VideoBackends/D3D: Eliminate CHECK in favor of ASSERT_MSG

This commit is contained in:
Pokechu22 2021-11-10 15:55:33 -08:00
parent 161c627466
commit 82acfa6a46
17 changed files with 74 additions and 64 deletions

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@ -6,8 +6,10 @@
#include <algorithm>
#include <array>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3DCommon/D3DCommon.h"
@ -33,7 +35,7 @@ bool D3DBoundingBox::Initialize()
data.SysMemSlicePitch = 0;
HRESULT hr;
hr = D3D::device->CreateBuffer(&desc, &data, &m_buffer);
CHECK(SUCCEEDED(hr), "Create BoundingBox Buffer.");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create BoundingBox Buffer");
if (FAILED(hr))
return false;
D3DCommon::SetDebugObjectName(m_buffer.Get(), "BoundingBox Buffer");
@ -43,7 +45,7 @@ bool D3DBoundingBox::Initialize()
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
desc.BindFlags = 0;
hr = D3D::device->CreateBuffer(&desc, nullptr, &m_staging_buffer);
CHECK(SUCCEEDED(hr), "Create BoundingBox Staging Buffer.");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create BoundingBox Staging Buffer");
if (FAILED(hr))
return false;
D3DCommon::SetDebugObjectName(m_staging_buffer.Get(), "BoundingBox Staging Buffer");
@ -56,7 +58,7 @@ bool D3DBoundingBox::Initialize()
UAVdesc.Buffer.Flags = 0;
UAVdesc.Buffer.NumElements = NUM_BBOX_VALUES;
hr = D3D::device->CreateUnorderedAccessView(m_buffer.Get(), &UAVdesc, &m_uav);
CHECK(SUCCEEDED(hr), "Create BoundingBox UAV.");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create BoundingBox UAV");
if (FAILED(hr))
return false;
D3DCommon::SetDebugObjectName(m_uav.Get(), "BoundingBox UAV");

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@ -3,6 +3,7 @@
#include <array>
#include "Common/Assert.h"
#include "Common/EnumMap.h"
#include "VideoBackends/D3D/D3DBase.h"
@ -182,7 +183,7 @@ ID3D11InputLayout* D3DVertexFormat::GetInputLayout(const void* vs_bytecode, size
HRESULT hr = D3D::device->CreateInputLayout(m_elems.data(), m_num_elems, vs_bytecode,
vs_bytecode_size, &layout);
CHECK(SUCCEEDED(hr), "Failed to create input layout");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create input layout");
// This method can be called from multiple threads, so ensure that only one thread sets the
// cached input layout pointer. If another thread beats this thread, use the existing layout.

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@ -6,6 +6,7 @@
#include <algorithm>
#include <array>
#include "Common/Assert.h"
#include "Common/BitSet.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
@ -348,7 +349,7 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
ComPtr<ID3D11SamplerState> res;
HRESULT hr = D3D::device->CreateSamplerState(&sampdc, res.GetAddressOf());
CHECK(SUCCEEDED(hr), "Creating D3D sampler state failed");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Creating D3D sampler state failed");
return m_sampler.emplace(state, std::move(res)).first->second.Get();
}
@ -425,7 +426,7 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
ComPtr<ID3D11BlendState> res;
HRESULT hr = D3D::device->CreateBlendState(&desc, res.GetAddressOf());
CHECK(SUCCEEDED(hr), "Creating D3D blend state failed");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Creating D3D blend state failed");
return m_blend.emplace(state.hex, std::move(res)).first->second.Get();
}
@ -446,7 +447,7 @@ ID3D11RasterizerState* StateCache::Get(RasterizationState state)
ComPtr<ID3D11RasterizerState> res;
HRESULT hr = D3D::device->CreateRasterizerState(&desc, res.GetAddressOf());
CHECK(SUCCEEDED(hr), "Creating D3D rasterizer state failed");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Creating D3D rasterizer state failed");
return m_raster.emplace(state.hex, std::move(res)).first->second.Get();
}
@ -488,7 +489,7 @@ ID3D11DepthStencilState* StateCache::Get(DepthState state)
ComPtr<ID3D11DepthStencilState> res;
HRESULT hr = D3D::device->CreateDepthStencilState(&depthdc, res.GetAddressOf());
CHECK(SUCCEEDED(hr), "Creating D3D depth stencil state failed");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Creating D3D depth stencil state failed");
return m_depth.emplace(state.hex, std::move(res)).first->second.Get();
}

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@ -3,6 +3,8 @@
#include "VideoBackends/D3D/D3DSwapChain.h"
#include "Common/Assert.h"
#include "VideoBackends/D3D/DXTexture.h"
namespace DX11
@ -29,7 +31,7 @@ bool SwapChain::CreateSwapChainBuffers()
{
ComPtr<ID3D11Texture2D> texture;
HRESULT hr = m_swap_chain->GetBuffer(0, IID_PPV_ARGS(&texture));
CHECK(SUCCEEDED(hr), "Get swap chain buffer");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to get swap chain buffer");
if (FAILED(hr))
return false;

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@ -34,7 +34,7 @@ static ComPtr<ID3D11Buffer> AllocateConstantBuffer(u32 size)
D3D11_CPU_ACCESS_WRITE);
ComPtr<ID3D11Buffer> cbuf;
const HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &cbuf);
CHECK(SUCCEEDED(hr), "shader constant buffer (size=%u)", cbsize);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create shader constant buffer (size={})", cbsize);
if (FAILED(hr))
return nullptr;
@ -59,8 +59,8 @@ CreateTexelBufferView(ID3D11Buffer* buffer, TexelBufferFormat format, DXGI_FORMA
CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(buffer, srv_format, 0,
VertexManager::TEXEL_STREAM_BUFFER_SIZE /
VertexManager::GetTexelBufferElementSize(format));
CHECK(SUCCEEDED(D3D::device->CreateShaderResourceView(buffer, &srv_desc, &srv)),
"Create SRV for texel buffer");
HRESULT hr = D3D::device->CreateShaderResourceView(buffer, &srv_desc, &srv);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create SRV for texel buffer");
return srv;
}
@ -79,8 +79,8 @@ bool VertexManager::Initialize()
for (int i = 0; i < BUFFER_COUNT; i++)
{
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_buffers[i])),
"Failed to create buffer.");
HRESULT hr = D3D::device->CreateBuffer(&bufdesc, nullptr, &m_buffers[i]);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create buffer");
if (m_buffers[i])
D3DCommon::SetDebugObjectName(m_buffers[i].Get(), "Buffer of VertexManager");
}
@ -93,8 +93,8 @@ bool VertexManager::Initialize()
CD3D11_BUFFER_DESC texel_buf_desc(TEXEL_STREAM_BUFFER_SIZE, D3D11_BIND_SHADER_RESOURCE,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&texel_buf_desc, nullptr, &m_texel_buffer)),
"Creating texel buffer failed");
HRESULT hr = D3D::device->CreateBuffer(&texel_buf_desc, nullptr, &m_texel_buffer);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Creating texel buffer failed");
if (!m_texel_buffer)
return false;
@ -132,7 +132,7 @@ bool VertexManager::MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE&
{
// Restart buffer.
HRESULT hr = D3D::context->Map(m_texel_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &sr);
CHECK(SUCCEEDED(hr), "Map texel buffer");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to map texel buffer");
if (FAILED(hr))
return false;
@ -142,7 +142,7 @@ bool VertexManager::MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE&
{
// Don't overwrite the earlier-used space.
HRESULT hr = D3D::context->Map(m_texel_buffer.Get(), 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &sr);
CHECK(SUCCEEDED(hr), "Map texel buffer");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to map texel buffer");
if (FAILED(hr))
return false;
}

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@ -55,7 +55,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
{
ComPtr<ID3D11VertexShader> vs;
HRESULT hr = D3D::device->CreateVertexShader(bytecode.data(), bytecode.size(), nullptr, &vs);
CHECK(SUCCEEDED(hr), "Create vertex shader");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create vertex shader");
if (FAILED(hr))
return nullptr;
@ -66,7 +66,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
{
ComPtr<ID3D11GeometryShader> gs;
HRESULT hr = D3D::device->CreateGeometryShader(bytecode.data(), bytecode.size(), nullptr, &gs);
CHECK(SUCCEEDED(hr), "Create geometry shader");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create geometry shader");
if (FAILED(hr))
return nullptr;
@ -78,7 +78,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
{
ComPtr<ID3D11PixelShader> ps;
HRESULT hr = D3D::device->CreatePixelShader(bytecode.data(), bytecode.size(), nullptr, &ps);
CHECK(SUCCEEDED(hr), "Create pixel shader");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create pixel shader");
if (FAILED(hr))
return nullptr;
@ -90,7 +90,7 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
{
ComPtr<ID3D11ComputeShader> cs;
HRESULT hr = D3D::device->CreateComputeShader(bytecode.data(), bytecode.size(), nullptr, &cs);
CHECK(SUCCEEDED(hr), "Create compute shader");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create compute shader");
if (FAILED(hr))
return nullptr;

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@ -207,7 +207,7 @@ std::unique_ptr<DXStagingTexture> DXStagingTexture::Create(StagingTextureType ty
ComPtr<ID3D11Texture2D> texture;
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, texture.GetAddressOf());
CHECK(SUCCEEDED(hr), "Create staging texture");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create staging texture");
if (FAILED(hr))
return nullptr;
@ -298,7 +298,7 @@ bool DXStagingTexture::Map()
D3D11_MAPPED_SUBRESOURCE sr;
HRESULT hr = D3D::context->Map(m_tex.Get(), 0, map_type, 0, &sr);
CHECK(SUCCEEDED(hr), "Map readback texture");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to map readback texture");
if (FAILED(hr))
return false;
@ -363,7 +363,7 @@ std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment
color_attachment->GetLayers());
HRESULT hr = D3D::device->CreateRenderTargetView(color_attachment->GetD3DTexture(), &desc,
rtv.GetAddressOf());
CHECK(SUCCEEDED(hr), "Create render target view for framebuffer");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create render target view for framebuffer");
if (FAILED(hr))
return nullptr;
@ -375,7 +375,8 @@ std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment
desc.Format = integer_format;
hr = D3D::device->CreateRenderTargetView(color_attachment->GetD3DTexture(), &desc,
integer_rtv.GetAddressOf());
CHECK(SUCCEEDED(hr), "Create integer render target view for framebuffer");
ASSERT_MSG(VIDEO, SUCCEEDED(hr),
"Failed to create integer render target view for framebuffer");
}
}
@ -389,7 +390,7 @@ std::unique_ptr<DXFramebuffer> DXFramebuffer::Create(DXTexture* color_attachment
depth_attachment->GetLayers(), 0);
HRESULT hr = D3D::device->CreateDepthStencilView(depth_attachment->GetD3DTexture(), &desc,
dsv.GetAddressOf());
CHECK(SUCCEEDED(hr), "Create depth stencil view for framebuffer");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create depth stencil view for framebuffer");
if (FAILED(hr))
return nullptr;
}

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@ -3,6 +3,7 @@
#include "VideoBackends/D3D12/D3D12BoundingBox.h"
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D12/D3D12Renderer.h"
@ -41,7 +42,7 @@ std::vector<BBoxType> D3D12BoundingBox::Read(u32 index, u32 length)
static constexpr D3D12_RANGE read_range = {0, BUFFER_SIZE};
void* mapped_pointer;
HRESULT hr = m_readback_buffer->Map(0, &read_range, &mapped_pointer);
CHECK(SUCCEEDED(hr), "Map bounding box CPU buffer");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Map bounding box CPU buffer failed");
if (FAILED(hr))
return values;
@ -102,7 +103,7 @@ bool D3D12BoundingBox::CreateBuffers()
HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource(
&gpu_heap_properties, D3D12_HEAP_FLAG_NONE, &buffer_desc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, nullptr, IID_PPV_ARGS(&m_gpu_buffer));
CHECK(SUCCEEDED(hr), "Creating bounding box GPU buffer failed");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Creating bounding box GPU buffer failed");
if (FAILED(hr) || !g_dx_context->GetDescriptorHeapManager().Allocate(&m_gpu_descriptor))
return false;
@ -115,7 +116,7 @@ bool D3D12BoundingBox::CreateBuffers()
hr = g_dx_context->GetDevice()->CreateCommittedResource(
&cpu_heap_properties, D3D12_HEAP_FLAG_NONE, &buffer_desc, D3D12_RESOURCE_STATE_COPY_DEST,
nullptr, IID_PPV_ARGS(&m_readback_buffer));
CHECK(SUCCEEDED(hr), "Creating bounding box CPU buffer failed");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Creating bounding box CPU buffer failed");
if (FAILED(hr))
return false;

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@ -7,6 +7,7 @@
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3D12/D3D12Renderer.h"
#include "VideoBackends/D3D12/DX12Context.h"
@ -22,7 +23,7 @@ bool PerfQuery::Initialize()
{
constexpr D3D12_QUERY_HEAP_DESC desc = {D3D12_QUERY_HEAP_TYPE_OCCLUSION, PERF_QUERY_BUFFER_SIZE};
HRESULT hr = g_dx_context->GetDevice()->CreateQueryHeap(&desc, IID_PPV_ARGS(&m_query_heap));
CHECK(SUCCEEDED(hr), "Failed to create query heap");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create query heap");
if (FAILED(hr))
return false;
@ -40,7 +41,7 @@ bool PerfQuery::Initialize()
hr = g_dx_context->GetDevice()->CreateCommittedResource(
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST,
nullptr, IID_PPV_ARGS(&m_query_readback_buffer));
CHECK(SUCCEEDED(hr), "Failed to create query buffer");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create query buffer");
if (FAILED(hr))
return false;
@ -220,7 +221,7 @@ void PerfQuery::AccumulateQueriesFromBuffer(u32 query_count)
(m_query_readback_pos + query_count) * sizeof(PerfQueryDataType)};
u8* mapped_ptr;
HRESULT hr = m_query_readback_buffer->Map(0, &read_range, reinterpret_cast<void**>(&mapped_ptr));
CHECK(SUCCEEDED(hr), "Failed to map query readback buffer");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to map query readback buffer");
if (FAILED(hr))
return;

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@ -46,13 +46,13 @@ bool StreamBuffer::AllocateBuffer(u32 size)
HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource(
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, IID_PPV_ARGS(&m_buffer));
CHECK(SUCCEEDED(hr), "Allocate buffer");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to allocate buffer of size {}", size);
if (FAILED(hr))
return false;
static const D3D12_RANGE read_range = {};
hr = m_buffer->Map(0, &read_range, reinterpret_cast<void**>(&m_host_pointer));
CHECK(SUCCEEDED(hr), "Map buffer");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to map buffer of size {}", size);
if (FAILED(hr))
return false;

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@ -3,6 +3,8 @@
#include "VideoBackends/D3D12/D3D12SwapChain.h"
#include "Common/Assert.h"
#include "VideoBackends/D3D12/DX12Context.h"
#include "VideoBackends/D3D12/DX12Texture.h"
@ -32,16 +34,17 @@ bool SwapChain::CreateSwapChainBuffers()
{
ComPtr<ID3D12Resource> resource;
HRESULT hr = m_swap_chain->GetBuffer(i, IID_PPV_ARGS(&resource));
CHECK(SUCCEEDED(hr), "Get swap chain buffer");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to get swap chain buffer {}", i);
BufferResources buffer;
buffer.texture = DXTexture::CreateAdopted(resource.Get());
CHECK(buffer.texture, "Create swap chain buffer texture");
ASSERT_MSG(VIDEO, buffer.texture != nullptr, "Failed to create swap chain buffer texture");
if (!buffer.texture)
return false;
buffer.framebuffer = DXFramebuffer::Create(buffer.texture.get(), nullptr);
CHECK(buffer.texture, "Create swap chain buffer framebuffer");
ASSERT_MSG(VIDEO, buffer.framebuffer != nullptr,
"Failed to create swap chain buffer framebuffer");
if (!buffer.framebuffer)
return false;

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@ -12,6 +12,7 @@
#include "Common/Assert.h"
#include "Common/DynamicLibrary.h"
#include "Common/StringUtil.h"
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3D12/D3D12StreamBuffer.h"
#include "VideoBackends/D3D12/DescriptorHeapManager.h"
@ -172,7 +173,7 @@ bool DXContext::CreateDevice(u32 adapter_index, bool enable_debug_layer)
// Create the actual device.
hr = s_d3d12_create_device(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
CHECK(SUCCEEDED(hr), "Create D3D12 device");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create D3D12 device");
if (FAILED(hr))
return false;
@ -207,7 +208,7 @@ bool DXContext::CreateCommandQueue()
D3D12_COMMAND_QUEUE_PRIORITY_NORMAL,
D3D12_COMMAND_QUEUE_FLAG_NONE};
HRESULT hr = m_device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&m_command_queue));
CHECK(SUCCEEDED(hr), "Create command queue");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create command queue");
return SUCCEEDED(hr);
}
@ -215,12 +216,12 @@ bool DXContext::CreateFence()
{
HRESULT hr =
m_device->CreateFence(m_completed_fence_value, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence));
CHECK(SUCCEEDED(hr), "Create fence");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create fence");
if (FAILED(hr))
return false;
m_fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
CHECK(m_fence_event != NULL, "Create fence event");
ASSERT_MSG(VIDEO, m_fence_event != NULL, "Failed to create fence event");
if (!m_fence_event)
return false;
@ -309,7 +310,7 @@ static bool BuildRootSignature(ID3D12Device* device, ID3D12RootSignature** sig_p
hr = device->CreateRootSignature(0, root_signature_blob->GetBufferPointer(),
root_signature_blob->GetBufferSize(), IID_PPV_ARGS(sig_ptr));
CHECK(SUCCEEDED(hr), "Create root signature");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create root signature");
return true;
}
@ -416,21 +417,21 @@ bool DXContext::CreateCommandLists()
CommandListResources& res = m_command_lists[i];
HRESULT hr = m_device->CreateCommandAllocator(
D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(res.command_allocator.GetAddressOf()));
CHECK(SUCCEEDED(hr), "Create command allocator");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create command allocator");
if (FAILED(hr))
return false;
hr = m_device->CreateCommandList(1, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocator.Get(),
nullptr, IID_PPV_ARGS(res.command_list.GetAddressOf()));
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create command list");
if (FAILED(hr))
{
PanicAlertFmt("Failed to create command list.");
return false;
}
// Close the command list, since the first thing we do is reset them.
hr = res.command_list->Close();
CHECK(SUCCEEDED(hr), "Closing new command list failed");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Closing new command list failed");
if (FAILED(hr))
return false;
@ -472,14 +473,15 @@ void DXContext::ExecuteCommandList(bool wait_for_completion)
// Close and queue command list.
HRESULT hr = res.command_list->Close();
CHECK(SUCCEEDED(hr), "Close command list");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to close command list");
const std::array<ID3D12CommandList*, 1> execute_lists{res.command_list.Get()};
m_command_queue->ExecuteCommandLists(static_cast<UINT>(execute_lists.size()),
execute_lists.data());
// Update fence when GPU has completed.
hr = m_command_queue->Signal(m_fence.Get(), m_current_fence_value);
CHECK(SUCCEEDED(hr), "Signal fence");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to signal fence");
MoveToNextCommandList();
if (wait_for_completion)
@ -532,7 +534,7 @@ void DXContext::WaitForFence(u64 fence)
{
// Fall back to event.
HRESULT hr = m_fence->SetEventOnCompletion(fence, m_fence_event);
CHECK(SUCCEEDED(hr), "Set fence event on completion");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to set fence event on completion");
WaitForSingleObject(m_fence_event, INFINITE);
m_completed_fence_value = m_fence->GetCompletedValue();
}

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@ -3,6 +3,7 @@
#include "VideoBackends/D3D12/DX12Shader.h"
#include "Common/Assert.h"
#include "Common/StringUtil.h"
#include "VideoBackends/D3D12/Common.h"
@ -51,7 +52,7 @@ bool DXShader::CreateComputePipeline()
HRESULT hr = g_dx_context->GetDevice()->CreateComputePipelineState(
&desc, IID_PPV_ARGS(&m_compute_pipeline));
CHECK(SUCCEEDED(hr), "Creating compute pipeline failed");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Creating compute pipeline failed");
if (m_compute_pipeline && !m_name.empty())
m_compute_pipeline->SetName(m_name.c_str());

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@ -39,7 +39,7 @@ static ComPtr<ID3D12Resource> CreateTextureUploadBuffer(u32 buffer_size)
HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource(
&heap_properties, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS(&resource));
CHECK(SUCCEEDED(hr), "Create texture upload buffer");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create texture upload buffer");
return resource;
}
@ -116,7 +116,7 @@ std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config, std::s
HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource(
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, resource_state,
config.IsRenderTarget() ? &optimized_clear_value : nullptr, IID_PPV_ARGS(&resource));
CHECK(SUCCEEDED(hr), "Create D3D12 texture resource");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create D3D12 texture resource");
if (FAILED(hr))
return nullptr;
@ -598,7 +598,7 @@ bool DXStagingTexture::Map()
const D3D12_RANGE read_range = {0u, m_type == StagingTextureType::Upload ? 0u : m_buffer_size};
HRESULT hr = m_resource->Map(0, &read_range, reinterpret_cast<void**>(&m_map_pointer));
CHECK(SUCCEEDED(hr), "Map resource failed");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Map resource failed");
if (FAILED(hr))
return false;
@ -663,7 +663,7 @@ std::unique_ptr<DXStagingTexture> DXStagingTexture::Create(StagingTextureType ty
&heap_properties, D3D12_HEAP_FLAG_NONE, &desc,
is_upload ? D3D12_RESOURCE_STATE_GENERIC_READ : D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
IID_PPV_ARGS(&resource));
CHECK(SUCCEEDED(hr), "Create staging texture resource");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create staging texture resource");
if (FAILED(hr))
return nullptr;

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@ -3,6 +3,8 @@
#include "VideoBackends/D3D12/DescriptorAllocator.h"
#include "Common/Assert.h"
#include "VideoBackends/D3D12/DX12Context.h"
namespace DX12
@ -16,7 +18,7 @@ bool DescriptorAllocator::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYP
const D3D12_DESCRIPTOR_HEAP_DESC desc = {type, static_cast<UINT>(num_descriptors),
D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE};
HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptor_heap));
CHECK(SUCCEEDED(hr), "Creating descriptor heap for linear allocator failed");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Creating descriptor heap for linear allocator failed");
if (FAILED(hr))
return false;

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@ -20,7 +20,7 @@ bool DescriptorHeapManager::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_T
D3D12_DESCRIPTOR_HEAP_FLAG_NONE};
HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptor_heap));
CHECK(SUCCEEDED(hr), "Create descriptor heap");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create descriptor heap");
if (FAILED(hr))
return false;
@ -176,7 +176,7 @@ bool SamplerHeapManager::Create(ID3D12Device* device, u32 num_descriptors)
{
const D3D12_DESCRIPTOR_HEAP_DESC desc = {D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, num_descriptors};
HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptor_heap));
CHECK(SUCCEEDED(hr), "Failed to create sampler descriptor heap");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create sampler descriptor heap");
if (FAILED(hr))
return false;

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@ -11,13 +11,6 @@
#include "Common/CommonTypes.h"
#define CHECK(cond, Message, ...) \
if (!(cond)) \
{ \
PanicAlert("%s failed in %s at line %d: " Message, __func__, __FILE__, __LINE__, \
##__VA_ARGS__); \
}
struct IDXGIFactory;
enum class AbstractTextureFormat : u32;