microsoft: add resource state manager utility code
authorBillKristiansen <billkris@microsoft.com>
Wed, 27 May 2020 15:23:16 +0000 (17:23 +0200)
committerMarge Bot <eric+marge@anholt.net>
Tue, 10 Nov 2020 15:37:07 +0000 (15:37 +0000)
The code originates from this repository:
https://github.com/microsoft/D3D12TranslationLayer

It will be used in the next commit.

Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7477>

src/microsoft/meson.build
src/microsoft/resource_state_manager/D3D12ResourceState.cpp [new file with mode: 0644]
src/microsoft/resource_state_manager/D3D12ResourceState.h [new file with mode: 0644]
src/microsoft/resource_state_manager/meson.build [new file with mode: 0644]

index 8bbb8ac..ed218ad 100644 (file)
@@ -20,3 +20,4 @@
 # IN THE SOFTWARE.
 
 subdir('compiler')
+subdir('resource_state_manager')
diff --git a/src/microsoft/resource_state_manager/D3D12ResourceState.cpp b/src/microsoft/resource_state_manager/D3D12ResourceState.cpp
new file mode 100644 (file)
index 0000000..5487222
--- /dev/null
@@ -0,0 +1,398 @@
+/*
+ * 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);
+}
diff --git a/src/microsoft/resource_state_manager/D3D12ResourceState.h b/src/microsoft/resource_state_manager/D3D12ResourceState.h
new file mode 100644 (file)
index 0000000..12342e0
--- /dev/null
@@ -0,0 +1,289 @@
+/*
+ * 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
diff --git a/src/microsoft/resource_state_manager/meson.build b/src/microsoft/resource_state_manager/meson.build
new file mode 100644 (file)
index 0000000..f9167a6
--- /dev/null
@@ -0,0 +1,37 @@
+# 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.
+
+files_libd3d12_resource_state = files(
+  'D3D12ResourceState.cpp',
+)
+
+libd3d12_resource_state = static_library(
+  'd3d12_resource_state',
+  files_libd3d12_resource_state,
+  gnu_symbol_visibility : 'hidden',
+  include_directories : [inc_include, inc_src, inc_mesa],
+  dependencies: [],
+)
+
+idep_libd3d12_resource_state = declare_dependency(
+  link_with : [libd3d12_resource_state],
+  include_directories : include_directories('.')
+)