--- /dev/null
+/*
+ * 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.
+ */
+
+#include "D3D12ResourceState.h"
+
+//----------------------------------------------------------------------------------------------------------------------------------
+ D3D12_RESOURCE_STATES CDesiredResourceState::GetSubresourceState(UINT SubresourceIndex) const
+{
+ if (AreAllSubresourcesSame())
+ {
+ SubresourceIndex = 0;
+ }
+ return m_spSubresourceStates[SubresourceIndex];
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void CDesiredResourceState::UpdateSubresourceState(unsigned SubresourceIndex, D3D12_RESOURCE_STATES state)
+{
+ assert(SubresourceIndex < m_spSubresourceStates.size());
+ if (m_spSubresourceStates[SubresourceIndex] == UNKNOWN_RESOURCE_STATE ||
+ state == UNKNOWN_RESOURCE_STATE ||
+ IsD3D12WriteState(state))
+ {
+ m_spSubresourceStates[SubresourceIndex] = state;
+ }
+ else
+ {
+ // Accumulate read state state bits
+ m_spSubresourceStates[SubresourceIndex] |= state;
+ }
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void CDesiredResourceState::SetResourceState(D3D12_RESOURCE_STATES state)
+{
+ m_bAllSubresourcesSame = true;
+ UpdateSubresourceState(0, state);
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void CDesiredResourceState::SetSubresourceState(UINT SubresourceIndex, D3D12_RESOURCE_STATES state)
+{
+ if (m_bAllSubresourcesSame && m_spSubresourceStates.size() > 1)
+ {
+ std::fill(m_spSubresourceStates.begin() + 1, m_spSubresourceStates.end(), m_spSubresourceStates[0]);
+ m_bAllSubresourcesSame = false;
+ }
+ if (m_spSubresourceStates.size() == 1)
+ {
+ SubresourceIndex = 0;
+ }
+ UpdateSubresourceState(SubresourceIndex, state);
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void CDesiredResourceState::Reset()
+{
+ SetResourceState(UNKNOWN_RESOURCE_STATE);
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void CCurrentResourceState::ConvertToSubresourceTracking()
+{
+ if (m_bAllSubresourcesSame && m_spLogicalState.size() > 1)
+ {
+ std::fill(m_spLogicalState.begin() + 1, m_spLogicalState.end(), m_spLogicalState[0]);
+ m_bAllSubresourcesSame = false;
+ }
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+CCurrentResourceState::CCurrentResourceState(UINT SubresourceCount, bool bSimultaneousAccess)
+ : m_bSimultaneousAccess(bSimultaneousAccess)
+ , m_spLogicalState(SubresourceCount)
+{
+ m_spLogicalState[0] = LogicalState{};
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+D3D12_RESOURCE_STATES CCurrentResourceState::StateIfPromoted(D3D12_RESOURCE_STATES State, UINT SubresourceIndex)
+{
+ D3D12_RESOURCE_STATES Result = D3D12_RESOURCE_STATE_COMMON;
+
+ if (m_bSimultaneousAccess || !!(State & (
+ D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
+ D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE |
+ D3D12_RESOURCE_STATE_COPY_SOURCE |
+ D3D12_RESOURCE_STATE_COPY_DEST)))
+ {
+ auto CurState = GetLogicalSubresourceState(SubresourceIndex);
+
+ // If the current state is COMMON...
+ if(CurState.State == D3D12_RESOURCE_STATE_COMMON)
+ {
+ // ...then promotion is allowed
+ Result = State;
+ }
+ // If the current state is a read state resulting from previous promotion...
+ else if(CurState.IsPromotedState && !!(CurState.State & D3D12_RESOURCE_STATE_GENERIC_READ))
+ {
+ // ...then (accumulated) promotion is allowed
+ Result = State |= CurState.State;
+ }
+ }
+
+ return Result;
+}
+
+
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void CCurrentResourceState::SetLogicalResourceState(LogicalState const& State)
+{
+ m_bAllSubresourcesSame = true;
+ m_spLogicalState[0] = State;
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void CCurrentResourceState::SetLogicalSubresourceState(UINT SubresourceIndex, LogicalState const& State)
+{
+ ConvertToSubresourceTracking();
+ m_spLogicalState[SubresourceIndex] = State;
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+auto CCurrentResourceState::GetLogicalSubresourceState(UINT SubresourceIndex) const -> LogicalState const&
+{
+ if (AreAllSubresourcesSame())
+ {
+ SubresourceIndex = 0;
+ }
+ return m_spLogicalState[SubresourceIndex];
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void CCurrentResourceState::Reset()
+{
+ m_bAllSubresourcesSame = true;
+ m_spLogicalState[0] = LogicalState{};
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+ResourceStateManager::ResourceStateManager()
+{
+ list_inithead(&m_TransitionListHead);
+ // Reserve some space in these vectors upfront. Values are arbitrary.
+ m_vResourceBarriers.reserve(50);
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void ResourceStateManager::TransitionResource(TransitionableResourceState& Resource,
+ D3D12_RESOURCE_STATES state)
+{
+ Resource.m_DesiredState.SetResourceState(state);
+ if (!Resource.IsTransitionPending())
+ {
+ list_add(&Resource.m_TransitionListEntry, &m_TransitionListHead);
+ }
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void ResourceStateManager::TransitionSubresource(TransitionableResourceState& Resource,
+ UINT SubresourceIndex,
+ D3D12_RESOURCE_STATES state)
+{
+ Resource.m_DesiredState.SetSubresourceState(SubresourceIndex, state);
+ if (!Resource.IsTransitionPending())
+ {
+ list_add(&Resource.m_TransitionListEntry, &m_TransitionListHead);
+ }
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void ResourceStateManager::ApplyResourceTransitionsPreamble()
+{
+ m_vResourceBarriers.clear();
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+/*static*/ bool ResourceStateManager::TransitionRequired(D3D12_RESOURCE_STATES CurrentState, D3D12_RESOURCE_STATES& DestinationState)
+{
+ // An exact match never needs a transition.
+ if (CurrentState == DestinationState)
+ {
+ return false;
+ }
+
+ if (
+ CurrentState == D3D12_RESOURCE_STATE_COMMON ||
+ DestinationState == D3D12_RESOURCE_STATE_COMMON)
+ {
+ return true;
+ }
+
+ // Current state already contains the destination state, we're good.
+ if ((CurrentState & DestinationState) == DestinationState)
+ {
+ DestinationState = CurrentState;
+ return false;
+ }
+
+ // If the transition involves a write state, then the destination should just be the requested destination.
+ // Otherwise, accumulate read states to minimize future transitions (by triggering the above condition).
+ if (!IsD3D12WriteState(DestinationState) && !IsD3D12WriteState(CurrentState))
+ {
+ DestinationState |= CurrentState;
+ }
+ return true;
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void ResourceStateManager::AddCurrentStateUpdate(TransitionableResourceState& Resource,
+ CCurrentResourceState& CurrentState,
+ UINT SubresourceIndex,
+ const CCurrentResourceState::LogicalState &NewLogicalState)
+{
+ if (SubresourceIndex == D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES)
+ {
+ CurrentState.SetLogicalResourceState(NewLogicalState);
+ }
+ else
+ {
+ CurrentState.SetLogicalSubresourceState(SubresourceIndex, NewLogicalState);
+ }
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void ResourceStateManager::ProcessTransitioningResource(ID3D12Resource* pTransitioningResource,
+ TransitionableResourceState& TransitionableResourceState,
+ CCurrentResourceState& CurrentState,
+ UINT NumTotalSubresources,
+ UINT64 ExecutionId)
+{
+ // Figure out the set of subresources that are transitioning
+ auto& DestinationState = TransitionableResourceState.m_DesiredState;
+ bool bAllSubresourcesAtOnce = CurrentState.AreAllSubresourcesSame() && DestinationState.AreAllSubresourcesSame();
+
+ D3D12_RESOURCE_BARRIER TransitionDesc;
+ ZeroMemory(&TransitionDesc, sizeof(TransitionDesc));
+ TransitionDesc.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ TransitionDesc.Transition.pResource = pTransitioningResource;
+
+ UINT numSubresources = bAllSubresourcesAtOnce ? 1 : NumTotalSubresources;
+ for (UINT i = 0; i < numSubresources; ++i)
+ {
+ D3D12_RESOURCE_STATES SubresourceDestinationState = DestinationState.GetSubresourceState(i);
+ TransitionDesc.Transition.Subresource = bAllSubresourcesAtOnce ? D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES : i;
+
+ // Is this subresource currently being used, or is it just being iterated over?
+ D3D12_RESOURCE_STATES after = DestinationState.GetSubresourceState(i);
+ if (after == UNKNOWN_RESOURCE_STATE)
+ {
+ // This subresource doesn't have any transition requested - move on to the next.
+ continue;
+ }
+
+ ProcessTransitioningSubresourceExplicit(
+ CurrentState,
+ i,
+ SubresourceDestinationState,
+ after,
+ TransitionableResourceState,
+ TransitionDesc,
+ ExecutionId); // throw( bad_alloc )
+ }
+
+ // Update destination states.
+ // Coalesce destination state to ensure that it's set for the entire resource.
+ DestinationState.SetResourceState(UNKNOWN_RESOURCE_STATE);
+
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void ResourceStateManager::ProcessTransitioningSubresourceExplicit(
+ CCurrentResourceState& CurrentState,
+ UINT SubresourceIndex,
+ D3D12_RESOURCE_STATES state,
+ D3D12_RESOURCE_STATES after,
+ TransitionableResourceState& TransitionableResourceState,
+ D3D12_RESOURCE_BARRIER& TransitionDesc,
+ UINT64 ExecutionId)
+{
+ // Simultaneous access resources currently in the COMMON
+ // state can be implicitly promoted to any state other state.
+ // Any non-simultaneous-access resources currently in the
+ // COMMON state can still be implicitly promoted to SRV,
+ // NON_PS_SRV, COPY_SRC, or COPY_DEST.
+ CCurrentResourceState::LogicalState CurrentLogicalState = CurrentState.GetLogicalSubresourceState(SubresourceIndex);
+
+ // If the last time this logical state was set was in a different
+ // execution period and is decayable then decay the current state
+ // to COMMON
+ if(ExecutionId != CurrentLogicalState.ExecutionId && CurrentLogicalState.MayDecay)
+ {
+ CurrentLogicalState.State = D3D12_RESOURCE_STATE_COMMON;
+ CurrentLogicalState.IsPromotedState = false;
+ }
+ bool MayDecay = false;
+ bool IsPromotion = false;
+
+ // If not promotable then StateIfPromoted will be D3D12_RESOURCE_STATE_COMMON
+ auto StateIfPromoted = CurrentState.StateIfPromoted(after, SubresourceIndex);
+
+ if ( D3D12_RESOURCE_STATE_COMMON == StateIfPromoted )
+ {
+ if (TransitionRequired(CurrentLogicalState.State, /*inout*/ after))
+ {
+ // Insert a single concrete barrier (for non-simultaneous access resources).
+ TransitionDesc.Transition.StateBefore = D3D12_RESOURCE_STATES(CurrentLogicalState.State);
+ TransitionDesc.Transition.StateAfter = D3D12_RESOURCE_STATES(after);
+ assert(TransitionDesc.Transition.StateBefore != TransitionDesc.Transition.StateAfter);
+ m_vResourceBarriers.push_back(TransitionDesc); // throw( bad_alloc )
+
+ MayDecay = CurrentState.SupportsSimultaneousAccess() && !IsD3D12WriteState(after);
+ IsPromotion = false;
+ }
+ }
+ else
+ {
+ // Handle identity state transition
+ if(after != StateIfPromoted)
+ {
+ after = StateIfPromoted;
+ MayDecay = !IsD3D12WriteState(after);
+ IsPromotion = true;
+ }
+ }
+
+ CCurrentResourceState::LogicalState NewLogicalState{after, ExecutionId, IsPromotion, MayDecay};
+ AddCurrentStateUpdate(TransitionableResourceState,
+ CurrentState,
+ TransitionDesc.Transition.Subresource,
+ NewLogicalState);
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void ResourceStateManager::SubmitResourceTransitions(ID3D12GraphicsCommandList *pCommandList)
+{
+ // Submit any pending barriers on source command lists that are not the destination.
+ if (!m_vResourceBarriers.empty())
+ {
+ pCommandList->ResourceBarrier((UINT)m_vResourceBarriers.size(), m_vResourceBarriers.data());
+ }
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void ResourceStateManager::TransitionResource(TransitionableResourceState* pResource, D3D12_RESOURCE_STATES State)
+{
+ ResourceStateManager::TransitionResource(*pResource, State);
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void ResourceStateManager::TransitionSubresource(TransitionableResourceState* pResource, UINT SubresourceIndex, D3D12_RESOURCE_STATES State)
+{
+ ResourceStateManager::TransitionSubresource(*pResource, SubresourceIndex, State);
+}
+
+//----------------------------------------------------------------------------------------------------------------------------------
+void ResourceStateManager::ApplyAllResourceTransitions(ID3D12GraphicsCommandList *pCommandList, UINT64 ExecutionId)
+{
+ ApplyResourceTransitionsPreamble();
+
+ ForEachTransitioningResource([=](TransitionableResourceState& ResourceBase)
+ {
+ TransitionableResourceState& CurResource = static_cast<TransitionableResourceState&>(ResourceBase);
+
+ ID3D12Resource *pResource = CurResource.GetD3D12Resource();
+
+ ProcessTransitioningResource(
+ pResource,
+ CurResource,
+ CurResource.GetCurrentState(),
+ CurResource.NumSubresources(),
+ ExecutionId);
+ });
+
+ SubmitResourceTransitions(pCommandList);
+}
--- /dev/null
+/*
+ * 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 <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