[D3D12] Command list, fence cleanup

This commit is contained in:
Triang3l 2018-07-19 14:51:07 +03:00
parent ffcf18f193
commit f5e91ba97c
4 changed files with 133 additions and 2 deletions

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@ -0,0 +1,79 @@
/**
******************************************************************************
* 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/command_list.h"
#include "xenia/base/logging.h"
namespace xe {
namespace ui {
namespace d3d12 {
std::unique_ptr<CommandList>
CommandList::Create(ID3D12Device* device, ID3D12CommandQueue* queue,
D3D12_COMMAND_LIST_TYPE type) {
std::unique_ptr<CommandList> command_list(new CommandList(device, queue,
type));
if (!command_list->Initialize()) {
return nullptr;
}
return command_list;
}
CommandList::CommandList(ID3D12Device* device, ID3D12CommandQueue* queue,
D3D12_COMMAND_LIST_TYPE type)
: device_(device), queue_(queue), type_(type) {}
CommandList::~CommandList() {
if (command_list_ != nullptr) {
command_list_->Release();
}
if (command_allocator_ != nullptr) {
command_allocator_->Release();
}
}
bool CommandList::Initialize() {
if (FAILED(device_->CreateCommandAllocator(
type_, IID_PPV_ARGS(&command_allocator_)))) {
XELOGE("Failed to create a command allocator");
return false;
}
if (FAILED(device_->CreateCommandList(0, type_, command_allocator_, nullptr,
IID_PPV_ARGS(&command_list_)))) {
XELOGE("Failed to create a graphics command list");
command_allocator_->Release();
command_allocator_ = nullptr;
return false;
}
// A command list is initially open, need to close it before resetting.
command_list_->Close();
return true;
}
ID3D12GraphicsCommandList* CommandList::BeginRecording() {
command_allocator_->Reset();
command_list_->Reset(command_allocator_, nullptr);
return command_list_;
}
void CommandList::AbortRecording() {
command_list_->Close();
}
void CommandList::Execute() {
command_list_->Close();
ID3D12CommandList* execute_lists[] = { command_list_ };
queue_->ExecuteCommandLists(1, execute_lists);
}
} // namespace d3d12
} // namespace ui
} // namespace xe

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@ -0,0 +1,52 @@
/**
******************************************************************************
* 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_COMMAND_LIST_H_
#define XENIA_UI_D3D12_COMMAND_LIST_H_
#include <memory>
#include "xenia/ui/d3d12/d3d12_api.h"
namespace xe {
namespace ui {
namespace d3d12 {
class CommandList {
public:
~CommandList();
static std::unique_ptr<CommandList> Create(ID3D12Device* device,
ID3D12CommandQueue* queue,
D3D12_COMMAND_LIST_TYPE type);
ID3D12GraphicsCommandList* GetCommandList() const { return command_list_; }
ID3D12GraphicsCommandList* BeginRecording();
void AbortRecording();
void Execute();
protected:
CommandList(ID3D12Device* device, ID3D12CommandQueue* queue,
D3D12_COMMAND_LIST_TYPE type);
bool Initialize();
ID3D12Device* device_;
ID3D12CommandQueue* queue_;
D3D12_COMMAND_LIST_TYPE type_;
ID3D12CommandAllocator* command_allocator_ = nullptr;
ID3D12GraphicsCommandList* command_list_ = nullptr;
};
} // namespace d3d12
} // namespace ui
} // namespace xe
#endif // XENIA_UI_D3D12_CPU_FENCE_H_

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@ -40,7 +40,7 @@ CPUFence::~CPUFence() {
bool CPUFence::Initialize() {
if (FAILED(device_->CreateFence(0, D3D12_FENCE_FLAG_NONE,
IID_PPV_ARGS(&fence_)))) {
XELOGE("Failed to create a Direct3D fence");
XELOGE("Failed to create a fence");
return false;
}
completion_event_ = CreateEvent(nullptr, false, false, nullptr);

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@ -34,7 +34,7 @@ class CPUFence {
void Await();
private:
CPUFence::CPUFence(ID3D12Device* device, ID3D12CommandQueue* queue);
CPUFence(ID3D12Device* device, ID3D12CommandQueue* queue);
bool Initialize();
ID3D12Device* device_;