[D3D12] Use a single command list for all composition

This commit is contained in:
Triang3l 2018-07-20 17:18:57 +03:00
parent cd1cf3a857
commit 5629a8248e
4 changed files with 23 additions and 39 deletions

View File

@ -108,14 +108,11 @@ bool D3D12Context::Initialize() {
return false;
}
// Create command lists for swap chain back buffer state transitions.
// Create command lists for compositing.
for (uint32_t i = 0; i < kQueuedFrames; ++i) {
swap_command_lists_begin_[i] = CommandList::Create(
swap_command_lists_[i] = CommandList::Create(
device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT);
swap_command_lists_end_[i] = CommandList::Create(
device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT);
if (swap_command_lists_begin_[i] == nullptr ||
swap_command_lists_end_[i] == nullptr) {
if (swap_command_lists_[i] == nullptr) {
Shutdown();
return false;
}
@ -172,8 +169,7 @@ void D3D12Context::Shutdown() {
if (swap_chain_ != nullptr) {
for (uint32_t i = 0; i < kQueuedFrames; ++i) {
swap_command_lists_end_[i].reset();
swap_command_lists_begin_[i].reset();
swap_command_lists_[i].reset();
}
for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
@ -254,7 +250,7 @@ void D3D12Context::BeginSwap() {
}
// Make the back buffer a render target.
auto command_list = swap_command_lists_begin_[current_queue_frame_].get();
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;
@ -265,7 +261,6 @@ void D3D12Context::BeginSwap() {
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
graphics_command_list->ResourceBarrier(1, &barrier);
command_list->Execute();
}
}
@ -276,8 +271,8 @@ void D3D12Context::EndSwap() {
if (target_window_ != nullptr) {
// Switch the back buffer to presentation state.
auto command_list = swap_command_lists_end_[current_queue_frame_].get();
auto graphics_command_list = command_list->BeginRecording();
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;

View File

@ -67,6 +67,9 @@ class D3D12Context : public GraphicsContext {
D3D12_CPU_DESCRIPTOR_HANDLE GetSwapChainBackBufferRTV() const {
return GetSwapChainBufferRTV(GetSwapChainBackBufferIndex());
}
ID3D12GraphicsCommandList* GetSwapCommandList() const {
return swap_command_lists_[current_queue_frame_]->GetCommandList();
}
private:
friend class D3D12Provider;
@ -94,8 +97,7 @@ 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_begin_[kQueuedFrames] = {};
std::unique_ptr<CommandList> swap_command_lists_end_[kQueuedFrames] = {};
std::unique_ptr<CommandList> swap_command_lists_[kQueuedFrames] = {};
std::unique_ptr<D3D12ImmediateDrawer> immediate_drawer_ = nullptr;
};

View File

@ -83,16 +83,8 @@ bool D3D12ImmediateDrawer::Initialize() {
uint32_t(SamplerIndex::kLinearRepeat) * sampler_size;
device->CreateSampler(&sampler_desc, sampler_handle);
// Create the command lists.
ID3D12CommandQueue* direct_queue = provider->GetDirectQueue();
for (uint32_t i = 0; i < D3D12Context::kQueuedFrames; ++i) {
command_lists_[i] = CommandList::Create(device, direct_queue,
D3D12_COMMAND_LIST_TYPE_DIRECT);
if (command_lists_[i] == nullptr) {
Shutdown();
return false;
}
}
// Reset the current state.
current_command_list_ = nullptr;
return true;
}
@ -103,10 +95,6 @@ void D3D12ImmediateDrawer::Shutdown() {
}
texture_uploads_submitted_.clear();
for (uint32_t i = 0; i < D3D12Context::kQueuedFrames; ++i) {
command_lists_[i].reset();
}
if (sampler_heap_ != nullptr) {
sampler_heap_->Release();
sampler_heap_ = nullptr;
@ -128,6 +116,9 @@ void D3D12ImmediateDrawer::UpdateTexture(ImmediateTexture* texture,
void D3D12ImmediateDrawer::Begin(int render_target_width,
int render_target_height) {
// Use the compositing command list.
current_command_list_ = context_->GetSwapCommandList();
uint32_t queue_frame = context_->GetCurrentQueueFrame();
uint64_t last_completed_frame = context_->GetLastCompletedFrame();
@ -144,10 +135,6 @@ void D3D12ImmediateDrawer::Begin(int render_target_width,
}
texture_uploads_submitted_.erase(texture_uploads_submitted_.begin(),
erase_uploads_end);
// Start a command list recording.
ID3D12GraphicsCommandList* command_list =
command_lists_[queue_frame]->BeginRecording();
}
void D3D12ImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
@ -162,9 +149,7 @@ void D3D12ImmediateDrawer::EndDrawBatch() {
// TODO(Triang3l): Implement EndDrawBatch.
}
void D3D12ImmediateDrawer::End() {
command_lists_[context_->GetCurrentQueueFrame()]->Execute();
}
void D3D12ImmediateDrawer::End() { current_command_list_ = nullptr; }
} // namespace d3d12
} // namespace ui

View File

@ -30,9 +30,11 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
bool Initialize();
void Shutdown();
std::unique_ptr<ImmediateTexture> CreateTexture(
uint32_t width, uint32_t height, ImmediateTextureFilter filter,
bool repeat, const uint8_t* data) override;
std::unique_ptr<ImmediateTexture> CreateTexture(uint32_t width,
uint32_t height,
ImmediateTextureFilter filter,
bool repeat,
const uint8_t* data) override;
void UpdateTexture(ImmediateTexture* texture, const uint8_t* data) override;
void Begin(int render_target_width, int render_target_height) override;
@ -56,7 +58,7 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
D3D12_CPU_DESCRIPTOR_HANDLE sampler_heap_cpu_start_;
D3D12_GPU_DESCRIPTOR_HANDLE sampler_heap_gpu_start_;
std::unique_ptr<CommandList> command_lists_[D3D12Context::kQueuedFrames] = {};
ID3D12GraphicsCommandList* current_command_list_ = nullptr;
struct SubmittedTextureUpload {
ID3D12Resource* data_resource;