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Brad rebase and refactor fix for staging buffer memory types #1

Commits on May 8, 2023

  1. Fix raytracing trim error in state tracking (LunarG#1114)

    * Fix raytracing trim capture crash
    
    The commit fix raytracing trim capture crash issue for a d3d12 title.
    In trim handling of BuildRaytracingAccelerationStructure, some alias
    resource cause GetResourceWrapperForGpuVa return wrong resource and
    trigger GPU crash later, the commit fix the issue.
    
    * Add some changes to address review comments
    
    Remove default argument to use both GPUVA and buffer size for searching
    resource, add copyright info.
    
    * Add new functions to address review comments
    
    Add new functions for searching resource wrapper through
    GetAccelerationStructureResourceWrapperForGpuVa which return
    resource used for raytracing acceleration structure.
    
    * Add some changes for review comments
    
    Add resource desc struct in the ID3D12ResourceInfo so resource desc info
    can be used without injecting API call, remove
    GetAccelerationStructureResourceWrapperForGpuVa and combine its function
    into GetResourceWrapperForGpuVa.
    
    * Add some changes for source code optimization
    
    Change function names and optimize some source code to address
    review comments.
    
    * Add changes for GPUVA searching function
    
    Add changes for checking resource initial state to find matched
    acceleration structurer resouce, remove resource desc in resource info
    and also remove checking resource flags.
    
    * Change function pointer name
    
    Change function pointer name used for checking acceleration structure
    resource and add some other changes to address review comments.
    
    * Change function pointer type and parameter name
    
    Change function pointer tyoe and parameter name to more specific name
    and add some other code optimization changes.
    
    * Add some minor change
    
    Change function GetResourceWrapperForGpuVa parameter name to be more
    specific.
    
    * Add some change to address review comments
    
    Remove checking resource initial state in
    TrackBuildRaytracingAccelerationStructure method when searching GPUVA for
    D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS, remove unnecessary
    assert.
    
    ---------
    
    Co-authored-by: Zheng <[email protected]>
    mizhen and Zheng authored May 8, 2023
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Commits on May 15, 2023

  1. Update Help Output and USAGE File (LunarG#1112)

    The problem
    The message is out of date.
    
    The solution
    Update the message.
    JerryAMD authored May 15, 2023
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Commits on May 17, 2023

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Commits on May 24, 2023

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Commits on May 25, 2023

  1. Moved Containers out of OverrideQueuePresentKHR

    Allocating the backing store for all these containers on every call
    to the function and then freeing it on every exit can be avoided
    by having them be member variables that are cleared on each call.
    At least for the vectors this should change their size but not their
    capacity, and thus not hitting the heap allocation functions once
    a steady state of reserved capacity is reached.
    andrew-lunarg committed May 25, 2023
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Commits on May 26, 2023

  1. Add option GFXRECON_QUEUE_ZERO_ONLY

    It forces to using only QueueFamilyIndex: 0 and queueCount: 1 on
    capturing to avoid replay error for unavailble VkQueue.
    locke-lunarg committed May 26, 2023
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  3. clang-format

    bradgrantham-lunarg committed May 26, 2023
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Commits on May 29, 2023

  1. Annotate GPUVA (LunarG#1136)

    * Annotate GPUVA
    
    Problem
    If a title updated DXR resource data by Shader and dispatch the shader at
    same commandlist as DXR call, GFXR was not able to read out the DXR data
    and patch it.
    
    Solution
    GFXR capturer annotates all GPUVA, GPU Descriptor Handle and ShaderID
    during capture, scans managed CPU memory and marks the data which have been
    annotated. When replay the trace file, GFXR only need to translate the marked
    value.
    
    Test
    If there were artifacts during capture, try to change the MASK of GPUVA by ENV.
    
    * Meger dev branch
    JerryAMD authored May 29, 2023
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Commits on Jun 1, 2023

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