Example #1
0
vector<ResourceId> D3D12RenderState::GetRTVIDs() const
{
  vector<ResourceId> ret;

  if(rtSingle)
  {
    if(!rts.empty())
    {
      const D3D12Descriptor *descs = DescriptorFromPortableHandle(GetResourceManager(), rts[0]);

      for(UINT i = 0; i < rts.size(); i++)
      {
        RDCASSERT(descs[i].GetType() == D3D12Descriptor::TypeRTV);
        ret.push_back(GetResID(descs[i].nonsamp.resource));
      }
    }
  }
  else
  {
    for(UINT i = 0; i < rts.size(); i++)
    {
      WrappedID3D12DescriptorHeap *heap =
          GetResourceManager()->GetLiveAs<WrappedID3D12DescriptorHeap>(rts[0].heap);

      const D3D12Descriptor &desc = heap->GetDescriptors()[rts[i].index];

      RDCASSERT(desc.GetType() == D3D12Descriptor::TypeRTV);
      ret.push_back(GetResID(desc.nonsamp.resource));
    }
  }

  return ret;
}
Example #2
0
D3D12_GPU_DESCRIPTOR_HANDLE GPUHandleFromPortableHandle(D3D12ResourceManager *manager,
                                                        PortableHandle handle)
{
  if(handle.heap == ResourceId())
    return D3D12_GPU_DESCRIPTOR_HANDLE();

  WrappedID3D12DescriptorHeap *heap = manager->GetLiveAs<WrappedID3D12DescriptorHeap>(handle.heap);

  if(heap)
    return heap->GetGPU(handle.index);

  return D3D12_GPU_DESCRIPTOR_HANDLE();
}
Example #3
0
D3D12Descriptor *DescriptorFromPortableHandle(D3D12ResourceManager *manager, PortableHandle handle)
{
  if(handle.heap == ResourceId())
    return NULL;

  if(!manager->HasLiveResource(handle.heap))
    return NULL;

  WrappedID3D12DescriptorHeap *heap = manager->GetLiveAs<WrappedID3D12DescriptorHeap>(handle.heap);

  if(heap)
    return heap->GetDescriptors() + handle.index;

  return NULL;
}
Example #4
0
HRESULT WrappedID3D12Device::CreateDescriptorHeap(const D3D12_DESCRIPTOR_HEAP_DESC *pDescriptorHeapDesc,
                                                  REFIID riid, void **ppvHeap)
{
  if(ppvHeap == NULL)
    return m_pDevice->CreateDescriptorHeap(pDescriptorHeapDesc, riid, NULL);

  if(riid != __uuidof(ID3D12DescriptorHeap))
    return E_NOINTERFACE;

  ID3D12DescriptorHeap *real = NULL;
  HRESULT ret = m_pDevice->CreateDescriptorHeap(pDescriptorHeapDesc, riid, (void **)&real);

  if(SUCCEEDED(ret))
  {
    SCOPED_LOCK(m_D3DLock);

    WrappedID3D12DescriptorHeap *wrapped =
        new WrappedID3D12DescriptorHeap(real, this, *pDescriptorHeapDesc);

    if(m_State >= WRITING)
    {
      SCOPED_SERIALISE_CONTEXT(CREATE_DESCRIPTOR_HEAP);
      Serialise_CreateDescriptorHeap(pDescriptorHeapDesc, riid, (void **)&wrapped);

      D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(wrapped->GetResourceID());
      record->type = Resource_DescriptorHeap;
      record->Length = 0;
      wrapped->SetResourceRecord(record);

      record->AddChunk(scope.Get());

      {
        SCOPED_LOCK(m_CapTransitionLock);
        if(m_State != WRITING_CAPFRAME)
          GetResourceManager()->MarkDirtyResource(wrapped->GetResourceID());
        else
          GetResourceManager()->MarkPendingDirty(wrapped->GetResourceID());
      }
    }
    else
    {
      GetResourceManager()->AddLiveResource(wrapped->GetResourceID(), wrapped);
    }

    *ppvHeap = (ID3D12DescriptorHeap *)wrapped;
  }

  return ret;
}
Example #5
0
bool D3D12ResourceManager::Serialise_InitialState(ResourceId resid, ID3D12DeviceChild *liveRes)
{
  D3D12ResourceRecord *record = NULL;
  if(m_State >= WRITING)
    record = GetResourceRecord(resid);

  SERIALISE_ELEMENT(ResourceId, id, resid);
  SERIALISE_ELEMENT(D3D12ResourceType, type, record->type);

  if(m_State >= WRITING)
  {
    D3D12ResourceManager::InitialContentData initContents = GetInitialContents(id);

    if(type == Resource_DescriptorHeap)
    {
      D3D12Descriptor *descs = (D3D12Descriptor *)initContents.blob;
      uint32_t numElems = initContents.num;

      m_pSerialiser->SerialiseComplexArray("Descriptors", descs, numElems);
    }
    else if(type == Resource_Resource)
    {
      m_Device->ExecuteLists();
      m_Device->FlushLists();

      ID3D12Resource *copiedBuffer = (ID3D12Resource *)initContents.resource;

      if(initContents.num == 1)
      {
        copiedBuffer = (ID3D12Resource *)liveRes;
      }

      if(initContents.num == 2)
      {
        D3D12NOTIMP("Multisampled initial contents");
        return true;
      }

      byte dummy[4] = {};
      byte *ptr = NULL;
      uint64_t size = 0;

      HRESULT hr = E_NOINTERFACE;

      if(copiedBuffer)
      {
        hr = copiedBuffer->Map(0, NULL, (void **)&ptr);
        size = (uint64_t)copiedBuffer->GetDesc().Width;
      }

      if(FAILED(hr) || ptr == NULL)
      {
        size = 4;
        ptr = dummy;

        RDCERR("Failed to map buffer for readback! 0x%08x", hr);
      }

      m_pSerialiser->Serialise("NumBytes", size);
      size_t sz = (size_t)size;
      m_pSerialiser->SerialiseBuffer("BufferData", ptr, sz);

      if(SUCCEEDED(hr) && ptr)
        copiedBuffer->Unmap(0, NULL);

      return true;
    }
    else
    {
      RDCERR("Unexpected type needing an initial state serialised out: %d", type);
      return false;
    }
  }
  else
  {
    ID3D12DeviceChild *res = GetLiveResource(id);

    RDCASSERT(res != NULL);

    ResourceId liveid = GetLiveID(id);

    if(type == Resource_DescriptorHeap)
    {
      WrappedID3D12DescriptorHeap *heap = (WrappedID3D12DescriptorHeap *)res;

      uint32_t numElems = 0;
      D3D12Descriptor *descs = NULL;

      m_pSerialiser->SerialiseComplexArray("Descriptors", descs, numElems);

      D3D12_DESCRIPTOR_HEAP_DESC desc = heap->GetDesc();

      // this heap doesn't have to be shader visible, we just use it to copy from
      desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;

      ID3D12DescriptorHeap *copyheap = NULL;
      HRESULT hr = m_Device->GetReal()->CreateDescriptorHeap(&desc, __uuidof(ID3D12DescriptorHeap),
                                                             (void **)&copyheap);

      if(FAILED(hr))
      {
        RDCERR("Failed to create CPU descriptor heap for initial state: 0x%08x", hr);
        return false;
      }

      copyheap = new WrappedID3D12DescriptorHeap(copyheap, m_Device, desc);

      D3D12_CPU_DESCRIPTOR_HANDLE handle = copyheap->GetCPUDescriptorHandleForHeapStart();

      UINT increment = m_Device->GetDescriptorHandleIncrementSize(desc.Type);

      for(uint32_t i = 0; i < numElems; i++)
      {
        descs[i].Create(desc.Type, m_Device, handle);

        handle.ptr += increment;
      }

      SAFE_DELETE_ARRAY(descs);

      SetInitialContents(id, D3D12ResourceManager::InitialContentData(copyheap, 0, NULL));
    }
    else if(type == Resource_Resource)
    {
      D3D12_RESOURCE_DESC resDesc = ((ID3D12Resource *)res)->GetDesc();

      if(resDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D && resDesc.SampleDesc.Count > 1)
      {
        D3D12NOTIMP("Multisampled initial contents");
        return true;
      }

      uint64_t size = 0;

      m_pSerialiser->Serialise("NumBytes", size);

      D3D12_HEAP_PROPERTIES heapProps;
      heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
      heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
      heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
      heapProps.CreationNodeMask = 1;
      heapProps.VisibleNodeMask = 1;

      D3D12_RESOURCE_DESC desc;
      desc.Alignment = 0;
      desc.DepthOrArraySize = 1;
      desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
      desc.Flags = D3D12_RESOURCE_FLAG_NONE;
      desc.Format = DXGI_FORMAT_UNKNOWN;
      desc.Height = 1;
      desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
      desc.MipLevels = 1;
      desc.SampleDesc.Count = 1;
      desc.SampleDesc.Quality = 0;
      desc.Width = size;

      ID3D12Resource *copySrc = NULL;
      HRESULT hr = m_Device->GetReal()->CreateCommittedResource(
          &heapProps, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
          __uuidof(ID3D12Resource), (void **)&copySrc);

      if(FAILED(hr))
      {
        RDCERR("Couldn't create upload buffer: 0x%08x", hr);
        return false;
      }

      byte *ptr = NULL;
      hr = copySrc->Map(0, NULL, (void **)&ptr);

      if(FAILED(hr))
      {
        RDCERR("Couldn't map upload buffer: 0x%08x", hr);
        ptr = NULL;
      }

      size_t sz = (size_t)size;

      m_pSerialiser->SerialiseBuffer("BufferData", ptr, sz);

      if(SUCCEEDED(hr))
        copySrc->Unmap(0, NULL);
      else
        SAFE_DELETE_ARRAY(ptr);

      SetInitialContents(id, D3D12ResourceManager::InitialContentData(copySrc, 1, NULL));

      return true;
    }
    else
    {
      RDCERR("Unexpected type needing an initial state serialised in: %d", type);
      return false;
    }
  }

  return true;
}
Example #6
0
bool D3D12ResourceManager::Prepare_InitialState(ID3D12DeviceChild *res)
{
  ResourceId id = GetResID(res);
  D3D12ResourceType type = IdentifyTypeByPtr(res);

  if(type == Resource_DescriptorHeap)
  {
    WrappedID3D12DescriptorHeap *heap = (WrappedID3D12DescriptorHeap *)res;

    UINT numElems = heap->GetDesc().NumDescriptors;

    D3D12Descriptor *descs =
        (D3D12Descriptor *)Serialiser::AllocAlignedBuffer(sizeof(D3D12Descriptor) * numElems);

    memcpy(descs, heap->GetDescriptors(), sizeof(D3D12Descriptor) * numElems);

    SetInitialContents(heap->GetResourceID(),
                       D3D12ResourceManager::InitialContentData(NULL, numElems, (byte *)descs));
    return true;
  }
  else if(type == Resource_Resource)
  {
    WrappedID3D12Resource *r = (WrappedID3D12Resource *)res;
    ID3D12Pageable *pageable = r;

    bool nonresident = false;
    if(!r->Resident())
      nonresident = true;

    D3D12_RESOURCE_DESC desc = r->GetDesc();

    if(desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D && desc.SampleDesc.Count > 1)
    {
      D3D12NOTIMP("Multisampled initial contents");

      SetInitialContents(GetResID(r), D3D12ResourceManager::InitialContentData(NULL, 2, NULL));
      return true;
    }
    else if(desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
    {
      D3D12_HEAP_PROPERTIES heapProps;
      r->GetHeapProperties(&heapProps, NULL);

      if(heapProps.Type == D3D12_HEAP_TYPE_READBACK)
      {
        // already on readback heap, just mark that we can map it directly and continue
        SetInitialContents(GetResID(r), D3D12ResourceManager::InitialContentData(NULL, 1, NULL));
        return true;
      }

      heapProps.Type = D3D12_HEAP_TYPE_READBACK;
      heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
      heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
      heapProps.CreationNodeMask = 1;
      heapProps.VisibleNodeMask = 1;

      desc.Flags = D3D12_RESOURCE_FLAG_NONE;

      ID3D12Resource *copyDst = NULL;
      HRESULT hr = m_Device->GetReal()->CreateCommittedResource(
          &heapProps, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL,
          __uuidof(ID3D12Resource), (void **)&copyDst);

      if(nonresident)
        m_Device->MakeResident(1, &pageable);

      if(SUCCEEDED(hr))
      {
        ID3D12GraphicsCommandList *list = Unwrap(m_Device->GetInitialStateList());

        list->CopyResource(copyDst, r->GetReal());
      }
      else
      {
        RDCERR("Couldn't create readback buffer: 0x%08x", hr);
      }

      if(nonresident)
      {
        m_Device->CloseInitialStateList();

        m_Device->ExecuteLists();
        m_Device->FlushLists();

        m_Device->Evict(1, &pageable);
      }

      SetInitialContents(GetResID(r), D3D12ResourceManager::InitialContentData(copyDst, 0, NULL));
      return true;
    }
    else
    {
      D3D12_HEAP_PROPERTIES heapProps;
      heapProps.Type = D3D12_HEAP_TYPE_READBACK;
      heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
      heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
      heapProps.CreationNodeMask = 1;
      heapProps.VisibleNodeMask = 1;

      D3D12_RESOURCE_DESC bufDesc;

      bufDesc.Alignment = 0;
      bufDesc.DepthOrArraySize = 1;
      bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
      bufDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
      bufDesc.Format = DXGI_FORMAT_UNKNOWN;
      bufDesc.Height = 1;
      bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
      bufDesc.MipLevels = 1;
      bufDesc.SampleDesc.Count = 1;
      bufDesc.SampleDesc.Quality = 0;
      bufDesc.Width = 1;

      UINT numSubresources = desc.MipLevels;
      if(desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D)
        numSubresources *= desc.DepthOrArraySize;

      D3D12_PLACED_SUBRESOURCE_FOOTPRINT *layouts =
          new D3D12_PLACED_SUBRESOURCE_FOOTPRINT[numSubresources];

      m_Device->GetCopyableFootprints(&desc, 0, numSubresources, 0, layouts, NULL, NULL,
                                      &bufDesc.Width);

      ID3D12Resource *copyDst = NULL;
      HRESULT hr = m_Device->GetReal()->CreateCommittedResource(
          &heapProps, D3D12_HEAP_FLAG_NONE, &bufDesc, D3D12_RESOURCE_STATE_COPY_DEST, NULL,
          __uuidof(ID3D12Resource), (void **)&copyDst);

      if(nonresident)
        m_Device->MakeResident(1, &pageable);

      if(SUCCEEDED(hr))
      {
        ID3D12GraphicsCommandList *list = Unwrap(m_Device->GetInitialStateList());

        vector<D3D12_RESOURCE_BARRIER> barriers;

        const vector<D3D12_RESOURCE_STATES> &states = m_Device->GetSubresourceStates(GetResID(r));

        barriers.reserve(states.size());

        for(size_t i = 0; i < states.size(); i++)
        {
          if(states[i] & D3D12_RESOURCE_STATE_COPY_SOURCE)
            continue;

          D3D12_RESOURCE_BARRIER barrier;
          barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
          barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
          barrier.Transition.pResource = r->GetReal();
          barrier.Transition.Subresource = (UINT)i;
          barrier.Transition.StateBefore = states[i];
          barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;

          barriers.push_back(barrier);
        }

        // transition to copy dest
        if(!barriers.empty())
          list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);

        for(UINT i = 0; i < numSubresources; i++)
        {
          D3D12_TEXTURE_COPY_LOCATION dst, src;

          src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
          src.pResource = r->GetReal();
          src.SubresourceIndex = i;

          dst.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
          dst.pResource = copyDst;
          dst.PlacedFootprint = layouts[i];

          list->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
        }

        // transition back
        for(size_t i = 0; i < barriers.size(); i++)
          std::swap(barriers[i].Transition.StateBefore, barriers[i].Transition.StateAfter);

        if(!barriers.empty())
          list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
      }
      else
      {
        RDCERR("Couldn't create readback buffer: 0x%08x", hr);
      }

      if(nonresident)
      {
        m_Device->CloseInitialStateList();

        m_Device->ExecuteLists();
        m_Device->FlushLists();

        m_Device->Evict(1, &pageable);
      }

      SAFE_DELETE_ARRAY(layouts);

      SetInitialContents(GetResID(r), D3D12ResourceManager::InitialContentData(copyDst, 0, NULL));
      return true;
    }
  }
  else
  {
    RDCERR("Unexpected type needing an initial state prepared: %d", type);
  }

  return false;
}
Example #7
0
  void PreDraw(uint32_t eid, ID3D12GraphicsCommandList *cmd)
  {
    if(std::find(m_Events.begin(), m_Events.end(), eid) == m_Events.end())
      return;

    // we customise the pipeline to disable framebuffer writes, but perform normal testing
    // and substitute our quad calculation fragment shader that writes to a storage image
    // that is bound in a new root signature element.

    D3D12RenderState &rs = m_pDevice->GetQueue()->GetCommandData()->m_RenderState;
    m_PrevState = rs;

    // check cache first
    CachedPipeline cache = m_PipelineCache[rs.pipe];

    // if we don't get a hit, create a modified pipeline
    if(cache.pipe == NULL)
    {
      HRESULT hr = S_OK;

      WrappedID3D12RootSignature *sig =
          m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12RootSignature>(
              rs.graphics.rootsig);

      // need to be able to add a descriptor table with our UAV without hitting the 64 DWORD limit
      RDCASSERT(sig->sig.dwordLength < 64);

      D3D12RootSignature modsig = sig->sig;

      // make sure no other UAV tables overlap. We can't remove elements entirely because then the
      // root signature indices wouldn't match up as expected.
      // Instead move them into an unused space.
      for(size_t i = 0; i < modsig.params.size(); i++)
      {
        if(modsig.params[i].ShaderVisibility == D3D12_SHADER_VISIBILITY_PIXEL)
        {
          if(modsig.params[i].ParameterType == D3D12_ROOT_PARAMETER_TYPE_UAV)
          {
            modsig.params[i].Descriptor.RegisterSpace = modsig.numSpaces;
          }
          else if(modsig.params[i].ParameterType == D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE)
          {
            for(size_t r = 0; r < modsig.params[i].ranges.size(); r++)
            {
              modsig.params[i].ranges[r].RegisterSpace = modsig.numSpaces;
            }
          }
        }
      }

      D3D12_DESCRIPTOR_RANGE1 range;
      range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
      range.NumDescriptors = 1;
      range.BaseShaderRegister = 0;
      range.RegisterSpace = 0;
      range.Flags = D3D12_DESCRIPTOR_RANGE_FLAG_NONE;
      range.OffsetInDescriptorsFromTableStart = 0;

      modsig.params.push_back(D3D12RootSignatureParameter());
      D3D12RootSignatureParameter &param = modsig.params.back();
      param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
      param.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
      param.DescriptorTable.NumDescriptorRanges = 1;
      param.DescriptorTable.pDescriptorRanges = &range;

      cache.sigElem = uint32_t(modsig.params.size() - 1);

      std::vector<D3D12_ROOT_PARAMETER1> params;
      params.resize(modsig.params.size());
      for(size_t i = 0; i < params.size(); i++)
        params[i] = modsig.params[i];

      ID3DBlob *root = m_pDevice->GetShaderCache()->MakeRootSig(modsig);

      hr = m_pDevice->CreateRootSignature(0, root->GetBufferPointer(), root->GetBufferSize(),
                                          __uuidof(ID3D12RootSignature), (void **)&cache.sig);
      RDCASSERTEQUAL(hr, S_OK);

      SAFE_RELEASE(root);

      WrappedID3D12PipelineState *origPSO =
          m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12PipelineState>(rs.pipe);

      RDCASSERT(origPSO->IsGraphics());

      D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeDesc = origPSO->GetGraphicsDesc();

      for(size_t i = 0; i < ARRAY_COUNT(pipeDesc.BlendState.RenderTarget); i++)
        pipeDesc.BlendState.RenderTarget[i].RenderTargetWriteMask = 0;

      // disable depth/stencil writes
      pipeDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
      pipeDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
      pipeDesc.DepthStencilState.BackFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
      pipeDesc.DepthStencilState.StencilWriteMask = 0;

      pipeDesc.PS = m_QuadWritePS;

      pipeDesc.pRootSignature = cache.sig;

      hr = m_pDevice->CreateGraphicsPipelineState(&pipeDesc, __uuidof(ID3D12PipelineState),
                                                  (void **)&cache.pipe);
      RDCASSERTEQUAL(hr, S_OK);

      m_PipelineCache[rs.pipe] = cache;
    }

    // modify state for first draw call
    rs.pipe = GetResID(cache.pipe);
    rs.graphics.rootsig = GetResID(cache.sig);

    if(rs.graphics.sigelems.size() <= cache.sigElem)
      rs.graphics.sigelems.resize(cache.sigElem + 1);

    PortableHandle uav = m_UAV;

    // if a CBV_SRV_UAV heap is already set, we need to copy our descriptor in
    // if we haven't already. Otherwise we can set our own heap.
    for(size_t i = 0; i < rs.heaps.size(); i++)
    {
      WrappedID3D12DescriptorHeap *h =
          m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12DescriptorHeap>(rs.heaps[i]);
      if(h->GetDesc().Type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)
      {
        // use the last descriptor
        D3D12_CPU_DESCRIPTOR_HANDLE dst = h->GetCPUDescriptorHandleForHeapStart();
        dst.ptr += (h->GetDesc().NumDescriptors - 1) * sizeof(D3D12Descriptor);

        if(m_CopiedHeaps.find(rs.heaps[i]) == m_CopiedHeaps.end())
        {
          WrappedID3D12DescriptorHeap *h2 =
              m_pDevice->GetResourceManager()->GetCurrentAs<WrappedID3D12DescriptorHeap>(m_UAV.heap);
          D3D12_CPU_DESCRIPTOR_HANDLE src = h2->GetCPUDescriptorHandleForHeapStart();
          src.ptr += m_UAV.index * sizeof(D3D12Descriptor);

          // can't do a copy because the src heap is CPU write-only (shader visible). So instead,
          // create directly
          D3D12Descriptor *srcDesc = (D3D12Descriptor *)src.ptr;
          srcDesc->Create(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, m_pDevice, dst);

          m_CopiedHeaps.insert(rs.heaps[i]);
        }

        uav = ToPortableHandle(dst);

        break;
      }
    }

    if(uav.heap == m_UAV.heap)
      rs.heaps.push_back(m_UAV.heap);

    rs.graphics.sigelems[cache.sigElem] =
        D3D12RenderState::SignatureElement(eRootTable, uav.heap, uav.index);

    // as we're changing the root signature, we need to reapply all elements,
    // so just apply all state
    if(cmd)
      rs.ApplyState(cmd);
  }