Program Listing for File d3d12-graphicscommandlist.h

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#pragma once
#include "d3d12-object.h"
#include "d3d12-descriptorheap.h"  // DX12Descriptor
#include "d3d12-commandallocator.h"
#include "d3d12-commandlist-debug.h"
#include "concurrent/critical-section.h"

#include <vector>
#include <map>
#include <unordered_map>
#include <unordered_set>
#include <memory>
#include <set>
#include <d3d12.h>

#include <array>

namespace gpa {
namespace serialization {
class StructDataManager;
}  // namespace serialization
namespace d3d12_state_tracker {

enum DX12DescriptorType;
struct DX12Descriptor;

enum PipelineType {
    PipelineTypeCompute,
    PipelineTypeGraphics,
};

size_t const kMaxContants = 64;

struct RootParamRecord
{
    D3D12_ROOT_PARAMETER_TYPE type;
    union
    {
        struct
        {
            D3D12_GPU_VIRTUAL_ADDRESS bufferLocation;
        } descriptor;
        struct
        {
            D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor;
        } descriptorTable;
        struct
        {
            uint32_t srcData[kMaxContants];
            uint32_t numValues;
        } constants;
    };
};

struct ResourceBindingInfo
{
    bool hasDescriptor;  //<! Use descriptor if true, use bareResource otherwise
    union
    {
        DX12Descriptor *descriptor = nullptr;  // If the resource was bound because of Set..RootDescriptorTable, this will be populated
        struct                                 // If the resource was bound with ID3D12GraphicsCommanList::Set..Root..View, this will be populated
        {
            DX12DescriptorType type = D3D12_DESCRIPTOR_TYPE_EMPTY;
            ID3D12Resource *resource = nullptr;
            uint32_t offset = 0;
        } bareBinding;
    };
};

struct CopyAccelerationStructureInfo
{
    D3D12_GPU_VIRTUAL_ADDRESS destAccelerationStructureData;
    D3D12_GPU_VIRTUAL_ADDRESS sourceAccelerationStructureData;
    D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE mode;
};

struct CopyBufferInfo
{
    ID3D12Resource *destResource = nullptr;
    uint64_t destOffset = 0;
    ID3D12Resource *srcResource = nullptr;
    uint64_t srcOffset = 0;
    uint64_t numBytes = 0;
};

template<typename ArgumentsType>
struct Command
{
    uint32_t index;
    ArgumentsType arguments;

    Command(uint32_t index, ArgumentsType arguments)
        : index(index)
        , arguments(arguments)
    {
    }
};

using BuildASCommand = Command<D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC const *>;
using CopyASCommand = Command<CopyAccelerationStructureInfo>;
using DispatchRaysCommand = Command<D3D12_DISPATCH_RAYS_DESC>;
using CopyBufferCommand = Command<CopyBufferInfo>;
using CopyBufferCommands = std::vector<CopyBufferCommand>;

using RootSignatureRecord = std::array<std::unordered_map<uint32_t, RootParamRecord>, 2>;

class D3D12GraphicsCommandListState : public D3D12ObjectState
{
public:
    static constexpr GUID sGUID = {0xe2d63967, 0xb577, 0x4054, {0xa8, 0x1d, 0xb6, 0x5e, 0xad, 0xfe, 0x87, 0x78}};

    using ScissorRects = std::vector<D3D12_RECT>;
    using Viewports = std::vector<D3D12_VIEWPORT>;
    using DescriptorHeaps = std::vector<ID3D12DescriptorHeap *>;
    using RenderTargets = std::vector<D3D12_CPU_DESCRIPTOR_HANDLE>;
    using IndexBuffer = std::vector<D3D12_INDEX_BUFFER_VIEW>;
    using VertexBuffers = std::map<UINT, D3D12_VERTEX_BUFFER_VIEW>;
    using DepthStencil = D3D12_CPU_DESCRIPTOR_HANDLE;
    using Topology = D3D12_PRIMITIVE_TOPOLOGY;
    using StreamOutTargets = std::map<UINT, D3D12_STREAM_OUTPUT_BUFFER_VIEW>;

private:
    const uint32_t mNodeMask;
    const D3D12_COMMAND_LIST_TYPE mType;

    gpa::concurrent::CriticalSection mCriticalSection;
    uint32_t mCommandIndex = 0;

    ID3D12CommandAllocator *mCommandAllocator;
    ID3D12PipelineState *mPipelineState = nullptr;                 // TODO: replace with a weak_ptr to the state object
    std::map<uint32_t, ID3D12StateObject *> mStateObjectsHistory;  // TODO: replace with a weak_ptr to the state object
    ID3D12StateObject *mStateObject = nullptr;
    ID3D12RootSignature *mRootSignature[2] = {};

    std::unordered_map<ID3D12Resource *, std::vector<D3D12_RESOURCE_STATES>> mPendingStateTransitions;
    std::unordered_set<ID3D12Resource *> mPendingDirtyResources;

    RootSignatureRecord mRootBindingState;

    std::vector<std::unique_ptr<serialization::StructDataManager>> mAllBuildASDescDataManagers;
    std::vector<Command<serialization::StructDataManager const *>> mCurrentBuildASDescDataManagers;
    std::vector<DispatchRaysCommand> mDispatchRaysDescs;
    CopyBufferCommands mPendingCopyBuffers;
    std::vector<CopyASCommand> mPendingCopyAccelerationStructures;

    DescriptorHeaps mDescriptorHeaps;

    // IA state
    IndexBuffer mIndexBuffer;
    VertexBuffers mVertexBuffers;

    bool mTopologySet = false;
    Topology mTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;

    // OM state
    bool mStencilRefSet = false;
    uint32_t mStencilRef{0};

    RenderTargets mRenderTargetsRuntime;       //<! Runtime ready rendertarget CPU Descriptor Heap handles
    RenderTargets mRenderTargetsUntranslated;  //<! Untranslated handles - use this value, if the call containing this value will go through d3d12-state-tracking layer
    DepthStencil mDepthRuntime{0};             //<! Runtime ready depthstencil CPU Descriptor Heap handle
    DepthStencil mDepthUntranslated{0};        //<! Untranslated handle - use this value, if the call containing this value will go through d3d12-state-tracking layer

    enum class BlendFactorState {
        NOT_SET,
        SET_NULL,
        SET
    };
    BlendFactorState mBlendFactorState = BlendFactorState::NOT_SET;
    FLOAT mBlendFactor[4]{};

    bool mDepthBoundSet = false;
    FLOAT mDepthBounds[2]{0.0, 1.0};

    // RS state
    ScissorRects mScissorRects;
    Viewports mViewports;

    // SO
    StreamOutTargets mSOTargets;

    // Query
    std::set<std::tuple<ID3D12QueryHeap *, D3D12_QUERY_TYPE, uint32_t>> mQueries;
    struct PredicationState
    {
        bool set = false;
        ID3D12Resource *pBuffer;
        uint64_t alignedBufferOffset;
        D3D12_PREDICATION_OP operation;
    };
    PredicationState mPredication{};

    struct SamplePositionsState
    {
        bool set = false;
        UINT numSamplesPerPixel;
        UINT numPixels;
        std::vector<D3D12_SAMPLE_POSITION> samplePositions;
    };
    SamplePositionsState mSamplePositions{};

    bool mViewInstanceMaskSet = false;
    uint32_t mViewInstanceMask = 0;

    ID3D12ProtectedResourceSession *mProtectedResourceSession = nullptr;

    struct RenderPass
    {
        bool set = false;
        std::vector<D3D12_RENDER_PASS_RENDER_TARGET_DESC> renderTargets;
        D3D12_RENDER_PASS_DEPTH_STENCIL_DESC depthStencil;
        bool depthStencilSet = false;
        D3D12_RENDER_PASS_FLAGS flags;
    };
    RenderPass mRenderPass{};

    struct ShadingRate
    {
        bool set = false;
        D3D12_SHADING_RATE baseShadingRate;
        bool combinersSet = false;
        D3D12_SHADING_RATE_COMBINER combiners[D3D12_RS_SET_SHADING_RATE_COMBINER_COUNT];
    };
    ShadingRate mShadingRate{};

    struct ShadingRateImage
    {
        bool set = false;
        bool setToNull = false;
        ID3D12Resource *shadingRateImage = nullptr;
    };
    ShadingRateImage mShadingRateImage{};

    size_t mRtvIncrementSize{0};

    bool mIsRecording = false;

    std::unique_ptr<D3D12GraphicsCommandListExtendedState> mExtendedState = nullptr;

public:
    D3D12GraphicsCommandListState(ID3D12GraphicsCommandList *pList, UINT nodeMask, D3D12_COMMAND_LIST_TYPE type, ID3D12CommandAllocator *pCommandAllocator, ID3D12PipelineState *pInitialState);
    D3D12GraphicsCommandListState(D3D12GraphicsCommandListState const &) = delete;
    D3D12GraphicsCommandListState &operator=(D3D12GraphicsCommandListState const &) = delete;
    ~D3D12GraphicsCommandListState() override;

    GUID GetGUID() override;

    D3D12GraphicsCommandListExtendedState *GetExtendedState();
    void InitializeExtendedState();

    void OnResourceBarrier(UINT NumBarriers, const D3D12_RESOURCE_BARRIER *pBarriers);
    void OnReset(ID3D12CommandAllocator *allocator, ID3D12PipelineState *pipelineState);
    void OnClose();
    void OnSetPipelineState(ID3D12PipelineState *pipelineState);
    void OnSetPipelineState1(ID3D12StateObject *stateObject);
    void OnClearState(ID3D12PipelineState *stateObject);

    void OnSetComputeRootSignature(ID3D12RootSignature *rootSignature);
    void OnSetGraphicsRootSignature(ID3D12RootSignature *rootSignature);
    void OnSetComputeRootDescriptorTable(UINT RootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE BaseDescriptor);
    void OnSetGraphicsRootDescriptorTable(UINT RootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE BaseDescriptor);
    void OnSetComputeRoot32BitConstant(UINT RootParameterIndex, UINT SrcData, UINT DestOffsetIn32BitValues);
    void OnSetGraphicsRoot32BitConstant(UINT RootParameterIndex, UINT SrcData, UINT DestOffsetIn32BitValues);
    void OnSetComputeRoot32BitConstants(UINT RootParameterIndex, UINT Num32BitValuesToSet, const void *pSrcData, UINT DestOffsetIn32BitValues);
    void OnSetGraphicsRoot32BitConstants(UINT RootParameterIndex, UINT Num32BitValuesToSet, const void *pSrcData, UINT DestOffsetIn32BitValues);
    void OnSetComputeRootConstantBufferView(UINT RootParameterIndex, D3D12_GPU_VIRTUAL_ADDRESS BufferLocation);
    void OnSetGraphicsRootConstantBufferView(UINT RootParameterIndex, D3D12_GPU_VIRTUAL_ADDRESS BufferLocation);
    void OnSetComputeRootShaderResourceView(UINT RootParameterIndex, D3D12_GPU_VIRTUAL_ADDRESS BufferLocation);
    void OnSetGraphicsRootShaderResourceView(UINT RootParameterIndex, D3D12_GPU_VIRTUAL_ADDRESS BufferLocation);
    void OnSetComputeRootUnorderedAccessView(UINT RootParameterIndex, D3D12_GPU_VIRTUAL_ADDRESS BufferLocation);
    void OnSetGraphicsRootUnorderedAccessView(UINT RootParameterIndex, D3D12_GPU_VIRTUAL_ADDRESS BufferLocation);

    void OnIASetIndexBuffer(const D3D12_INDEX_BUFFER_VIEW *pView);
    void OnIASetPrimitiveTopology(D3D12_PRIMITIVE_TOPOLOGY PrimitiveTopology);
    void OnIASetVertexBuffers(UINT StartSlot, UINT NumViews, const D3D12_VERTEX_BUFFER_VIEW *pViews);

    void OnOMSetBlendFactor(const FLOAT BlendFactor[4]);
    void OnOMSetRenderTargets(
        UINT NumRenderTargetDescriptors,
        const D3D12_CPU_DESCRIPTOR_HANDLE *pRenderTargetDescriptors,
        BOOL RTsSingleHandleToDescriptorRange,
        const D3D12_CPU_DESCRIPTOR_HANDLE *pDepthStencilDescriptor,
        bool runtimeCPUDescriptorHandles);
    void OnOMSetStencilRef(UINT StencilRef);
    void OnOMSetDepthBounds(FLOAT Min, FLOAT Max);

    void OnSOSetTargets(UINT StartSlot, UINT NumViews, const D3D12_STREAM_OUTPUT_BUFFER_VIEW *pViews);

    void OnRSSetScissorRects(UINT NumRects, const D3D12_RECT *pRects);
    void OnRSSetViewports(UINT NumViewports, const D3D12_VIEWPORT *pViewports);
    void OnSetDescriptorHeaps(UINT NumDescriptorHeaps, ID3D12DescriptorHeap *const *ppDescriptorHeaps);

    void OnAllocatorReset(ID3D12CommandAllocator *allocator);
    void OnExecute(ID3D12CommandQueue *queue);
    void OnExecuteBundle(ID3D12GraphicsCommandList *pCommandList);
    void OnResourceUpdate(ID3D12Resource *resource);
    void OnCopyBufferRegion(ID3D12Resource *pDstBuffer, UINT64 DstOffset, ID3D12Resource *pSrcBuffer, UINT64 SrcOffset, UINT64 NumBytes);
    void OnCopyResource(ID3D12Resource *pDstResource, ID3D12Resource *pSrcResource);

    void OnCopyRaytracingAccelerationStructure(D3D12_GPU_VIRTUAL_ADDRESS DestAccelerationStructureData, D3D12_GPU_VIRTUAL_ADDRESS SourceAccelerationStructureData, D3D12_RAYTRACING_ACCELERATION_STRUCTURE_COPY_MODE Mode);
    void OnBuildRaytracingAccelerationStructure(const D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC &desc);
    void OnDispatchRays(const D3D12_DISPATCH_RAYS_DESC &desc);

    void OnBeginQuery(ID3D12QueryHeap *pQueryHeap, D3D12_QUERY_TYPE Type, UINT Index);
    void OnEndQuery(ID3D12QueryHeap *pQueryHeap, D3D12_QUERY_TYPE Type, UINT Index);
    void OnSetPredication(ID3D12Resource *pBuffer, UINT64 AlignedBufferOffset, D3D12_PREDICATION_OP Operation);

    void OnSetSamplePositions(UINT NumSamplesPerPixel, UINT NumPixels, D3D12_SAMPLE_POSITION *pSamplePositions);
    void OnSetViewInstanceMask(UINT Mask);

    void OnSetProtectedResourceSession(ID3D12ProtectedResourceSession *pProtectedResourceSession);

    void OnBeginRenderPass(UINT NumRenderTargets, const D3D12_RENDER_PASS_RENDER_TARGET_DESC *pRenderTargets, const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC *pDepthStencil, D3D12_RENDER_PASS_FLAGS Flags);
    void OnEndRenderPass();

    void OnRSSetShadingRate(D3D12_SHADING_RATE baseShadingRate, const D3D12_SHADING_RATE_COMBINER *combiners);

    void OnRSSetShadingRateImage(ID3D12Resource *shadingRateImage);

#ifdef __ID3D12GraphicsCommandList7_INTERFACE_DEFINED__
    void OnBarrier(UINT32 NumBarrierGroups, const D3D12_BARRIER_GROUP *pBarrierGroups);
#endif

    bool IsRecording() const;
    uint32_t GetNodeMask() const;
    ID3D12PipelineState *GetPipelineState() const;
    ID3D12StateObject *GetRaytracingState() const;
    ID3D12CommandAllocator *GetCommandAllocator() const;
    ID3D12RootSignature *GetCurrentRootSignature(PipelineType const pipelineType) const;
    ID3D12StateObject *GetStateObjectAtCommand(uint32_t commandIndex) const;
    std::vector<BuildASCommand> GetRaytracingASDescs() const;
    std::vector<DispatchRaysCommand> const &GetDispatchRaysDescs() const;
    CopyBufferCommands const &GetCopyBufferCommands() const;
    std::vector<CopyASCommand> const &GetCopyAccelerationStructures() const;
    std::vector<D3D12_RESOURCE_STATES> const *GetPendingResourceState(ID3D12Resource *resource) const;
    std::vector<ID3D12DescriptorHeap *> GetDescriptorHeaps() const;
    VertexBuffers const &GetVertexBuffers() const;
    IndexBuffer const &GetIndexBuffer() const;
    Viewports const &GetViewports() const;
    ScissorRects const &GetScissorRects() const;
    StreamOutTargets const &GetStreamOutTargets() const;
    uint32_t GetStencilRef() const;
    std::vector<float> GetDepthBounds() const;
    Topology GetTopology() const;
    std::unordered_map<uint32_t, RootParamRecord> const &GetRootSignatureRecord(PipelineType pipelineType) const;
    RenderTargets const &GetRenderTargets(bool requestUntranslatedHandle) const;
    DepthStencil const &GetDepthStencil(bool requestUntranslatedHandle) const;

    void EnumerateCurrentBindings(PipelineType pipelineType, std::function<bool(uint32_t shaderRegister, uint32_t registerSpace, ResourceBindingInfo resourceBindingInfo, D3D12_SHADER_VISIBILITY visibility, bool belongsToUnboundedRange)> callback);

    void RestoreState(ID3D12GraphicsCommandList *cmdList, bool useUntranslated = false);
    void RestoreComputeBindings(ID3D12GraphicsCommandList *cmdList);
    void RestoreComputeState(ID3D12GraphicsCommandList *cmdList);
    void RestoreGraphicsState(ID3D12GraphicsCommandList *cmdList, bool restoreCommon = true, bool useUntranslated = false);

    uint32_t NextCommandIndex();
    uint32_t CurrentCommandIndex();

private:
    inline void OnSetRootResourceView(PipelineType pipelineType, D3D12_ROOT_PARAMETER_TYPE viewType, UINT RootParameterIndex, D3D12_GPU_VIRTUAL_ADDRESS BufferLocation);
    inline void OnSetRootDescriptorTable(PipelineType pipelineType, UINT RootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE BaseDescriptor);
    inline void OnSetRoot32BitConstants(PipelineType pipelineType, UINT RootParameterIndex, UINT Num32BitValuesToSet, const void *pSrcData, UINT DestOffsetIn32BitValues);
    inline void OnSetRootSignature(PipelineType pipelineType);
    bool BelongsToCurrentlySetDescriptorHeaps(D3D12_GPU_DESCRIPTOR_HANDLE handle);

    void UnregisterFromCurrentAllocator();
};

}  // namespace d3d12_state_tracker
}  // namespace gpa