D3D12 Constant Buffer Management

Introduction
In D3D12, it does not have an explicit constant buffer API object (unlike D3D11). All we have in D3D12 is ID3D12Resource which need to be sub-divided into smaller region with Constant Buffer View. And it is our job to handle the constant buffer life time and avoid updating constant buffer value while the GPU is still using it. This post will describe how I handle this topic.

Constant buffer pool
We allocate a large ID3D12Resource and treat it as an object pool by sub-dividing it into many small constant buffers (Let's call it constant buffer pool). Since constant buffer required to be 256 bytes aligned (I can only find this requirement in previous documentation, while the updated document only have such requirement in the Uploading Texture Data Through Buffers, which is under a section about texture...), so I defined 3 fixed size pools 256/512/1024 bytes pool. Only this 3 size type is enough for my need as most constant buffers are small (In Seal Guardian, the largest constant buffer size is 560 bytes, while large data like skinning matrix palette is uploaded via texture).
3 constant buffer pools with different size
In last post, a non shader visible descriptor heap manager is used to handle non shader visible descriptors. But in fact, that is only used for SRV/DSV/RTV descriptors. Constant buffer view are managed with another scheme. As described above, when we create a ID3D12Resource for constant buffer pool, we also create a non shader visible ID3D12DescriptorHeap with size large enough to have descriptors point to all the constant buffers inside the constant buffer pool.
ID3D12Resource and ID3D12DescriptorHeap are created in pair
We also split constant buffer pool based on their usage: static/dynamic. So there are total 6 constant buffer pools inside my toy engine (static 256/512/1024 bytes pool + dynamic 256/512/1024 bytes pool).

Dynamic constant buffer
Constant buffer can be updated dynamically. Each constant buffer contains a CPU side copy of their constant values. When they are binded before a draw call, those values will be copied to the dynamic constant buffer pool (created in upload heap). A piece of memory for constant buffer values will be allocated from the constant buffer pool in a ring buffer fashion. If the pool is full (i.e. ring buffer wrap around too fast where all the constant buffers are still in use by GPU), we will create a larger pool and the existing pool will be deleted after all related GPU commands finish execution.
Resizing dynamic constant buffer pool, the previous pool
will be deleted after executing related GPU commands
To avoid copying the same constant buffer values to the constant buffer pool when having multiple binding constant buffer calls. We keep 2 integer values for every dynamic constant buffer: "last upload frame index" and "value version". The last upload frame index is the frame index that those CPU constant buffer values get copied to the dynamic pool. The value version is an integer which is monotonic increased every-time the constant buffer value get modified/updated. So by checking this 2 integers, we can avoid duplicated copies of constant buffer in dynamic pool and re-use the previous copied values.

Static constant buffer
The static constant buffer will have a static descriptor handle described in last post. The static constant buffer pool is created in the default heap. The pool is managed in a free-list fashion as oppose to ring buffer in dynamic pool. Also when the pool is full, we still create extra pool for new constant buffer allocation request. But different from dynamic pool, previous pool will not be deleted when new pool get created.
Creating more static constant buffer pool if existing pools are full
To upload static constant buffer values to the GPU(since static pools are created in default heap), we use the dynamic constant buffer pool instead of creating another new upload heap. Every frame, we gather all newly created static constant buffers, then before we start rendering in this frame, we copy all the CPU constant buffer values to the dynamic constant buffer pool and then schedule a ID3D12GraphicsCommandList::CopyBufferRegion() call to copy those values from upload heap to default heap. By grouping all the static constant buffer uploads, we can reduce the number of D3D12_RESOURCE_BARRIER to transit between the D3D12_RESOURCE_STATE_COPY_DEST and D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER states.

Conclusion
In this post, I have described how constant buffers are managed in my toy engine. It use a number of different pool size which is managed in ring buffer fashion for dynamic constant buffers and in free-list fashion for static constant buffers. Uploading of static constant buffer content are grouped together to reduce barrier usage. However, I only split the usage based simply on static/dynamic, I would like to investigate the performance in the future whether adding another usage type for some use case like constant buffer will be updated every frame, and used frequently in many draw calls (e.g. write once, read many within a frame) and would like to place those resources on the default heap instead of the current dynamic upload heap.

Reference
[1] https://docs.microsoft.com/en-us/windows/desktop/direct3d12/large-buffers
[2] https://www.gamedev.net/forums/topic/679285-d3d12-how-to-correctly-update-constant-buffers-in-different-scenarios/





D3D12 Descriptor Heap Management

Introduction
Continue with the last post, we described about how root signature is managed to bind resources. But root signature is just one part of resources binding, we also need to use descriptor to bind reousrces. Descriptors are small block of memory describing an object (CBV/SRV/UAV/Sampler) to GPU. They are stored in descriptor heaps, and they may be shader visible or non shader visible. In this post, I will talk about how descriptors are managed for resources binding in my toy graphics engine.

Non shader visible heap
Let's start with the non-shader visible heap management. We can treat a descriptor as a pointer to a GPU resource (e.g. texture). Descriptor heap is a piece of memory used for storing descriptors and the size of a single descriptor can be queried by ID3D12Device::GetDescriptorHandleIncrementSize(). So we treat descriptor heap as an object pool, and every descriptor within the same heap can be referenced by an index.
Non shader visible descriptor heap containing N descriptors
Since we don't know how many descriptors are needed in-advance and we may have many non shader visible heaps, A non shader visible heap manager is created for allocating a descriptor from descriptor heap(s). This manager contains at least 1 descriptor heap. When a descriptor allocation request is made to the manager, it will first look for free descriptor from existing descriptor heap(s), if none is found, a new descriptor heap will be created to handle the request.
Descriptor heap manager handles descriptor allocation request, create descriptor heap if necessary
So within the graphics engine, we use a "non shader visible descriptor handle" to reference a D3D12 descriptor which store the heap index and descriptor index with respect to a descriptor heap manager. All the textures created in the engine will have a "non shader visible descriptor handle" for resources binding (more on this later).

Shader visible heap
Next, we will talk about shader visible heap management. Shader visible heap is responsible for binding resources that get used in shaders. It is recommend that just only 1 heap is used for all frames so that asynchronous compute and graphics workload can be run in parallel(on NVidia hardware). So we just create 1 large shader visible heap at the start of program and don't bother to resize/allocate a lager heap when the heap is full (we just assert in this case). With a single large shader visible descriptor heap, it is divided into 2 regions: static / dynamic.
A single large shader visible descriptor heap, divided into 2 regions

Dynamic descriptor
Dynamic descriptors are used for some transient resources that their descriptor table cannot be reused often. During resources binding (e.g. texture), their non-shader visible descriptors will be copied to the shader visible heap via ID3D12Device::CopyDescriptors(), where the copy destination (i.e. dynamic shader visible descriptors) is allocated in a ring buffer fashion (Note the copy operation have a restriction that the copy source must be in non-shader visible heap, that's why we allocate a "non shader visible descriptor handle" for every texture).

Static descriptor
Static descriptors are used for resources which can be grouped together into a descriptor table, so that they can be reused over multiple frames. For example, a set of textures inside a material will not be changed very often, those textures can be grouped into a descriptor table. My current approach is to use a "stack" based approach to manage the static shader visible descriptor heap. Instead of creating a stack of individual descriptor, we have a stack of groups of descriptors, often, during level load, 1 static descriptor group will be created.
static descriptors are packed into group during level load
Inside a group of static descriptors, the descriptors are sorted such that all constant buffer descriptors appear before texture descriptors. Also null descriptors may need to be added to respect the Hardware Tiers restriction. To identify a static descriptor in shader visible heap, we can use the stack group index together with the descriptor index within the group.
descriptor are ordered by type, with necessary padding
Each "static resource"(e.g. constant buffer/texture) will have a "static descriptor handle" beside the "non shader visible descriptor handle". We can check whether those resources are within the same descriptor table by comparing the stack group index and descriptor index to see whether they are in consecutive order. With such information, we can create a resource binding API similar to D3D11 (e.g. ID3D11DeviceContext::PSSetShaderResources() ), if all the resources in the API call are in the same descriptor table, we can use the static descriptor to bind the descriptor table directly, otherwise, we switch to use the dynamic descriptor approach described in previous section to create a continuous descriptor table. (I have also think of instead of using similar binding API as D3D11, may be I can create a so call "descriptor table" object explicitly, say during material loading and grouping material textures into a descriptor table, so that resources binding can skip the consecutive descriptor index check described above. But currently I just stick with a simple solution first...)

As mentioned before, the static descriptor group is allocated based on a "stack" based approach. But my current implement is not strictly "last in - first out", we can removing a group in between and make some "hole" in the static shader visible heap region, but this will result in fragmentation.

Fragmented static descriptor heap region
In theory, we can defragment this heap region by moving descriptor groups to un-used space (it works as we use index to reference descriptors inside a heap instead of address directly) and during defragmentation, we may switch to use dynamic descriptors temporarily to avoid overwriting the static heap region while the GPU commands are still using it. But currently, I have not implemented the defragmentation yet because I only get one simple level (i.e. only 1 static descriptor group) now...

Conclusion
In this post, I have described how the descriptor heap is managed for resources binding. To sum up, the shader visible descriptor heap is divided into 2 regions: static/dynamic. Static descriptor heap is managed in a "stack" based approach. During level loading, all the static CBV/SRV descriptors are stored within a static descriptor stack group, which is a big continuous descriptor table. This will increase the chance to reuse the descriptor table. In addition to this optional static descriptor, every resources must have a non-shader visible descriptor handle. This non-shader visible descriptor handle is used when a static descriptor table cannot be used during resource binding, and it will get copied to the shader visible heap to form a new descriptor table. With this kind of heap management, we can create a resources binding API similar to D3D11, which call the underlying D3D12 API using descriptors.

References
[1] https://docs.microsoft.com/en-us/windows/desktop/direct3d12/resource-binding
[2] https://www.gamedev.net/forums/topic/686440-d3d12-descriptor-heap-strategies/


D3D12 Root Signature Management

 Introduction
Continue with the last post about writing my new toy D3D12 graphics engine, we have compiled some shaders and extracted some reflection data from shader source. The next problem is to bind resources(e.g. constant buffer / textures) to the shaders. D3D12 use root signatures together with root parameters to achieve this task. In this post, I will describe how my toy engine create root signatures automatically based on shader resources usage.

Left: new D3D12 graphics engine (with only basic diffuse material)
Right: previous D3D11 rendering (with PBR material, GI...)
Still a long way to go to catch up with the previous renderer... 

Resource binding model
In D3D12, shader resource binding relies on the root parameter index. But when iterating on shader code, we may modify some resources binding(e.g. add a texture variable / remove a constant buffer), the root signature may be changed, which cause the change of root parameter index. This will need to update all function call like SetGraphicsRootDescriptorTable() with new root parameter index, which is tedious and error-prone... Compare to the resource binding model in D3D11 (e.g. PSSetShaderResources()PSSetConstantBuffers()), it doesn't have such problem as the API defined a set of fixed slots to bind with. So I would prefer to work with a similar binding model in my toy engine.

So, I defined a couple of slots for resource binding as follow (which is a bit different than D3D11):
Engine_PerDraw_CBV
Engine_PerView_CBV
Engine_PerFrame_CBV
Engine_PerDraw_SRV_VS_ONLY
Engine_PerDraw_SRV_PS_ONLY
Engine_PerDraw_SRV_ALL
Engine_PerView_SRV_VS_ONLY
Engine_PerView_SRV_PS_ONLY
Engine_PerView_SRV_ALL
Engine_PerFrame_SRV_VS_ONLY
Engine_PerFrame_SRV_PS_ONLY
Engine_PerFrame_SRV_ALL
Shader_PerDraw_CBV
Shader_PerDraw_SRV_VS_ONLY
Shader_PerDraw_SRV_PS_ONLY
Shader_PerDraw_SRV_ALL
Shader_PerDraw_UAV
Instead of having a fixed slot per shader stage in D3D11, my toy engine fixed slots can be summarized into 3 categories as:
Resource binding slot categories

Slot category "Resource Type"
As described by its name (CBV/SRV/UAV), this slot is used to bind the corresponding resource type like constant buffer / shader resource view / unordered access view.
For SRV type, it further sub-divide into VS_ONLY / PS_ONLY / ALL sub-categories which refer to the shader visibility. According to Nvidia Do's An Don'ts, limiting the shader visibility will improve the performance.
For CBV type, the shader visibility will be deduced from shader reflection data during root signature and PSO creation.

Slot category "Change frequency"
Resources are encouraged to be bound based on their update frequency. So this slot category are divided into 3 types: Per Frame/ Per View / Per Draw.
For the Per Frame/View types, they will have a root parameter type as descriptor table.
While the Per Draw CBV type will have root parameter type as root descriptor.
For Per Draw SRV type, it still uses descriptor table instead of root descriptor, because for example, it is common to have only 1 constant buffer for material of a mesh while binding multiple textures for the same material. So using descriptor table instead will help to keep the size of root signature small.

Slot category "Usage"
This category is used for sub-dividing into different usage patterns: Engine/Shader.
For Engine usage, it will typically be binding stuff like mesh transform constant, camera transform, etc.
For Shader usage, it is used for something like shader specific stuff, e.g. material constant.
I just can't find the appropriate name for this category, and simply use the name as Engine/Shader. May be it is better to call them Group 0/1/2/3... in case I may have different usage patterns in the future. But currently I just don't bother with it now...

Shader Reflection
In last post, I have mentioned that during shader compilation, shader reflection data is exported. This is important for the root signature creation. From these reflection data, we can know which constant buffer/texture slots get used. When creating a pipeline state object(PSO) from shaders, we can deduce all the resources slots get used in PSO (as well as the shader visibility for constant buffer) and then create an appropriate root signature with each resource slot mapped to the corresponding root parameter index (let's call this mapping data as "root signature info").

To specify the resource slot in shader code, we make use of the register space introduced in Shader Model 5.1. We can define which slot is used for constant buffer/texture. For example:
#define ENGINE_PER_DRAW_SRV_ALL space5 // all shaders must have the same slot-space definition
Texture2D shadowMap : register(t0, ENGINE_PER_DRAW_SRV_ALL);
With the above information, on the CPU side code, we can bind a resource to a specific slot using the root parameter index stored inside the "root signature info" similar to D3D11 API.

Conclusion
In this post, we have described how root signature can be automatically created and used for a slot based API. First root signature are created(or re-used/shared) during the creation of pipeline state object(PSO) based on its shader reflection data. We also create a "root signature info" to store the mapping between resource slots and root parameter index together with the root signature and PSO. Then we can use this "root signature info" to bind the resources to the shader.

As this is my first time to write a graphics engine with D3D12. I am not sure whether this resource binding model is the best. I have also think of other naming scheme for the resource slots: instead of naming with PerDraw / PerView type, is it better to name it explicitly with RootDescriptor / DescriptorTable instead? May be I will change my mind after I gained more experience in the future...