mesa/src/microsoft/resource_state_manager/D3D12ResourceState.h

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