GPU/HW: Ensure buffers are unmapped before present

Darn DX11...
This commit is contained in:
Stenzek 2024-03-08 13:43:20 +10:00
parent 25db163347
commit 7159330f63
No known key found for this signature in database
5 changed files with 23 additions and 4 deletions

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@ -76,6 +76,8 @@ bool GPU::Initialize()
void GPU::UpdateSettings(const Settings& old_settings)
{
FlushRender();
m_force_progressive_scan = g_settings.gpu_disable_interlacing;
m_fifo_size = g_settings.gpu_fifo_size;
m_max_run_ahead = g_settings.gpu_max_run_ahead;
@ -1665,6 +1667,8 @@ void GPU::SetDisplayParameters(s32 display_width, s32 display_height, s32 active
bool GPU::PresentDisplay()
{
FlushRender();
if (!HasDisplayTexture())
return g_gpu_device->BeginPresent(false);

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@ -713,6 +713,10 @@ void GPU_HW::DestroyBuffers()
{
ClearDisplayTexture();
DebugAssert((m_batch_vertex_ptr != nullptr) == (m_batch_index_ptr != nullptr));
if (m_batch_vertex_ptr)
UnmapGPUBuffer(0, 0);
m_vram_upload_buffer.reset();
m_vram_readback_download_texture.reset();
g_gpu_device->RecycleTexture(std::move(m_downsample_texture));
@ -3054,13 +3058,14 @@ void GPU_HW::DispatchRenderCommand()
void GPU_HW::FlushRender()
{
if (m_batch_index_count == 0)
return;
const u32 base_vertex = m_batch_base_vertex;
const u32 base_index = m_batch_base_index;
const u32 index_count = m_batch_index_count;
UnmapGPUBuffer(m_batch_vertex_count, m_batch_index_count);
DebugAssert((m_batch_vertex_ptr != nullptr) == (m_batch_index_ptr != nullptr));
if (m_batch_vertex_ptr)
UnmapGPUBuffer(m_batch_vertex_count, index_count);
if (index_count == 0)
return;
#ifdef _DEBUG
GL_SCOPE_FMT("Hardware Draw {}", ++s_draw_number);

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@ -1046,12 +1046,14 @@ void D3D11Device::SetScissor(s32 x, s32 y, s32 width, s32 height)
void D3D11Device::Draw(u32 vertex_count, u32 base_vertex)
{
DebugAssert(!m_vertex_buffer.IsMapped() && !m_index_buffer.IsMapped());
s_stats.num_draws++;
m_context->Draw(vertex_count, base_vertex);
}
void D3D11Device::DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex)
{
DebugAssert(!m_vertex_buffer.IsMapped() && !m_index_buffer.IsMapped());
s_stats.num_draws++;
m_context->DrawIndexed(index_count, base_index, base_vertex);
}

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@ -74,6 +74,8 @@ void D3D11StreamBuffer::Destroy()
D3D11StreamBuffer::MappingResult D3D11StreamBuffer::Map(ID3D11DeviceContext1* context, u32 alignment, u32 min_size)
{
DebugAssert(!m_mapped);
m_position = Common::AlignUp(m_position, alignment);
if ((m_position + min_size) >= m_size || !m_use_map_no_overwrite)
{
@ -91,12 +93,16 @@ D3D11StreamBuffer::MappingResult D3D11StreamBuffer::Map(ID3D11DeviceContext1* co
Panic("Map failed");
}
m_mapped = true;
return MappingResult{static_cast<char*>(sr.pData) + m_position, m_position, m_position / alignment,
(m_size - m_position) / alignment};
}
void D3D11StreamBuffer::Unmap(ID3D11DeviceContext1* context, u32 used_size)
{
DebugAssert(m_mapped);
context->Unmap(m_buffer.Get(), 0);
m_position += used_size;
m_mapped = false;
}

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@ -23,6 +23,7 @@ public:
ALWAYS_INLINE ID3D11Buffer* const* GetD3DBufferArray() const { return m_buffer.GetAddressOf(); }
ALWAYS_INLINE u32 GetSize() const { return m_size; }
ALWAYS_INLINE u32 GetPosition() const { return m_position; }
ALWAYS_INLINE bool IsMapped() const { return m_mapped; }
bool Create(ID3D11Device* device, D3D11_BIND_FLAG bind_flags, u32 size);
void Destroy();
@ -43,4 +44,5 @@ private:
u32 m_size;
u32 m_position;
bool m_use_map_no_overwrite = false;
bool m_mapped = false;
};