d3d12: Factorize ring buffer like code to depth/color buffer migration

This commit is contained in:
vlj 2015-06-16 18:34:56 +02:00 committed by Vincent Lejeune
parent dca9ae6ab5
commit d23cf861f1
2 changed files with 20 additions and 48 deletions

View File

@ -551,19 +551,8 @@ D3D12GSRender::D3D12GSRender()
IID_PPV_ARGS(&m_dummyTexture))
);
D3D12_HEAP_DESC hd = {};
hd.SizeInBytes = 1024 * 1024 * 128;
hd.Properties.Type = D3D12_HEAP_TYPE_READBACK;
hd.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
check(m_device->CreateHeap(&hd, IID_PPV_ARGS(&m_readbackResources.m_heap)));
m_readbackResources.m_putPos = 0;
m_readbackResources.m_getPos = 1024 * 1024 * 128 - 1;
hd.Properties.Type = D3D12_HEAP_TYPE_DEFAULT;
hd.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES;
check(m_device->CreateHeap(&hd, IID_PPV_ARGS(&m_UAVHeap.m_heap)));
m_UAVHeap.m_putPos = 0;
m_UAVHeap.m_getPos = 1024 * 1024 * 128 - 1;
m_readbackResources.Init(m_device, 1024 * 1024 * 128, D3D12_HEAP_TYPE_READBACK, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS);
m_UAVHeap.Init(m_device, 1024 * 1024 * 128, D3D12_HEAP_TYPE_DEFAULT, D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES);
m_rtts.Init(m_device);
@ -1087,14 +1076,11 @@ ID3D12Resource * D3D12GSRender::writeColorBuffer(ID3D12Resource * RTT, ID3D12Gra
heapProp.Type = D3D12_HEAP_TYPE_READBACK;
D3D12_RESOURCE_DESC resdesc = getBufferResourceDesc(rowPitch * h);
size_t heapOffset = powerOf2Align(m_readbackResources.m_putPos.load(), 65536);
size_t sizeInByte = rowPitch * h;
if (heapOffset + sizeInByte >= 1024 * 1024 * 128) // If it will be stored past heap size
heapOffset = 0;
assert(m_readbackResources.canAlloc(sizeInByte));
size_t heapOffset = m_readbackResources.alloc(sizeInByte);
resdesc = getBufferResourceDesc(sizeInByte);
check(
m_device->CreatePlacedResource(
m_readbackResources.m_heap,
@ -1105,6 +1091,7 @@ ID3D12Resource * D3D12GSRender::writeColorBuffer(ID3D12Resource * RTT, ID3D12Gra
IID_PPV_ARGS(&Result)
)
);
m_readbackResources.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, sizeInByte, Result));
cmdlist->ResourceBarrier(1, &getResourceBarrierTransition(RTT, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE));
@ -1166,11 +1153,9 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
D3D12_RESOURCE_DESC resdesc = getTexture2DResourceDesc(m_surface_clip_w, m_surface_clip_h, DXGI_FORMAT_R8_UNORM);
resdesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
size_t heapOffset = m_readbackResources.m_putPos.load();
heapOffset = powerOf2Align(heapOffset, 65536);
size_t sizeInByte = m_surface_clip_w * m_surface_clip_h;
if (heapOffset + sizeInByte >= 1024 * 1024 * 128) // If it will be stored past heap size
heapOffset = 0;
size_t sizeInByte = m_surface_clip_w * m_surface_clip_h * 2;
assert(m_UAVHeap.canAlloc(sizeInByte));
size_t heapOffset = m_UAVHeap.alloc(sizeInByte);
check(
m_device->CreatePlacedResource(
@ -1182,16 +1167,13 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
IID_PPV_ARGS(&depthConverted)
)
);
m_UAVHeap.m_putPos.store(heapOffset + sizeInByte);
m_UAVHeap.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, sizeInByte, depthConverted));
heapOffset = m_readbackResources.m_putPos.load();
heapOffset = powerOf2Align(heapOffset, 65536);
sizeInByte = depthRowPitch * m_surface_clip_h;
assert(m_readbackResources.canAlloc(sizeInByte));
heapOffset = m_readbackResources.alloc(sizeInByte);
if (heapOffset + sizeInByte >= 1024 * 1024 * 128) // If it will be stored past heap size
heapOffset = 0;
resdesc = getBufferResourceDesc(sizeInByte);
check(
m_device->CreatePlacedResource(
m_readbackResources.m_heap,
@ -1202,7 +1184,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
IID_PPV_ARGS(&writeDest)
)
);
m_readbackResources.m_putPos.store(heapOffset + sizeInByte);
m_readbackResources.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, sizeInByte, writeDest));
check(
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&convertCommandList))
@ -1336,6 +1318,10 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
//Wait for result
m_commandQueueGraphic->Signal(fence, 1);
auto depthUAVCleaning = m_UAVHeap.getCleaningFunction();
auto readbackCleaning = m_readbackResources.getCleaningFunction();
m_GC.pushWork([=]() {
WaitForSingleObject(handle, INFINITE);
CloseHandle(handle);
@ -1364,6 +1350,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
depthConverted->Release();
descriptorHeap->Release();
convertCommandList->Release();
depthUAVCleaning();
}
size_t srcPitch, dstPitch;
@ -1448,6 +1435,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
if (needTransfer)
downloadCommandList->Release();
readbackCleaning();
vm::write32(m_label_addr + offset, value);
});

View File

@ -286,24 +286,8 @@ private:
// Texture storage
DataHeap<ID3D12Heap, 65536> m_textureUploadData;
DataHeap<ID3D12Heap, 65536> m_textureData;
struct UAVHeap
{
ID3D12Heap *m_heap;
std::atomic<size_t> m_putPos, // Start of free space
m_getPos; // End of free space
};
UAVHeap m_UAVHeap;
struct ReadbackHeap
{
ID3D12Heap *m_heap;
std::atomic<size_t> m_putPos, // Start of free space
m_getPos; // End of free space
};
ReadbackHeap m_readbackResources;
DataHeap<ID3D12Heap, 65536> m_UAVHeap;
DataHeap<ID3D12Heap, 65536> m_readbackResources;
bool m_forcedIndexBuffer;
size_t indexCount;