FD3D12ResourceLocation* FD3D12DynamicRHI::CreateBuffer(FRHICommandListImmediate* RHICmdList, const D3D12_RESOURCE_DESC Desc, uint32 Size, uint32 InUsage, FRHIResourceCreateInfo& CreateInfo, uint32 Alignment)
{
	// Explicitly check that the size is nonzero before allowing CreateBuffer to opaquely fail.
	check(Size > 0);

	const bool bIsDynamic = (InUsage & BUF_AnyDynamic) ? true : false;

	FD3D12ResourceLocation* ResourceLocation = new FD3D12ResourceLocation(GetRHIDevice());

	// If a resource array was provided for the resource, create the resource pre-populated
	D3D12_SUBRESOURCE_DATA InitData = { 0 };
	D3D12_SUBRESOURCE_DATA* pInitData = nullptr;
	if (CreateInfo.ResourceArray)
	{
		check(Size == CreateInfo.ResourceArray->GetResourceDataSize());
		InitData.pData = CreateInfo.ResourceArray->GetResourceData();
		InitData.RowPitch = Size;
		InitData.SlicePitch = 0;
		pInitData = &InitData;
	}

	if (bIsDynamic)
	{
		void* pData = GetRHIDevice()->GetDefaultUploadHeapAllocator().AllocUploadResource(Size, Alignment, ResourceLocation);
		check(ResourceLocation->GetEffectiveBufferSize() == Size);

		if (pInitData)
		{
			// Handle initial data
			FMemory::Memcpy(pData, InitData.pData, Size);
		}
	}
	else
	{
		if (RHICmdList && pInitData)
		{
			// We only need to synchronize when creating default resource buffers (because we need a command list to initialize them)
			FScopedRHIThreadStaller StallRHIThread(*RHICmdList);

			VERIFYD3D11RESULT(GetRHIDevice()->GetDefaultBufferAllocator().AllocDefaultResource(Desc, pInitData, ResourceLocation, Alignment));
		}
		else
		{
			VERIFYD3D11RESULT(GetRHIDevice()->GetDefaultBufferAllocator().AllocDefaultResource(Desc, pInitData, ResourceLocation, Alignment));
		}
		check(ResourceLocation->GetEffectiveBufferSize() == Size);
	}

	if (CreateInfo.ResourceArray)
	{
		// Discard the resource array's contents.
		CreateInfo.ResourceArray->Discard();
	}

	return ResourceLocation;
}
예제 #2
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FUnorderedAccessViewRHIRef FD3D12DynamicRHI::RHICreateUnorderedAccessView(FStructuredBufferRHIParamRef StructuredBufferRHI, bool bUseUAVCounter, bool bAppendBuffer)
{
	FD3D12StructuredBuffer*  StructuredBuffer = FD3D12DynamicRHI::ResourceCast(StructuredBufferRHI);

	const D3D12_RESOURCE_DESC& BufferDesc = StructuredBuffer->Resource->GetDesc();

	const uint32 BufferUsage = StructuredBuffer->GetUsage();
	const bool bByteAccessBuffer = (BufferUsage & BUF_ByteAddressBuffer) != 0;
	const bool bStructuredBuffer = !bByteAccessBuffer;
	check(bByteAccessBuffer != bStructuredBuffer); // You can't have a structured buffer that allows raw views

	D3D12_UNORDERED_ACCESS_VIEW_DESC UAVDesc ={};
	UAVDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
	UAVDesc.Format = DXGI_FORMAT_UNKNOWN;

	uint32 EffectiveStride = StructuredBuffer->GetStride();

	if (bByteAccessBuffer)
	{
		UAVDesc.Format  = DXGI_FORMAT_R32_TYPELESS;
		EffectiveStride = 4;
	}

	else if (BufferUsage & BUF_DrawIndirect)
	{
		UAVDesc.Format  = DXGI_FORMAT_R32_UINT;
		EffectiveStride = 4;
	}
	UAVDesc.Buffer.FirstElement = StructuredBuffer->ResourceLocation->GetOffset() / EffectiveStride;
	UAVDesc.Buffer.NumElements  = StructuredBuffer->ResourceLocation->GetEffectiveBufferSize() / EffectiveStride;
	UAVDesc.Buffer.StructureByteStride = bStructuredBuffer ? EffectiveStride : 0;
	UAVDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;

	UAVDesc.Buffer.CounterOffsetInBytes = 0;

	const bool bNeedsCounterResource = bAppendBuffer | bUseUAVCounter;

	TRefCountPtr<FD3D12Resource> CounterResource;

	if (bNeedsCounterResource)
	{
		GetRHIDevice()->GetResourceHelper().CreateBuffer(D3D12_HEAP_TYPE_DEFAULT, 4, CounterResource.GetInitReference(), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);
	}

	if (bByteAccessBuffer)
	{
		UAVDesc.Buffer.Flags |= D3D12_BUFFER_UAV_FLAG_RAW;
	}

	return new FD3D12UnorderedAccessView(GetRHIDevice(), &UAVDesc, StructuredBuffer->ResourceLocation, CounterResource);
}
예제 #3
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/**
* Creates a bound shader state instance which encapsulates a decl, vertex shader, and pixel shader
* @param VertexDeclaration - existing vertex decl
* @param StreamStrides - optional stream strides
* @param VertexShader - existing vertex shader
* @param HullShader - existing hull shader
* @param DomainShader - existing domain shader
* @param PixelShader - existing pixel shader
* @param GeometryShader - existing geometry shader
*/
FBoundShaderStateRHIRef FD3D12DynamicRHI::RHICreateBoundShaderState(
	FVertexDeclarationRHIParamRef VertexDeclarationRHI,
	FVertexShaderRHIParamRef VertexShaderRHI,
	FHullShaderRHIParamRef HullShaderRHI,
	FDomainShaderRHIParamRef DomainShaderRHI,
	FPixelShaderRHIParamRef PixelShaderRHI,
	FGeometryShaderRHIParamRef GeometryShaderRHI
	)
{
	SCOPE_CYCLE_COUNTER(STAT_D3D12CreateBoundShaderStateTime);

    checkf(GIsRHIInitialized && GetRHIDevice()->GetCommandListManager().IsReady(), (TEXT("Bound shader state RHI resource was created without initializing Direct3D first")));

#if D3D12_SUPPORTS_PARALLEL_RHI_EXECUTE
	// Check for an existing bound shader state which matches the parameters
	FBoundShaderStateRHIRef CachedBoundShaderState = GetCachedBoundShaderState_Threadsafe(
		VertexDeclarationRHI,
		VertexShaderRHI,
		PixelShaderRHI,
		HullShaderRHI,
		DomainShaderRHI,
		GeometryShaderRHI
		);
	if(CachedBoundShaderState.GetReference())
	{
		// If we've already created a bound shader state with these parameters, reuse it.
		return CachedBoundShaderState;
	}
#else
	check(IsInRenderingThread() || IsInRHIThread());
	// Check for an existing bound shader state which matches the parameters
	FCachedBoundShaderStateLink* CachedBoundShaderStateLink = GetCachedBoundShaderState(
		VertexDeclarationRHI,
		VertexShaderRHI,
		PixelShaderRHI,
		HullShaderRHI,
		DomainShaderRHI,
		GeometryShaderRHI
		);
	if(CachedBoundShaderStateLink)
	{
		// If we've already created a bound shader state with these parameters, reuse it.
		return CachedBoundShaderStateLink->BoundShaderState;
	}
#endif
	else
	{
		SCOPE_CYCLE_COUNTER(STAT_D3D12NewBoundShaderStateTime);
		return new FD3D12BoundShaderState(VertexDeclarationRHI, VertexShaderRHI, PixelShaderRHI, HullShaderRHI, DomainShaderRHI, GeometryShaderRHI);
	}
}
void* FD3D12DynamicRHI::LockBuffer(FRHICommandListImmediate* RHICmdList, BufferType* Buffer, uint32 Offset, uint32 Size, EResourceLockMode LockMode)
{
	FD3D12LockedData LockedData;

	// Determine whether the buffer is dynamic or not.
	const bool bIsDynamic = (Buffer->GetUsage() & BUF_AnyDynamic) ? true : false;

	void* Data = nullptr;

	if (bIsDynamic)
	{
		check(LockMode == RLM_WriteOnly);

		TRefCountPtr<FD3D12ResourceLocation> newLocation = new FD3D12ResourceLocation(GetRHIDevice());

		// Allocate a new resource
		Data = GetRHIDevice()->GetDefaultUploadHeapAllocator().AllocUploadResource(Buffer->ResourceLocation->GetEffectiveBufferSize(), Buffer->BufferAlignment, newLocation);

		// If on the RenderThread, queue up a command on the RHIThread to rename this buffer at the correct time
		if (ShouldDeferBufferLockOperation(RHICmdList))
		{
			new (RHICmdList->AllocCommand<FRHICommandRenameUploadBuffer<BufferType>>()) FRHICommandRenameUploadBuffer<BufferType>(Buffer, newLocation);
		}
		else
		{
			Buffer->Rename(newLocation);
		}
	}
	else
	{
		FD3D12Resource* pResource = Buffer->ResourceLocation->GetResource();

		// Locking for read must occur immediately so we can't queue up the operations later.
		if (LockMode == RLM_ReadOnly)
		{
			// If the static buffer is being locked for reading, create a staging buffer.
			TRefCountPtr<FD3D12Resource> StagingBuffer;
			VERIFYD3D11RESULT(GetRHIDevice()->GetResourceHelper().CreateBuffer(D3D12_HEAP_TYPE_READBACK, Offset + Size, StagingBuffer.GetInitReference()));
			LockedData.StagingResource = StagingBuffer;

			// Copy the contents of the buffer to the staging buffer.
			{
				const auto& pfnCopyContents = [&]()
				{
					FD3D12CommandContext& DefaultContext = GetRHIDevice()->GetDefaultCommandContext();

					FD3D12CommandListHandle& hCommandList = DefaultContext.CommandListHandle;
					FScopeResourceBarrier ScopeResourceBarrierSource(hCommandList, pResource, pResource->GetDefaultResourceState(), D3D12_RESOURCE_STATE_COPY_SOURCE, 0);
					// Don't need to transition upload heaps

					DefaultContext.numCopies++;
					hCommandList->CopyBufferRegion(
						StagingBuffer->GetResource(),
						0,
						pResource->GetResource(),
						Offset, Size);

					DefaultContext.FlushCommands(true);
				};

				if (ShouldDeferBufferLockOperation(RHICmdList))
				{
					// Sync when in the render thread implementation
					check(IsInRHIThread() == false);

					RHICmdList->ImmediateFlush(EImmediateFlushType::FlushRHIThread);
					pfnCopyContents();
				}
				else
				{
					check(IsInRHIThread());
					pfnCopyContents();
				}
			}

			// Map the staging buffer's memory for reading.
			VERIFYD3D11RESULT(StagingBuffer->GetResource()->Map(0, nullptr, &Data));
		}
		else
		{
			// If the static buffer is being locked for writing, allocate memory for the contents to be written to.
			TRefCountPtr<FD3D12ResourceLocation> UploadBufferLocation = new FD3D12ResourceLocation(GetRHIDevice());
			Data = GetRHIDevice()->GetDefaultFastAllocator().Allocate(Offset + Size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT, UploadBufferLocation);

			// Keep track of the underlying resource for the upload heap so it can be referenced during Unmap.
			LockedData.UploadHeapLocation = UploadBufferLocation;
		}
	}

	check(Data);
	// Add the lock to the lock map.
	LockedData.SetData(Data);
	LockedData.Pitch = Offset + Size;

	// Add the lock to the lock map.
	FD3D12LockedKey LockedKey(Buffer);
	AddToOutstandingLocks(LockedKey, LockedData);

	// Return the offset pointer
	return (void*)((uint8*)LockedData.GetData() + Offset);
}
예제 #5
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void* FD3D12DynamicRHI::LockBuffer(FRHICommandListImmediate* RHICmdList, BufferType* Buffer, uint32 Offset, uint32 Size, EResourceLockMode LockMode)
{

#if STATS
	LockBufferCalls++;
	SCOPE_CYCLE_COUNTER(STAT_D3D12LockBufferTime);
	INC_DWORD_STAT_BY(STAT_D3D12LockBufferCalls, LockBufferCalls);
#endif

	FD3D12LockedResource& LockedData = Buffer->LockedData;
	check(LockedData.bLocked == false);
	FD3D12Device* Device = GetRHIDevice();
	FD3D12Adapter& Adapter = GetAdapter();

	// Determine whether the buffer is dynamic or not.
	const bool bIsDynamic = (Buffer->GetUsage() & BUF_AnyDynamic) ? true : false;

	void* Data = nullptr;

	if (bIsDynamic)
	{
		check(LockMode == RLM_WriteOnly);

		BufferType* CurrentBuffer = Buffer;

		// Update all of the resources in the LDA chain
		while (CurrentBuffer)
		{
			// Allocate a new resource

			// If on the RenderThread, queue up a command on the RHIThread to rename this buffer at the correct time
			if (ShouldDeferBufferLockOperation(RHICmdList))
			{
				FRHICommandRenameUploadBuffer<BufferType>* Command = new (RHICmdList->AllocCommand<FRHICommandRenameUploadBuffer<BufferType>>()) FRHICommandRenameUploadBuffer<BufferType>(CurrentBuffer, Device);

				Data = Adapter.GetUploadHeapAllocator().AllocUploadResource(Buffer->GetSize(), Buffer->BufferAlignment, Command->NewResource);
			}
			else
			{
				FD3D12ResourceLocation Location(CurrentBuffer->GetParentDevice());
				Data = Adapter.GetUploadHeapAllocator().AllocUploadResource(Buffer->GetSize(), Buffer->BufferAlignment, Location);
				CurrentBuffer->Rename(Location);
			}

			CurrentBuffer = CurrentBuffer->GetNextObject();
		}
	}
	else
	{
		FD3D12Resource* pResource = Buffer->ResourceLocation.GetResource();

		// Locking for read must occur immediately so we can't queue up the operations later.
		if (LockMode == RLM_ReadOnly)
		{
			LockedData.bLockedForReadOnly = true;
			// If the static buffer is being locked for reading, create a staging buffer.
			FD3D12Resource* StagingBuffer = nullptr;

			const GPUNodeMask Node = Device->GetNodeMask();
			VERIFYD3D12RESULT(Adapter.CreateBuffer(D3D12_HEAP_TYPE_READBACK, Node, Node, Offset + Size, &StagingBuffer));

			// Copy the contents of the buffer to the staging buffer.
			{
				const auto& pfnCopyContents = [&]()
				{
					FD3D12CommandContext& DefaultContext = Device->GetDefaultCommandContext();

					FD3D12CommandListHandle& hCommandList = DefaultContext.CommandListHandle;
					FScopeResourceBarrier ScopeResourceBarrierSource(hCommandList, pResource, pResource->GetDefaultResourceState(), D3D12_RESOURCE_STATE_COPY_SOURCE, 0);
					// Don't need to transition upload heaps

					DefaultContext.numCopies++;
					hCommandList->CopyBufferRegion(
						StagingBuffer->GetResource(),
						0,
						pResource->GetResource(),
						Offset, Size);

					hCommandList.UpdateResidency(StagingBuffer);
					hCommandList.UpdateResidency(pResource);

					DefaultContext.FlushCommands(true);
				};

				if (ShouldDeferBufferLockOperation(RHICmdList))
				{
					// Sync when in the render thread implementation
					check(IsInRHIThread() == false);

					RHICmdList->ImmediateFlush(EImmediateFlushType::FlushRHIThread);
					pfnCopyContents();
				}
				else
				{
					check(IsInRHIThread());
					pfnCopyContents();
				}
			}

			LockedData.ResourceLocation.AsStandAlone(StagingBuffer, Size);
			Data = LockedData.ResourceLocation.GetMappedBaseAddress();
		}
		else
		{
			// If the static buffer is being locked for writing, allocate memory for the contents to be written to.
			Data = Device->GetDefaultFastAllocator().Allocate<FD3D12ScopeLock>(Size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT, &LockedData.ResourceLocation);
		}
	}

	LockedData.LockedOffset = Offset;
	LockedData.LockedPitch = Size;
	LockedData.bLocked = true;

	// Return the offset pointer
	check(Data != nullptr);
	return Data;
}