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/*
** Copyright (c) 2018-2021 Advanced Micro Devices, Inc. All rights reserved.
**
** 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 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 GPU_VA_MAP_H
#define GPU_VA_MAP_H
#include "gpu_va_range.h"
#include "util/defines.h"
#include <d3d12.h>
#include "logging.h"
#include <Windows.h>
#include <cstddef>
#include <cstdint>
#include <functional>
#include <memory>
#include <unordered_map>
#include <vector>
GFXRECON_BEGIN_NAMESPACE(gfxrecon)
GFXRECON_BEGIN_NAMESPACE(util)
/// This class maps from capture GPU virtual address (VA) to a
/// list of buffer resources bound to that GPU virtual address,
/// and the replay GPU VA.
///
/// Assumptions
/// * Subresource GPU VA range is consecutive
/// * GPU VA for a buffer resource is accessible when it is
/// added to the map
/// Operations on this class are not multi-thread safe, it is
/// up to the caller to synchronize all map operations.
///
/// On capture side GPU VA stored wrapped resoure pointer
/// On playback side GPU VA stored captured resource pointer
///
/// The current implementation of GPU VA map uses a linear
/// range search to find the buffer resource at a given GPU VA
class GpuVaMap
{
public:
GpuVaMap(const GpuVaMap&) noexcept = delete;
GpuVaMap& operator=(const GpuVaMap&) noexcept = delete;
GpuVaMap(GpuVaMap&&) noexcept = delete;
GpuVaMap& operator=(GpuVaMap&&) noexcept = delete;
GpuVaMap() = default;
//----------------------------------------------------------------------------
/// Add a buffer resource to the map
/// \param pointer to resource
/// \return True if adding the buffer succeeded
/// False if buffer is null, or not a buffer OR
/// if buffer GPU VA cannot be accessed OR
/// if adding the buffer failed
//----------------------------------------------------------------------------
bool Add(ID3D12Resource* resource);
//----------------------------------------------------------------------------
/// Add a buffer resource to the map
/// \param [in] Pointer to the capture resource in the given GPU VA
/// \param [in] The resources GPU VA
/// \param [in] The resource Desc
/// \return True if adding the buffer succeeded
/// False if buffer is null, or not a buffer OR
/// if buffer GPU VA cannot be accessed OR
/// if adding the buffer failed
//----------------------------------------------------------------------------
bool Add(ID3D12Resource* resource, D3D12_GPU_VIRTUAL_ADDRESS gpu_va, D3D12_RESOURCE_DESC* desc);
//----------------------------------------------------------------------------
/// Add a caputre / replay buffer resource to the map
/// This method is used during replay to add the capture and replay
/// GPU VAs for a given resource to the map.
/// \param resource [in] Pointer to the capture/replay resource in the given GPU VA
/// \param capture_gpu_va [in] [in] The resources GPU VA
/// \param replay_gpu_va [in] The resources GPU VA
/// \param desc [in] The resource Desc
/// \return True if adding the buffer succeeded
/// False if buffer is null, or not a buffer, or one of the GPU VAs is invalid OR
/// if adding the buffer failed
//----------------------------------------------------------------------------
bool Add(ID3D12Resource* resource,
D3D12_GPU_VIRTUAL_ADDRESS capture_gpu_va,
D3D12_GPU_VIRTUAL_ADDRESS replay_gpu_va,
D3D12_RESOURCE_DESC* desc);
//----------------------------------------------------------------------------
/// Remove a buffer resource from the map
/// \param resource [in] Pointer to resource
/// \return True if removing the buffer succeeded
/// False if buffer is null, or not in the map
//----------------------------------------------------------------------------
bool Remove(ID3D12Resource* resource);
//----------------------------------------------------------------------------
/// Remove a buffer resource from the map
/// \param resource [in] Pointer to resource
/// \param buffer_range [in] GPU VA range
/// \return True if removing the buffer succeeded
/// False if buffer is null, or not in the map
//----------------------------------------------------------------------------
bool Remove(const ID3D12Resource* resource, GpuVaRange& buffer_range);
//----------------------------------------------------------------------------
/// Access the number of buffer resources bound to the given GPU VA
/// \param gpu_va [in] GPU VA accessed
/// \return Number of resourcs bound to the given GPU VA
/// 0 if gpu_va is not in the map or if gpu_va is 0
//----------------------------------------------------------------------------
int GetResourcesCount(D3D12_GPU_VIRTUAL_ADDRESS gpu_va) const;
//----------------------------------------------------------------------------
/// Access the buffer resources bound to the given GPU VA
/// The resources returned by this method are owned by the map,
/// and not the caller.
/// \param gpu_va [in] GPU VA accessed
/// \param resource_index [in] Index of the resource bound to the given GPU VA
/// \param resource [out] Caller allocated list of resource bound to the gpu_va
/// \return True if accessing the resource succeeded
/// False if gpu_va is not in the map OR
/// if gpu_va is 0, or if resource is null, or
/// if resource index is out of bounds
//----------------------------------------------------------------------------
bool GetResource(D3D12_GPU_VIRTUAL_ADDRESS gpu_va, int resource_index, ID3D12Resource** resource) const;
//----------------------------------------------------------------------------
/// Access the replay GPU VA from the given capture GPU VA
/// \param gpu_va [in] [in] capture GPU VA accessed
/// \return The replay GPU VA corresponding to the provided GPU VA,
/// or 0 if the capture GPU VA is not in the map
//----------------------------------------------------------------------------
D3D12_GPU_VIRTUAL_ADDRESS GetReplayGpuVa(D3D12_GPU_VIRTUAL_ADDRESS gpu_va) const;
private:
/// Capture GPU VA range
///
/// The capture GPU VA range is used to map a cpature GPU VA range to
/// * List of D3D12 buffer resources
/// * During capture these will be pointers to the application resources
/// * During replay these will be pointers to the replay D3D12 resources
/// created by the DX12 player
/// * The replay GPU VA (assumes replay range size is equal to capture range
/// size).
struct GpuVaPage
{
std::vector<ID3D12Resource*> buffers{}; ///< List of buffers that are (partially) allocated in the page
D3D12_GPU_VIRTUAL_ADDRESS gpu_va{ 0 }; ///< The replay mapped GPU VA range start
};
/// Single level page table
///
/// Store the given size number of page data.
/// Top (= 0) and mid level page tables page is a pointer to the next
/// level page table.
/// The bottom level (= 4) page table page data is a pointer to a
/// GpuVaRange structure
template <typename T>
struct PageTable
{
std::vector<T> pages;
};
/// Convenience types for different levels of the page table
using PageTableLevel3 = PageTable<GpuVaPage>;
using PageTableLevel2 = PageTable<PageTableLevel3>;
using PageTableLevel1 = PageTable<PageTableLevel2>;
using PageTableLevel0 = PageTable<PageTableLevel1>;
// The constant values used here assume that D3D12_GPU_VIRTUAL_ADDRESS
// is 64 bit and has 4 levels.
static constexpr int kPageTableLevelCount{ 4 };
static constexpr int kTopPageTableBitSize{ 16 };
static constexpr int kTopPageTableBitMask{ (1 << kTopPageTableBitSize) - 1 };
static constexpr int kPageTableBitSize{ 12 };
static constexpr int kPageTableBitMask{ (1 << kPageTableBitSize) - 1 };
static constexpr D3D12_GPU_VIRTUAL_ADDRESS kPageSize{ 1 << kPageTableBitSize };
static constexpr D3D12_GPU_VIRTUAL_ADDRESS kPageBitsMask{ (1 << kPageTableBitSize) - 1 };
static constexpr D3D12_GPU_VIRTUAL_ADDRESS kZeroPageBitsMask{ ~kPageBitsMask };
//----------------------------------------------------------------------------
/// Access the indices of into each table in the GPU VA map multi level
/// page table
/// \param gpu_va [in] GPU VA accessed
/// \return An array of indices into each level of the page table,
/// where the top most level is at array index 0, and the
/// bottom level is at the end array index.
//----------------------------------------------------------------------------
static const std::array<int, kPageTableLevelCount> GetPageTableIndices(D3D12_GPU_VIRTUAL_ADDRESS gpu_va) noexcept;
//----------------------------------------------------------------------------
/// Check if there is a page allocated in the multi level page table
/// \return True if the page is alloacted, false if not
//----------------------------------------------------------------------------
bool IsPageAllocated(const std::array<int, kPageTableLevelCount>& table_indices) const noexcept;
//----------------------------------------------------------------------------
/// Access a page in the multi level page table
/// If the page does not have an entry in the map, this function
/// will allocate it.
/// \return True if the page is alloacted, false if not
//----------------------------------------------------------------------------
const GpuVaPage& GetPage(const std::array<int, kPageTableLevelCount>& table_indices) const;
GpuVaPage& GetPage(const std::array<int, kPageTableLevelCount>& table_indices);
/// The top level page table
PageTableLevel0 page_table;
};
GFXRECON_END_NAMESPACE(util)
GFXRECON_END_NAMESPACE(gfxrecon)
#endif // GPU_VA_MAP_HH
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