubresources, SupportsSimultaneousAccess);
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}
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~TransitionableResourceState()
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@ -114,15 +73,11 @@ struct TransitionableResourceState
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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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// 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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d3d12_resource_state *CurrentState,
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UINT NumTotalSubresources,
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UINT64 ExecutionId);
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@ -232,10 +187,10 @@ 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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d3d12_resource_state *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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const d3d12_subresource_state *NewLogicalState);
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void ProcessTransitioningSubresourceExplicit(d3d12_resource_state *CurrentState,
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UINT i,
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D3D12_RESOURCE_STATES after,
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TransitionableResourceState& TransitionableResourceState,
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@ -1967,7 +1967,7 @@ d3d12_transition_resource_state(struct d3d12_context *ctx,
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D3D12_RESOURCE_STATES state,
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d3d12_bind_invalidate_option bind_invalidate)
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{
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TransitionableResourceState *xres = d3d12_resource_state(res);
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TransitionableResourceState *xres = d3d12_transitionable_resource_state(res);
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if (bind_invalidate == D3D12_BIND_INVALIDATE_FULL)
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d3d12_invalidate_context_bindings(ctx, res);
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@ -1984,7 +1984,7 @@ d3d12_transition_subresources_state(struct d3d12_context *ctx,
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D3D12_RESOURCE_STATES state,
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d3d12_bind_invalidate_option bind_invalidate)
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{
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TransitionableResourceState *xres = d3d12_resource_state(res);
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TransitionableResourceState *xres = d3d12_transitionable_resource_state(res);
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if(bind_invalidate == D3D12_BIND_INVALIDATE_FULL)
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d3d12_invalidate_context_bindings(ctx, res);
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@ -102,7 +102,7 @@ d3d12_resource_resource(struct d3d12_resource *res)
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}
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static inline struct TransitionableResourceState *
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d3d12_resource_state(struct d3d12_resource *res)
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d3d12_transitionable_resource_state(struct d3d12_resource *res)
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{
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uint64_t offset;
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if (!res->bo)
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@ -23,6 +23,8 @@
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#include "d3d12_resource_state.h"
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#include <assert.h>
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#define UNKNOWN_RESOURCE_STATE (D3D12_RESOURCE_STATES) 0x8000u
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bool
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@ -87,3 +89,94 @@ d3d12_reset_desired_resource_state(d3d12_desired_resource_state *state_obj)
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{
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d3d12_set_desired_resource_state(state_obj, UNKNOWN_RESOURCE_STATE);
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}
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bool
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d3d12_resource_state_init(d3d12_resource_state *state, uint32_t subresource_count, bool simultaneous_access)
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{
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state->homogenous = true;
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state->supports_simultaneous_access = simultaneous_access;
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state->num_subresources = subresource_count;
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state->subresource_states = (d3d12_subresource_state *)calloc(subresource_count, sizeof(d3d12_subresource_state));
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return state->subresource_states != nullptr;
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}
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void
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d3d12_resource_state_cleanup(d3d12_resource_state *state)
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{
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free(state->subresource_states);
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}
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const d3d12_subresource_state *
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d3d12_get_subresource_state(const d3d12_resource_state *state, uint32_t subresource)
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{
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if (state->homogenous)
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subresource = 0;
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return &state->subresource_states[subresource];
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}
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void
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d3d12_set_resource_state(d3d12_resource_state *state_obj, const d3d12_subresource_state *state)
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{
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state_obj->homogenous = true;
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state_obj->subresource_states[0] = *state;
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}
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void
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d3d12_set_subresource_state(d3d12_resource_state *state_obj, uint32_t subresource, const d3d12_subresource_state *state)
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{
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if (state_obj->homogenous && state_obj->num_subresources > 1) {
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for (unsigned i = 1; i < state_obj->num_subresources; ++i) {
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state_obj->subresource_states[i] = state_obj->subresource_states[0];
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}
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state_obj->homogenous = false;
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}
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state_obj->subresource_states[subresource] = *state;
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}
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void
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d3d12_reset_resource_state(d3d12_resource_state *state)
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{
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d3d12_subresource_state subres_state = {};
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d3d12_set_resource_state(state, &subres_state);
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}
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D3D12_RESOURCE_STATES
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d3d12_resource_state_if_promoted(D3D12_RESOURCE_STATES desired_state,
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bool simultaneous_access,
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const d3d12_subresource_state *current_state)
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{
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D3D12_RESOURCE_STATES result = D3D12_RESOURCE_STATE_COMMON;
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const D3D12_RESOURCE_STATES promotable_states = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE |
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D3D12_RESOURCE_STATE_COPY_SOURCE | D3D12_RESOURCE_STATE_COPY_DEST;
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if (simultaneous_access ||
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(desired_state & promotable_states) != D3D12_RESOURCE_STATE_COMMON) {
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// If the current state is COMMON...
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if (current_state->state == D3D12_RESOURCE_STATE_COMMON)
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// ...then promotion is allowed
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return desired_state;
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// If the current state is a read state resulting from previous promotion...
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if (current_state->is_promoted &&
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(current_state->state & D3D12_RESOURCE_STATE_GENERIC_READ) != D3D12_RESOURCE_STATE_COMMON)
|
||||
// ...then (accumulated) promotion is allowed
|
||||
return desired_state | current_state->state;
|
||||
}
|
||||
|
||||
return D3D12_RESOURCE_STATE_COMMON;
|
||||
}
|
||||
|
||||
void
|
||||
d3d12_resource_state_copy(d3d12_resource_state *dest, d3d12_resource_state *src)
|
||||
{
|
||||
assert(dest->num_subresources == src->num_subresources);
|
||||
if (src->homogenous)
|
||||
d3d12_set_resource_state(dest, &src->subresource_states[0]);
|
||||
else {
|
||||
dest->homogenous = false;
|
||||
for (unsigned i = 0; i < src->num_subresources; ++i)
|
||||
dest->subresource_states[i] = src->subresource_states[i];
|
||||
}
|
||||
}
|
||||
|
|
|
@ -76,4 +76,47 @@ d3d12_set_desired_subresource_state(d3d12_desired_resource_state *state_obj,
|
|||
void
|
||||
d3d12_reset_desired_resource_state(d3d12_desired_resource_state *state_obj);
|
||||
|
||||
struct d3d12_subresource_state
|
||||
{
|
||||
D3D12_RESOURCE_STATES state;
|
||||
uint64_t execution_id;
|
||||
bool is_promoted;
|
||||
bool may_decay;
|
||||
};
|
||||
|
||||
/* Stores the current state of either an entire resource, or each subresource */
|
||||
struct d3d12_resource_state
|
||||
{
|
||||
bool homogenous;
|
||||
bool supports_simultaneous_access;
|
||||
uint32_t num_subresources;
|
||||
d3d12_subresource_state *subresource_states;
|
||||
};
|
||||
|
||||
bool
|
||||
d3d12_resource_state_init(d3d12_resource_state *state, uint32_t subresource_count, bool simultaneous_access);
|
||||
|
||||
void
|
||||
d3d12_resource_state_cleanup(d3d12_resource_state *state);
|
||||
|
||||
const d3d12_subresource_state *
|
||||
d3d12_get_subresource_state(const d3d12_resource_state *state, uint32_t subresource);
|
||||
|
||||
void
|
||||
d3d12_set_resource_state(d3d12_resource_state *state_obj, const d3d12_subresource_state *state);
|
||||
|
||||
void
|
||||
d3d12_set_subresource_state(d3d12_resource_state *state_obj, uint32_t subresource, const d3d12_subresource_state *state);
|
||||
|
||||
void
|
||||
d3d12_reset_resource_state(d3d12_resource_state *state);
|
||||
|
||||
D3D12_RESOURCE_STATES
|
||||
d3d12_resource_state_if_promoted(D3D12_RESOURCE_STATES desired_state,
|
||||
bool simultaneous_access,
|
||||
const d3d12_subresource_state *current_state);
|
||||
|
||||
void
|
||||
d3d12_resource_state_copy(d3d12_resource_state *dest, d3d12_resource_state *src);
|
||||
|
||||
#endif // D3D12_RESOURCE_STATE_H
|
||||
|
|
Loading…
Reference in New Issue