d3d12: Use ComPtr for some others member.

This commit is contained in:
Vincent Lejeune 2015-08-15 23:31:00 +02:00 committed by Nekotekina
parent b54adebfc7
commit c2430d3af1
2 changed files with 39 additions and 57 deletions

View File

@ -103,10 +103,6 @@ void D3D12GSRender::ResourceStorage::Reset()
m_samplerDescriptorHeapIndex = 0;
m_commandAllocator->Reset();
m_textureUploadCommandAllocator->Reset();
m_downloadCommandAllocator->Reset();
for (ID3D12GraphicsCommandList *gfxCommandList : m_inflightCommandList)
gfxCommandList->Release();
m_inflightCommandList.clear();
}
@ -114,9 +110,7 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
{
m_RAMFramebuffer = nullptr;
// Create a global command allocator
device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator));
device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_textureUploadCommandAllocator));
ThrowIfFailed(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_COPY, IID_PPV_ARGS(&m_downloadCommandAllocator)));
ThrowIfFailed(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(m_commandAllocator.GetAddressOf())));
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
@ -124,7 +118,6 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap)));
descriptorHeapDesc = {};
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
descriptorHeapDesc.NumDescriptors = 10000; // For safety
@ -150,17 +143,8 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
void D3D12GSRender::ResourceStorage::Release()
{
// NOTE: Should be released only if no command are in flight !
m_constantsBufferDescriptorsHeap->Release();
m_scaleOffsetDescriptorHeap->Release();
m_textureDescriptorsHeap->Release();
m_samplerDescriptorHeap[0]->Release();
m_samplerDescriptorHeap[1]->Release();
for (auto &tmp : m_inflightCommandList)
tmp->Release();
m_commandAllocator->Release();
m_textureUploadCommandAllocator->Release();
m_downloadCommandAllocator->Release();
// NOTE: Should be released only after gfx pipeline last command has been finished.
m_inflightCommandList.clear();
CloseHandle(m_frameFinishedHandle);
}
@ -431,11 +415,11 @@ void D3D12GSRender::Clear(u32 cmd)
{
assert(cmd == NV4097_CLEAR_SURFACE);
ID3D12GraphicsCommandList *commandList;
ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
ComPtr<ID3D12GraphicsCommandList> commandList;
ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(commandList.GetAddressOf())));
getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
PrepareRenderTargets(commandList);
PrepareRenderTargets(commandList.Get());
/* if (m_set_color_mask)
{
@ -504,16 +488,16 @@ void D3D12GSRender::Clear(u32 cmd)
}
ThrowIfFailed(commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**) &commandList);
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)commandList.GetAddressOf());
}
void D3D12GSRender::Draw()
{
ID3D12GraphicsCommandList *commandList;
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
ComPtr<ID3D12GraphicsCommandList> commandList;
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(commandList.GetAddressOf()));
getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
PrepareRenderTargets(commandList);
PrepareRenderTargets(commandList.Get());
// Init vertex count
// TODO: Very hackish, clean this
@ -564,9 +548,9 @@ void D3D12GSRender::Draw()
// Constants
setScaleOffset();
commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_scaleOffsetDescriptorHeap);
commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.GetAddressOf());
commandList->SetGraphicsRootDescriptorTable(0,
getGPUDescriptorHandle(getCurrentResourceStorage().m_scaleOffsetDescriptorHeap,
getGPUDescriptorHandle(getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.Get(),
getCurrentResourceStorage().m_currentScaleOffsetBufferIndex * g_descriptorStrideSRVCBVUAV)
);
getCurrentResourceStorage().m_currentScaleOffsetBufferIndex++;
@ -577,9 +561,9 @@ void D3D12GSRender::Draw()
FillPixelShaderConstantsBuffer();
getCurrentResourceStorage().m_constantsBufferIndex++;
commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_constantsBufferDescriptorsHeap);
commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.GetAddressOf());
commandList->SetGraphicsRootDescriptorTable(1,
getGPUDescriptorHandle(getCurrentResourceStorage().m_constantsBufferDescriptorsHeap,
getGPUDescriptorHandle(getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.Get(),
currentBufferIndex * g_descriptorStrideSRVCBVUAV)
);
commandList->SetPipelineState(m_PSO->first);
@ -587,7 +571,7 @@ void D3D12GSRender::Draw()
if (m_PSO->second > 0)
{
std::chrono::time_point<std::chrono::system_clock> startTextureTime = std::chrono::system_clock::now();
size_t usedTexture = UploadTextures(commandList);
size_t usedTexture = UploadTextures(commandList.Get());
// Fill empty slots
for (; usedTexture < m_PSO->second; usedTexture++)
@ -602,7 +586,7 @@ void D3D12GSRender::Draw()
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0);
m_device->CreateShaderResourceView(m_dummyTexture, &srvDesc,
getCPUDescriptorHandle(getCurrentResourceStorage().m_textureDescriptorsHeap,
getCPUDescriptorHandle(getCurrentResourceStorage().m_textureDescriptorsHeap.Get(),
(getCurrentResourceStorage().m_currentTextureIndex + usedTexture) * g_descriptorStrideSRVCBVUAV)
);
@ -612,20 +596,20 @@ void D3D12GSRender::Draw()
samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
m_device->CreateSampler(&samplerDesc,
getCPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex],
getCPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].Get(),
(getCurrentResourceStorage().m_currentSamplerIndex + usedTexture) * g_descriptorStrideSamplers)
);
}
commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_textureDescriptorsHeap);
commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_textureDescriptorsHeap.GetAddressOf());
commandList->SetGraphicsRootDescriptorTable(2,
getGPUDescriptorHandle(getCurrentResourceStorage().m_textureDescriptorsHeap,
getGPUDescriptorHandle(getCurrentResourceStorage().m_textureDescriptorsHeap.Get(),
getCurrentResourceStorage().m_currentTextureIndex * g_descriptorStrideSRVCBVUAV)
);
commandList->SetDescriptorHeaps(1, &getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex]);
commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].GetAddressOf());
commandList->SetGraphicsRootDescriptorTable(3,
getGPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex],
getGPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].Get(),
getCurrentResourceStorage().m_currentTextureIndex * g_descriptorStrideSamplers)
);
@ -717,7 +701,7 @@ void D3D12GSRender::Draw()
commandList->DrawInstanced((UINT)m_renderingInfo.m_count, 1, (UINT)m_renderingInfo.m_baseVertex, 0);
ThrowIfFailed(commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)commandList.GetAddressOf());
m_indexed_array.Reset();
}
@ -740,8 +724,8 @@ isFlipSurfaceInLocalMemory(u32 surfaceColorTarget)
void D3D12GSRender::Flip()
{
ID3D12GraphicsCommandList *commandList;
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList));
ComPtr<ID3D12GraphicsCommandList> commandList;
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(commandList.GetAddressOf()));
getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
ID3D12Resource *resourceToFlip;
@ -795,12 +779,12 @@ void D3D12GSRender::Flip()
&getTexture2DResourceDesc(w, h, DXGI_FORMAT_R8G8B8A8_UNORM, 1),
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&storage.m_RAMFramebuffer)
IID_PPV_ARGS(storage.m_RAMFramebuffer.GetAddressOf())
)
);
D3D12_TEXTURE_COPY_LOCATION src = {}, dst = {};
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = storage.m_RAMFramebuffer;
dst.pResource = storage.m_RAMFramebuffer.Get();
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = stagingTexture;
src.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
@ -810,8 +794,8 @@ void D3D12GSRender::Flip()
src.PlacedFootprint.Footprint.RowPitch = (UINT)rowPitch;
commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
commandList->ResourceBarrier(1, &getResourceBarrierTransition(storage.m_RAMFramebuffer, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
resourceToFlip = storage.m_RAMFramebuffer;
commandList->ResourceBarrier(1, &getResourceBarrierTransition(storage.m_RAMFramebuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
resourceToFlip = storage.m_RAMFramebuffer.Get();
viewport_w = (float)w, viewport_h = (float)h;
}
else
@ -897,7 +881,7 @@ void D3D12GSRender::Flip()
if (isFlipSurfaceInLocalMemory(m_surface_color_target) && m_rtts.m_currentlyBoundRenderTargets[0] != nullptr)
commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
ThrowIfFailed(commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)commandList.GetAddressOf());
ThrowIfFailed(m_swapChain->Present(Ini.GSVSyncEnable.GetValue() ? 1 : 0, 0));
// Add an event signaling queue completion
@ -1106,7 +1090,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
m_readbackResources.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, sizeInByte, writeDest));
ThrowIfFailed(
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&convertCommandList))
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(&convertCommandList))
);
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
@ -1172,7 +1156,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
if (needTransfer)
{
ThrowIfFailed(
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&downloadCommandList))
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(&downloadCommandList))
);
}

View File

@ -319,25 +319,23 @@ private:
UINT64 m_fenceValue;
HANDLE m_frameFinishedHandle;
ID3D12CommandAllocator *m_commandAllocator;
ID3D12CommandAllocator *m_downloadCommandAllocator;
std::list<ID3D12GraphicsCommandList *> m_inflightCommandList;
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
std::list<ComPtr<ID3D12GraphicsCommandList> > m_inflightCommandList;
// Constants storage
ID3D12DescriptorHeap *m_constantsBufferDescriptorsHeap;
ComPtr<ID3D12DescriptorHeap> m_constantsBufferDescriptorsHeap;
size_t m_constantsBufferIndex;
ID3D12DescriptorHeap *m_scaleOffsetDescriptorHeap;
ComPtr<ID3D12DescriptorHeap> m_scaleOffsetDescriptorHeap;
size_t m_currentScaleOffsetBufferIndex;
// Texture storage
ID3D12CommandAllocator *m_textureUploadCommandAllocator;
ID3D12DescriptorHeap *m_textureDescriptorsHeap;
ID3D12DescriptorHeap *m_samplerDescriptorHeap[2];
ComPtr<ID3D12DescriptorHeap> m_textureDescriptorsHeap;
size_t m_currentTextureIndex;
ComPtr<ID3D12DescriptorHeap> m_samplerDescriptorHeap[2];
size_t m_samplerDescriptorHeapIndex;
size_t m_currentSamplerIndex;
size_t m_currentTextureIndex;
ID3D12Resource *m_RAMFramebuffer;
ComPtr<ID3D12Resource> m_RAMFramebuffer;
void Reset();
void Init(ID3D12Device *device);