text: /******************************************************************************
   * The MIT License (MIT)
   *
   * Copyright (c) 2016 Baldur Karlsson
   *
   * 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.
   ******************************************************************************/
  
  #include "d3d12_device.h"
  #include "core/core.h"
  #include "driver/dxgi/dxgi_common.h"
  #include "driver/dxgi/dxgi_wrapped.h"
  #include "jpeg-compressor/jpge.h"
  #include "maths/formatpacking.h"
  #include "serialise/string_utils.h"
  #include "d3d12_command_list.h"
  #include "d3d12_command_queue.h"
  #include "d3d12_resources.h"
  
  // use locally cached serialiser, per-thread
  #undef GET_SERIALISER
  #define GET_SERIALISER localSerialiser
  
  // must be at the start of any function that serialises
  #define CACHE_THREAD_SERIALISER() Serialiser *localSerialiser = GetThreadSerialiser();
  
  WRAPPED_POOL_INST(WrappedID3D12Device);
  
  const char *D3D12ChunkNames[] = {
  #undef D3D12_CHUNK_MACRO
  #define D3D12_CHUNK_MACRO(enum, string) string,
  
      D3D12_CHUNKS};
  
  D3D12InitParams::D3D12InitParams()
  {
    SerialiseVersion = D3D12_SERIALISE_VERSION;
    MinimumFeatureLevel = D3D_FEATURE_LEVEL_11_0;
  }
  
  ReplayCreateStatus D3D12InitParams::Serialise()
  {
    Serialiser *localSerialiser = GetSerialiser();
  
    SERIALISE_ELEMENT(uint32_t, ver, D3D12_SERIALISE_VERSION);
    SerialiseVersion = ver;
  
    if(ver != D3D12_SERIALISE_VERSION)
    {
      RDCERR("Incompatible D3D12 serialise version, expected %d got %d", D3D12_SERIALISE_VERSION, ver);
      return eReplayCreate_APIIncompatibleVersion;
    }
  
    localSerialiser->Serialise("MinimumFeatureLevel", MinimumFeatureLevel);
  
    return eReplayCreate_Success;
  }
  
  const char *WrappedID3D12Device::GetChunkName(uint32_t idx)
  {
    if(idx == CREATE_PARAMS)
      return "Create Params";
    if(idx == THUMBNAIL_DATA)
      return "Thumbnail Data";
    if(idx == DRIVER_INIT_PARAMS)
      return "Driver Init Params";
    if(idx == INITIAL_CONTENTS)
      return "Initial Contents";
    if(idx < FIRST_CHUNK_ID || idx >= NUM_D3D12_CHUNKS)
      return "<unknown>";
    return D3D12ChunkNames[idx - FIRST_CHUNK_ID];
  }
  
  template <>
  string ToStrHelper<false, D3D12ChunkType>::Get(const D3D12ChunkType &el)
  {
    return WrappedID3D12Device::GetChunkName(el);
  }
  
  ULONG STDMETHODCALLTYPE DummyID3D12InfoQueue::AddRef()
  {
    m_pDevice->AddRef();
    return 1;
  }
  
  ULONG STDMETHODCALLTYPE DummyID3D12InfoQueue::Release()
  {
    m_pDevice->Release();
    return 1;
  }
  
  ULONG STDMETHODCALLTYPE DummyID3D12DebugDevice::AddRef()
  {
    m_pDevice->AddRef();
    return 1;
  }
  
  ULONG STDMETHODCALLTYPE DummyID3D12DebugDevice::Release()
  {
    m_pDevice->Release();
    return 1;
  }
  
  HRESULT STDMETHODCALLTYPE DummyID3D12DebugDevice::QueryInterface(REFIID riid, void **ppvObject)
  {
    if(riid == __uuidof(ID3D12InfoQueue) || riid == __uuidof(ID3D12DebugDevice) ||
       riid == __uuidof(ID3D12Device))
      return m_pDevice->QueryInterface(riid, ppvObject);
  
    if(riid == __uuidof(IUnknown))
    {
      *ppvObject = (IUnknown *)(ID3D12DebugDevice *)this;
      AddRef();
      return S_OK;
    }
  
    RDCWARN("Querying ID3D12DebugDevice for interface: %s", ToStr::Get(riid).c_str());
  
    return E_NOINTERFACE;
  }
  
  ULONG STDMETHODCALLTYPE WrappedID3D12DebugDevice::AddRef()
  {
    m_pDevice->AddRef();
    return 1;
  }
  
  ULONG STDMETHODCALLTYPE WrappedID3D12DebugDevice::Release()
  {
    m_pDevice->Release();
    return 1;
  }
  
  HRESULT STDMETHODCALLTYPE WrappedID3D12DebugDevice::QueryInterface(REFIID riid, void **ppvObject)
  {
    if(riid == __uuidof(ID3D12InfoQueue) || riid == __uuidof(ID3D12DebugDevice) ||
       riid == __uuidof(ID3D12Device))
      return m_pDevice->QueryInterface(riid, ppvObject);
  
    if(riid == __uuidof(IUnknown))
    {
      *ppvObject = (IUnknown *)(ID3D12DebugDevice *)this;
      AddRef();
      return S_OK;
    }
  
    string guid = ToStr::Get(riid);
    RDCWARN("Querying ID3D12DebugDevice for interface: %s", guid.c_str());
  
    return m_pDebug->QueryInterface(riid, ppvObject);
  }
  
  WrappedID3D12Device::WrappedID3D12Device(ID3D12Device *realDevice, D3D12InitParams *params)
      : m_RefCounter(realDevice, false), m_SoftRefCounter(NULL, false), m_pDevice(realDevice)
  {
    if(RenderDoc::Inst().GetCrashHandler())
      RenderDoc::Inst().GetCrashHandler()->RegisterMemoryRegion(this, sizeof(WrappedID3D12Device));
  
    m_pDevice1 = NULL;
    m_pDevice->QueryInterface(__uuidof(ID3D12Device1), (void **)&m_pDevice1);
  
    for(size_t i = 0; i < ARRAY_COUNT(m_DescriptorIncrements); i++)
      m_DescriptorIncrements[i] =
          realDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE(i));
  
    WrappedID3D12Resource::m_List = NULL;
  
    // refcounters implicitly construct with one reference, but we don't start with any soft
    // references.
    m_SoftRefCounter.Release();
    m_InternalRefcount = 0;
    m_Alive = true;
  
    m_DummyInfoQueue.m_pDevice = this;
    m_DummyDebug.m_pDevice = this;
    m_WrappedDebug.m_pDevice = this;
  
    m_Replay.SetDevice(this);
  
    m_AppControlledCapture = false;
  
    threadSerialiserTLSSlot = Threading::AllocateTLSSlot();
    tempMemoryTLSSlot = Threading::AllocateTLSSlot();
  
    m_FrameCounter = 0;
  
    m_HeaderChunk = NULL;
  
    m_Alloc = NULL;
    m_List = NULL;
    m_GPUSyncFence = NULL;
    m_GPUSyncHandle = NULL;
    m_GPUSyncCounter = 0;
  
  #if ENABLED(RDOC_RELEASE)
    const bool debugSerialiser = false;
  #else
    const bool debugSerialiser = true;
  #endif
  
    if(RenderDoc::Inst().IsReplayApp())
    {
      m_State = READING;
      m_pSerialiser = NULL;
  
      WrappedID3D12Resource::m_List = new std::map<ResourceId, WrappedID3D12Resource *>();
  
      m_FrameCaptureRecord = NULL;
  
      ResourceIDGen::SetReplayResourceIDs();
    }
    else
    {
      m_State = WRITING_IDLE;
      m_pSerialiser = new Serialiser(NULL, Serialiser::WRITING, debugSerialiser);
  
      m_pSerialiser->SetDebugText(debugSerialiser);
    }
  
    m_DebugManager = NULL;
    m_ResourceManager = new D3D12ResourceManager(m_State, m_pSerialiser, this);
  
    if(m_pSerialiser)
    {
      m_pSerialiser->SetUserData(m_ResourceManager);
      m_pSerialiser->SetChunkNameLookup(&GetChunkName);
    }
  
    // create a temporary and grab its resource ID
    m_ResourceID = ResourceIDGen::GetNewUniqueID();
  
    m_DeviceRecord = NULL;
  
    m_Queue = NULL;
    m_LastSwap = NULL;
  
    if(!RenderDoc::Inst().IsReplayApp())
    {
      m_DeviceRecord = GetResourceManager()->AddResourceRecord(m_ResourceID);
      m_DeviceRecord->type = Resource_Device;
      m_DeviceRecord->DataInSerialiser = false;
      m_DeviceRecord->SpecialResource = true;
      m_DeviceRecord->Length = 0;
  
      m_FrameCaptureRecord = GetResourceManager()->AddResourceRecord(ResourceIDGen::GetNewUniqueID());
      m_FrameCaptureRecord->DataInSerialiser = false;
      m_FrameCaptureRecord->SpecialResource = true;
      m_FrameCaptureRecord->Length = 0;
  
      RenderDoc::Inst().AddDeviceFrameCapturer((ID3D12Device *)this, this);
    }
  
    realDevice->QueryInterface(__uuidof(ID3D12InfoQueue), (void **)&m_pInfoQueue);
    realDevice->QueryInterface(__uuidof(ID3D12DebugDevice), (void **)&m_WrappedDebug.m_pDebug);
  
    if(m_pInfoQueue)
    {
      if(RenderDoc::Inst().GetCaptureOptions().DebugOutputMute)
        m_pInfoQueue->SetMuteDebugOutput(true);
  
      UINT size = m_pInfoQueue->GetStorageFilterStackSize();
  
      while(size > 1)
      {
        m_pInfoQueue->ClearStorageFilter();
        size = m_pInfoQueue->GetStorageFilterStackSize();
      }
  
      size = m_pInfoQueue->GetRetrievalFilterStackSize();
  
      while(size > 1)
      {
        m_pInfoQueue->ClearRetrievalFilter();
        size = m_pInfoQueue->GetRetrievalFilterStackSize();
      }
  
      m_pInfoQueue->ClearStoredMessages();
  
      if(RenderDoc::Inst().IsReplayApp())
      {
        m_pInfoQueue->SetMuteDebugOutput(false);
  
        D3D12_MESSAGE_ID mute[] = {
            // super spammy, mostly just perf warning, and impossible to fix for our cases
            D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
            D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
  
            // caused often by an over-declaration in the root signature to match between
            // different shaders, and in some descriptors are entirely skipped. We rely on
            // the user to get this right - if the error is non-fatal, any real problems
            // will be potentially highlighted in the pipeline view
            D3D12_MESSAGE_ID_INVALID_DESCRIPTOR_HANDLE,
            D3D12_MESSAGE_ID_COMMAND_LIST_DESCRIPTOR_TABLE_NOT_SET,
  
            // message about a NULL range to map for reading/writing the whole resource
            // which is "inefficient" but for our use cases it's almost always what we mean.
            D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE,
        };
  
        D3D12_INFO_QUEUE_FILTER filter = {};
        filter.DenyList.NumIDs = ARRAY_COUNT(mute);
        filter.DenyList.pIDList = mute;
  
        m_pInfoQueue->AddStorageFilterEntries(&filter);
      }
    }
    else
    {
      RDCDEBUG("Couldn't get ID3D12InfoQueue.");
    }
  
    m_InitParams = *params;
  
    //////////////////////////////////////////////////////////////////////////
    // Compile time asserts
  
    RDCCOMPILE_ASSERT(ARRAY_COUNT(D3D12ChunkNames) == NUM_D3D12_CHUNKS - FIRST_CHUNK_ID + 1,
                      "Not right number of chunk names");
  }
  
  WrappedID3D12Device::~WrappedID3D12Device()
  {
    RenderDoc::Inst().RemoveDeviceFrameCapturer((ID3D12Device *)this);
  
    SAFE_DELETE(WrappedID3D12Resource::m_List);
  
    for(size_t i = 0; i < m_QueueFences.size(); i++)
    {
      GPUSync(m_Queues[i], m_QueueFences[i]);
  
      SAFE_RELEASE(m_QueueFences[i]);
    }
  
    DestroyInternalResources();
  
    if(m_DeviceRecord)
    {
      RDCASSERT(m_DeviceRecord->GetRefCount() == 1);
      m_DeviceRecord->Delete(GetResourceManager());
    }
  
    if(m_FrameCaptureRecord)
    {
      RDCASSERT(m_FrameCaptureRecord->GetRefCount() == 1);
      m_FrameCaptureRecord->Delete(GetResourceManager());
    }
  
    m_ResourceManager->Shutdown();
  
    SAFE_DELETE(m_ResourceManager);
  
    SAFE_RELEASE(m_pDevice1);
  
    SAFE_RELEASE(m_pInfoQueue);
    SAFE_RELEASE(m_WrappedDebug.m_pDebug);
    SAFE_RELEASE(m_pDevice);
  
    SAFE_DELETE(m_pSerialiser);
  
    for(size_t i = 0; i < m_ThreadSerialisers.size(); i++)
      delete m_ThreadSerialisers[i];
  
    for(size_t i = 0; i < m_ThreadTempMem.size(); i++)
    {
      delete[] m_ThreadTempMem[i]->memory;
      delete m_ThreadTempMem[i];
    }
  
    if(RenderDoc::Inst().GetCrashHandler())
      RenderDoc::Inst().GetCrashHandler()->UnregisterMemoryRegion(this);
  }
  
  HRESULT WrappedID3D12Device::QueryInterface(REFIID riid, void **ppvObject)
  {
    // DEFINE_GUID(IID_IDirect3DDevice9, 0xd0223b96, 0xbf7a, 0x43fd, 0x92, 0xbd, 0xa4, 0x3b, 0xd,
    // 0x82, 0xb9, 0xeb);
    static const GUID IDirect3DDevice9_uuid = {
        0xd0223b96, 0xbf7a, 0x43fd, {0x92, 0xbd, 0xa4, 0x3b, 0xd, 0x82, 0xb9, 0xeb}};
  
    // ID3D10Device UUID {9B7E4C0F-342C-4106-A19F-4F2704F689F0}
    static const GUID ID3D10Device_uuid = {
        0x9b7e4c0f, 0x342c, 0x4106, {0xa1, 0x9f, 0x4f, 0x27, 0x04, 0xf6, 0x89, 0xf0}};
  
    // RenderDoc UUID {A7AA6116-9C8D-4BBA-9083-B4D816B71B78}
    static const GUID IRenderDoc_uuid = {
        0xa7aa6116, 0x9c8d, 0x4bba, {0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78}};
  
    HRESULT hr = S_OK;
  
    if(riid == __uuidof(IUnknown))
    {
      *ppvObject = (IUnknown *)(ID3D12Device *)this;
      AddRef();
      return S_OK;
    }
    else if(riid == __uuidof(IDXGIDevice))
    {
      hr = m_pDevice->QueryInterface(riid, ppvObject);
  
      if(SUCCEEDED(hr))
      {
        IDXGIDevice *real = (IDXGIDevice *)(*ppvObject);
        *ppvObject = (IDXGIDevice *)(new WrappedIDXGIDevice4(real, this));
        return S_OK;
      }
      else
      {
        *ppvObject = NULL;
        return hr;
      }
    }
    else if(riid == __uuidof(IDXGIDevice1))
    {
      hr = m_pDevice->QueryInterface(riid, ppvObject);
  
      if(SUCCEEDED(hr))
      {
        IDXGIDevice1 *real = (IDXGIDevice1 *)(*ppvObject);
        *ppvObject = (IDXGIDevice1 *)(new WrappedIDXGIDevice4(real, this));
        return S_OK;
      }
      else
      {
        *ppvObject = NULL;
        return hr;
      }
    }
    else if(riid == __uuidof(IDXGIDevice2))
    {
      hr = m_pDevice->QueryInterface(riid, ppvObject);
  
      if(SUCCEEDED(hr))
      {
        IDXGIDevice2 *real = (IDXGIDevice2 *)(*ppvObject);
        *ppvObject = (IDXGIDevice2 *)(new WrappedIDXGIDevice4(real, this));
        return S_OK;
      }
      else
      {
        *ppvObject = NULL;
        return hr;
      }
    }
    else if(riid == __uuidof(IDXGIDevice3))
    {
      hr = m_pDevice->QueryInterface(riid, ppvObject);
  
      if(SUCCEEDED(hr))
      {
        IDXGIDevice3 *real = (IDXGIDevice3 *)(*ppvObject);
        *ppvObject = (IDXGIDevice3 *)(new WrappedIDXGIDevice4(real, this));
        return S_OK;
      }
      else
      {
        *ppvObject = NULL;
        return hr;
      }
    }
    else if(riid == __uuidof(ID3D12Device1))
    {
      if(m_pDevice1)
      {
        AddRef();
        *ppvObject = (ID3D12Device1 *)this;
        return S_OK;
      }
      else
      {
        return E_NOINTERFACE;
      }
    }
    else if(riid == __uuidof(ID3D12InfoQueue))
    {
      RDCWARN(
          "Returning a dummy ID3D12InfoQueue that does nothing. This ID3D12InfoQueue will not work!");
      *ppvObject = (ID3D12InfoQueue *)&m_DummyInfoQueue;
      m_DummyInfoQueue.AddRef();
      return S_OK;
    }
    else if(riid == __uuidof(ID3D12DebugDevice))
    {
      // we queryinterface for this at startup, so if it's present we can
      // return our wrapper
      if(m_WrappedDebug.m_pDebug)
      {
        AddRef();
        *ppvObject = (ID3D12DebugDevice *)&m_WrappedDebug;
        return S_OK;
      }
      else
      {
        RDCWARN(
            "Returning a dummy ID3D12DebugDevice that does nothing. This ID3D12DebugDevice will not "
            "work!");
        *ppvObject = (ID3D12DebugDevice *)&m_DummyDebug;
        m_DummyDebug.AddRef();
        return S_OK;
      }
    }
    else if(riid == IRenderDoc_uuid)
    {
      AddRef();
      *ppvObject = (IUnknown *)this;
      return S_OK;
    }
    else
    {
      string guid = ToStr::Get(riid);
      RDCWARN("Querying ID3D12Device for interface: %s", guid.c_str());
    }
  
    return m_RefCounter.QueryInterface(riid, ppvObject);
  }
  
  void WrappedID3D12Device::CheckForDeath()
  {
    if(!m_Alive)
      return;
  
    if(m_RefCounter.GetRefCount() == 0)
    {
      RDCASSERT(m_SoftRefCounter.GetRefCount() >= m_InternalRefcount);
  
      if(m_SoftRefCounter.GetRefCount() <= m_InternalRefcount || m_State < WRITING)    // MEGA HACK
      {
        m_Alive = false;
        delete this;
      }
    }
  }
  
  void WrappedID3D12Device::FirstFrame(WrappedIDXGISwapChain4 *swap)
  {
    DXGI_SWAP_CHAIN_DESC swapdesc;
    swap->GetDesc(&swapdesc);
  
    // if we have to capture the first frame, begin capturing immediately
    if(m_State == WRITING_IDLE && RenderDoc::Inst().ShouldTriggerCapture(0))
    {
      RenderDoc::Inst().StartFrameCapture((ID3D12Device *)this, swapdesc.OutputWindow);
  
      m_AppControlledCapture = false;
    }
  }
  
  void WrappedID3D12Device::ApplyBarriers(vector<D3D12_RESOURCE_BARRIER> &barriers)
  {
    SCOPED_LOCK(m_ResourceStatesLock);
    GetResourceManager()->ApplyBarriers(barriers, m_ResourceStates);
  }
  
  void WrappedID3D12Device::ReleaseSwapchainResources(WrappedIDXGISwapChain4 *swap, UINT QueueCount,
                                                      IUnknown *const *ppPresentQueue,
                                                      IUnknown **unwrappedQueues)
  {
    if(ppPresentQueue)
    {
      for(UINT i = 0; i < QueueCount; i++)
      {
        WrappedID3D12CommandQueue *wrappedQ = (WrappedID3D12CommandQueue *)ppPresentQueue[i];
        RDCASSERT(WrappedID3D12CommandQueue::IsAlloc(wrappedQ));
  
        unwrappedQueues[i] = wrappedQ->GetReal();
      }
    }
  
    for(int i = 0; i < swap->GetNumBackbuffers(); i++)
    {
      WrappedID3D12Resource *wrapped = (WrappedID3D12Resource *)swap->GetBackbuffers()[i];
      SAFE_RELEASE(wrapped);
    }
  
    if(swap)
    {
      DXGI_SWAP_CHAIN_DESC desc;
      swap->GetDesc(&desc);
  
      Keyboard::RemoveInputWindow(desc.OutputWindow);
  
      RenderDoc::Inst().RemoveFrameCapturer((ID3D12Device *)this, desc.OutputWindow);
    }
  
    auto it = m_SwapChains.find(swap);
    if(it != m_SwapChains.end())
    {
      for(int i = 0; i < swap->GetNumBackbuffers(); i++)
        GetDebugManager()->FreeRTV(it->second.rtvs[i]);
  
      m_SwapChains.erase(it);
    }
  }
  
  bool WrappedID3D12Device::Serialise_WrapSwapchainBuffer(Serialiser *localSerialiser,
                                                          WrappedIDXGISwapChain4 *swap,
                                                          DXGI_SWAP_CHAIN_DESC *swapDesc, UINT buffer,
                                                          IUnknown *realSurface)
  {
    WrappedID3D12Resource *pRes = (WrappedID3D12Resource *)realSurface;
  
    SERIALISE_ELEMENT(DXGI_FORMAT, swapFormat, swapDesc->BufferDesc.Format);
    SERIALISE_ELEMENT(uint32_t, BuffNum, buffer);
    SERIALISE_ELEMENT(ResourceId, TexID, GetResID(pRes));
  
    SERIALISE_ELEMENT(D3D12_RESOURCE_DESC, Descriptor, pRes->GetDesc());
  
    if(m_State < WRITING)
    {
      ID3D12Resource *fakeBB = NULL;
  
      // DXGI swap chain back buffers can be freely cast as a special-case.
      // translate the format to a typeless format to allow for this.
      // the original type is stored separately below
      Descriptor.Format = GetTypelessFormat(Descriptor.Format);
  
      HRESULT hr = S_OK;
  
      D3D12_HEAP_PROPERTIES heapProps;
      heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
      heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
      heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
      heapProps.CreationNodeMask = 1;
      heapProps.VisibleNodeMask = 1;
  
      // create in common, which is the same as present
      hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &Descriptor,
                                              D3D12_RESOURCE_STATE_COMMON, NULL,
                                              __uuidof(ID3D12Resource), (void **)&fakeBB);
  
      if(FAILED(hr))
      {
        RDCERR("Failed to create fake back buffer, HRESULT: 0x%08x", hr);
      }
      else
      {
        WrappedID3D12Resource *wrapped = new WrappedID3D12Resource(fakeBB, this);
        fakeBB = wrapped;
  
        m_ResourceNames[TexID] = "Swap Chain Buffer";
        fakeBB->SetName(L"Swap Chain Buffer");
  
        GetResourceManager()->AddLiveResource(TexID, fakeBB);
  
        m_BackbufferFormat = std::make_pair(wrapped->GetResourceID(), swapFormat);
  
        SubresourceStateVector &states = m_ResourceStates[wrapped->GetResourceID()];
  
        states.resize(1, D3D12_RESOURCE_STATE_PRESENT);
      }
    }
  
    return true;
  }
  
  IUnknown *WrappedID3D12Device::WrapSwapchainBuffer(WrappedIDXGISwapChain4 *swap,
                                                     DXGI_SWAP_CHAIN_DESC *swapDesc, UINT buffer,
                                                     IUnknown *realSurface)
  {
    if(GetResourceManager()->HasWrapper((ID3D12DeviceChild *)realSurface))
    {
      ID3D12Resource *tex =
          (ID3D12Resource *)GetResourceManager()->GetWrapper((ID3D12DeviceChild *)realSurface);
      tex->AddRef();
  
      realSurface->Release();
  
      return tex;
    }
  
    ID3D12Resource *pRes = new WrappedID3D12Resource((ID3D12Resource *)realSurface, this);
  
    ResourceId id = GetResID(pRes);
  
    // there shouldn't be a resource record for this texture as it wasn't created via
    // Create*Resource
    RDCASSERT(id != ResourceId() && !GetResourceManager()->HasResourceRecord(id));
  
    if(m_State >= WRITING)
    {
      D3D12ResourceRecord *record = GetResourceManager()->AddResourceRecord(id);
      record->type = Resource_Resource;
      record->DataInSerialiser = false;
      record->SpecialResource = true;
      record->Length = 0;
  
      WrappedID3D12Resource *wrapped = (WrappedID3D12Resource *)pRes;
  
      wrapped->SetResourceRecord(record);
  
      CACHE_THREAD_SERIALISER();
  
      SCOPED_SERIALISE_CONTEXT(CREATE_SWAP_BUFFER);
  
      Serialise_WrapSwapchainBuffer(localSerialiser, swap, swapDesc, buffer, pRes);
  
      record->AddChunk(scope.Get());
  
      {
        SCOPED_LOCK(m_ResourceStatesLock);
        SubresourceStateVector &states = m_ResourceStates[id];
  
        states.resize(1, D3D12_RESOURCE_STATE_PRESENT);
      }
    }
  
    if(m_State >= WRITING)
    {
      D3D12_CPU_DESCRIPTOR_HANDLE rtv = {};
  
      D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
      rtvDesc.Format = GetSRGBFormat(swapDesc->BufferDesc.Format);
      rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
      rtvDesc.Texture2D.MipSlice = 0;
      rtvDesc.Texture2D.PlaneSlice = 0;
  
      rtv = GetDebugManager()->AllocRTV();
  
      CreateRenderTargetView(pRes, NULL, rtv);
  
      m_SwapChains[swap].rtvs[buffer] = rtv;
  
      ID3DDevice *swapQ = swap->GetD3DDevice();
      RDCASSERT(WrappedID3D12CommandQueue::IsAlloc(swapQ));
      m_SwapChains[swap].queue = (WrappedID3D12CommandQueue *)swapQ;
  
      // start at -1 so that we know we've never presented before
      m_SwapChains[swap].lastPresentedBuffer = -1;
    }
  
    if(swap)
    {
      DXGI_SWAP_CHAIN_DESC sdesc;
      swap->GetDesc(&sdesc);
  
      Keyboard::AddInputWindow(sdesc.OutputWindow);
  
      RenderDoc::Inst().AddFrameCapturer((ID3D12Device *)this, sdesc.OutputWindow, this);
    }
  
    return pRes;
  }
  
  void WrappedID3D12Device::Map(WrappedID3D12Resource *Resource, UINT Subresource)
  {
    MapState map;
    map.res = Resource;
    map.subres = Subresource;
  
    D3D12_RESOURCE_DESC desc = Resource->GetDesc();
  
    m_pDevice->GetCopyableFootprints(&desc, Subresource, 1, 0, NULL, NULL, NULL, &map.totalSize);
  
    {
      SCOPED_LOCK(m_MapsLock);
      m_Maps.push_back(map);
    }
  }
  
  void WrappedID3D12Device::Unmap(WrappedID3D12Resource *Resource, UINT Subresource, byte *mapPtr,
                                  const D3D12_RANGE *pWrittenRange)
  {
    MapState map = {};
    {
      SCOPED_LOCK(m_MapsLock);
      for(auto it = m_Maps.begin(); it != m_Maps.end(); ++it)
      {
        if(it->res == Resource && it->subres == Subresource)
        {
          map = *it;
          m_Maps.erase(it);
          break;
        }
      }
    }
  
    if(map.res == NULL)
      return;
  
    bool capframe = false;
    {
      SCOPED_LOCK(m_CapTransitionLock);
      capframe = (m_State == WRITING_CAPFRAME);
    }
  
    D3D12_RANGE range = {0, (SIZE_T)map.totalSize};
  
    if(pWrittenRange)
      range = *pWrittenRange;
  
    if(capframe)
      MapDataWrite(Resource, Subresource, mapPtr, range);
  }
  
  bool WrappedID3D12Device::Serialise_MapDataWrite(Serialiser *localSerialiser,
                                                   WrappedID3D12Resource *Resource, UINT Subresource,
                                                   byte *mapPtr, D3D12_RANGE range)
  {
    SERIALISE_ELEMENT(ResourceId, res, GetResID(Resource));
    SERIALISE_ELEMENT(UINT, sub, Subresource);
    SERIALISE_ELEMENT_BUF(byte *, data, mapPtr + range.Begin, range.End - range.Begin);
    SERIALISE_ELEMENT(uint64_t, begin, (uint64_t)range.Begin);
    SERIALISE_ELEMENT(uint64_t, end, (uint64_t)range.End);
  
    if(m_State < WRITING && GetResourceManager()->HasLiveResource(res))
    {
      ID3D12Resource *r = GetResourceManager()->GetLiveAs<ID3D12Resource>(res);
  
      range.Begin = range.End = 0;
  
      mapPtr = NULL;
      HRESULT hr = r->Map(sub, &range, (void **)&mapPtr);
  
      if(SUCCEEDED(hr))
      {
        memcpy(mapPtr + begin, data, size_t(end - begin));
  
        range.Begin = (size_t)begin;
        range.End = (size_t)end;
  
        r->Unmap(sub, &range);
      }
      else
      {
        RDCERR("Failed to map resource on replay %08x", hr);
      }
  
      SAFE_DELETE_ARRAY(data);
    }
  
    return true;
  }
  
  void WrappedID3D12Device::MapDataWrite(WrappedID3D12Resource *Resource, UINT Subresource,
                                         byte *mapPtr, D3D12_RANGE range)
  {
    CACHE_THREAD_SERIALISER();
  
    SCOPED_SERIALISE_CONTEXT(MAP_DATA_WRITE);
    Serialise_MapDataWrite(localSerialiser, Resource, Subresource, mapPtr, range);
  
    m_FrameCaptureRecord->AddChunk(scope.Get());
  
    GetResourceManager()->MarkResourceFrameReferenced(Resource->GetResourceID(), eFrameRef_Write);
  }
  
  bool WrappedID3D12Device::Serialise_WriteToSubresource(Serialiser *localSerialiser,
                                                         WrappedID3D12Resource *Resource,
                                                         UINT Subresource, const D3D12_BOX *pDstBox,
                                                         const void *pSrcData, UINT SrcRowPitch,
                                                         UINT SrcDepthPitch)
  {
    SERIALISE_ELEMENT(ResourceId, res, GetResID(Resource));
    SERIALISE_ELEMENT(UINT, sub, Subresource);
    SERIALISE_ELEMENT(bool, HasBox, pDstBox != NULL);
    SERIALISE_ELEMENT_OPT(D3D12_BOX, box, *pDstBox, HasBox);
    SERIALISE_ELEMENT(UINT, rowPitch, SrcRowPitch);
    SERIALISE_ELEMENT(UINT, depthPitch, SrcDepthPitch);
  
    size_t dataSize = 0;
  
    if(m_State >= WRITING)
    {
      // if we have a box, calculate how much data from user's pitch
      if(HasBox)
      {
        UINT numSlicesBeforeLast = pDstBox->back - pDstBox->front - 1;
        UINT numRows = pDstBox->bottom - pDstBox->top;
  
        dataSize = depthPitch * numSlicesBeforeLast + rowPitch * numRows;
      }
      else
      {
        D3D12_RESOURCE_DESC desc = Resource->GetDesc();
        UINT64 totalBytes = 0;
  
        // otherwise fetch the whole resource size
        m_pDevice->GetCopyableFootprints(&desc, sub, 1, 0, NULL, NULL, NULL, &totalBytes);
  
        dataSize = (size_t)totalBytes;
      }
    }
  
    SERIALISE_ELEMENT_BUF(byte *, data, pSrcData, dataSize);
  
    if(m_State < WRITING && GetResourceManager()->HasLiveResource(res))
    {
      ID3D12Resource *r = GetResourceManager()->GetLiveAs<ID3D12Resource>(res);
  
      HRESULT hr = r->Map(sub, NULL, NULL);
  
      if(SUCCEEDED(hr))
      {
        r->WriteToSubresource(sub, HasBox ? &box : NULL, data, rowPitch, depthPitch);
  
        r->Unmap(sub, NULL);
      }
      else
      {
        RDCERR("Failed to map resource on replay %08x", hr);
      }
  
      SAFE_DELETE_ARRAY(data);
    }
  
    return true;
  }
  
  void WrappedID3D12Device::WriteToSubresource(WrappedID3D12Resource *Resource, UINT Subresource,
                                               const D3D12_BOX *pDstBox, const void *pSrcData,
                                               UINT SrcRowPitch, UINT SrcDepthPitch)
  {
    bool capframe = false;
    {
      SCOPED_LOCK(m_CapTransitionLock);
      capframe = (m_State == WRITING_CAPFRAME);
    }
  
    if(capframe)
    {
      CACHE_THREAD_SERIALISER();
  
      SCOPED_SERIALISE_CONTEXT(WRITE_TO_SUB);
      Serialise_WriteToSubresource(localSerialiser, Resource, Subresource, pDstBox, pSrcData,
                                   SrcRowPitch, SrcDepthPitch);
  
      m_FrameCaptureRecord->AddChunk(scope.Get());
  
      GetResourceManager()->MarkResourceFrameReferenced(Resource->GetResourceID(), eFrameRef_Write);
    }
  }
  
  HRESULT WrappedID3D12Device::Present(WrappedIDXGISwapChain4 *swap, UINT SyncInterval, UINT Flags)
  {
    if((Flags & DXGI_PRESENT_TEST) != 0)
      return S_OK;
  
    if(m_State == WRITING_IDLE)
      RenderDoc::Inst().Tick();
  
    m_FrameCounter++;    // first present becomes frame #1, this function is at the end of the frame
  
    DXGI_SWAP_CHAIN_DESC swapdesc;
    swap->GetDesc(&swapdesc);
    bool activeWindow = RenderDoc::Inst().IsActiveWindow((ID3D12Device *)this, swapdesc.OutputWindow);
  
    m_LastSwap = swap;
  
    if(swapdesc.SwapEffect == DXGI_SWAP_EFFECT_DISCARD)
    {
      // discard always presents from 0
      m_SwapChains[swap].lastPresentedBuffer = 0;
    }
    else
    {
      // other modes use each buffer in turn
      m_SwapChains[swap].lastPresentedBuffer++;
      m_SwapChains[swap].lastPresentedBuffer %= swapdesc.BufferCount;
    }
  
    if(m_State == WRITING_IDLE)
    {
      uint32_t overlay = RenderDoc::Inst().GetOverlayBits();
  
      if(overlay & eRENDERDOC_Overlay_Enabled)
      {
        SwapPresentInfo &swapInfo = m_SwapChains[swap];
        D3D12_CPU_DESCRIPTOR_HANDLE rtv = swapInfo.rtvs[swapInfo.lastPresentedBuffer];
  
        GetDebugManager()->SetOutputDimensions(swapdesc.BufferDesc.Width, swapdesc.BufferDesc.Height,
                                               swapdesc.BufferDesc.Format);
  
        ID3D12GraphicsCommandList *list = GetNewList();
  
        // buffer will be in common for presentation, transition to render target
        D3D12_RESOURCE_BARRIER barrier = {};
        barrier.Transition.pResource =
            (ID3D12Resource *)swap->GetBackbuffers()[swapInfo.lastPresentedBuffer];
        barrier.Transition.Subresource = 0;
        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COMMON;
        barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  
        list->ResourceBarrier(1, &barrier);
  
        list->OMSetRenderTargets(1, &rtv, FALSE, NULL);
  
        int flags = activeWindow ? RenderDoc::eOverlay_ActiveWindow : 0;
        string overlayText = RenderDoc::Inst().GetOverlayText(RDC_D3D12, m_FrameCounter, flags);
  
        if(!overlayText.empty())
          GetDebugManager()->RenderText(list, 0.0f, 0.0f, overlayText.c_str());
  
        // transition backbuffer back again
        std::swap(barrier.Transition.StateBefore, barrier.Transition.StateAfter);
        list->ResourceBarrier(1, &barrier);
  
        list->Close();
  
        ExecuteLists(swapInfo.queue);
        FlushLists(false, swapInfo.queue);
      }
    }
  
    if(!activeWindow)
      return S_OK;
  
    RenderDoc::Inst().SetCurrentDriver(RDC_D3D12);
  
    // kill any current capture that isn't application defined
    if(m_State == WRITING_CAPFRAME && !m_AppControlledCapture)
      RenderDoc::Inst().EndFrameCapture((ID3D12Device *)this, swapdesc.OutputWindow);
  
    if(RenderDoc::Inst().ShouldTriggerCapture(m_FrameCounter) && m_State == WRITING_IDLE)
    {
      RenderDoc::Inst().StartFrameCapture((ID3D12Device *)this, swapdesc.OutputWindow);
  
      m_AppControlledCapture = false;
    }
  
    return S_OK;
  }
  
  void WrappedID3D12Device::Serialise_CaptureScope(uint64_t offset)
  {
    uint32_t FrameNumber = m_FrameCounter;
    // must use main serialiser here to match resource manager below
    GetMainSerialiser()->Serialise("FrameNumber", FrameNumber);
  
    if(m_State >= WRITING)
    {
      GetResourceManager()->Serialise_InitialContentsNeeded();
    }
    else
    {
      m_FrameRecord.frameInfo.fileOffset = offset;
      m_FrameRecord.frameInfo.firstEvent = 1;
      m_FrameRecord.frameInfo.frameNumber = FrameNumber;
      RDCEraseEl(m_FrameRecord.frameInfo.stats);
  
      GetResourceManager()->CreateInitialContents();
    }
  }
  
  bool WrappedID3D12Device::Serialise_BeginCaptureFrame(bool applyInitialState)
  {
    if(m_State < WRITING && !applyInitialState)
    {
      m_pSerialiser->SkipCurrentChunk();
      return true;
    }
  
    vector<D3D12_RESOURCE_BARRIER> barriers;
  
    {
      SCOPED_LOCK(m_ResourceStatesLock);    // not needed on replay, but harmless also
      GetResourceManager()->SerialiseResourceStates(barriers, m_ResourceStates);
    }
  
    if(applyInitialState && !barriers.empty())
    {
      // apply initial resource states
      ID3D12GraphicsCommandList *list = GetNewList();
  
      list->ResourceBarrier((UINT)barriers.size(), &barriers[0]);
  
      list->Close();
  
      ExecuteLists();
      FlushLists();
    }
  
    return true;
  }
  
  void WrappedID3D12Device::EndCaptureFrame(ID3D12Resource *presentImage)
  {
    // must use main serialiser here to match resource manager
    Serialiser *localSerialiser = GetMainSerialiser();
  
    SCOPED_SERIALISE_CONTEXT(CONTEXT_CAPTURE_FOOTER);
  
    SERIALISE_ELEMENT(ResourceId, bbid, GetResID(presentImage));
  
    bool HasCallstack = RenderDoc::Inst().GetCaptureOptions().CaptureCallstacks != 0;
    localSerialiser->Serialise("HasCallstack", HasCallstack);
  
    if(HasCallstack)
    {
      Callstack::Stackwalk *call = Callstack::Collect();
  
      RDCASSERT(call->NumLevels() < 0xff);
  
      size_t numLevels = call->NumLevels();
      uint64_t *stack = (uint64_t *)call->GetAddrs();
  
      localSerialiser->SerialisePODArray("callstack", stack, numLevels);
  
      delete call;
    }
  
    m_FrameCaptureRecord->AddChunk(scope.Get());
  }
  
  void WrappedID3D12Device::StartFrameCapture(void *dev, void *wnd)
  {
    if(m_State != WRITING_IDLE)
      return;
  
    RenderDoc::Inst().SetCurrentDriver(RDC_D3D12);
  
    m_AppControlledCapture = true;
  
    m_FrameCounter = RDCMAX(1 + (uint32_t)m_CapturedFrames.size(), m_FrameCounter);
  
    FetchFrameInfo frame;
    frame.frameNumber = m_FrameCounter + 1;
    frame.captureTime = Timing::GetUnixTimestamp();
    RDCEraseEl(frame.stats);
    m_CapturedFrames.push_back(frame);
  
    GetDebugMessages();
    m_DebugMessages.clear();
  
    GetResourceManager()->ClearReferencedResources();
  
    GetResourceManager()->MarkResourceFrameReferenced(m_ResourceID, eFrameRef_Read);
  
    // need to do all this atomically so that no other commands
    // will check to see if they need to markdirty or markpendingdirty
    // and go into the frame record.
    {
      SCOPED_LOCK(m_CapTransitionLock);
      GetResourceManager()->PrepareInitialContents();
  
      ExecuteLists();
      FlushLists();
  
      RDCDEBUG("Attempting capture");
      m_FrameCaptureRecord->DeleteChunks();
  
      {
        // must use main serialiser here to match resource manager
        Serialiser *localSerialiser = GetMainSerialiser();
  
        SCOPED_SERIALISE_CONTEXT(CONTEXT_CAPTURE_HEADER);
  
        Serialise_BeginCaptureFrame(false);
  
        // need to hold onto this as it must come right after the capture chunk,
        // before any command lists
        m_HeaderChunk = scope.Get();
      }
  
      m_State = WRITING_CAPFRAME;
    }
  
    RDCLOG("Starting capture, frame %u", m_FrameCounter);
  }
  
  bool WrappedID3D12Device::EndFrameCapture(void *dev, void *wnd)
  {
    if(m_State != WRITING_CAPFRAME)
      return true;
  
    WrappedIDXGISwapChain4 *swap = NULL;
    SwapPresentInfo swapInfo = {};
  
    if(wnd)
    {
      for(auto it = m_SwapChains.begin(); it != m_SwapChains.end(); ++it)
      {
        DXGI_SWAP_CHAIN_DESC swapDesc;
        it->first->GetDesc(&swapDesc);
  
        if(swapDesc.OutputWindow == wnd)
        {
          swap = it->first;
          swapInfo = it->second;
          break;
        }
      }
  
      if(swap == NULL)
      {
        RDCERR("Output window %p provided for frame capture corresponds with no known swap chain", wnd);
        return false;
      }
    }
  
    RDCLOG("Finished capture, Frame %u", m_FrameCounter);
  
    ID3D12Resource *backbuffer = NULL;
  
    if(swap == NULL)
    {
      swap = m_LastSwap;
      swapInfo = m_SwapChains[swap];
    }
  
    if(swap != NULL)
      backbuffer = (ID3D12Resource *)swap->GetBackbuffers()[swapInfo.lastPresentedBuffer];
  
    // transition back to IDLE atomically
    {
      SCOPED_LOCK(m_CapTransitionLock);
      EndCaptureFrame(backbuffer);
  
      m_State = WRITING_IDLE;
  
      GPUSync();
  
      {
        SCOPED_LOCK(m_MapsLock);
        for(auto it = m_Maps.begin(); it != m_Maps.end(); ++it)
          it->res->FreeShadow();
      }
    }
  
    byte *thpixels = NULL;
    uint32_t thwidth = 0;
    uint32_t thheight = 0;
  
    const uint32_t maxSize = 2048;
  
    // gather backbuffer screenshot
    if(backbuffer != NULL)
    {
      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 bufDesc;
  
      bufDesc.Alignment = 0;
      bufDesc.DepthOrArraySize = 1;
      bufDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
      bufDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
      bufDesc.Format = DXGI_FORMAT_UNKNOWN;
      bufDesc.Height = 1;
      bufDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
      bufDesc.MipLevels = 1;
      bufDesc.SampleDesc.Count = 1;
      bufDesc.SampleDesc.Quality = 0;
      bufDesc.Width = 1;
  
      D3D12_RESOURCE_DESC desc = backbuffer->GetDesc();
  
      D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout = {};
  
      m_pDevice->GetCopyableFootprints(&desc, 0, 1, 0, &layout, NULL, NULL, &bufDesc.Width);
  
      ID3D12Resource *copyDst = NULL;
      HRESULT hr = m_pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &bufDesc,
                                                      D3D12_RESOURCE_STATE_COPY_DEST, NULL,
                                                      __uuidof(ID3D12Resource), (void **)&copyDst);
  
      if(SUCCEEDED(hr))
      {
        ID3D12GraphicsCommandList *list = Unwrap(GetNewList());
  
        D3D12_RESOURCE_BARRIER barrier = {};
  
        // we know there's only one subresource, and it will be in PRESENT state
        barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
        barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
        barrier.Transition.pResource = Unwrap(backbuffer);
        barrier.Transition.Subresource = 0;
        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
        barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
  
        list->ResourceBarrier(1, &barrier);
  
        // copy to readback buffer
        D3D12_TEXTURE_COPY_LOCATION dst, src;
  
        src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
        src.pResource = Unwrap(backbuffer);
        src.SubresourceIndex = 0;
  
        dst.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
        dst.pResource = copyDst;
        dst.PlacedFootprint = layout;
  
        list->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
  
        // transition back
        std::swap(barrier.Transition.StateBefore, barrier.Transition.StateAfter);
        list->ResourceBarrier(1, &barrier);
  
        list->Close();
  
        ExecuteLists();
        FlushLists();
  
        byte *data = NULL;
        hr = copyDst->Map(0, NULL, (void **)&data);
  
        if(SUCCEEDED(hr) && data)
        {
          ResourceFormat fmt = MakeResourceFormat(desc.Format);
  
          float aspect = float(desc.Width) / float(desc.Height);
  
          thwidth = RDCMIN(maxSize, (uint32_t)desc.Width);
          thwidth &= ~0x7;    // align down to multiple of 8
          thheight = uint32_t(float(thwidth) / aspect);
  
          thpixels = new byte[3 * thwidth * thheight];
  
          float widthf = float(desc.Width);
          float heightf = float(desc.Height);
  
          uint32_t stride = fmt.compByteWidth * fmt.compCount;
  
          bool buf1010102 = false;
          bool bufBGRA = (fmt.bgraOrder != false);
  
          if(fmt.special && fmt.specialFormat == eSpecial_R10G10B10A2)
          {
            stride = 4;
            buf1010102 = true;
          }
  
          byte *dstPixels = thpixels;
  
          for(uint32_t y = 0; y < thheight; y++)
          {
            for(uint32_t x = 0; x < thwidth; x++)
            {
              float xf = float(x) / float(thwidth);
              float yf = float(y) / float(thheight);
  
              byte *srcPixels = &data[stride * uint32_t(xf * widthf) +
                                      layout.Footprint.RowPitch * uint32_t(yf * heightf)];
  
              if(buf1010102)
              {
                uint32_t *src1010102 = (uint32_t *)srcPixels;
                Vec4f unorm = ConvertFromR10G10B10A2(*src1010102);
                dstPixels[0] = (byte)(unorm.x * 255.0f);
                dstPixels[1] = (byte)(unorm.y * 255.0f);
                dstPixels[2] = (byte)(unorm.z * 255.0f);
              }
              else if(bufBGRA)
              {
                dstPixels[0] = srcPixels[2];
                dstPixels[1] = srcPixels[1];
                dstPixels[2] = srcPixels[0];
              }
              else if(fmt.compByteWidth == 2)    // R16G16B16A16 backbuffer
              {
                uint16_t *src16 = (uint16_t *)srcPixels;
  
                float linearR = RDCCLAMP(ConvertFromHalf(src16[0]), 0.0f, 1.0f);
                float linearG = RDCCLAMP(ConvertFromHalf(src16[1]), 0.0f, 1.0f);
                float linearB = RDCCLAMP(ConvertFromHalf(src16[2]), 0.0f, 1.0f);
  
                if(linearR < 0.0031308f)
                  dstPixels[0] = byte(255.0f * (12.92f * linearR));
                else
                  dstPixels[0] = byte(255.0f * (1.055f * powf(linearR, 1.0f / 2.4f) - 0.055f));
  
                if(linearG < 0.0031308f)
                  dstPixels[1] = byte(255.0f * (12.92f * linearG));
                else
                  dstPixels[1] = byte(255.0f * (1.055f * powf(linearG, 1.0f / 2.4f) - 0.055f));
  
                if(linearB < 0.0031308f)
                  dstPixels[2] = byte(255.0f * (12.92f * linearB));
                else
                  dstPixels[2] = byte(255.0f * (1.055f * powf(linearB, 1.0f / 2.4f) - 0.055f));
              }
              else
              {
                dstPixels[0] = srcPixels[0];
                dstPixels[1] = srcPixels[1];
                dstPixels[2] = srcPixels[2];
              }
  
              dstPixels += 3;
            }
          }
  
          copyDst->Unmap(0, NULL);
        }
        else
        {
          RDCERR("Couldn't map readback buffer: 0x%08x", hr);
        }
  
        SAFE_RELEASE(copyDst);
      }
      else
      {
        RDCERR("Couldn't create readback buffer: 0x%08x", hr);
      }
    }
  
    byte *jpgbuf = NULL;
    int len = thwidth * thheight;
  
    if(wnd && thpixels)
    {
      jpgbuf = new byte[len];
  
      jpge::params p;
      p.m_quality = 80;
  
      bool success =
          jpge::compress_image_to_jpeg_file_in_memory(jpgbuf, len, thwidth, thheight, 3, thpixels, p);
  
      if(!success)
      {
        RDCERR("Failed to compress to jpg");
        SAFE_DELETE_ARRAY(jpgbuf);
        thwidth = 0;
        thheight = 0;
      }
    }
  
    Serialiser *m_pFileSerialiser = RenderDoc::Inst().OpenWriteSerialiser(
        m_FrameCounter, &m_InitParams, jpgbuf, len, thwidth, thheight);
  
    std::vector<WrappedID3D12CommandQueue *> queues = m_Queues;
  
    for(auto it = queues.begin(); it != queues.end(); ++it)
      if((*it)->GetResourceRecord()->ContainsExecuteIndirect)
        WrappedID3D12Resource::RefBuffers(GetResourceManager());
  
    {
      CACHE_THREAD_SERIALISER();
  
      SCOPED_SERIALISE_CONTEXT(DEVICE_INIT);
  
      m_pFileSerialiser->Insert(scope.Get(true));
    }
  
    RDCDEBUG("Inserting Resource Serialisers");
  
    GetResourceManager()->InsertReferencedChunks(m_pFileSerialiser);
  
    GetResourceManager()->InsertInitialContentsChunks(m_pFileSerialiser);
  
    RDCDEBUG("Creating Capture Scope");
  
    {
      Serialiser *localSerialiser = GetMainSerialiser();
  
      SCOPED_SERIALISE_CONTEXT(CAPTURE_SCOPE);
  
      Serialise_CaptureScope(0);
  
      m_pFileSerialiser->Insert(scope.Get(true));
  
      m_pFileSerialiser->Insert(m_HeaderChunk);
    }
  
    // don't need to lock access to m_CmdListRecords as we are no longer
    // in capframe (the transition is thread-protected) so nothing will be
    // pushed to the vector
  
    map<int32_t, Chunk *> recordlist;
  
    for(auto it = queues.begin(); it != queues.end(); ++it)
    {
      WrappedID3D12CommandQueue *q = *it;
  
      const vector<D3D12ResourceRecord *> &cmdListRecords = q->GetCmdLists();
  
      RDCDEBUG("Flushing %u command list records from queue %llu", (uint32_t)cmdListRecords.size(),
               q->GetResourceID());
  
      for(size_t i = 0; i < cmdListRecords.size(); i++)
      {
        uint32_t prevSize = (uint32_t)recordlist.size();
        cmdListRecords[i]->Insert(recordlist);
  
        // prevent complaints in release that prevSize is unused
        (void)prevSize;
  
        RDCDEBUG("Adding %u chunks to file serialiser from command list %llu",
                 (uint32_t)recordlist.size() - prevSize, cmdListRecords[i]->GetResourceID());
      }
  
      q->GetResourceRecord()->Insert(recordlist);
    }
  
    {
      m_FrameCaptureRecord->Insert(recordlist);
  
      RDCDEBUG("Flushing %u chunks to file serialiser from context record",
               (uint32_t)recordlist.size());
  
      for(auto it = recordlist.begin(); it != recordlist.end(); ++it)
        m_pFileSerialiser->Insert(it->second);
  
      RDCDEBUG("Done");
    }
  
    m_pFileSerialiser->FlushToDisk();
  
    RenderDoc::Inst().SuccessfullyWrittenLog(m_FrameCounter);
  
    SAFE_DELETE(m_pFileSerialiser);
    SAFE_DELETE(m_HeaderChunk);
  
    m_State = WRITING_IDLE;
  
    for(auto it = queues.begin(); it != queues.end(); ++it)
      (*it)->ClearAfterCapture();
  
    GetResourceManager()->MarkUnwrittenResources();
  
    GetResourceManager()->ClearReferencedResources();
  
    GetResourceManager()->FreeInitialContents();
  
    GetResourceManager()->FlushPendingDirty();
  
    FlushPendingDescriptorWrites();
  
    return true;
  }
  
  bool WrappedID3D12Device::Serialise_ReleaseResource(Serialiser *localSerialiser,
                                                      ID3D12DeviceChild *res)
  {
    return true;
  }
  
  void WrappedID3D12Device::ReleaseResource(ID3D12DeviceChild *res)
  {
    ResourceId id = GetResID(res);
  
    {
      SCOPED_LOCK(m_ResourceStatesLock);
      m_ResourceStates.erase(id);
    }
  
    D3D12ResourceRecord *record = GetRecord(res);
  
    if(record)
      record->Delete(GetResourceManager());
  
    // wrapped resources get released all the time, we don't want to
    // try and slerp in a resource release. Just the explicit ones
    if(m_State < WRITING)
    {
      if(GetResourceManager()->HasLiveResource(id))
        GetResourceManager()->EraseLiveResource(id);
      return;
    }
  }
  
  vector<DebugMessage> WrappedID3D12Device::GetDebugMessages()
  {
    vector<DebugMessage> ret;
  
    // if reading, m_DebugMessages will contain all the messages (we
    // don't try and fetch anything from the API). If writing,
    // m_DebugMessages will contain any manually-added messages.
    ret.swap(m_DebugMessages);
  
    if(m_State < WRITING)
      return ret;
  
    if(!m_pInfoQueue)
      return ret;
  
    UINT64 numMessages = m_pInfoQueue->GetNumStoredMessagesAllowedByRetrievalFilter();
  
    for(UINT64 i = 0; i < m_pInfoQueue->GetNumStoredMessagesAllowedByRetrievalFilter(); i++)
    {
      SIZE_T len = 0;
      m_pInfoQueue->GetMessage(i, NULL, &len);
  
      char *msgbuf = new char[len];
      D3D12_MESSAGE *message = (D3D12_MESSAGE *)msgbuf;
  
      m_pInfoQueue->GetMessage(i, message, &len);
  
      DebugMessage msg;
      msg.eventID = 0;
      msg.source = eDbgSource_API;
      msg.category = eDbgCategory_Miscellaneous;
      msg.severity = eDbgSeverity_Medium;
  
      switch(message->Category)
      {
        case D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED:
          msg.category = eDbgCategory_Application_Defined;
          break;
        case D3D12_MESSAGE_CATEGORY_MISCELLANEOUS: msg.category = eDbgCategory_Miscellaneous; break;
        case D3D12_MESSAGE_CATEGORY_INITIALIZATION: msg.category = eDbgCategory_Initialization; break;
        case D3D12_MESSAGE_CATEGORY_CLEANUP: msg.category = eDbgCategory_Cleanup; break;
        case D3D12_MESSAGE_CATEGORY_COMPILATION: msg.category = eDbgCategory_Compilation; break;
        case D3D12_MESSAGE_CATEGORY_STATE_CREATION: msg.category = eDbgCategory_State_Creation; break;
        case D3D12_MESSAGE_CATEGORY_STATE_SETTING: msg.category = eDbgCategory_State_Setting; break;
        case D3D12_MESSAGE_CATEGORY_STATE_GETTING: msg.category = eDbgCategory_State_Getting; break;
        case D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION:
          msg.category = eDbgCategory_Resource_Manipulation;
          break;
        case D3D12_MESSAGE_CATEGORY_EXECUTION: msg.category = eDbgCategory_Execution; break;
        case D3D12_MESSAGE_CATEGORY_SHADER: msg.category = eDbgCategory_Shaders; break;
        default: RDCWARN("Unexpected message category: %d", message->Category); break;
      }
  
      switch(message->Severity)
      {
        case D3D12_MESSAGE_SEVERITY_CORRUPTION: msg.severity = eDbgSeverity_High; break;
        case D3D12_MESSAGE_SEVERITY_ERROR: msg.severity = eDbgSeverity_Medium; break;
        case D3D12_MESSAGE_SEVERITY_WARNING: msg.severity = eDbgSeverity_Low; break;
        case D3D12_MESSAGE_SEVERITY_INFO: msg.severity = eDbgSeverity_Info; break;
        case D3D12_MESSAGE_SEVERITY_MESSAGE: msg.severity = eDbgSeverity_Info; break;
        default: RDCWARN("Unexpected message severity: %d", message->Severity); break;
      }
  
      msg.messageID = (uint32_t)message->ID;
      msg.description = string(message->pDescription);
  
      ret.push_back(msg);
  
      SAFE_DELETE_ARRAY(msgbuf);
    }
  
    // Docs are fuzzy on the thread safety of the info queue, but I'm going to assume it should only
    // ever be accessed on one thread since it's tied to the device & immediate context.
    // There doesn't seem to be a way to lock it for access and without that there's no way to know
    // that a new message won't be added between the time you retrieve the last one and clearing the
    // queue. There is also no way to pop a message that I can see, which would presumably be the
    // best way if its member functions are thread safe themselves (if the queue is protected
    // internally).
    RDCASSERT(numMessages == m_pInfoQueue->GetNumStoredMessagesAllowedByRetrievalFilter());
  
    m_pInfoQueue->ClearStoredMessages();
  
    return ret;
  }
  
  void WrappedID3D12Device::FlushPendingDescriptorWrites()
  {
    std::vector<DynamicDescriptorWrite> writes;
    std::vector<DynamicDescriptorCopy> copies;
  
    {
      SCOPED_LOCK(m_DynDescLock);
      writes.swap(m_DynamicDescriptorWrites);
      copies.swap(m_DynamicDescriptorCopies);
      m_DynamicDescriptorRefs.clear();
    }
  
    for(size_t i = 0; i < writes.size(); i++)
      writes[i].dest->CopyFrom(writes[i].desc);
  
    for(size_t i = 0; i < copies.size(); i++)
      copies[i].dst->CopyFrom(*copies[i].src);
  }
  
  bool WrappedID3D12Device::Serialise_SetShaderDebugPath(Serialiser *localSerialiser,
                                                         ID3D12DeviceChild *res, const char *p)
  {
    SERIALISE_ELEMENT(ResourceId, resource, GetResID(res));
    string debugPath = p ? p : "";
    localSerialiser->Serialise("debugPath", debugPath);
  
    if(m_State < WRITING && GetResourceManager()->HasLiveResource(resource))
    {
      RDCERR("SetDebugInfoPath doesn't work as-is because it can't specify a shader specific path");
    }
  
    return true;
  }
  
  HRESULT WrappedID3D12Device::SetShaderDebugPath(ID3D12DeviceChild *res, const char *path)
  {
    if(m_State >= WRITING)
    {
      D3D12ResourceRecord *record = GetRecord(res);
  
      if(record == NULL)
      {
        RDCERR("Setting shader debug path on object %p of type %d that has no resource record.", res,
               IdentifyTypeByPtr(res));
        return E_INVALIDARG;
      }
  
      {
        CACHE_THREAD_SERIALISER();
  
        SCOPED_SERIALISE_CONTEXT(SET_SHADER_DEBUG_PATH);
        Serialise_SetShaderDebugPath(localSerialiser, res, path);
        record->AddChunk(scope.Get());
      }
  
      return S_OK;
    }
  
    return S_OK;
  }
  
  bool WrappedID3D12Device::Serialise_SetResourceName(Serialiser *localSerialiser,
                                                      ID3D12DeviceChild *res, const char *nm)
  {
    SERIALISE_ELEMENT(ResourceId, resource, GetResID(res));
    string name = nm ? nm : "";
    localSerialiser->Serialise("name", name);
  
    if(m_State < WRITING && GetResourceManager()->HasLiveResource(resource))
    {
      ID3D12DeviceChild *r = GetResourceManager()->GetLiveResource(resource);
  
      m_ResourceNames[resource] = name;
  
      r->SetName(StringFormat::UTF82Wide(name).c_str());
    }
  
    return true;
  }
  
  void WrappedID3D12Device::SetResourceName(ID3D12DeviceChild *res, const char *name)
  {
    // don't allow naming device contexts or command lists so we know this chunk
    // is always on a pre-capture chunk.
    if(m_State >= WRITING && !WrappedID3D12GraphicsCommandList::IsAlloc(res) &&
       !WrappedID3D12CommandQueue::IsAlloc(res))
    {
      D3D12ResourceRecord *record = GetRecord(res);
  
      if(record == NULL)
        record = m_DeviceRecord;
  
      {
        CACHE_THREAD_SERIALISER();
  
        SCOPED_SERIALISE_CONTEXT(SET_RESOURCE_NAME);
  
        Serialise_SetResourceName(localSerialiser, res, name);
  
        // don't serialise many SetResourceName chunks to the
        // object record, but we can't afford to drop any.
        record->LockChunks();
        while(record->HasChunks())
        {
          Chunk *end = record->GetLastChunk();
  
          if(end->GetChunkType() == SET_RESOURCE_NAME)
          {
            SAFE_DELETE(end);
            record->PopChunk();
            continue;
          }
  
          break;
        }
        record->UnlockChunks();
  
        record->AddChunk(scope.Get());
      }
    }
  }
  
  byte *WrappedID3D12Device::GetTempMemory(size_t s)
  {
    TempMem *mem = (TempMem *)Threading::GetTLSValue(tempMemoryTLSSlot);
    if(mem && mem->size >= s)
      return mem->memory;
  
    // alloc or grow alloc
    TempMem *newmem = mem;
  
    if(!newmem)
      newmem = new TempMem();
  
    // free old memory, don't need to keep contents
    if(newmem->memory)
      delete[] newmem->memory;
  
    // alloc new memory
    newmem->size = s;
    newmem->memory = new byte[s];
  
    Threading::SetTLSValue(tempMemoryTLSSlot, (void *)newmem);
  
    // if this is entirely new, save it for deletion on shutdown
    if(!mem)
    {
      SCOPED_LOCK(m_ThreadTempMemLock);
      m_ThreadTempMem.push_back(newmem);
    }
  
    return newmem->memory;
  }
  
  Serialiser *WrappedID3D12Device::GetThreadSerialiser()
  {
    Serialiser *ser = (Serialiser *)Threading::GetTLSValue(threadSerialiserTLSSlot);
    if(ser)
      return ser;
  
  // slow path, but rare
  
  #if ENABLED(RDOC_RELEASE)
    const bool debugSerialiser = false;
  #else
    const bool debugSerialiser = true;
  #endif
  
    ser = new Serialiser(NULL, Serialiser::WRITING, debugSerialiser);
    ser->SetUserData(m_ResourceManager);
  
    ser->SetDebugText(debugSerialiser);
  
    ser->SetChunkNameLookup(&GetChunkName);
  
    Threading::SetTLSValue(threadSerialiserTLSSlot, (void *)ser);
  
    {
      SCOPED_LOCK(m_ThreadSerialisersLock);
      m_ThreadSerialisers.push_back(ser);
    }
  
    return ser;
  }
  
  void WrappedID3D12Device::CreateInternalResources()
  {
    CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, __uuidof(ID3D12CommandAllocator),
                           (void **)&m_Alloc);
    CreateFence(0, D3D12_FENCE_FLAG_NONE, __uuidof(ID3D12Fence), (void **)&m_GPUSyncFence);
    m_GPUSyncHandle = ::CreateEvent(NULL, FALSE, FALSE, NULL);
  
    m_GPUSyncCounter = 0;
  
    RDCASSERT(m_DebugManager == NULL);
  
    if(m_DebugManager == NULL)
      m_DebugManager = new D3D12DebugManager(this);
  }
  
  void WrappedID3D12Device::DestroyInternalResources()
  {
    if(m_GPUSyncHandle == NULL)
      return;
  
    ExecuteLists();
    FlushLists(true);
  
    for(size_t i = 0; i < m_InternalCmds.pendingcmds.size(); i++)
      SAFE_RELEASE(m_InternalCmds.pendingcmds[i]);
  
    delete m_DebugManager;
    m_DebugManager = NULL;
  
    SAFE_RELEASE(m_Alloc);
    SAFE_RELEASE(m_GPUSyncFence);
    CloseHandle(m_GPUSyncHandle);
  }
  
  void WrappedID3D12Device::GPUSync(ID3D12CommandQueue *queue, ID3D12Fence *fence)
  {
    m_GPUSyncCounter++;
  
    if(queue == NULL)
      queue = GetQueue();
  
    if(fence == NULL)
      fence = m_GPUSyncFence;
  
    HRESULT hr = queue->Signal(fence, m_GPUSyncCounter);
    fence->SetEventOnCompletion(m_GPUSyncCounter, m_GPUSyncHandle);
    WaitForSingleObject(m_GPUSyncHandle, 10000);
  
    RDCASSERTEQUAL(hr, S_OK);
    hr = m_pDevice->GetDeviceRemovedReason();
    RDCASSERTEQUAL(hr, S_OK);
  }
  
  ID3D12GraphicsCommandList *WrappedID3D12Device::GetNewList()
  {
    ID3D12GraphicsCommandList *ret = NULL;
  
    if(!m_InternalCmds.freecmds.empty())
    {
      ret = m_InternalCmds.freecmds.back();
      m_InternalCmds.freecmds.pop_back();
  
      ret->Reset(m_Alloc, NULL);
    }
    else
    {
      HRESULT hr = CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_Alloc, NULL,
                                     __uuidof(ID3D12GraphicsCommandList), (void **)&ret);
  
      RDCASSERTEQUAL(hr, S_OK);
  
      if(ret == NULL)
        return NULL;
  
      if(m_State < WRITING)
      {
        GetResourceManager()->AddLiveResource(GetResID(ret), ret);
      }
    }
  
    m_InternalCmds.pendingcmds.push_back(ret);
  
    return ret;
  }
  
  void WrappedID3D12Device::ExecuteList(ID3D12GraphicsCommandList *list, ID3D12CommandQueue *queue)
  {
    if(queue == NULL)
      queue = GetQueue();
  
    ID3D12CommandList *l = list;
    queue->ExecuteCommandLists(1, &l);
  
    for(auto it = m_InternalCmds.pendingcmds.begin(); it != m_InternalCmds.pendingcmds.end(); ++it)
    {
      if(list == *it)
      {
        m_InternalCmds.pendingcmds.erase(it);
        break;
      }
    }
  
    m_InternalCmds.submittedcmds.push_back(list);
  }
  
  void WrappedID3D12Device::ExecuteLists(ID3D12CommandQueue *queue)
  {
    // nothing to do
    if(m_InternalCmds.pendingcmds.empty())
      return;
  
    vector<ID3D12CommandList *> cmds;
    cmds.resize(m_InternalCmds.pendingcmds.size());
    for(size_t i = 0; i < cmds.size(); i++)
      cmds[i] = m_InternalCmds.pendingcmds[i];
  
    if(queue == NULL)
      queue = GetQueue();
  
    queue->ExecuteCommandLists((UINT)cmds.size(), &cmds[0]);
  
    m_InternalCmds.submittedcmds.insert(m_InternalCmds.submittedcmds.end(),
                                        m_InternalCmds.pendingcmds.begin(),
                                        m_InternalCmds.pendingcmds.end());
    m_InternalCmds.pendingcmds.clear();
  }
  
  void WrappedID3D12Device::FlushLists(bool forceSync, ID3D12CommandQueue *queue)
  {
    if(!m_InternalCmds.submittedcmds.empty() || forceSync)
    {
      GPUSync(queue);
  
      if(!m_InternalCmds.submittedcmds.empty())
        m_InternalCmds.freecmds.insert(m_InternalCmds.freecmds.end(),
                                       m_InternalCmds.submittedcmds.begin(),
                                       m_InternalCmds.submittedcmds.end());
      m_InternalCmds.submittedcmds.clear();
  
      if(m_InternalCmds.pendingcmds.empty())
        m_Alloc->Reset();
    }
  }
  
  void WrappedID3D12Device::SetLogFile(const char *logfile)
  {
    m_pSerialiser = new Serialiser(logfile, Serialiser::READING, false);
    m_pSerialiser->SetChunkNameLookup(&GetChunkName);
  
    SAFE_DELETE(m_ResourceManager);
    m_ResourceManager = new D3D12ResourceManager(m_State, m_pSerialiser, this);
    m_pSerialiser->SetUserData(m_ResourceManager);
  }
  
  const FetchDrawcall *WrappedID3D12Device::GetDrawcall(uint32_t eventID)
  {
    if(eventID >= m_Drawcalls.size())
      return NULL;
  
    return m_Drawcalls[eventID];
  }
  
  void WrappedID3D12Device::ProcessChunk(uint64_t offset, D3D12ChunkType context)
  {
    switch(context)
    {
      case DEVICE_INIT: { break;
      }
  
      case CREATE_COMMAND_QUEUE:
        Serialise_CreateCommandQueue(GetMainSerialiser(), NULL, IID(), NULL);
        break;
      case CREATE_COMMAND_ALLOCATOR:
        Serialise_CreateCommandAllocator(GetMainSerialiser(), D3D12_COMMAND_LIST_TYPE_DIRECT, IID(),
                                         NULL);
        break;
  
      case CREATE_GRAPHICS_PIPE:
        Serialise_CreateGraphicsPipelineState(GetMainSerialiser(), NULL, IID(), NULL);
        break;
      case CREATE_COMPUTE_PIPE:
        Serialise_CreateComputePipelineState(GetMainSerialiser(), NULL, IID(), NULL);
        break;
      case CREATE_DESCRIPTOR_HEAP:
        Serialise_CreateDescriptorHeap(GetMainSerialiser(), NULL, IID(), NULL);
        break;
      case CREATE_ROOT_SIG:
        Serialise_CreateRootSignature(GetMainSerialiser(), 0, NULL, 0, IID(), NULL);
        break;
      case CREATE_COMMAND_SIG:
        Serialise_CreateCommandSignature(GetMainSerialiser(), NULL, NULL, IID(), NULL);
        break;
  
      case CREATE_HEAP: Serialise_CreateHeap(GetMainSerialiser(), NULL, IID(), NULL); break;
      case CREATE_COMMITTED_RESOURCE:
        Serialise_CreateCommittedResource(GetMainSerialiser(), NULL, D3D12_HEAP_FLAG_NONE, NULL,
                                          D3D12_RESOURCE_STATE_COMMON, NULL, IID(), NULL);
        break;
      case CREATE_PLACED_RESOURCE:
        Serialise_CreatePlacedResource(GetMainSerialiser(), NULL, 0, NULL,
                                       D3D12_RESOURCE_STATE_COMMON, NULL, IID(), NULL);
        break;
  
      case CREATE_QUERY_HEAP:
        Serialise_CreateQueryHeap(GetMainSerialiser(), NULL, IID(), NULL);
        break;
      case CREATE_FENCE:
        Serialise_CreateFence(GetMainSerialiser(), 0, D3D12_FENCE_FLAG_NONE, IID(), NULL);
        break;
  
      case SET_RESOURCE_NAME: Serialise_SetResourceName(GetMainSerialiser(), 0x0, ""); break;
      case SET_SHADER_DEBUG_PATH:
        Serialise_SetShaderDebugPath(GetMainSerialiser(), NULL, NULL);
        break;
      case RELEASE_RESOURCE: Serialise_ReleaseResource(GetMainSerialiser(), 0x0); break;
      case CREATE_SWAP_BUFFER:
        Serialise_WrapSwapchainBuffer(GetMainSerialiser(), NULL, NULL, 0, NULL);
        break;
      case CAPTURE_SCOPE: Serialise_CaptureScope(offset); break;
      default:
        // ignore system chunks
        if(context == INITIAL_CONTENTS)
          GetResourceManager()->Serialise_InitialState(ResourceId(), NULL);
        else if(context < FIRST_CHUNK_ID)
          m_pSerialiser->SkipCurrentChunk();
        else
          RDCERR("Unexpected non-device chunk %d at offset %llu", context, offset);
        break;
    }
  }
  
  void WrappedID3D12Device::ReadLogInitialisation()
  {
    uint64_t frameOffset = 0;
  
    m_pSerialiser->SetDebugText(true);
  
    m_pSerialiser->Rewind();
  
    int chunkIdx = 0;
  
    struct chunkinfo
    {
      chunkinfo() : count(0), totalsize(0), total(0.0) {}
      int count;
      uint64_t totalsize;
      double total;
    };
  
    map<D3D12ChunkType, chunkinfo> chunkInfos;
  
    SCOPED_TIMER("chunk initialisation");
  
    for(;;)
    {
      PerformanceTimer timer;
  
      uint64_t offset = m_pSerialiser->GetOffset();
  
      D3D12ChunkType context = (D3D12ChunkType)m_pSerialiser->PushContext(NULL, NULL, 1, false);
  
      if(context == CAPTURE_SCOPE)
      {
        // immediately read rest of log into memory
        m_pSerialiser->SetPersistentBlock(offset);
      }
  
      chunkIdx++;
  
      ProcessChunk(offset, context);
  
      m_pSerialiser->PopContext(context);
  
      RenderDoc::Inst().SetProgress(FileInitialRead, float(offset) / float(m_pSerialiser->GetSize()));
  
      if(context == CAPTURE_SCOPE)
      {
        frameOffset = offset;
  
        GetResourceManager()->ApplyInitialContents();
  
        m_Queue->ReplayLog(READING, 0, 0, false);
      }
  
      uint64_t offset2 = m_pSerialiser->GetOffset();
  
      chunkInfos[context].total += timer.GetMilliseconds();
      chunkInfos[context].totalsize += offset2 - offset;
      chunkInfos[context].count++;
  
      if(context == CAPTURE_SCOPE)
        break;
  
      if(m_pSerialiser->AtEnd())
        break;
    }
  
    if(m_State == READING)
    {
      GetFrameRecord().drawcallList = m_Queue->GetParentDrawcall().Bake();
  
      m_Queue->GetParentDrawcall().children.clear();
  
      SetupDrawcallPointers(&m_Drawcalls, m_FrameRecord.drawcallList, NULL, NULL);
  
      D3D12CommandData &cmd = *m_Queue->GetCommandData();
  
      for(auto it = cmd.m_BakedCmdListInfo.begin(); it != cmd.m_BakedCmdListInfo.end(); it++)
      {
        for(size_t i = 0; i < it->second.crackedLists.size(); i++)
          it->second.crackedLists[i]->Release();
        it->second.crackedLists.clear();
      }
  
      for(auto it = cmd.m_CrackedAllocators.begin(); it != cmd.m_CrackedAllocators.end(); it++)
        SAFE_RELEASE(it->second);
    }
  
  #if ENABLED(RDOC_DEVEL)
    for(auto it = chunkInfos.begin(); it != chunkInfos.end(); ++it)
    {
      double dcount = double(it->second.count);
  
      RDCDEBUG(
          "% 5d chunks - Time: %9.3fms total/%9.3fms avg - Size: %8.3fMB total/%7.3fMB avg - %s (%u)",
          it->second.count, it->second.total, it->second.total / dcount,
          double(it->second.totalsize) / (1024.0 * 1024.0),
          double(it->second.totalsize) / (dcount * 1024.0 * 1024.0), GetChunkName(it->first),
          uint32_t(it->first));
    }
  #endif
  
    m_FrameRecord.frameInfo.uncompressedFileSize = m_pSerialiser->GetSize();
    m_FrameRecord.frameInfo.compressedFileSize = m_pSerialiser->GetFileSize();
    m_FrameRecord.frameInfo.persistentSize = m_pSerialiser->GetSize() - frameOffset;
    m_FrameRecord.frameInfo.initDataSize = chunkInfos[(D3D12ChunkType)INITIAL_CONTENTS].totalsize;
  
    RDCDEBUG("Allocating %llu persistant bytes of memory for the log.",
             m_pSerialiser->GetSize() - frameOffset);
  
    m_pSerialiser->SetDebugText(false);
  }
  
  void WrappedID3D12Device::ReplayLog(uint32_t startEventID, uint32_t endEventID,
                                      ReplayLogType replayType)
  {
    uint64_t offs = m_FrameRecord.frameInfo.fileOffset;
  
    m_pSerialiser->SetOffset(offs);
  
    bool partial = true;
  
    if(startEventID == 0 && (replayType == eReplay_WithoutDraw || replayType == eReplay_Full))
    {
      startEventID = m_FrameRecord.frameInfo.firstEvent;
      partial = false;
  
      m_GPUSyncCounter++;
  
      // I'm not sure the reason for this, but the debug layer warns about being unable to resubmit
      // command lists due to the 'previous queue fence' not being ready yet, even if no fences are
      // signalled or waited. So instead we just signal a dummy fence each new 'frame'
      for(size_t i = 0; i < m_Queues.size(); i++)
        m_Queues[i]->Signal(m_QueueFences[i], m_GPUSyncCounter);
    }
  
    D3D12ChunkType header = (D3D12ChunkType)m_pSerialiser->PushContext(NULL, NULL, 1, false);
  
    RDCASSERTEQUAL(header, CAPTURE_SCOPE);
  
    m_pSerialiser->SkipCurrentChunk();
  
    m_pSerialiser->PopContext(header);
  
    if(!partial)
    {
      GetResourceManager()->ApplyInitialContents();
      GetResourceManager()->ReleaseInFrameResources();
  
      ExecuteLists();
      FlushLists(true);
    }
  
    m_State = EXECUTING;
  
    {
      D3D12CommandData &cmd = *m_Queue->GetCommandData();
  
      if(!partial)
      {
        RDCASSERT(cmd.m_Partial[D3D12CommandData::Primary].resultPartialCmdList == NULL);
        RDCASSERT(cmd.m_Partial[D3D12CommandData::Secondary].resultPartialCmdList == NULL);
        cmd.m_Partial[D3D12CommandData::Primary].Reset();
        cmd.m_Partial[D3D12CommandData::Secondary].Reset();
        cmd.m_RenderState = D3D12RenderState();
        cmd.m_RenderState.m_ResourceManager = GetResourceManager();
      }
  
      // we'll need our own command list if we're replaying just a subsection
      // of events within a single command list record - always if it's only
      // one drawcall, or if start event ID is > 0 we assume the outside code
      // has chosen a subsection that lies within a command list
      if(partial)
      {
        ID3D12GraphicsCommandList *list = cmd.m_Partial[D3D12CommandData::Primary].outsideCmdList =
            GetNewList();
  
        cmd.m_RenderState.ApplyState(list);
      }
  
      if(replayType == eReplay_Full)
        m_Queue->ReplayLog(EXECUTING, startEventID, endEventID, partial);
      else if(replayType == eReplay_WithoutDraw)
        m_Queue->ReplayLog(EXECUTING, startEventID, RDCMAX(1U, endEventID) - 1, partial);
      else if(replayType == eReplay_OnlyDraw)
        m_Queue->ReplayLog(EXECUTING, endEventID, endEventID, partial);
      else
        RDCFATAL("Unexpected replay type");
  
      if(cmd.m_Partial[D3D12CommandData::Primary].outsideCmdList != NULL)
      {
        ID3D12GraphicsCommandList *list = cmd.m_Partial[D3D12CommandData::Primary].outsideCmdList;
  
        list->Close();
  
        ExecuteLists();
  
        cmd.m_Partial[D3D12CommandData::Primary].outsideCmdList = NULL;
      }
  
  #if ENABLED(SINGLE_FLUSH_VALIDATE)
      FlushLists(true);
  #endif
    }
  
    // ensure all UAV writes have finished before subsequent work
    ID3D12GraphicsCommandList *list = GetNewList();
  
    D3D12_RESOURCE_BARRIER uavBarrier = {};
    uavBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
    list->ResourceBarrier(1, &uavBarrier);
  
    list->Close();
  
    ExecuteLists();
  }
  