[D3D12] Don't use D3D12Context for command processor fence
This commit is contained in:
parent
b4af63fe31
commit
d3b6f71ae1
|
@ -55,6 +55,7 @@ namespace xe {
|
|||
namespace gpu {
|
||||
namespace d3d12 {
|
||||
|
||||
constexpr uint32_t D3D12CommandProcessor::kQueuedFrames;
|
||||
constexpr uint32_t
|
||||
D3D12CommandProcessor::RootExtraParameterIndices::kUnavailable;
|
||||
constexpr uint32_t D3D12CommandProcessor::kSwapTextureWidth;
|
||||
|
@ -440,8 +441,8 @@ uint64_t D3D12CommandProcessor::RequestViewDescriptors(
|
|||
D3D12_GPU_DESCRIPTOR_HANDLE& gpu_handle_out) {
|
||||
uint32_t descriptor_index;
|
||||
uint64_t current_heap_index = view_heap_pool_->Request(
|
||||
GetD3D12Context()->GetCurrentFrame(), previous_heap_index,
|
||||
count_for_partial_update, count_for_full_update, descriptor_index);
|
||||
fence_current_value_, previous_heap_index, count_for_partial_update,
|
||||
count_for_full_update, descriptor_index);
|
||||
if (current_heap_index == ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) {
|
||||
// There was an error.
|
||||
return ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid;
|
||||
|
@ -466,8 +467,8 @@ uint64_t D3D12CommandProcessor::RequestSamplerDescriptors(
|
|||
D3D12_GPU_DESCRIPTOR_HANDLE& gpu_handle_out) {
|
||||
uint32_t descriptor_index;
|
||||
uint64_t current_heap_index = sampler_heap_pool_->Request(
|
||||
GetD3D12Context()->GetCurrentFrame(), previous_heap_index,
|
||||
count_for_partial_update, count_for_full_update, descriptor_index);
|
||||
fence_current_value_, previous_heap_index, count_for_partial_update,
|
||||
count_for_full_update, descriptor_index);
|
||||
if (current_heap_index == ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) {
|
||||
// There was an error.
|
||||
return ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid;
|
||||
|
@ -490,9 +491,9 @@ uint64_t D3D12CommandProcessor::RequestSamplerDescriptors(
|
|||
|
||||
ID3D12Resource* D3D12CommandProcessor::RequestScratchGPUBuffer(
|
||||
uint32_t size, D3D12_RESOURCE_STATES state) {
|
||||
assert_true(current_queue_frame_ != UINT_MAX);
|
||||
assert_true(submission_open_);
|
||||
assert_false(scratch_buffer_used_);
|
||||
if (current_queue_frame_ == UINT_MAX || scratch_buffer_used_ || size == 0) {
|
||||
if (!submission_open_ || scratch_buffer_used_ || size == 0) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
@ -505,8 +506,7 @@ ID3D12Resource* D3D12CommandProcessor::RequestScratchGPUBuffer(
|
|||
|
||||
size = xe::align(size, kScratchBufferSizeIncrement);
|
||||
|
||||
auto context = GetD3D12Context();
|
||||
auto device = context->GetD3D12Provider()->GetDevice();
|
||||
auto device = GetD3D12Context()->GetD3D12Provider()->GetDevice();
|
||||
D3D12_RESOURCE_DESC buffer_desc;
|
||||
ui::d3d12::util::FillBufferResourceDesc(
|
||||
buffer_desc, size, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);
|
||||
|
@ -520,7 +520,7 @@ ID3D12Resource* D3D12CommandProcessor::RequestScratchGPUBuffer(
|
|||
if (scratch_buffer_ != nullptr) {
|
||||
BufferForDeletion buffer_for_deletion;
|
||||
buffer_for_deletion.buffer = scratch_buffer_;
|
||||
buffer_for_deletion.last_usage_frame = GetD3D12Context()->GetCurrentFrame();
|
||||
buffer_for_deletion.last_usage_fence_value = fence_current_value_;
|
||||
buffers_for_deletion_.push_back(buffer_for_deletion);
|
||||
}
|
||||
scratch_buffer_ = buffer;
|
||||
|
@ -532,7 +532,7 @@ ID3D12Resource* D3D12CommandProcessor::RequestScratchGPUBuffer(
|
|||
|
||||
void D3D12CommandProcessor::ReleaseScratchGPUBuffer(
|
||||
ID3D12Resource* buffer, D3D12_RESOURCE_STATES new_state) {
|
||||
assert_true(current_queue_frame_ != UINT_MAX);
|
||||
assert_true(submission_open_);
|
||||
assert_true(scratch_buffer_used_);
|
||||
scratch_buffer_used_ = false;
|
||||
if (buffer == scratch_buffer_) {
|
||||
|
@ -552,8 +552,10 @@ void D3D12CommandProcessor::SetSamplePositions(MsaaSamples sample_positions) {
|
|||
if (cvars::d3d12_ssaa_custom_sample_positions && !IsROVUsedForEDRAM()) {
|
||||
auto provider = GetD3D12Context()->GetD3D12Provider();
|
||||
auto tier = provider->GetProgrammableSamplePositionsTier();
|
||||
uint32_t command_list_index =
|
||||
uint32_t((fence_current_value_ + (kQueuedFrames - 1)) % kQueuedFrames);
|
||||
if (tier >= 2 &&
|
||||
command_lists_[current_queue_frame_]->GetCommandList1() != nullptr) {
|
||||
command_lists_[command_list_index]->GetCommandList1() != nullptr) {
|
||||
// Depth buffer transitions are affected by sample positions.
|
||||
SubmitBarriers();
|
||||
// Standard sample positions in Direct3D 10.1, but adjusted to take the
|
||||
|
@ -671,7 +673,7 @@ std::unique_ptr<xe::ui::RawImage> D3D12CommandProcessor::Capture() {
|
|||
PushTransitionBarrier(swap_texture_, D3D12_RESOURCE_STATE_COPY_SOURCE,
|
||||
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||
EndFrame();
|
||||
GetD3D12Context()->AwaitAllFramesCompletion();
|
||||
AwaitAllSubmissionsCompletion();
|
||||
D3D12_RANGE readback_range;
|
||||
readback_range.Begin = swap_texture_copy_footprint_.Offset;
|
||||
readback_range.End = swap_texture_copy_size_;
|
||||
|
@ -709,7 +711,20 @@ bool D3D12CommandProcessor::SetupContext() {
|
|||
auto device = provider->GetDevice();
|
||||
auto direct_queue = provider->GetDirectQueue();
|
||||
|
||||
for (uint32_t i = 0; i < ui::d3d12::D3D12Context::kQueuedFrames; ++i) {
|
||||
if (FAILED(device->CreateFence(0, D3D12_FENCE_FLAG_NONE,
|
||||
IID_PPV_ARGS(&fence_)))) {
|
||||
XELOGE("Failed to create the fence");
|
||||
return false;
|
||||
}
|
||||
fence_completion_event_ = CreateEvent(nullptr, false, false, nullptr);
|
||||
if (fence_completion_event_ == nullptr) {
|
||||
XELOGE("Failed to create the fence completion event");
|
||||
return false;
|
||||
}
|
||||
fence_current_value_ = 1;
|
||||
fence_completed_value_ = 0;
|
||||
|
||||
for (uint32_t i = 0; i < kQueuedFrames; ++i) {
|
||||
command_lists_[i] = ui::d3d12::CommandList::Create(
|
||||
device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT);
|
||||
if (command_lists_[i] == nullptr) {
|
||||
|
@ -791,11 +806,11 @@ bool D3D12CommandProcessor::SetupContext() {
|
|||
return false;
|
||||
}
|
||||
// Get the layout for the upload buffer.
|
||||
gamma_ramp_desc.DepthOrArraySize = ui::d3d12::D3D12Context::kQueuedFrames;
|
||||
gamma_ramp_desc.DepthOrArraySize = kQueuedFrames;
|
||||
UINT64 gamma_ramp_upload_size;
|
||||
device->GetCopyableFootprints(
|
||||
&gamma_ramp_desc, 0, ui::d3d12::D3D12Context::kQueuedFrames * 2, 0,
|
||||
gamma_ramp_footprints_, nullptr, nullptr, &gamma_ramp_upload_size);
|
||||
device->GetCopyableFootprints(&gamma_ramp_desc, 0, kQueuedFrames * 2, 0,
|
||||
gamma_ramp_footprints_, nullptr, nullptr,
|
||||
&gamma_ramp_upload_size);
|
||||
// Create the upload buffer for the gamma ramp.
|
||||
ui::d3d12::util::FillBufferResourceDesc(
|
||||
gamma_ramp_desc, gamma_ramp_upload_size, D3D12_RESOURCE_FLAG_NONE);
|
||||
|
@ -890,8 +905,7 @@ bool D3D12CommandProcessor::SetupContext() {
|
|||
}
|
||||
|
||||
void D3D12CommandProcessor::ShutdownContext() {
|
||||
auto context = GetD3D12Context();
|
||||
context->AwaitAllFramesCompletion();
|
||||
AwaitAllSubmissionsCompletion();
|
||||
|
||||
ui::d3d12::util::ReleaseAndNull(readback_buffer_);
|
||||
readback_buffer_size_ = 0;
|
||||
|
@ -910,8 +924,8 @@ void D3D12CommandProcessor::ShutdownContext() {
|
|||
swap_state_.pending = false;
|
||||
swap_state_.front_buffer_texture = 0;
|
||||
}
|
||||
auto graphics_system = static_cast<D3D12GraphicsSystem*>(graphics_system_);
|
||||
graphics_system->AwaitFrontBufferUnused();
|
||||
// TODO(Triang3l): Ensure this is synchronized. The display context may not
|
||||
// exist at this point, so awaiting its fence doesn't always work.
|
||||
swap_texture_srv_descriptor_heap_->Release();
|
||||
swap_texture_srv_descriptor_heap_ = nullptr;
|
||||
}
|
||||
|
@ -950,10 +964,19 @@ void D3D12CommandProcessor::ShutdownContext() {
|
|||
shared_memory_.reset();
|
||||
|
||||
deferred_command_list_.reset();
|
||||
for (uint32_t i = 0; i < ui::d3d12::D3D12Context::kQueuedFrames; ++i) {
|
||||
for (uint32_t i = 0; i < kQueuedFrames; ++i) {
|
||||
command_lists_[i].reset();
|
||||
}
|
||||
|
||||
// First release the fence since it may reference the event.
|
||||
ui::d3d12::util::ReleaseAndNull(fence_);
|
||||
if (fence_completion_event_) {
|
||||
CloseHandle(fence_completion_event_);
|
||||
fence_completion_event_ = nullptr;
|
||||
}
|
||||
fence_current_value_ = 1;
|
||||
fence_completed_value_ = 0;
|
||||
|
||||
CommandProcessor::ShutdownContext();
|
||||
}
|
||||
|
||||
|
@ -962,7 +985,7 @@ void D3D12CommandProcessor::WriteRegister(uint32_t index, uint32_t value) {
|
|||
|
||||
if (index >= XE_GPU_REG_SHADER_CONSTANT_000_X &&
|
||||
index <= XE_GPU_REG_SHADER_CONSTANT_511_W) {
|
||||
if (current_queue_frame_ != UINT32_MAX) {
|
||||
if (submission_open_) {
|
||||
uint32_t float_constant_index =
|
||||
(index - XE_GPU_REG_SHADER_CONSTANT_000_X) >> 2;
|
||||
if (float_constant_index >= 256) {
|
||||
|
@ -1013,9 +1036,11 @@ void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
|
|||
auto device = provider->GetDevice();
|
||||
|
||||
// Upload the new gamma ramps.
|
||||
uint32_t command_list_index =
|
||||
uint32_t((fence_current_value_ + (kQueuedFrames - 1)) % kQueuedFrames);
|
||||
if (dirty_gamma_ramp_normal_) {
|
||||
const D3D12_PLACED_SUBRESOURCE_FOOTPRINT& gamma_ramp_footprint =
|
||||
gamma_ramp_footprints_[current_queue_frame_ * 2];
|
||||
gamma_ramp_footprints_[command_list_index * 2];
|
||||
volatile uint32_t* mapping = reinterpret_cast<uint32_t*>(
|
||||
gamma_ramp_upload_mapping_ + gamma_ramp_footprint.Offset);
|
||||
for (uint32_t i = 0; i < 256; ++i) {
|
||||
|
@ -1041,7 +1066,7 @@ void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
|
|||
}
|
||||
if (dirty_gamma_ramp_pwl_) {
|
||||
const D3D12_PLACED_SUBRESOURCE_FOOTPRINT& gamma_ramp_footprint =
|
||||
gamma_ramp_footprints_[current_queue_frame_ * 2 + 1];
|
||||
gamma_ramp_footprints_[command_list_index * 2 + 1];
|
||||
volatile uint32_t* mapping = reinterpret_cast<uint32_t*>(
|
||||
gamma_ramp_upload_mapping_ + gamma_ramp_footprint.Offset);
|
||||
for (uint32_t i = 0; i < 128; ++i) {
|
||||
|
@ -1153,7 +1178,7 @@ void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
|
|||
|
||||
if (cache_clear_requested_) {
|
||||
cache_clear_requested_ = false;
|
||||
GetD3D12Context()->AwaitAllFramesCompletion();
|
||||
AwaitAllSubmissionsCompletion();
|
||||
|
||||
ui::d3d12::util::ReleaseAndNull(scratch_buffer_);
|
||||
scratch_buffer_size_ = 0;
|
||||
|
@ -1191,8 +1216,7 @@ Shader* D3D12CommandProcessor::LoadShader(ShaderType shader_type,
|
|||
bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
|
||||
uint32_t index_count,
|
||||
IndexBufferInfo* index_buffer_info) {
|
||||
auto context = GetD3D12Context();
|
||||
auto device = context->GetD3D12Provider()->GetDevice();
|
||||
auto device = GetD3D12Context()->GetD3D12Provider()->GetDevice();
|
||||
auto& regs = *register_file_;
|
||||
|
||||
#if FINE_GRAINED_DRAW_SCOPES
|
||||
|
@ -1685,7 +1709,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
|
|||
readback_buffer_offset += memexport_range_size;
|
||||
}
|
||||
EndFrame();
|
||||
context->AwaitAllFramesCompletion();
|
||||
AwaitAllSubmissionsCompletion();
|
||||
D3D12_RANGE readback_range;
|
||||
readback_range.Begin = 0;
|
||||
readback_range.End = memexport_total_size;
|
||||
|
@ -1718,7 +1742,7 @@ void D3D12CommandProcessor::InitializeTrace() {
|
|||
anySubmitted |= shared_memory_->InitializeTraceSubmitDownloads();
|
||||
if (anySubmitted) {
|
||||
EndFrame();
|
||||
GetD3D12Context()->AwaitAllFramesCompletion();
|
||||
AwaitAllSubmissionsCompletion();
|
||||
shared_memory_->InitializeTraceCompleteDownloads();
|
||||
}
|
||||
}
|
||||
|
@ -1748,7 +1772,7 @@ bool D3D12CommandProcessor::IssueCopy() {
|
|||
readback_buffer, 0, shared_memory_buffer, written_address,
|
||||
written_length);
|
||||
EndFrame();
|
||||
GetD3D12Context()->AwaitAllFramesCompletion();
|
||||
AwaitAllSubmissionsCompletion();
|
||||
D3D12_RANGE readback_range;
|
||||
readback_range.Begin = 0;
|
||||
readback_range.End = written_length;
|
||||
|
@ -1766,7 +1790,7 @@ bool D3D12CommandProcessor::IssueCopy() {
|
|||
}
|
||||
|
||||
bool D3D12CommandProcessor::BeginFrame() {
|
||||
if (current_queue_frame_ != UINT32_MAX) {
|
||||
if (submission_open_) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -1774,17 +1798,23 @@ bool D3D12CommandProcessor::BeginFrame() {
|
|||
SCOPE_profile_cpu_f("gpu");
|
||||
#endif // FINE_GRAINED_DRAW_SCOPES
|
||||
|
||||
auto context = GetD3D12Context();
|
||||
auto provider = context->GetD3D12Provider();
|
||||
context->BeginSwap();
|
||||
current_queue_frame_ = context->GetCurrentQueueFrame();
|
||||
submission_open_ = true;
|
||||
|
||||
// Wait for a swap command list to become free.
|
||||
// Command list 0 is used when fence_current_value_ is 1, 4, 7...
|
||||
fence_completed_value_ = fence_->GetCompletedValue();
|
||||
if (fence_completed_value_ + kQueuedFrames < fence_current_value_) {
|
||||
fence_->SetEventOnCompletion(fence_current_value_ - kQueuedFrames,
|
||||
fence_completion_event_);
|
||||
WaitForSingleObject(fence_completion_event_, INFINITE);
|
||||
fence_completed_value_ = fence_->GetCompletedValue();
|
||||
}
|
||||
|
||||
// Remove outdated temporary buffers.
|
||||
uint64_t last_completed_frame = context->GetLastCompletedFrame();
|
||||
auto erase_buffers_end = buffers_for_deletion_.begin();
|
||||
while (erase_buffers_end != buffers_for_deletion_.end()) {
|
||||
uint64_t upload_frame = erase_buffers_end->last_usage_frame;
|
||||
if (upload_frame > last_completed_frame) {
|
||||
uint64_t upload_fence_value = erase_buffers_end->last_usage_fence_value;
|
||||
if (upload_fence_value > fence_completed_value_) {
|
||||
++erase_buffers_end;
|
||||
break;
|
||||
}
|
||||
|
@ -1830,16 +1860,17 @@ bool D3D12CommandProcessor::BeginFrame() {
|
|||
pix_capturing_ =
|
||||
pix_capture_requested_.exchange(false, std::memory_order_relaxed);
|
||||
if (pix_capturing_) {
|
||||
IDXGraphicsAnalysis* graphics_analysis = provider->GetGraphicsAnalysis();
|
||||
IDXGraphicsAnalysis* graphics_analysis =
|
||||
GetD3D12Context()->GetD3D12Provider()->GetGraphicsAnalysis();
|
||||
if (graphics_analysis != nullptr) {
|
||||
graphics_analysis->BeginCapture();
|
||||
}
|
||||
}
|
||||
deferred_command_list_->Reset();
|
||||
|
||||
constant_buffer_pool_->Reclaim(last_completed_frame);
|
||||
view_heap_pool_->Reclaim(last_completed_frame);
|
||||
sampler_heap_pool_->Reclaim(last_completed_frame);
|
||||
constant_buffer_pool_->Reclaim(fence_completed_value_);
|
||||
view_heap_pool_->Reclaim(fence_completed_value_);
|
||||
sampler_heap_pool_->Reclaim(fence_completed_value_);
|
||||
|
||||
shared_memory_->BeginFrame();
|
||||
|
||||
|
@ -1853,10 +1884,12 @@ bool D3D12CommandProcessor::BeginFrame() {
|
|||
}
|
||||
|
||||
bool D3D12CommandProcessor::EndFrame() {
|
||||
if (current_queue_frame_ == UINT32_MAX) {
|
||||
if (!submission_open_) {
|
||||
return false;
|
||||
}
|
||||
|
||||
auto provider = GetD3D12Context()->GetD3D12Provider();
|
||||
|
||||
assert_false(scratch_buffer_used_);
|
||||
|
||||
pipeline_cache_->EndFrame();
|
||||
|
@ -1870,28 +1903,40 @@ bool D3D12CommandProcessor::EndFrame() {
|
|||
SubmitBarriers();
|
||||
|
||||
// Submit the command list.
|
||||
auto current_command_list = command_lists_[current_queue_frame_].get();
|
||||
uint32_t command_list_index =
|
||||
uint32_t((fence_current_value_ + (kQueuedFrames - 1)) % kQueuedFrames);
|
||||
auto current_command_list = command_lists_[command_list_index].get();
|
||||
current_command_list->BeginRecording();
|
||||
deferred_command_list_->Execute(current_command_list->GetCommandList(),
|
||||
current_command_list->GetCommandList1());
|
||||
current_command_list->Execute();
|
||||
|
||||
if (pix_capturing_) {
|
||||
IDXGraphicsAnalysis* graphics_analysis =
|
||||
GetD3D12Context()->GetD3D12Provider()->GetGraphicsAnalysis();
|
||||
IDXGraphicsAnalysis* graphics_analysis = provider->GetGraphicsAnalysis();
|
||||
if (graphics_analysis != nullptr) {
|
||||
graphics_analysis->EndCapture();
|
||||
}
|
||||
pix_capturing_ = false;
|
||||
}
|
||||
|
||||
auto context = GetD3D12Context();
|
||||
context->EndSwap();
|
||||
current_queue_frame_ = UINT32_MAX;
|
||||
provider->GetDirectQueue()->Signal(fence_, fence_current_value_++);
|
||||
submission_open_ = false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void D3D12CommandProcessor::AwaitAllSubmissionsCompletion() {
|
||||
// May be called if shutting down without everything set up.
|
||||
if ((fence_completed_value_ + 1) >= fence_current_value_ || !fence_ ||
|
||||
GetD3D12Context()->WasLost()) {
|
||||
return;
|
||||
}
|
||||
fence_->SetEventOnCompletion(fence_current_value_ - 1,
|
||||
fence_completion_event_);
|
||||
WaitForSingleObject(fence_completion_event_, INFINITE);
|
||||
fence_completed_value_ = fence_current_value_ - 1;
|
||||
}
|
||||
|
||||
void D3D12CommandProcessor::UpdateFixedFunctionState(bool primitive_two_faced) {
|
||||
auto& regs = *register_file_;
|
||||
|
||||
|
@ -2626,10 +2671,8 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
|
|||
bool D3D12CommandProcessor::UpdateBindings(
|
||||
const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader,
|
||||
ID3D12RootSignature* root_signature) {
|
||||
auto context = GetD3D12Context();
|
||||
auto provider = context->GetD3D12Provider();
|
||||
auto provider = GetD3D12Context()->GetD3D12Provider();
|
||||
auto device = provider->GetDevice();
|
||||
auto current_frame = context->GetCurrentFrame();
|
||||
auto& regs = *register_file_;
|
||||
|
||||
#if FINE_GRAINED_DRAW_SCOPES
|
||||
|
@ -2765,8 +2808,9 @@ bool D3D12CommandProcessor::UpdateBindings(
|
|||
// Update constant buffers.
|
||||
if (!cbuffer_bindings_system_.up_to_date) {
|
||||
uint8_t* system_constants = constant_buffer_pool_->Request(
|
||||
current_frame, xe::align(uint32_t(sizeof(system_constants_)), 256u),
|
||||
nullptr, nullptr, &cbuffer_bindings_system_.buffer_address);
|
||||
fence_current_value_,
|
||||
xe::align(uint32_t(sizeof(system_constants_)), 256u), nullptr, nullptr,
|
||||
&cbuffer_bindings_system_.buffer_address);
|
||||
if (system_constants == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
@ -2777,7 +2821,7 @@ bool D3D12CommandProcessor::UpdateBindings(
|
|||
}
|
||||
if (!cbuffer_bindings_float_vertex_.up_to_date) {
|
||||
uint8_t* float_constants = constant_buffer_pool_->Request(
|
||||
current_frame, float_constant_size_vertex, nullptr, nullptr,
|
||||
fence_current_value_, float_constant_size_vertex, nullptr, nullptr,
|
||||
&cbuffer_bindings_float_vertex_.buffer_address);
|
||||
if (float_constants == nullptr) {
|
||||
return false;
|
||||
|
@ -2802,7 +2846,7 @@ bool D3D12CommandProcessor::UpdateBindings(
|
|||
}
|
||||
if (!cbuffer_bindings_float_pixel_.up_to_date) {
|
||||
uint8_t* float_constants = constant_buffer_pool_->Request(
|
||||
current_frame, float_constant_size_pixel, nullptr, nullptr,
|
||||
fence_current_value_, float_constant_size_pixel, nullptr, nullptr,
|
||||
&cbuffer_bindings_float_pixel_.buffer_address);
|
||||
if (float_constants == nullptr) {
|
||||
return false;
|
||||
|
@ -2832,7 +2876,7 @@ bool D3D12CommandProcessor::UpdateBindings(
|
|||
if (!cbuffer_bindings_bool_loop_.up_to_date) {
|
||||
uint32_t* bool_loop_constants =
|
||||
reinterpret_cast<uint32_t*>(constant_buffer_pool_->Request(
|
||||
current_frame, 768, nullptr, nullptr,
|
||||
fence_current_value_, 768, nullptr, nullptr,
|
||||
&cbuffer_bindings_bool_loop_.buffer_address));
|
||||
if (bool_loop_constants == nullptr) {
|
||||
return false;
|
||||
|
@ -2851,9 +2895,9 @@ bool D3D12CommandProcessor::UpdateBindings(
|
|||
write_bool_loop_constant_view = true;
|
||||
}
|
||||
if (!cbuffer_bindings_fetch_.up_to_date) {
|
||||
uint8_t* fetch_constants =
|
||||
constant_buffer_pool_->Request(current_frame, 768, nullptr, nullptr,
|
||||
&cbuffer_bindings_fetch_.buffer_address);
|
||||
uint8_t* fetch_constants = constant_buffer_pool_->Request(
|
||||
fence_current_value_, 768, nullptr, nullptr,
|
||||
&cbuffer_bindings_fetch_.buffer_address);
|
||||
if (fetch_constants == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
@ -3200,8 +3244,7 @@ ID3D12Resource* D3D12CommandProcessor::RequestReadbackBuffer(uint32_t size) {
|
|||
}
|
||||
size = xe::align(size, kReadbackBufferSizeIncrement);
|
||||
if (size > readback_buffer_size_) {
|
||||
auto context = GetD3D12Context();
|
||||
auto device = context->GetD3D12Provider()->GetDevice();
|
||||
auto device = GetD3D12Context()->GetD3D12Provider()->GetDevice();
|
||||
D3D12_RESOURCE_DESC buffer_desc;
|
||||
ui::d3d12::util::FillBufferResourceDesc(buffer_desc, size,
|
||||
D3D12_RESOURCE_FLAG_NONE);
|
||||
|
|
|
@ -63,6 +63,9 @@ class D3D12CommandProcessor : public CommandProcessor {
|
|||
// targets.
|
||||
bool IsROVUsedForEDRAM() const;
|
||||
|
||||
uint64_t GetCurrentFenceValue() const { return fence_current_value_; }
|
||||
uint64_t GetCompletedFenceValue() const { return fence_completed_value_; }
|
||||
|
||||
// Gets the current color write mask, taking the pixel shader's write mask
|
||||
// into account. If a shader doesn't write to a render target, it shouldn't be
|
||||
// written to and it shouldn't be even bound - otherwise, in Halo 3, one
|
||||
|
@ -167,6 +170,8 @@ class D3D12CommandProcessor : public CommandProcessor {
|
|||
void FinalizeTrace() override;
|
||||
|
||||
private:
|
||||
static constexpr uint32_t kQueuedFrames = 3;
|
||||
|
||||
enum RootParameter : UINT {
|
||||
// These are always present.
|
||||
|
||||
|
@ -215,6 +220,7 @@ class D3D12CommandProcessor : public CommandProcessor {
|
|||
bool BeginFrame();
|
||||
// Returns true if an open frame was ended.
|
||||
bool EndFrame();
|
||||
void AwaitAllSubmissionsCompletion();
|
||||
|
||||
void UpdateFixedFunctionState(bool primitive_two_faced);
|
||||
void UpdateSystemConstantValues(
|
||||
|
@ -239,8 +245,12 @@ class D3D12CommandProcessor : public CommandProcessor {
|
|||
|
||||
bool cache_clear_requested_ = false;
|
||||
|
||||
std::unique_ptr<ui::d3d12::CommandList>
|
||||
command_lists_[ui::d3d12::D3D12Context::kQueuedFrames] = {};
|
||||
uint64_t fence_current_value_ = 1;
|
||||
uint64_t fence_completed_value_ = 0;
|
||||
HANDLE fence_completion_event_ = nullptr;
|
||||
ID3D12Fence* fence_ = nullptr;
|
||||
|
||||
std::unique_ptr<ui::d3d12::CommandList> command_lists_[kQueuedFrames] = {};
|
||||
std::unique_ptr<DeferredCommandList> deferred_command_list_ = nullptr;
|
||||
|
||||
std::unique_ptr<SharedMemory> shared_memory_ = nullptr;
|
||||
|
@ -265,11 +275,10 @@ class D3D12CommandProcessor : public CommandProcessor {
|
|||
ID3D12Resource* gamma_ramp_texture_ = nullptr;
|
||||
D3D12_RESOURCE_STATES gamma_ramp_texture_state_;
|
||||
// Upload buffer for an image that is the same as gamma_ramp_, but with
|
||||
// ui::d3d12::D3D12Context::kQueuedFrames array layers.
|
||||
// kQueuedFrames array layers.
|
||||
ID3D12Resource* gamma_ramp_upload_ = nullptr;
|
||||
uint8_t* gamma_ramp_upload_mapping_ = nullptr;
|
||||
D3D12_PLACED_SUBRESOURCE_FOOTPRINT
|
||||
gamma_ramp_footprints_[ui::d3d12::D3D12Context::kQueuedFrames * 2];
|
||||
D3D12_PLACED_SUBRESOURCE_FOOTPRINT gamma_ramp_footprints_[kQueuedFrames * 2];
|
||||
|
||||
static constexpr uint32_t kSwapTextureWidth = 1280;
|
||||
static constexpr uint32_t kSwapTextureHeight = 720;
|
||||
|
@ -291,7 +300,7 @@ class D3D12CommandProcessor : public CommandProcessor {
|
|||
|
||||
struct BufferForDeletion {
|
||||
ID3D12Resource* buffer;
|
||||
uint64_t last_usage_frame;
|
||||
uint64_t last_usage_fence_value;
|
||||
};
|
||||
std::deque<BufferForDeletion> buffers_for_deletion_;
|
||||
|
||||
|
@ -305,7 +314,7 @@ class D3D12CommandProcessor : public CommandProcessor {
|
|||
ID3D12Resource* readback_buffer_ = nullptr;
|
||||
uint32_t readback_buffer_size_ = 0;
|
||||
|
||||
uint32_t current_queue_frame_ = UINT32_MAX;
|
||||
bool submission_open_ = false;
|
||||
|
||||
std::atomic<bool> pix_capture_requested_ = false;
|
||||
bool pix_capturing_;
|
||||
|
|
|
@ -199,12 +199,6 @@ std::unique_ptr<xe::ui::RawImage> D3D12GraphicsSystem::Capture() {
|
|||
return d3d12_command_processor->Capture();
|
||||
}
|
||||
|
||||
void D3D12GraphicsSystem::AwaitFrontBufferUnused() {
|
||||
if (display_context_ != nullptr) {
|
||||
display_context_->AwaitAllFramesCompletion();
|
||||
}
|
||||
}
|
||||
|
||||
void D3D12GraphicsSystem::StretchTextureToFrontBuffer(
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE handle,
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE* gamma_ramp_handle, float gamma_ramp_inv_size,
|
||||
|
|
|
@ -36,8 +36,6 @@ class D3D12GraphicsSystem : public GraphicsSystem {
|
|||
|
||||
std::unique_ptr<xe::ui::RawImage> Capture() override;
|
||||
|
||||
void AwaitFrontBufferUnused();
|
||||
|
||||
// Draws a texture covering the entire viewport to the render target currently
|
||||
// bound on the specified command list (in D3D12Context::kSwapChainFormat).
|
||||
// This changes the current pipeline, graphics root signature and primitive
|
||||
|
|
|
@ -112,7 +112,7 @@ bool PrimitiveConverter::Initialize() {
|
|||
}
|
||||
static_ib_upload_->Unmap(0, nullptr);
|
||||
// Not uploaded yet.
|
||||
static_ib_upload_frame_ = UINT64_MAX;
|
||||
static_ib_upload_fence_value_ = UINT64_MAX;
|
||||
if (FAILED(device->CreateCommittedResource(
|
||||
&ui::d3d12::util::kHeapPropertiesDefault, D3D12_HEAP_FLAG_NONE,
|
||||
&static_ib_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
|
||||
|
@ -143,27 +143,27 @@ void PrimitiveConverter::Shutdown() {
|
|||
void PrimitiveConverter::ClearCache() { buffer_pool_->ClearCache(); }
|
||||
|
||||
void PrimitiveConverter::BeginFrame() {
|
||||
uint64_t completed_fence_value = command_processor_->GetCompletedFenceValue();
|
||||
// Got a command list now - upload and transition the static index buffer if
|
||||
// needed.
|
||||
if (static_ib_upload_ != nullptr) {
|
||||
auto context = command_processor_->GetD3D12Context();
|
||||
if (static_ib_upload_frame_ == UINT64_MAX) {
|
||||
if (static_ib_upload_fence_value_ == UINT64_MAX) {
|
||||
// Not uploaded yet - upload.
|
||||
command_processor_->GetDeferredCommandList()->D3DCopyResource(
|
||||
static_ib_, static_ib_upload_);
|
||||
command_processor_->PushTransitionBarrier(
|
||||
static_ib_, D3D12_RESOURCE_STATE_COPY_DEST,
|
||||
D3D12_RESOURCE_STATE_INDEX_BUFFER);
|
||||
static_ib_upload_frame_ = context->GetCurrentFrame();
|
||||
} else if (context->GetLastCompletedFrame() >= static_ib_upload_frame_) {
|
||||
static_ib_upload_fence_value_ =
|
||||
command_processor_->GetCurrentFenceValue();
|
||||
} else if (completed_fence_value >= static_ib_upload_fence_value_) {
|
||||
// Completely uploaded - release the upload buffer.
|
||||
static_ib_upload_->Release();
|
||||
static_ib_upload_ = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
buffer_pool_->Reclaim(
|
||||
command_processor_->GetD3D12Context()->GetLastCompletedFrame());
|
||||
buffer_pool_->Reclaim(completed_fence_value);
|
||||
|
||||
converted_indices_cache_.clear();
|
||||
memory_regions_used_ = 0;
|
||||
|
@ -694,9 +694,9 @@ void* PrimitiveConverter::AllocateIndices(
|
|||
size += 16;
|
||||
}
|
||||
D3D12_GPU_VIRTUAL_ADDRESS gpu_address;
|
||||
uint8_t* mapping = buffer_pool_->Request(
|
||||
command_processor_->GetD3D12Context()->GetCurrentFrame(), size, nullptr,
|
||||
nullptr, &gpu_address);
|
||||
uint8_t* mapping =
|
||||
buffer_pool_->Request(command_processor_->GetCurrentFenceValue(), size,
|
||||
nullptr, nullptr, &gpu_address);
|
||||
if (mapping == nullptr) {
|
||||
XELOGE("Failed to allocate space for %u converted %u-bit vertex indices",
|
||||
count, format == IndexFormat::kInt32 ? 32 : 16);
|
||||
|
|
|
@ -111,7 +111,7 @@ class PrimitiveConverter {
|
|||
// CPU-side, used only for uploading - destroyed once the copy commands have
|
||||
// been completed.
|
||||
ID3D12Resource* static_ib_upload_ = nullptr;
|
||||
uint64_t static_ib_upload_frame_;
|
||||
uint64_t static_ib_upload_fence_value_;
|
||||
// GPU-side - used for drawing.
|
||||
ID3D12Resource* static_ib_ = nullptr;
|
||||
D3D12_GPU_VIRTUAL_ADDRESS static_ib_gpu_address_;
|
||||
|
|
|
@ -167,8 +167,7 @@ void SharedMemory::Shutdown() {
|
|||
}
|
||||
|
||||
void SharedMemory::BeginFrame() {
|
||||
upload_buffer_pool_->Reclaim(
|
||||
command_processor_->GetD3D12Context()->GetLastCompletedFrame());
|
||||
upload_buffer_pool_->Reclaim(command_processor_->GetCompletedFenceValue());
|
||||
heap_creation_failed_ = false;
|
||||
}
|
||||
|
||||
|
@ -329,8 +328,8 @@ bool SharedMemory::MakeTilesResident(uint32_t start, uint32_t length) {
|
|||
UINT range_tile_count = kHeapSize / D3D12_TILED_RESOURCE_TILE_SIZE_IN_BYTES;
|
||||
// FIXME(Triang3l): This may cause issues if the emulator is shut down
|
||||
// mid-frame and the heaps are destroyed before tile mappings are updated
|
||||
// (AwaitAllFramesCompletion won't catch this then). Defer this until the
|
||||
// actual command list submission at the end of the frame.
|
||||
// (awaiting the fence won't catch this then). Defer this until the actual
|
||||
// command list submission at the end of the frame.
|
||||
direct_queue->UpdateTileMappings(
|
||||
buffer_, 1, ®ion_start_coordinates, ®ion_size, heaps_[i], 1,
|
||||
&range_flags, &heap_range_start_offset, &range_tile_count,
|
||||
|
@ -376,7 +375,7 @@ bool SharedMemory::RequestRange(uint32_t start, uint32_t length) {
|
|||
ID3D12Resource* upload_buffer;
|
||||
uint32_t upload_buffer_offset, upload_buffer_size;
|
||||
uint8_t* upload_buffer_mapping = upload_buffer_pool_->RequestPartial(
|
||||
command_processor_->GetD3D12Context()->GetCurrentFrame(),
|
||||
command_processor_->GetCurrentFenceValue(),
|
||||
upload_range_length << page_size_log2_, &upload_buffer,
|
||||
&upload_buffer_offset, &upload_buffer_size, nullptr);
|
||||
if (upload_buffer_mapping == nullptr) {
|
||||
|
|
|
@ -1169,8 +1169,7 @@ void TextureCache::BeginFrame() {
|
|||
texture_current_usage_time_ = xe::Clock::QueryHostUptimeMillis();
|
||||
|
||||
// If memory usage is too high, destroy unused textures.
|
||||
uint64_t last_completed_frame =
|
||||
command_processor_->GetD3D12Context()->GetLastCompletedFrame();
|
||||
uint64_t completed_fence_value = command_processor_->GetCompletedFenceValue();
|
||||
uint32_t limit_soft_mb = cvars::d3d12_texture_cache_limit_soft;
|
||||
uint32_t limit_hard_mb = cvars::d3d12_texture_cache_limit_hard;
|
||||
if (IsResolutionScale2X()) {
|
||||
|
@ -1187,7 +1186,7 @@ void TextureCache::BeginFrame() {
|
|||
break;
|
||||
}
|
||||
Texture* texture = texture_used_first_;
|
||||
if (texture->last_usage_frame > last_completed_frame) {
|
||||
if (texture->last_usage_fence_value > completed_fence_value) {
|
||||
break;
|
||||
}
|
||||
if (!limit_hard_exceeded &&
|
||||
|
@ -1956,8 +1955,8 @@ bool TextureCache::EnsureScaledResolveBufferResident(uint32_t start_unscaled,
|
|||
kScaledResolveHeapSize / D3D12_TILED_RESOURCE_TILE_SIZE_IN_BYTES;
|
||||
// FIXME(Triang3l): This may cause issues if the emulator is shut down
|
||||
// mid-frame and the heaps are destroyed before tile mappings are updated
|
||||
// (AwaitAllFramesCompletion won't catch this then). Defer this until the
|
||||
// actual command list submission at the end of the frame.
|
||||
// (awaiting the fence won't catch this then). Defer this until the actual
|
||||
// command list submission.
|
||||
direct_queue->UpdateTileMappings(
|
||||
scaled_resolve_buffer_, 1, ®ion_start_coordinates, ®ion_size,
|
||||
scaled_resolve_heaps_[i], 1, &range_flags, &heap_range_start_offset,
|
||||
|
@ -2293,8 +2292,8 @@ TextureCache::Texture* TextureCache::FindOrCreateTexture(TextureKey key) {
|
|||
// Untiling through a buffer instead of using unordered access because copying
|
||||
// is not done that often.
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
auto context = command_processor_->GetD3D12Context();
|
||||
auto device = context->GetD3D12Provider()->GetDevice();
|
||||
auto device =
|
||||
command_processor_->GetD3D12Context()->GetD3D12Provider()->GetDevice();
|
||||
// Assuming untiling will be the next operation.
|
||||
D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
ID3D12Resource* resource;
|
||||
|
@ -2312,7 +2311,7 @@ TextureCache::Texture* TextureCache::FindOrCreateTexture(TextureKey key) {
|
|||
texture->resource_size =
|
||||
device->GetResourceAllocationInfo(0, 1, &desc).SizeInBytes;
|
||||
texture->state = state;
|
||||
texture->last_usage_frame = context->GetCurrentFrame();
|
||||
texture->last_usage_fence_value = command_processor_->GetCurrentFenceValue();
|
||||
texture->last_usage_time = texture_current_usage_time_;
|
||||
texture->used_previous = texture_used_last_;
|
||||
texture->used_next = nullptr;
|
||||
|
@ -2406,8 +2405,7 @@ bool TextureCache::LoadTextureData(Texture* texture) {
|
|||
}
|
||||
|
||||
auto command_list = command_processor_->GetDeferredCommandList();
|
||||
auto context = command_processor_->GetD3D12Context();
|
||||
auto provider = context->GetD3D12Provider();
|
||||
auto provider = command_processor_->GetD3D12Context()->GetD3D12Provider();
|
||||
auto device = provider->GetDevice();
|
||||
|
||||
// Get the pipeline.
|
||||
|
@ -2608,7 +2606,7 @@ bool TextureCache::LoadTextureData(Texture* texture) {
|
|||
}
|
||||
D3D12_GPU_VIRTUAL_ADDRESS cbuffer_gpu_address;
|
||||
uint8_t* cbuffer_mapping = cbuffer_pool->Request(
|
||||
context->GetCurrentFrame(),
|
||||
command_processor_->GetCurrentFenceValue(),
|
||||
xe::align(uint32_t(sizeof(load_constants)), 256u), nullptr, nullptr,
|
||||
&cbuffer_gpu_address);
|
||||
if (cbuffer_mapping == nullptr) {
|
||||
|
@ -2686,11 +2684,10 @@ bool TextureCache::LoadTextureData(Texture* texture) {
|
|||
}
|
||||
|
||||
void TextureCache::MarkTextureUsed(Texture* texture) {
|
||||
uint64_t current_frame =
|
||||
command_processor_->GetD3D12Context()->GetCurrentFrame();
|
||||
uint64_t current_fence_value = command_processor_->GetCurrentFenceValue();
|
||||
// This is called very frequently, don't relink unless needed for caching.
|
||||
if (texture->last_usage_frame != current_frame) {
|
||||
texture->last_usage_frame = current_frame;
|
||||
if (texture->last_usage_fence_value != current_fence_value) {
|
||||
texture->last_usage_fence_value = current_fence_value;
|
||||
texture->last_usage_time = texture_current_usage_time_;
|
||||
if (texture->used_next == nullptr) {
|
||||
// Simplify the code a bit - already in the end of the list.
|
||||
|
|
|
@ -343,7 +343,7 @@ class TextureCache {
|
|||
uint64_t resource_size;
|
||||
D3D12_RESOURCE_STATES state;
|
||||
|
||||
uint64_t last_usage_frame;
|
||||
uint64_t last_usage_fence_value;
|
||||
uint64_t last_usage_time;
|
||||
Texture* used_previous;
|
||||
Texture* used_next;
|
||||
|
|
|
@ -1,75 +0,0 @@
|
|||
/**
|
||||
******************************************************************************
|
||||
* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2018 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#include "xenia/ui/d3d12/cpu_fence.h"
|
||||
|
||||
#include "xenia/base/logging.h"
|
||||
|
||||
namespace xe {
|
||||
namespace ui {
|
||||
namespace d3d12 {
|
||||
|
||||
std::unique_ptr<CPUFence> CPUFence::Create(ID3D12Device* device,
|
||||
ID3D12CommandQueue* queue) {
|
||||
std::unique_ptr<CPUFence> fence(new CPUFence(device, queue));
|
||||
if (!fence->Initialize()) {
|
||||
return nullptr;
|
||||
}
|
||||
return fence;
|
||||
}
|
||||
|
||||
CPUFence::CPUFence(ID3D12Device* device, ID3D12CommandQueue* queue)
|
||||
: device_(device), queue_(queue) {}
|
||||
|
||||
CPUFence::~CPUFence() {
|
||||
// First destroying the fence because it may reference the event.
|
||||
if (fence_ != nullptr) {
|
||||
fence_->Release();
|
||||
}
|
||||
if (completion_event_ != nullptr) {
|
||||
CloseHandle(completion_event_);
|
||||
}
|
||||
}
|
||||
|
||||
bool CPUFence::Initialize() {
|
||||
if (FAILED(device_->CreateFence(0, D3D12_FENCE_FLAG_NONE,
|
||||
IID_PPV_ARGS(&fence_)))) {
|
||||
XELOGE("Failed to create a fence");
|
||||
return false;
|
||||
}
|
||||
completion_event_ = CreateEvent(nullptr, false, false, nullptr);
|
||||
if (completion_event_ == nullptr) {
|
||||
XELOGE("Failed to create a fence completion event");
|
||||
fence_->Release();
|
||||
fence_ = nullptr;
|
||||
return false;
|
||||
}
|
||||
queued_value_ = 0;
|
||||
return true;
|
||||
}
|
||||
|
||||
void CPUFence::Enqueue() {
|
||||
++queued_value_;
|
||||
queue_->Signal(fence_, queued_value_);
|
||||
}
|
||||
|
||||
bool CPUFence::IsCompleted() {
|
||||
return fence_->GetCompletedValue() >= queued_value_;
|
||||
}
|
||||
|
||||
void CPUFence::Await() {
|
||||
if (fence_->GetCompletedValue() < queued_value_) {
|
||||
fence_->SetEventOnCompletion(queued_value_, completion_event_);
|
||||
WaitForSingleObject(completion_event_, INFINITE);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace d3d12
|
||||
} // namespace ui
|
||||
} // namespace xe
|
|
@ -1,52 +0,0 @@
|
|||
/**
|
||||
******************************************************************************
|
||||
* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2018 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef XENIA_UI_D3D12_CPU_FENCE_H_
|
||||
#define XENIA_UI_D3D12_CPU_FENCE_H_
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "xenia/ui/d3d12/d3d12_api.h"
|
||||
|
||||
namespace xe {
|
||||
namespace ui {
|
||||
namespace d3d12 {
|
||||
|
||||
class CPUFence {
|
||||
public:
|
||||
~CPUFence();
|
||||
|
||||
static std::unique_ptr<CPUFence> Create(ID3D12Device* device,
|
||||
ID3D12CommandQueue* queue);
|
||||
|
||||
// Submits the fence to the GPU command queue.
|
||||
void Enqueue();
|
||||
|
||||
// Immediately returns whether the GPU has reached the fence.
|
||||
bool IsCompleted();
|
||||
// Blocks until the fence has been reached.
|
||||
void Await();
|
||||
|
||||
private:
|
||||
CPUFence(ID3D12Device* device, ID3D12CommandQueue* queue);
|
||||
bool Initialize();
|
||||
|
||||
ID3D12Device* device_;
|
||||
ID3D12CommandQueue* queue_;
|
||||
|
||||
ID3D12Fence* fence_ = nullptr;
|
||||
HANDLE completion_event_ = nullptr;
|
||||
uint64_t queued_value_ = 0;
|
||||
};
|
||||
|
||||
} // namespace d3d12
|
||||
} // namespace ui
|
||||
} // namespace xe
|
||||
|
||||
#endif // XENIA_UI_D3D12_CPU_FENCE_H_
|
|
@ -16,6 +16,7 @@
|
|||
#include "xenia/base/math.h"
|
||||
#include "xenia/ui/d3d12/d3d12_immediate_drawer.h"
|
||||
#include "xenia/ui/d3d12/d3d12_provider.h"
|
||||
#include "xenia/ui/d3d12/d3d12_util.h"
|
||||
#include "xenia/ui/window.h"
|
||||
|
||||
DEFINE_bool(d3d12_random_clear_color, false,
|
||||
|
@ -25,6 +26,9 @@ namespace xe {
|
|||
namespace ui {
|
||||
namespace d3d12 {
|
||||
|
||||
constexpr uint32_t D3D12Context::kSwapCommandListCount;
|
||||
constexpr uint32_t D3D12Context::kSwapChainBufferCount;
|
||||
|
||||
D3D12Context::D3D12Context(D3D12Provider* provider, Window* target_window)
|
||||
: GraphicsContext(provider, target_window) {}
|
||||
|
||||
|
@ -38,23 +42,24 @@ bool D3D12Context::Initialize() {
|
|||
|
||||
context_lost_ = false;
|
||||
|
||||
current_frame_ = 1;
|
||||
// No frames have been completed yet.
|
||||
last_completed_frame_ = 0;
|
||||
// Keep in sync with the modulo because why not.
|
||||
current_queue_frame_ = 1;
|
||||
|
||||
// Create fences for synchronization of reuse and destruction of transient
|
||||
// objects (like command lists) and for global shutdown.
|
||||
for (uint32_t i = 0; i < kQueuedFrames; ++i) {
|
||||
fences_[i] = CPUFence::Create(device, direct_queue);
|
||||
if (fences_[i] == nullptr) {
|
||||
if (target_window_) {
|
||||
swap_fence_current_value_ = 1;
|
||||
swap_fence_completed_value_ = 0;
|
||||
swap_fence_completion_event_ = CreateEvent(nullptr, false, false, nullptr);
|
||||
if (swap_fence_completion_event_ == nullptr) {
|
||||
XELOGE("Failed to create the composition fence completion event");
|
||||
Shutdown();
|
||||
return false;
|
||||
}
|
||||
// Create a fence for transient resources of compositing.
|
||||
if (FAILED(device->CreateFence(0, D3D12_FENCE_FLAG_NONE,
|
||||
IID_PPV_ARGS(&swap_fence_)))) {
|
||||
XELOGE("Failed to create the composition fence");
|
||||
Shutdown();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (target_window_) {
|
||||
// Create the swap chain.
|
||||
swap_chain_width_ = target_window_->scaled_width();
|
||||
swap_chain_height_ = target_window_->scaled_height();
|
||||
DXGI_SWAP_CHAIN_DESC1 swap_chain_desc;
|
||||
|
@ -109,7 +114,7 @@ bool D3D12Context::Initialize() {
|
|||
}
|
||||
|
||||
// Create command lists for compositing.
|
||||
for (uint32_t i = 0; i < kQueuedFrames; ++i) {
|
||||
for (uint32_t i = 0; i < kSwapCommandListCount; ++i) {
|
||||
swap_command_lists_[i] = CommandList::Create(
|
||||
device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT);
|
||||
if (swap_command_lists_[i] == nullptr) {
|
||||
|
@ -126,7 +131,6 @@ bool D3D12Context::Initialize() {
|
|||
}
|
||||
}
|
||||
|
||||
initialized_fully_ = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -159,29 +163,30 @@ bool D3D12Context::InitializeSwapChainBuffers() {
|
|||
}
|
||||
|
||||
void D3D12Context::Shutdown() {
|
||||
if (initialized_fully_ && !context_lost_) {
|
||||
AwaitAllFramesCompletion();
|
||||
if (!context_lost_ && swap_fence_ &&
|
||||
swap_fence_->GetCompletedValue() + 1 < swap_fence_current_value_) {
|
||||
swap_fence_->SetEventOnCompletion(swap_fence_current_value_ - 1,
|
||||
swap_fence_completion_event_);
|
||||
WaitForSingleObject(swap_fence_completion_event_, INFINITE);
|
||||
}
|
||||
|
||||
initialized_fully_ = false;
|
||||
|
||||
immediate_drawer_.reset();
|
||||
|
||||
if (swap_chain_ != nullptr) {
|
||||
for (uint32_t i = 0; i < kQueuedFrames; ++i) {
|
||||
swap_command_lists_[i].reset();
|
||||
}
|
||||
for (uint32_t i = 0; i < kSwapCommandListCount; ++i) {
|
||||
swap_command_lists_[i].reset();
|
||||
}
|
||||
|
||||
if (swap_chain_) {
|
||||
for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
|
||||
auto& buffer = swap_chain_buffers_[i];
|
||||
if (buffer == nullptr) {
|
||||
auto& swap_chain_buffer = swap_chain_buffers_[i];
|
||||
if (!swap_chain_buffer) {
|
||||
break;
|
||||
}
|
||||
buffer->Release();
|
||||
buffer = nullptr;
|
||||
swap_chain_buffer->Release();
|
||||
swap_chain_buffer = nullptr;
|
||||
}
|
||||
|
||||
if (swap_chain_rtv_heap_ != nullptr) {
|
||||
if (swap_chain_rtv_heap_) {
|
||||
swap_chain_rtv_heap_->Release();
|
||||
swap_chain_rtv_heap_ = nullptr;
|
||||
}
|
||||
|
@ -189,9 +194,14 @@ void D3D12Context::Shutdown() {
|
|||
swap_chain_->Release();
|
||||
}
|
||||
|
||||
for (uint32_t i = 0; i < kQueuedFrames; ++i) {
|
||||
fences_[i].reset();
|
||||
// First release the fence since it may reference the event.
|
||||
util::ReleaseAndNull(swap_fence_);
|
||||
if (swap_fence_completion_event_) {
|
||||
CloseHandle(swap_fence_completion_event_);
|
||||
swap_fence_completion_event_ = nullptr;
|
||||
}
|
||||
swap_fence_current_value_ = 1;
|
||||
swap_fence_completed_value_ = 0;
|
||||
}
|
||||
|
||||
ImmediateDrawer* D3D12Context::immediate_drawer() {
|
||||
|
@ -205,119 +215,125 @@ bool D3D12Context::MakeCurrent() { return true; }
|
|||
void D3D12Context::ClearCurrent() {}
|
||||
|
||||
void D3D12Context::BeginSwap() {
|
||||
if (context_lost_) {
|
||||
if (!target_window_ || context_lost_) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Await the availability of transient objects for the new frame.
|
||||
// The frame number is incremented in EndSwap so it can be treated the same
|
||||
// way both when inside a frame and when outside of it (it's tied to actual
|
||||
// submissions).
|
||||
fences_[current_queue_frame_]->Await();
|
||||
// Update the completed frame if didn't explicitly await all queued frames.
|
||||
if (last_completed_frame_ + kQueuedFrames < current_frame_) {
|
||||
last_completed_frame_ = current_frame_ - kQueuedFrames;
|
||||
}
|
||||
|
||||
if (target_window_ != nullptr) {
|
||||
// Resize the swap chain if the window is resized.
|
||||
uint32_t target_window_width = target_window_->scaled_width();
|
||||
uint32_t target_window_height = target_window_->scaled_height();
|
||||
if (swap_chain_width_ != target_window_width ||
|
||||
swap_chain_height_ != target_window_height) {
|
||||
// Await the completion of swap chain use.
|
||||
// Context loss is also faked if resizing fails. In this case, before the
|
||||
// context is shut down to be recreated, frame completion must be awaited
|
||||
// (this isn't done if the context is truly lost).
|
||||
AwaitAllFramesCompletion();
|
||||
// All buffer references must be released before resizing.
|
||||
for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
|
||||
swap_chain_buffers_[i]->Release();
|
||||
swap_chain_buffers_[i] = nullptr;
|
||||
}
|
||||
if (FAILED(swap_chain_->ResizeBuffers(
|
||||
kSwapChainBufferCount, target_window_width, target_window_height,
|
||||
kSwapChainFormat, 0))) {
|
||||
context_lost_ = true;
|
||||
return;
|
||||
}
|
||||
swap_chain_width_ = target_window_width;
|
||||
swap_chain_height_ = target_window_height;
|
||||
if (!InitializeSwapChainBuffers()) {
|
||||
context_lost_ = true;
|
||||
return;
|
||||
}
|
||||
// Resize the swap chain if the window is resized.
|
||||
uint32_t target_window_width = target_window_->scaled_width();
|
||||
uint32_t target_window_height = target_window_->scaled_height();
|
||||
if (swap_chain_width_ != target_window_width ||
|
||||
swap_chain_height_ != target_window_height) {
|
||||
// Await the completion of swap chain use.
|
||||
// Context loss is also faked if resizing fails. In this case, before the
|
||||
// context is shut down to be recreated, frame completion must be awaited
|
||||
// (this isn't done if the context is truly lost).
|
||||
if (swap_fence_completed_value_ + 1 < swap_fence_current_value_) {
|
||||
swap_fence_->SetEventOnCompletion(swap_fence_current_value_ - 1,
|
||||
swap_fence_completion_event_);
|
||||
WaitForSingleObject(swap_fence_completion_event_, INFINITE);
|
||||
swap_fence_completed_value_ = swap_fence_current_value_ - 1;
|
||||
}
|
||||
|
||||
// Bind the back buffer as a render target and clear it.
|
||||
auto command_list = swap_command_lists_[current_queue_frame_].get();
|
||||
auto graphics_command_list = command_list->BeginRecording();
|
||||
D3D12_RESOURCE_BARRIER barrier;
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource =
|
||||
swap_chain_buffers_[swap_chain_back_buffer_index_];
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
graphics_command_list->ResourceBarrier(1, &barrier);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE back_buffer_rtv = GetSwapChainBackBufferRTV();
|
||||
graphics_command_list->OMSetRenderTargets(1, &back_buffer_rtv, TRUE,
|
||||
nullptr);
|
||||
float clear_color[4];
|
||||
if (cvars::d3d12_random_clear_color) {
|
||||
clear_color[0] =
|
||||
rand() / float(RAND_MAX); // NOLINT(runtime/threadsafe_fn)
|
||||
clear_color[1] = 1.0f;
|
||||
clear_color[2] = 0.0f;
|
||||
} else {
|
||||
clear_color[0] = 238.0f / 255.0f;
|
||||
clear_color[1] = 238.0f / 255.0f;
|
||||
clear_color[2] = 238.0f / 255.0f;
|
||||
// All buffer references must be released before resizing.
|
||||
for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
|
||||
swap_chain_buffers_[i]->Release();
|
||||
swap_chain_buffers_[i] = nullptr;
|
||||
}
|
||||
clear_color[3] = 1.0f;
|
||||
graphics_command_list->ClearRenderTargetView(back_buffer_rtv, clear_color,
|
||||
0, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
void D3D12Context::EndSwap() {
|
||||
if (context_lost_) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (target_window_ != nullptr) {
|
||||
// Switch the back buffer to presentation state.
|
||||
auto command_list = swap_command_lists_[current_queue_frame_].get();
|
||||
auto graphics_command_list = command_list->GetCommandList();
|
||||
D3D12_RESOURCE_BARRIER barrier;
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource =
|
||||
swap_chain_buffers_[swap_chain_back_buffer_index_];
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
|
||||
graphics_command_list->ResourceBarrier(1, &barrier);
|
||||
command_list->Execute();
|
||||
// Present and check if the context was lost.
|
||||
HRESULT result = swap_chain_->Present(0, 0);
|
||||
if (result == DXGI_ERROR_DEVICE_RESET ||
|
||||
result == DXGI_ERROR_DEVICE_REMOVED) {
|
||||
if (FAILED(swap_chain_->ResizeBuffers(
|
||||
kSwapChainBufferCount, target_window_width, target_window_height,
|
||||
kSwapChainFormat, 0))) {
|
||||
context_lost_ = true;
|
||||
return;
|
||||
}
|
||||
swap_chain_width_ = target_window_width;
|
||||
swap_chain_height_ = target_window_height;
|
||||
if (!InitializeSwapChainBuffers()) {
|
||||
context_lost_ = true;
|
||||
return;
|
||||
}
|
||||
// Get the back buffer index for the next frame.
|
||||
swap_chain_back_buffer_index_ = swap_chain_->GetCurrentBackBufferIndex();
|
||||
}
|
||||
|
||||
// Go to the next transient object frame.
|
||||
fences_[current_queue_frame_]->Enqueue();
|
||||
++current_queue_frame_;
|
||||
if (current_queue_frame_ >= kQueuedFrames) {
|
||||
current_queue_frame_ -= kQueuedFrames;
|
||||
// Wait for a swap command list to become free.
|
||||
// Command list 0 is used when swap_fence_current_value_ is 1, 4, 7...
|
||||
swap_fence_completed_value_ = swap_fence_->GetCompletedValue();
|
||||
if (swap_fence_completed_value_ + kSwapCommandListCount <
|
||||
swap_fence_current_value_) {
|
||||
swap_fence_->SetEventOnCompletion(
|
||||
swap_fence_current_value_ - kSwapCommandListCount,
|
||||
swap_fence_completion_event_);
|
||||
WaitForSingleObject(swap_fence_completion_event_, INFINITE);
|
||||
swap_fence_completed_value_ = swap_fence_->GetCompletedValue();
|
||||
}
|
||||
++current_frame_;
|
||||
|
||||
// Bind the back buffer as a render target and clear it.
|
||||
uint32_t command_list_index =
|
||||
uint32_t((swap_fence_current_value_ + (kSwapCommandListCount - 1)) %
|
||||
kSwapCommandListCount);
|
||||
auto command_list = swap_command_lists_[command_list_index].get();
|
||||
auto graphics_command_list = command_list->BeginRecording();
|
||||
D3D12_RESOURCE_BARRIER barrier;
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource =
|
||||
swap_chain_buffers_[swap_chain_back_buffer_index_];
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
graphics_command_list->ResourceBarrier(1, &barrier);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE back_buffer_rtv = GetSwapChainBackBufferRTV();
|
||||
graphics_command_list->OMSetRenderTargets(1, &back_buffer_rtv, TRUE, nullptr);
|
||||
float clear_color[4];
|
||||
if (cvars::d3d12_random_clear_color) {
|
||||
clear_color[0] = rand() / float(RAND_MAX); // NOLINT(runtime/threadsafe_fn)
|
||||
clear_color[1] = 1.0f;
|
||||
clear_color[2] = 0.0f;
|
||||
} else {
|
||||
clear_color[0] = 238.0f / 255.0f;
|
||||
clear_color[1] = 238.0f / 255.0f;
|
||||
clear_color[2] = 238.0f / 255.0f;
|
||||
}
|
||||
clear_color[3] = 1.0f;
|
||||
graphics_command_list->ClearRenderTargetView(back_buffer_rtv, clear_color, 0,
|
||||
nullptr);
|
||||
}
|
||||
|
||||
void D3D12Context::EndSwap() {
|
||||
if (!target_window_ || context_lost_) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Switch the back buffer to presentation state.
|
||||
uint32_t command_list_index =
|
||||
uint32_t((swap_fence_current_value_ + (kSwapCommandListCount - 1)) %
|
||||
kSwapCommandListCount);
|
||||
auto command_list = swap_command_lists_[command_list_index].get();
|
||||
auto graphics_command_list = command_list->GetCommandList();
|
||||
D3D12_RESOURCE_BARRIER barrier;
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource =
|
||||
swap_chain_buffers_[swap_chain_back_buffer_index_];
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
|
||||
graphics_command_list->ResourceBarrier(1, &barrier);
|
||||
|
||||
command_list->Execute();
|
||||
|
||||
// Present and check if the context was lost.
|
||||
HRESULT result = swap_chain_->Present(0, 0);
|
||||
if (result == DXGI_ERROR_DEVICE_RESET ||
|
||||
result == DXGI_ERROR_DEVICE_REMOVED) {
|
||||
context_lost_ = true;
|
||||
return;
|
||||
}
|
||||
|
||||
// Signal the fence to wait for frame resources to become free again.
|
||||
GetD3D12Provider()->GetDirectQueue()->Signal(swap_fence_,
|
||||
swap_fence_current_value_++);
|
||||
|
||||
// Get the back buffer index for the next frame.
|
||||
swap_chain_back_buffer_index_ = swap_chain_->GetCurrentBackBufferIndex();
|
||||
}
|
||||
|
||||
std::unique_ptr<RawImage> D3D12Context::Capture() {
|
||||
|
@ -325,19 +341,6 @@ std::unique_ptr<RawImage> D3D12Context::Capture() {
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
void D3D12Context::AwaitAllFramesCompletion() {
|
||||
// Await the last frame since previous frames must be completed before it.
|
||||
if (context_lost_) {
|
||||
return;
|
||||
}
|
||||
uint32_t await_frame = current_queue_frame_ + (kQueuedFrames - 1);
|
||||
if (await_frame >= kQueuedFrames) {
|
||||
await_frame -= kQueuedFrames;
|
||||
}
|
||||
fences_[await_frame]->Await();
|
||||
last_completed_frame_ = current_frame_ - 1;
|
||||
}
|
||||
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE D3D12Context::GetSwapChainBufferRTV(
|
||||
uint32_t buffer_index) const {
|
||||
return GetD3D12Provider()->OffsetRTVDescriptor(swap_chain_rtv_heap_start_,
|
||||
|
|
|
@ -13,7 +13,6 @@
|
|||
#include <memory>
|
||||
|
||||
#include "xenia/ui/d3d12/command_list.h"
|
||||
#include "xenia/ui/d3d12/cpu_fence.h"
|
||||
#include "xenia/ui/d3d12/d3d12_immediate_drawer.h"
|
||||
#include "xenia/ui/d3d12/d3d12_provider.h"
|
||||
#include "xenia/ui/graphics_context.h"
|
||||
|
@ -45,16 +44,6 @@ class D3D12Context : public GraphicsContext {
|
|||
return static_cast<D3D12Provider*>(provider_);
|
||||
}
|
||||
|
||||
// The count of copies of transient objects (like command lists, dynamic
|
||||
// descriptor heaps) that must be kept when rendering with this context.
|
||||
static constexpr uint32_t kQueuedFrames = 3;
|
||||
// The current absolute frame number.
|
||||
uint64_t GetCurrentFrame() { return current_frame_; }
|
||||
// The last completed frame - it's fine to destroy objects used in it.
|
||||
uint64_t GetLastCompletedFrame() { return last_completed_frame_; }
|
||||
uint32_t GetCurrentQueueFrame() { return current_queue_frame_; }
|
||||
void AwaitAllFramesCompletion();
|
||||
|
||||
static constexpr DXGI_FORMAT kSwapChainFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
ID3D12Resource* GetSwapChainBuffer(uint32_t buffer_index) const {
|
||||
return swap_chain_buffers_[buffer_index];
|
||||
|
@ -71,8 +60,18 @@ class D3D12Context : public GraphicsContext {
|
|||
width = swap_chain_width_;
|
||||
height = swap_chain_height_;
|
||||
}
|
||||
// Inside the current BeginSwap/EndSwap pair.
|
||||
uint64_t GetSwapCurrentFenceValue() const {
|
||||
return swap_fence_current_value_;
|
||||
}
|
||||
uint64_t GetSwapCompletedFenceValue() const {
|
||||
return swap_fence_completed_value_;
|
||||
}
|
||||
ID3D12GraphicsCommandList* GetSwapCommandList() const {
|
||||
return swap_command_lists_[current_queue_frame_]->GetCommandList();
|
||||
uint32_t command_list_index =
|
||||
uint32_t((swap_fence_current_value_ + (kSwapCommandListCount - 1)) %
|
||||
kSwapCommandListCount);
|
||||
return swap_command_lists_[command_list_index]->GetCommandList();
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -85,15 +84,8 @@ class D3D12Context : public GraphicsContext {
|
|||
bool InitializeSwapChainBuffers();
|
||||
void Shutdown();
|
||||
|
||||
bool initialized_fully_ = false;
|
||||
|
||||
bool context_lost_ = false;
|
||||
|
||||
uint64_t current_frame_ = 1;
|
||||
uint64_t last_completed_frame_ = 0;
|
||||
uint32_t current_queue_frame_ = 1;
|
||||
std::unique_ptr<CPUFence> fences_[kQueuedFrames] = {};
|
||||
|
||||
static constexpr uint32_t kSwapChainBufferCount = 3;
|
||||
IDXGISwapChain3* swap_chain_ = nullptr;
|
||||
uint32_t swap_chain_width_ = 0, swap_chain_height_ = 0;
|
||||
|
@ -101,7 +93,17 @@ class D3D12Context : public GraphicsContext {
|
|||
uint32_t swap_chain_back_buffer_index_ = 0;
|
||||
ID3D12DescriptorHeap* swap_chain_rtv_heap_ = nullptr;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE swap_chain_rtv_heap_start_;
|
||||
std::unique_ptr<CommandList> swap_command_lists_[kQueuedFrames] = {};
|
||||
|
||||
uint64_t swap_fence_current_value_ = 1;
|
||||
uint64_t swap_fence_completed_value_ = 0;
|
||||
HANDLE swap_fence_completion_event_ = nullptr;
|
||||
ID3D12Fence* swap_fence_ = nullptr;
|
||||
|
||||
static constexpr uint32_t kSwapCommandListCount = 3;
|
||||
std::unique_ptr<CommandList> swap_command_lists_[kSwapCommandListCount] = {};
|
||||
// Current is
|
||||
// ((swap_fence_current_value_ + (kSwapCommandListCount - 1))) %
|
||||
// kSwapCommandListCount.
|
||||
|
||||
std::unique_ptr<D3D12ImmediateDrawer> immediate_drawer_ = nullptr;
|
||||
};
|
||||
|
|
|
@ -399,7 +399,7 @@ void D3D12ImmediateDrawer::UpdateTexture(ImmediateTexture* texture,
|
|||
&location_source, nullptr);
|
||||
SubmittedTextureUpload submitted_upload;
|
||||
submitted_upload.buffer = buffer;
|
||||
submitted_upload.frame = context_->GetCurrentFrame();
|
||||
submitted_upload.fence_value = context_->GetSwapCurrentFenceValue();
|
||||
texture_uploads_submitted_.push_back(submitted_upload);
|
||||
} else {
|
||||
// Defer uploading to the next frame when there's a command list.
|
||||
|
@ -417,14 +417,14 @@ void D3D12ImmediateDrawer::Begin(int render_target_width,
|
|||
// Use the compositing command list.
|
||||
current_command_list_ = context_->GetSwapCommandList();
|
||||
|
||||
uint64_t current_frame = context_->GetCurrentFrame();
|
||||
uint64_t last_completed_frame = context_->GetLastCompletedFrame();
|
||||
uint64_t completed_fence_value = context_->GetSwapCompletedFenceValue();
|
||||
uint64_t current_fence_value = context_->GetSwapCurrentFenceValue();
|
||||
|
||||
// Remove temporary buffers for completed texture uploads.
|
||||
auto erase_uploads_end = texture_uploads_submitted_.begin();
|
||||
while (erase_uploads_end != texture_uploads_submitted_.end()) {
|
||||
uint64_t upload_frame = erase_uploads_end->frame;
|
||||
if (upload_frame > last_completed_frame) {
|
||||
uint64_t upload_fence_value = erase_uploads_end->fence_value;
|
||||
if (upload_fence_value > completed_fence_value) {
|
||||
++erase_uploads_end;
|
||||
break;
|
||||
}
|
||||
|
@ -456,13 +456,13 @@ void D3D12ImmediateDrawer::Begin(int render_target_width,
|
|||
&location_source, nullptr);
|
||||
SubmittedTextureUpload submitted_upload;
|
||||
submitted_upload.buffer = pending_upload.buffer;
|
||||
submitted_upload.frame = current_frame;
|
||||
submitted_upload.fence_value = current_fence_value;
|
||||
texture_uploads_submitted_.push_back(submitted_upload);
|
||||
texture_uploads_pending_.pop_back();
|
||||
}
|
||||
|
||||
vertex_buffer_pool_->Reclaim(last_completed_frame);
|
||||
texture_descriptor_pool_->Reclaim(last_completed_frame);
|
||||
vertex_buffer_pool_->Reclaim(completed_fence_value);
|
||||
texture_descriptor_pool_->Reclaim(completed_fence_value);
|
||||
texture_descriptor_pool_heap_index_ = DescriptorHeapPool::kHeapIndexInvalid;
|
||||
|
||||
current_render_target_width_ = render_target_width;
|
||||
|
@ -493,6 +493,7 @@ void D3D12ImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
|
|||
if (current_command_list_ == nullptr) {
|
||||
return;
|
||||
}
|
||||
uint64_t current_fence_value = context_->GetSwapCurrentFenceValue();
|
||||
|
||||
batch_open_ = false;
|
||||
|
||||
|
@ -502,8 +503,8 @@ void D3D12ImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
|
|||
vertex_buffer_view.SizeInBytes =
|
||||
batch.vertex_count * uint32_t(sizeof(ImmediateVertex));
|
||||
void* vertex_buffer_mapping = vertex_buffer_pool_->Request(
|
||||
context_->GetCurrentFrame(), vertex_buffer_view.SizeInBytes, nullptr,
|
||||
nullptr, &vertex_buffer_view.BufferLocation);
|
||||
current_fence_value, vertex_buffer_view.SizeInBytes, nullptr, nullptr,
|
||||
&vertex_buffer_view.BufferLocation);
|
||||
if (vertex_buffer_mapping == nullptr) {
|
||||
XELOGE("Failed to get a buffer for %u vertices in the immediate drawer",
|
||||
batch.vertex_count);
|
||||
|
@ -520,7 +521,7 @@ void D3D12ImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
|
|||
index_buffer_view.SizeInBytes = batch.index_count * sizeof(uint16_t);
|
||||
index_buffer_view.Format = DXGI_FORMAT_R16_UINT;
|
||||
void* index_buffer_mapping = vertex_buffer_pool_->Request(
|
||||
context_->GetCurrentFrame(),
|
||||
current_fence_value,
|
||||
xe::align(index_buffer_view.SizeInBytes, UINT(sizeof(uint32_t))),
|
||||
nullptr, nullptr, &index_buffer_view.BufferLocation);
|
||||
if (index_buffer_mapping == nullptr) {
|
||||
|
@ -563,7 +564,7 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
|
|||
bool bind_texture = current_texture_ != texture;
|
||||
uint32_t texture_descriptor_index;
|
||||
uint64_t texture_heap_index = texture_descriptor_pool_->Request(
|
||||
context_->GetCurrentFrame(), texture_descriptor_pool_heap_index_,
|
||||
context_->GetSwapCurrentFenceValue(), texture_descriptor_pool_heap_index_,
|
||||
bind_texture ? 1 : 0, 1, texture_descriptor_index);
|
||||
if (texture_heap_index == DescriptorHeapPool::kHeapIndexInvalid) {
|
||||
return;
|
||||
|
@ -674,9 +675,7 @@ void D3D12ImmediateDrawer::Draw(const ImmediateDraw& draw) {
|
|||
|
||||
void D3D12ImmediateDrawer::EndDrawBatch() { batch_open_ = false; }
|
||||
|
||||
void D3D12ImmediateDrawer::End() {
|
||||
current_command_list_ = nullptr;
|
||||
}
|
||||
void D3D12ImmediateDrawer::End() { current_command_list_ = nullptr; }
|
||||
|
||||
} // namespace d3d12
|
||||
} // namespace ui
|
||||
|
|
|
@ -87,7 +87,7 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
|
|||
|
||||
struct SubmittedTextureUpload {
|
||||
ID3D12Resource* buffer;
|
||||
uint64_t frame;
|
||||
uint64_t fence_value;
|
||||
};
|
||||
std::deque<SubmittedTextureUpload> texture_uploads_submitted_;
|
||||
|
||||
|
|
|
@ -22,9 +22,7 @@ namespace d3d12 {
|
|||
UploadBufferPool::UploadBufferPool(ID3D12Device* device, uint32_t page_size)
|
||||
: device_(device), page_size_(page_size) {}
|
||||
|
||||
UploadBufferPool::~UploadBufferPool() {
|
||||
ClearCache();
|
||||
}
|
||||
UploadBufferPool::~UploadBufferPool() { ClearCache(); }
|
||||
|
||||
void UploadBufferPool::Reclaim(uint64_t completed_fence_value) {
|
||||
while (submitted_first_) {
|
||||
|
@ -172,9 +170,7 @@ DescriptorHeapPool::DescriptorHeapPool(ID3D12Device* device,
|
|||
uint32_t page_size)
|
||||
: device_(device), type_(type), page_size_(page_size) {}
|
||||
|
||||
DescriptorHeapPool::~DescriptorHeapPool() {
|
||||
ClearCache();
|
||||
}
|
||||
DescriptorHeapPool::~DescriptorHeapPool() { ClearCache(); }
|
||||
|
||||
void DescriptorHeapPool::Reclaim(uint64_t completed_fence_value) {
|
||||
while (submitted_first_) {
|
||||
|
|
Loading…
Reference in New Issue