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// d3d12-query.cpp
#include "d3d12-query.h"
#include "d3d12-command-queue.h"
#include "d3d12-helper-functions.h"
namespace gfx
{
namespace d3d12
{
using namespace Slang;
Result QueryPoolImpl::init(const IQueryPool::Desc& desc, DeviceImpl* device)
{
m_desc = desc;
// Translate query type.
D3D12_QUERY_HEAP_DESC heapDesc = {};
heapDesc.Count = (UINT)desc.count;
heapDesc.NodeMask = 1;
switch (desc.type)
{
case QueryType::Timestamp:
heapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
m_queryType = D3D12_QUERY_TYPE_TIMESTAMP;
break;
default:
return SLANG_E_INVALID_ARG;
}
// Create query heap.
auto d3dDevice = device->m_device;
SLANG_RETURN_ON_FAIL(
d3dDevice->CreateQueryHeap(&heapDesc, IID_PPV_ARGS(m_queryHeap.writeRef())));
// Create readback buffer.
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 resourceDesc = {};
initBufferResourceDesc(sizeof(uint64_t) * desc.count, resourceDesc);
SLANG_RETURN_ON_FAIL(m_readBackBuffer.initCommitted(
d3dDevice,
heapProps,
D3D12_HEAP_FLAG_NONE,
resourceDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr));
// Create command allocator.
SLANG_RETURN_ON_FAIL(d3dDevice->CreateCommandAllocator(
D3D12_COMMAND_LIST_TYPE_DIRECT,
IID_PPV_ARGS(m_commandAllocator.writeRef())));
// Create command list.
SLANG_RETURN_ON_FAIL(d3dDevice->CreateCommandList(
0,
D3D12_COMMAND_LIST_TYPE_DIRECT,
m_commandAllocator,
nullptr,
IID_PPV_ARGS(m_commandList.writeRef())));
m_commandList->Close();
// Create fence.
SLANG_RETURN_ON_FAIL(
d3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(m_fence.writeRef())));
// Get command queue from device.
m_commandQueue = device->m_resourceCommandQueue->m_d3dQueue;
// Create wait event.
m_waitEvent = CreateEventEx(nullptr, FALSE, 0, EVENT_ALL_ACCESS);
return SLANG_OK;
}
Result QueryPoolImpl::getResult(GfxIndex queryIndex, GfxCount count, uint64_t* data)
{
m_commandList->Reset(m_commandAllocator, nullptr);
m_commandList->ResolveQueryData(
m_queryHeap,
m_queryType,
(UINT)queryIndex,
(UINT)count,
m_readBackBuffer,
sizeof(uint64_t) * queryIndex);
m_commandList->Close();
ID3D12CommandList* cmdList = m_commandList;
m_commandQueue->ExecuteCommandLists(1, &cmdList);
m_eventValue++;
m_fence->SetEventOnCompletion(m_eventValue, m_waitEvent);
m_commandQueue->Signal(m_fence, m_eventValue);
WaitForSingleObject(m_waitEvent, INFINITE);
m_commandAllocator->Reset();
int8_t* mappedData = nullptr;
D3D12_RANGE readRange = {
sizeof(uint64_t) * queryIndex,
sizeof(uint64_t) * (queryIndex + count)};
m_readBackBuffer.getResource()->Map(0, &readRange, (void**)&mappedData);
memcpy(data, mappedData + sizeof(uint64_t) * queryIndex, sizeof(uint64_t) * count);
m_readBackBuffer.getResource()->Unmap(0, nullptr);
return SLANG_OK;
}
void QueryPoolImpl::writeTimestamp(ID3D12GraphicsCommandList* cmdList, GfxIndex index)
{
cmdList->EndQuery(m_queryHeap, D3D12_QUERY_TYPE_TIMESTAMP, (UINT)index);
}
IQueryPool* PlainBufferProxyQueryPoolImpl::getInterface(const Guid& guid)
{
if (guid == GfxGUID::IID_ISlangUnknown || guid == GfxGUID::IID_IQueryPool)
return static_cast<IQueryPool*>(this);
return nullptr;
}
Result PlainBufferProxyQueryPoolImpl::init(
const IQueryPool::Desc& desc,
DeviceImpl* device,
uint32_t stride)
{
ComPtr<IBufferResource> bufferResource;
IBufferResource::Desc bufferDesc = {};
bufferDesc.defaultState = ResourceState::CopySource;
bufferDesc.elementSize = 0;
bufferDesc.type = IResource::Type::Buffer;
bufferDesc.sizeInBytes = desc.count * stride;
bufferDesc.format = Format::Unknown;
bufferDesc.allowedStates.add(ResourceState::UnorderedAccess);
SLANG_RETURN_ON_FAIL(
device->createBufferResource(bufferDesc, nullptr, bufferResource.writeRef()));
m_bufferResource = static_cast<BufferResourceImpl*>(bufferResource.get());
m_queryType = desc.type;
m_device = device;
m_stride = stride;
m_count = (uint32_t)desc.count;
m_desc = desc;
return SLANG_OK;
}
Result PlainBufferProxyQueryPoolImpl::reset()
{
m_resultDirty = true;
auto encodeInfo = m_device->encodeResourceCommands();
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
barrier.Transition.pResource = m_bufferResource->m_resource.getResource();
encodeInfo.d3dCommandList->ResourceBarrier(1, &barrier);
m_device->submitResourceCommandsAndWait(encodeInfo);
return SLANG_OK;
}
Result PlainBufferProxyQueryPoolImpl::getResult(GfxIndex queryIndex, GfxCount count, uint64_t* data)
{
if (m_resultDirty)
{
auto encodeInfo = m_device->encodeResourceCommands();
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
barrier.Transition.pResource = m_bufferResource->m_resource.getResource();
encodeInfo.d3dCommandList->ResourceBarrier(1, &barrier);
D3D12Resource stageBuf;
auto size = (Size)m_count * m_stride;
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 stagingDesc;
initBufferResourceDesc(size, stagingDesc);
SLANG_RETURN_ON_FAIL(stageBuf.initCommitted(
m_device->m_device,
heapProps,
D3D12_HEAP_FLAG_NONE,
stagingDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr));
encodeInfo.d3dCommandList
->CopyBufferRegion(stageBuf, 0, m_bufferResource->m_resource.getResource(), 0, size);
m_device->submitResourceCommandsAndWait(encodeInfo);
void* ptr = nullptr;
stageBuf.getResource()->Map(0, nullptr, &ptr);
m_result.setCount(m_count * m_stride);
memcpy(m_result.getBuffer(), ptr, m_result.getCount());
m_resultDirty = false;
}
memcpy(data, m_result.getBuffer() + queryIndex * m_stride, count * m_stride);
return SLANG_OK;
}
} // namespace d3d12
} // namespace gfx
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