[D3D12] Use a single command list for all composition
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cd1cf3a857
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@ -108,14 +108,11 @@ bool D3D12Context::Initialize() {
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return false;
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}
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// Create command lists for swap chain back buffer state transitions.
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// Create command lists for compositing.
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for (uint32_t i = 0; i < kQueuedFrames; ++i) {
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swap_command_lists_begin_[i] = CommandList::Create(
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swap_command_lists_[i] = CommandList::Create(
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device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT);
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swap_command_lists_end_[i] = CommandList::Create(
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device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT);
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if (swap_command_lists_begin_[i] == nullptr ||
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swap_command_lists_end_[i] == nullptr) {
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if (swap_command_lists_[i] == nullptr) {
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Shutdown();
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return false;
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}
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@ -172,8 +169,7 @@ void D3D12Context::Shutdown() {
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if (swap_chain_ != nullptr) {
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for (uint32_t i = 0; i < kQueuedFrames; ++i) {
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swap_command_lists_end_[i].reset();
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swap_command_lists_begin_[i].reset();
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swap_command_lists_[i].reset();
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}
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for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
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@ -254,7 +250,7 @@ void D3D12Context::BeginSwap() {
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}
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// Make the back buffer a render target.
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auto command_list = swap_command_lists_begin_[current_queue_frame_].get();
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auto command_list = swap_command_lists_[current_queue_frame_].get();
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auto graphics_command_list = command_list->BeginRecording();
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D3D12_RESOURCE_BARRIER barrier;
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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@ -265,7 +261,6 @@ void D3D12Context::BeginSwap() {
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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graphics_command_list->ResourceBarrier(1, &barrier);
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command_list->Execute();
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}
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}
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@ -276,8 +271,8 @@ void D3D12Context::EndSwap() {
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if (target_window_ != nullptr) {
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// Switch the back buffer to presentation state.
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auto command_list = swap_command_lists_end_[current_queue_frame_].get();
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auto graphics_command_list = command_list->BeginRecording();
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auto command_list = swap_command_lists_[current_queue_frame_].get();
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auto graphics_command_list = command_list->GetCommandList();
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D3D12_RESOURCE_BARRIER barrier;
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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@ -67,6 +67,9 @@ class D3D12Context : public GraphicsContext {
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D3D12_CPU_DESCRIPTOR_HANDLE GetSwapChainBackBufferRTV() const {
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return GetSwapChainBufferRTV(GetSwapChainBackBufferIndex());
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}
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ID3D12GraphicsCommandList* GetSwapCommandList() const {
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return swap_command_lists_[current_queue_frame_]->GetCommandList();
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}
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private:
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friend class D3D12Provider;
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@ -94,8 +97,7 @@ class D3D12Context : public GraphicsContext {
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uint32_t swap_chain_back_buffer_index_ = 0;
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ID3D12DescriptorHeap* swap_chain_rtv_heap_ = nullptr;
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D3D12_CPU_DESCRIPTOR_HANDLE swap_chain_rtv_heap_start_;
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std::unique_ptr<CommandList> swap_command_lists_begin_[kQueuedFrames] = {};
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std::unique_ptr<CommandList> swap_command_lists_end_[kQueuedFrames] = {};
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std::unique_ptr<CommandList> swap_command_lists_[kQueuedFrames] = {};
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std::unique_ptr<D3D12ImmediateDrawer> immediate_drawer_ = nullptr;
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};
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@ -83,16 +83,8 @@ bool D3D12ImmediateDrawer::Initialize() {
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uint32_t(SamplerIndex::kLinearRepeat) * sampler_size;
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device->CreateSampler(&sampler_desc, sampler_handle);
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// Create the command lists.
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ID3D12CommandQueue* direct_queue = provider->GetDirectQueue();
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for (uint32_t i = 0; i < D3D12Context::kQueuedFrames; ++i) {
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command_lists_[i] = CommandList::Create(device, direct_queue,
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D3D12_COMMAND_LIST_TYPE_DIRECT);
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if (command_lists_[i] == nullptr) {
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Shutdown();
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return false;
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}
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}
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// Reset the current state.
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current_command_list_ = nullptr;
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return true;
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}
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@ -103,10 +95,6 @@ void D3D12ImmediateDrawer::Shutdown() {
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}
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texture_uploads_submitted_.clear();
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for (uint32_t i = 0; i < D3D12Context::kQueuedFrames; ++i) {
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command_lists_[i].reset();
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}
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if (sampler_heap_ != nullptr) {
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sampler_heap_->Release();
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sampler_heap_ = nullptr;
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@ -128,6 +116,9 @@ void D3D12ImmediateDrawer::UpdateTexture(ImmediateTexture* texture,
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void D3D12ImmediateDrawer::Begin(int render_target_width,
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int render_target_height) {
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// Use the compositing command list.
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current_command_list_ = context_->GetSwapCommandList();
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uint32_t queue_frame = context_->GetCurrentQueueFrame();
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uint64_t last_completed_frame = context_->GetLastCompletedFrame();
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@ -144,10 +135,6 @@ void D3D12ImmediateDrawer::Begin(int render_target_width,
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}
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texture_uploads_submitted_.erase(texture_uploads_submitted_.begin(),
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erase_uploads_end);
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// Start a command list recording.
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ID3D12GraphicsCommandList* command_list =
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command_lists_[queue_frame]->BeginRecording();
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}
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void D3D12ImmediateDrawer::BeginDrawBatch(const ImmediateDrawBatch& batch) {
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@ -162,9 +149,7 @@ void D3D12ImmediateDrawer::EndDrawBatch() {
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// TODO(Triang3l): Implement EndDrawBatch.
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}
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void D3D12ImmediateDrawer::End() {
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command_lists_[context_->GetCurrentQueueFrame()]->Execute();
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}
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void D3D12ImmediateDrawer::End() { current_command_list_ = nullptr; }
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} // namespace d3d12
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} // namespace ui
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@ -30,9 +30,11 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
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bool Initialize();
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void Shutdown();
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std::unique_ptr<ImmediateTexture> CreateTexture(
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uint32_t width, uint32_t height, ImmediateTextureFilter filter,
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bool repeat, const uint8_t* data) override;
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std::unique_ptr<ImmediateTexture> CreateTexture(uint32_t width,
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uint32_t height,
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ImmediateTextureFilter filter,
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bool repeat,
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const uint8_t* data) override;
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void UpdateTexture(ImmediateTexture* texture, const uint8_t* data) override;
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void Begin(int render_target_width, int render_target_height) override;
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@ -56,7 +58,7 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
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D3D12_CPU_DESCRIPTOR_HANDLE sampler_heap_cpu_start_;
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D3D12_GPU_DESCRIPTOR_HANDLE sampler_heap_gpu_start_;
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std::unique_ptr<CommandList> command_lists_[D3D12Context::kQueuedFrames] = {};
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ID3D12GraphicsCommandList* current_command_list_ = nullptr;
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struct SubmittedTextureUpload {
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ID3D12Resource* data_resource;
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