D3D12ResourceState.cpp revision 7ec681f3
1/*
2 * Copyright © Microsoft Corporation
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5 * copy of this software and associated documentation files (the "Software"),
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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
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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//----------------------------------------------------------------------------------------------------------------------------------
37void 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//----------------------------------------------------------------------------------------------------------------------------------
54void CDesiredResourceState::SetResourceState(D3D12_RESOURCE_STATES state)
55{
56   m_bAllSubresourcesSame = true;
57   UpdateSubresourceState(0, state);
58}
59
60//----------------------------------------------------------------------------------------------------------------------------------
61void 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//----------------------------------------------------------------------------------------------------------------------------------
76void CDesiredResourceState::Reset()
77{
78   SetResourceState(UNKNOWN_RESOURCE_STATE);
79}
80
81//----------------------------------------------------------------------------------------------------------------------------------
82void 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//----------------------------------------------------------------------------------------------------------------------------------
92CCurrentResourceState::CCurrentResourceState(UINT SubresourceCount, bool bSimultaneousAccess)
93   : m_bSimultaneousAccess(bSimultaneousAccess)
94   , m_spLogicalState(SubresourceCount)
95{
96   m_spLogicalState[0] = LogicalState{};
97}
98
99//----------------------------------------------------------------------------------------------------------------------------------
100D3D12_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//----------------------------------------------------------------------------------------------------------------------------------
132void CCurrentResourceState::SetLogicalResourceState(LogicalState const& State)
133{
134   m_bAllSubresourcesSame = true;
135   m_spLogicalState[0] = State;
136}
137
138//----------------------------------------------------------------------------------------------------------------------------------
139void CCurrentResourceState::SetLogicalSubresourceState(UINT SubresourceIndex, LogicalState const& State)
140{
141   ConvertToSubresourceTracking();
142   m_spLogicalState[SubresourceIndex] = State;
143}
144
145//----------------------------------------------------------------------------------------------------------------------------------
146auto CCurrentResourceState::GetLogicalSubresourceState(UINT SubresourceIndex) const -> LogicalState const&
147{
148   if (AreAllSubresourcesSame())
149   {
150      SubresourceIndex = 0;
151   }
152   return m_spLogicalState[SubresourceIndex];
153}
154
155//----------------------------------------------------------------------------------------------------------------------------------
156void CCurrentResourceState::Reset()
157{
158   m_bAllSubresourcesSame = true;
159   m_spLogicalState[0] = LogicalState{};
160}
161
162//----------------------------------------------------------------------------------------------------------------------------------
163ResourceStateManager::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//----------------------------------------------------------------------------------------------------------------------------------
171void 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//----------------------------------------------------------------------------------------------------------------------------------
182void 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//----------------------------------------------------------------------------------------------------------------------------------
194void 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//----------------------------------------------------------------------------------------------------------------------------------
232void 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//----------------------------------------------------------------------------------------------------------------------------------
248void 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//----------------------------------------------------------------------------------------------------------------------------------
294void 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//----------------------------------------------------------------------------------------------------------------------------------
357void 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//----------------------------------------------------------------------------------------------------------------------------------
367void ResourceStateManager::TransitionResource(TransitionableResourceState* pResource, D3D12_RESOURCE_STATES State)
368{
369   ResourceStateManager::TransitionResource(*pResource, State);
370}
371
372//----------------------------------------------------------------------------------------------------------------------------------
373void ResourceStateManager::TransitionSubresource(TransitionableResourceState* pResource, UINT SubresourceIndex, D3D12_RESOURCE_STATES State)
374{
375   ResourceStateManager::TransitionSubresource(*pResource, SubresourceIndex, State);
376}
377
378//----------------------------------------------------------------------------------------------------------------------------------
379void 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