dolphin/Source/Core/VideoBackends/D3D12/DX12Context.cpp

582 lines
20 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/D3D12/DX12Context.h"
#include <algorithm>
#include <array>
#include <dxgi1_2.h>
#include <queue>
#include <vector>
#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"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/VideoConfig.h"
namespace DX12
{
std::unique_ptr<DXContext> g_dx_context;
// Private D3D12 state
static Common::DynamicLibrary s_d3d12_library;
static PFN_D3D12_CREATE_DEVICE s_d3d12_create_device;
static PFN_D3D12_GET_DEBUG_INTERFACE s_d3d12_get_debug_interface;
static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE s_d3d12_serialize_root_signature;
DXContext::DXContext() = default;
DXContext::~DXContext()
{
if (m_fence_event)
CloseHandle(m_fence_event);
}
std::vector<u32> DXContext::GetAAModes(u32 adapter_index)
{
// Use a temporary device if we aren't booting.
Common::DynamicLibrary temp_lib;
ComPtr<ID3D12Device> temp_device = g_dx_context ? g_dx_context->m_device : nullptr;
if (!temp_device)
{
ComPtr<IDXGIFactory> temp_dxgi_factory = D3DCommon::CreateDXGIFactory(false);
if (!temp_dxgi_factory)
return {};
ComPtr<IDXGIAdapter> adapter;
HRESULT hr = temp_dxgi_factory->EnumAdapters(adapter_index, &adapter);
if (!SUCCEEDED(hr))
return {};
PFN_D3D12_CREATE_DEVICE d3d12_create_device;
if (!temp_lib.Open("d3d12.dll") ||
!temp_lib.GetSymbol("D3D12CreateDevice", &d3d12_create_device))
{
return {};
}
hr = d3d12_create_device(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&temp_device));
if (!SUCCEEDED(hr))
return {};
}
const DXGI_FORMAT target_format =
D3DCommon::GetDXGIFormatForAbstractFormat(FramebufferManager::GetEFBColorFormat(), false);
std::vector<u32> aa_modes;
for (u32 samples = 1; samples < D3D12_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
{
D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS multisample_quality_levels = {};
multisample_quality_levels.Format = target_format;
multisample_quality_levels.SampleCount = samples;
temp_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS,
&multisample_quality_levels,
sizeof(multisample_quality_levels));
if (multisample_quality_levels.NumQualityLevels > 0)
aa_modes.push_back(samples);
}
return aa_modes;
}
bool DXContext::SupportsTextureFormat(DXGI_FORMAT format)
{
constexpr u32 required = D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_TEXTURECUBE |
D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE;
D3D12_FEATURE_DATA_FORMAT_SUPPORT support = {format};
return SUCCEEDED(m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &support,
sizeof(support))) &&
(support.Support1 & required) == required;
}
bool DXContext::Create(u32 adapter_index, bool enable_debug_layer)
{
ASSERT(!g_dx_context);
if (!s_d3d12_library.Open("d3d12.dll") ||
!s_d3d12_library.GetSymbol("D3D12CreateDevice", &s_d3d12_create_device) ||
!s_d3d12_library.GetSymbol("D3D12GetDebugInterface", &s_d3d12_get_debug_interface) ||
!s_d3d12_library.GetSymbol("D3D12SerializeRootSignature", &s_d3d12_serialize_root_signature))
{
PanicAlertFmtT("d3d12.dll could not be loaded.");
s_d3d12_library.Close();
return false;
}
if (!D3DCommon::LoadLibraries())
{
s_d3d12_library.Close();
return false;
}
g_dx_context.reset(new DXContext());
if (!g_dx_context->CreateDXGIFactory(enable_debug_layer) ||
!g_dx_context->CreateDevice(adapter_index, enable_debug_layer) ||
!g_dx_context->CreateCommandQueue() || !g_dx_context->CreateFence())
{
Destroy();
return false;
}
return true;
}
bool DXContext::CreateGlobalResources()
{
return g_dx_context->CreateDescriptorHeaps() && g_dx_context->CreateRootSignatures() &&
g_dx_context->CreateTextureUploadBuffer() && g_dx_context->CreateCommandLists();
}
void DXContext::Destroy()
{
if (g_dx_context)
g_dx_context.reset();
s_d3d12_serialize_root_signature = nullptr;
s_d3d12_get_debug_interface = nullptr;
s_d3d12_create_device = nullptr;
s_d3d12_library.Close();
D3DCommon::UnloadLibraries();
}
bool DXContext::CreateDXGIFactory(bool enable_debug_layer)
{
m_dxgi_factory = D3DCommon::CreateDXGIFactory(enable_debug_layer);
return m_dxgi_factory != nullptr;
}
bool DXContext::CreateDevice(u32 adapter_index, bool enable_debug_layer)
{
ComPtr<IDXGIAdapter> adapter;
HRESULT hr = m_dxgi_factory->EnumAdapters(adapter_index, &adapter);
if (FAILED(hr))
{
ERROR_LOG_FMT(VIDEO, "Adapter {} not found, using default: {}", adapter_index, DX12HRWrap(hr));
adapter = nullptr;
}
// Enabling the debug layer will fail if the Graphics Tools feature is not installed.
if (enable_debug_layer)
{
hr = s_d3d12_get_debug_interface(IID_PPV_ARGS(&m_debug_interface));
if (SUCCEEDED(hr))
{
m_debug_interface->EnableDebugLayer();
}
else
{
ERROR_LOG_FMT(VIDEO, "Debug layer requested but not available: {}", DX12HRWrap(hr));
enable_debug_layer = false;
}
}
// Create the actual device.
hr = s_d3d12_create_device(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create D3D12 device: {}", DX12HRWrap(hr));
if (FAILED(hr))
return false;
if (enable_debug_layer)
{
ComPtr<ID3D12InfoQueue> info_queue;
if (SUCCEEDED(m_device.As(&info_queue)))
{
info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
info_queue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
D3D12_INFO_QUEUE_FILTER filter = {};
std::array<D3D12_MESSAGE_ID, 5> id_list{
D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_MISMATCHINGCLEARVALUE,
D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_MISMATCHINGCLEARVALUE,
D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RENDERTARGETVIEW_NOT_SET,
D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH,
D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE,
};
filter.DenyList.NumIDs = static_cast<UINT>(id_list.size());
filter.DenyList.pIDList = id_list.data();
info_queue->PushStorageFilter(&filter);
}
}
return true;
}
bool DXContext::CreateCommandQueue()
{
const D3D12_COMMAND_QUEUE_DESC queue_desc = {D3D12_COMMAND_LIST_TYPE_DIRECT,
D3D12_COMMAND_QUEUE_PRIORITY_NORMAL,
D3D12_COMMAND_QUEUE_FLAG_NONE};
HRESULT hr = m_device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&m_command_queue));
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create command queue: {}", DX12HRWrap(hr));
return SUCCEEDED(hr);
}
bool DXContext::CreateFence()
{
HRESULT hr =
m_device->CreateFence(m_completed_fence_value, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence));
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create fence: {}", DX12HRWrap(hr));
if (FAILED(hr))
return false;
m_fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
ASSERT_MSG(VIDEO, m_fence_event != nullptr, "Failed to create fence event");
if (!m_fence_event)
return false;
return true;
}
bool DXContext::CreateDescriptorHeaps()
{
static constexpr size_t MAX_SRVS = 16384;
static constexpr size_t MAX_RTVS = 8192;
static constexpr size_t MAX_DSVS = 128;
static constexpr size_t MAX_SAMPLERS = 16384;
if (!m_descriptor_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
MAX_SRVS) ||
!m_rtv_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_RTV, MAX_RTVS) ||
!m_dsv_heap_manager.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_DSV, MAX_DSVS) ||
!m_sampler_heap_manager.Create(m_device.Get(), MAX_SAMPLERS))
{
return false;
}
m_gpu_descriptor_heaps[1] = m_sampler_heap_manager.GetDescriptorHeap();
// Allocate null SRV descriptor for unbound textures.
constexpr D3D12_SHADER_RESOURCE_VIEW_DESC null_srv_desc = {
DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_SRV_DIMENSION_TEXTURE2D,
D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING};
if (!m_descriptor_heap_manager.Allocate(&m_null_srv_descriptor))
{
PanicAlertFmt("Failed to allocate null descriptor");
return false;
}
m_device->CreateShaderResourceView(nullptr, &null_srv_desc, m_null_srv_descriptor.cpu_handle);
return true;
}
static void SetRootParamConstant(D3D12_ROOT_PARAMETER* rp, u32 shader_reg, u32 num_values,
D3D12_SHADER_VISIBILITY visibility)
{
rp->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
rp->Constants.Num32BitValues = num_values;
rp->Constants.ShaderRegister = shader_reg;
rp->Constants.RegisterSpace = 0;
rp->ShaderVisibility = visibility;
}
static void SetRootParamCBV(D3D12_ROOT_PARAMETER* rp, u32 shader_reg,
D3D12_SHADER_VISIBILITY visibility)
{
rp->ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
rp->Descriptor.ShaderRegister = shader_reg;
rp->Descriptor.RegisterSpace = 0;
rp->ShaderVisibility = visibility;
}
static void SetRootParamTable(D3D12_ROOT_PARAMETER* rp, D3D12_DESCRIPTOR_RANGE* dr,
D3D12_DESCRIPTOR_RANGE_TYPE rt, u32 start_shader_reg,
u32 num_shader_regs, D3D12_SHADER_VISIBILITY visibility)
{
dr->RangeType = rt;
dr->NumDescriptors = num_shader_regs;
dr->BaseShaderRegister = start_shader_reg;
dr->RegisterSpace = 0;
dr->OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
rp->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rp->DescriptorTable.pDescriptorRanges = dr;
rp->DescriptorTable.NumDescriptorRanges = 1;
rp->ShaderVisibility = visibility;
}
static bool BuildRootSignature(ID3D12Device* device, ID3D12RootSignature** sig_ptr,
const D3D12_ROOT_PARAMETER* params, u32 num_params)
{
D3D12_ROOT_SIGNATURE_DESC desc = {};
desc.pParameters = params;
desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS;
desc.NumParameters = num_params;
ComPtr<ID3DBlob> root_signature_blob;
ComPtr<ID3DBlob> root_signature_error_blob;
HRESULT hr = s_d3d12_serialize_root_signature(&desc, D3D_ROOT_SIGNATURE_VERSION_1,
&root_signature_blob, &root_signature_error_blob);
if (FAILED(hr))
{
PanicAlertFmt("Failed to serialize root signature: {}\n{}",
static_cast<const char*>(root_signature_error_blob->GetBufferPointer()),
DX12HRWrap(hr));
return false;
}
hr = device->CreateRootSignature(0, root_signature_blob->GetBufferPointer(),
root_signature_blob->GetBufferSize(), IID_PPV_ARGS(sig_ptr));
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create root signature: {}", DX12HRWrap(hr));
return true;
}
bool DXContext::CreateRootSignatures()
{
return CreateGXRootSignature() && CreateUtilityRootSignature() && CreateComputeRootSignature();
}
bool DXContext::CreateGXRootSignature()
{
// GX:
// - 3 constant buffers (bindings 0-2), 0/1 visible in PS, 2 visible in VS, 1 visible in GS.
// - VideoCommon::MAX_PIXEL_SHADER_SAMPLERS textures (visible in PS).
// - VideoCommon::MAX_PIXEL_SHADER_SAMPLERS samplers (visible in PS).
// - 1 UAV (visible in PS).
std::array<D3D12_ROOT_PARAMETER, NUM_ROOT_PARAMETERS> params;
std::array<D3D12_DESCRIPTOR_RANGE, NUM_ROOT_PARAMETERS> ranges;
u32 param_count = 0;
SetRootParamCBV(&params[param_count], 0, D3D12_SHADER_VISIBILITY_PIXEL);
param_count++;
SetRootParamTable(&params[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0,
VideoCommon::MAX_PIXEL_SHADER_SAMPLERS, D3D12_SHADER_VISIBILITY_PIXEL);
param_count++;
SetRootParamTable(&params[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
0, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS, D3D12_SHADER_VISIBILITY_PIXEL);
param_count++;
SetRootParamCBV(&params[param_count], 0, D3D12_SHADER_VISIBILITY_VERTEX);
param_count++;
SetRootParamCBV(&params[param_count], 1, D3D12_SHADER_VISIBILITY_VERTEX);
param_count++;
if (g_ActiveConfig.UseVSForLinePointExpand())
SetRootParamCBV(&params[param_count], 2, D3D12_SHADER_VISIBILITY_VERTEX);
else
SetRootParamCBV(&params[param_count], 0, D3D12_SHADER_VISIBILITY_GEOMETRY);
param_count++;
SetRootParamTable(&params[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 3,
1, D3D12_SHADER_VISIBILITY_VERTEX);
param_count++;
SetRootParamConstant(&params[param_count], 3, 1, D3D12_SHADER_VISIBILITY_VERTEX);
param_count++;
// Since these must be contiguous, pixel lighting goes to bbox if not enabled.
if (g_ActiveConfig.bBBoxEnable)
{
SetRootParamTable(&params[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
2, 1, D3D12_SHADER_VISIBILITY_PIXEL);
param_count++;
}
if (g_ActiveConfig.bEnablePixelLighting)
{
SetRootParamCBV(&params[param_count], 1, D3D12_SHADER_VISIBILITY_PIXEL);
param_count++;
}
return BuildRootSignature(m_device.Get(), &m_gx_root_signature, params.data(), param_count);
}
bool DXContext::CreateUtilityRootSignature()
{
// Utility:
// - 1 constant buffer (binding 0, visible in VS/PS).
// - 8 textures (visible in PS).
// - 8 samplers (visible in PS).
std::array<D3D12_ROOT_PARAMETER, NUM_ROOT_PARAMETERS> params;
std::array<D3D12_DESCRIPTOR_RANGE, NUM_ROOT_PARAMETERS> ranges;
SetRootParamCBV(&params[ROOT_PARAMETER_PS_CBV], 0, D3D12_SHADER_VISIBILITY_ALL);
SetRootParamTable(&params[ROOT_PARAMETER_PS_SRV], &ranges[ROOT_PARAMETER_PS_SRV],
D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 8, D3D12_SHADER_VISIBILITY_PIXEL);
SetRootParamTable(&params[ROOT_PARAMETER_PS_SAMPLERS], &ranges[ROOT_PARAMETER_PS_SAMPLERS],
D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 8, D3D12_SHADER_VISIBILITY_PIXEL);
return BuildRootSignature(m_device.Get(), &m_utility_root_signature, params.data(), 3);
}
bool DXContext::CreateComputeRootSignature()
{
// Compute:
// - 1 constant buffer (binding 0).
// - 8 textures.
// - 8 samplers.
// - 1 UAV.
std::array<D3D12_ROOT_PARAMETER, NUM_ROOT_PARAMETERS> params;
std::array<D3D12_DESCRIPTOR_RANGE, NUM_ROOT_PARAMETERS> ranges;
SetRootParamCBV(&params[CS_ROOT_PARAMETER_CBV], 0, D3D12_SHADER_VISIBILITY_ALL);
SetRootParamTable(&params[CS_ROOT_PARAMETER_SRV], &ranges[CS_ROOT_PARAMETER_CBV],
D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 8, D3D12_SHADER_VISIBILITY_ALL);
SetRootParamTable(&params[CS_ROOT_PARAMETER_SAMPLERS], &ranges[CS_ROOT_PARAMETER_SAMPLERS],
D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 0, 8, D3D12_SHADER_VISIBILITY_ALL);
SetRootParamTable(&params[CS_ROOT_PARAMETER_UAV], &ranges[CS_ROOT_PARAMETER_UAV],
D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 1, D3D12_SHADER_VISIBILITY_ALL);
return BuildRootSignature(m_device.Get(), &m_compute_root_signature, params.data(), 4);
}
bool DXContext::CreateTextureUploadBuffer()
{
if (!m_texture_upload_buffer.AllocateBuffer(TEXTURE_UPLOAD_BUFFER_SIZE))
{
PanicAlertFmt("Failed to create texture upload buffer");
return false;
}
return true;
}
bool DXContext::CreateCommandLists()
{
static constexpr size_t MAX_DRAWS_PER_FRAME = 8192;
static constexpr size_t TEMPORARY_SLOTS = MAX_DRAWS_PER_FRAME * 8;
for (u32 i = 0; i < NUM_COMMAND_LISTS; i++)
{
CommandListResources& res = m_command_lists[i];
HRESULT hr = m_device->CreateCommandAllocator(
D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(res.command_allocator.GetAddressOf()));
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create command allocator: {}", DX12HRWrap(hr));
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: {}", DX12HRWrap(hr));
if (FAILED(hr))
{
return false;
}
// Close the command list, since the first thing we do is reset them.
hr = res.command_list->Close();
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Closing new command list failed: {}", DX12HRWrap(hr));
if (FAILED(hr))
return false;
if (!res.descriptor_allocator.Create(m_device.Get(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
TEMPORARY_SLOTS) ||
!res.sampler_allocator.Create(m_device.Get()))
{
return false;
}
}
MoveToNextCommandList();
return true;
}
void DXContext::MoveToNextCommandList()
{
m_current_command_list = (m_current_command_list + 1) % NUM_COMMAND_LISTS;
m_current_fence_value++;
// We may have to wait if this command list hasn't finished on the GPU.
CommandListResources& res = m_command_lists[m_current_command_list];
WaitForFence(res.ready_fence_value);
// Begin command list.
res.command_allocator->Reset();
res.command_list->Reset(res.command_allocator.Get(), nullptr);
res.descriptor_allocator.Reset();
if (res.sampler_allocator.ShouldReset())
res.sampler_allocator.Reset();
m_gpu_descriptor_heaps[0] = res.descriptor_allocator.GetDescriptorHeap();
m_gpu_descriptor_heaps[1] = res.sampler_allocator.GetDescriptorHeap();
res.ready_fence_value = m_current_fence_value;
}
void DXContext::ExecuteCommandList(bool wait_for_completion)
{
CommandListResources& res = m_command_lists[m_current_command_list];
// Close and queue command list.
HRESULT hr = res.command_list->Close();
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to close command list: {}", DX12HRWrap(hr));
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);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to signal fence: {}", DX12HRWrap(hr));
MoveToNextCommandList();
if (wait_for_completion)
WaitForFence(res.ready_fence_value);
}
void DXContext::DeferResourceDestruction(ID3D12Resource* resource)
{
resource->AddRef();
m_command_lists[m_current_command_list].pending_resources.push_back(resource);
}
void DXContext::DeferDescriptorDestruction(DescriptorHeapManager& manager, u32 index)
{
m_command_lists[m_current_command_list].pending_descriptors.emplace_back(manager, index);
}
void DXContext::ResetSamplerAllocators()
{
for (CommandListResources& res : m_command_lists)
res.sampler_allocator.Reset();
}
void DXContext::RecreateGXRootSignature()
{
m_gx_root_signature.Reset();
if (!CreateGXRootSignature())
PanicAlertFmt("Failed to re-create GX root signature.");
}
void DXContext::DestroyPendingResources(CommandListResources& cmdlist)
{
for (const auto& dd : cmdlist.pending_descriptors)
dd.first.Free(dd.second);
cmdlist.pending_descriptors.clear();
for (ID3D12Resource* res : cmdlist.pending_resources)
res->Release();
cmdlist.pending_resources.clear();
}
void DXContext::WaitForFence(u64 fence)
{
if (m_completed_fence_value >= fence)
return;
// Try non-blocking check.
m_completed_fence_value = m_fence->GetCompletedValue();
if (m_completed_fence_value < fence)
{
// Fall back to event.
HRESULT hr = m_fence->SetEventOnCompletion(fence, m_fence_event);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to set fence event on completion: {}", DX12HRWrap(hr));
WaitForSingleObject(m_fence_event, INFINITE);
m_completed_fence_value = m_fence->GetCompletedValue();
}
// Release resources for as many command lists which have completed.
u32 index = (m_current_command_list + 1) % NUM_COMMAND_LISTS;
for (u32 i = 0; i < NUM_COMMAND_LISTS; i++)
{
CommandListResources& res = m_command_lists[index];
if (m_completed_fence_value < res.ready_fence_value)
break;
DestroyPendingResources(res);
index = (index + 1) % NUM_COMMAND_LISTS;
}
}
} // namespace DX12