[D3D12] CP: Separate guest frame and non-frame submissions
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d3b6f71ae1
commit
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@ -657,7 +657,7 @@ std::unique_ptr<xe::ui::RawImage> D3D12CommandProcessor::Capture() {
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if (!readback_buffer) {
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return nullptr;
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}
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BeginFrame();
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BeginSubmission(false);
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PushTransitionBarrier(swap_texture_,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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D3D12_RESOURCE_STATE_COPY_SOURCE);
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@ -672,7 +672,7 @@ std::unique_ptr<xe::ui::RawImage> D3D12CommandProcessor::Capture() {
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deferred_command_list_->CopyTexture(location_dest, location_source);
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PushTransitionBarrier(swap_texture_, D3D12_RESOURCE_STATE_COPY_SOURCE,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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EndFrame();
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EndSubmission(false);
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AwaitAllSubmissionsCompletion();
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D3D12_RANGE readback_range;
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readback_range.Begin = swap_texture_copy_footprint_.Offset;
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@ -892,6 +892,9 @@ bool D3D12CommandProcessor::SetupContext() {
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swap_texture_, &swap_srv_desc,
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swap_texture_srv_descriptor_heap_->GetCPUDescriptorHandleForHeapStart());
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submission_open_ = false;
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submission_frame_open_ = false;
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pix_capture_requested_.store(false, std::memory_order_relaxed);
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pix_capturing_ = false;
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@ -1030,7 +1033,7 @@ void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
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SCOPE_profile_cpu_f("gpu");
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// In case the swap command is the only one in the frame.
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BeginFrame();
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BeginSubmission(true);
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auto provider = GetD3D12Context()->GetD3D12Provider();
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auto device = provider->GetDevice();
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@ -1174,35 +1177,7 @@ void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
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}
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}
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EndFrame();
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if (cache_clear_requested_) {
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cache_clear_requested_ = false;
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AwaitAllSubmissionsCompletion();
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ui::d3d12::util::ReleaseAndNull(scratch_buffer_);
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scratch_buffer_size_ = 0;
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sampler_heap_pool_->ClearCache();
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view_heap_pool_->ClearCache();
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constant_buffer_pool_->ClearCache();
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primitive_converter_->ClearCache();
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pipeline_cache_->ClearCache();
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render_target_cache_->ClearCache();
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texture_cache_->ClearCache();
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for (auto it : root_signatures_) {
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it.second->Release();
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}
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root_signatures_.clear();
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// TODO(Triang3l): Shared memory cache clear.
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// shared_memory_->ClearCache();
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}
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EndSubmission(true);
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}
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Shader* D3D12CommandProcessor::LoadShader(ShaderType shader_type,
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@ -1290,7 +1265,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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return true;
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}
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bool new_frame = BeginFrame();
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BeginSubmission(true);
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// Set up the render targets - this may bind pipelines.
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if (!render_target_cache_->UpdateRenderTargets(pixel_shader)) {
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@ -1708,7 +1683,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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memexport_range.base_address_dwords << 2, memexport_range_size);
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readback_buffer_offset += memexport_range_size;
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}
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EndFrame();
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EndSubmission(false);
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AwaitAllSubmissionsCompletion();
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D3D12_RANGE readback_range;
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readback_range.Begin = 0;
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@ -1737,11 +1712,11 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
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}
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void D3D12CommandProcessor::InitializeTrace() {
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BeginFrame();
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bool anySubmitted = false;
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anySubmitted |= shared_memory_->InitializeTraceSubmitDownloads();
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if (anySubmitted) {
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EndFrame();
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BeginSubmission(false);
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bool any_submitted = false;
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any_submitted |= shared_memory_->InitializeTraceSubmitDownloads();
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if (any_submitted) {
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EndSubmission(false);
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AwaitAllSubmissionsCompletion();
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shared_memory_->InitializeTraceCompleteDownloads();
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}
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@ -1753,7 +1728,7 @@ bool D3D12CommandProcessor::IssueCopy() {
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#if FINE_GRAINED_DRAW_SCOPES
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SCOPE_profile_cpu_f("gpu");
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#endif // FINE_GRAINED_DRAW_SCOPES
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BeginFrame();
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BeginSubmission(true);
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uint32_t written_address, written_length;
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if (!render_target_cache_->Resolve(shared_memory_.get(), texture_cache_.get(),
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memory_, written_address,
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@ -1771,7 +1746,7 @@ bool D3D12CommandProcessor::IssueCopy() {
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deferred_command_list_->D3DCopyBufferRegion(
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readback_buffer, 0, shared_memory_buffer, written_address,
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written_length);
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EndFrame();
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EndSubmission(false);
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AwaitAllSubmissionsCompletion();
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D3D12_RANGE readback_range;
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readback_range.Begin = 0;
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@ -1789,140 +1764,176 @@ bool D3D12CommandProcessor::IssueCopy() {
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return true;
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}
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bool D3D12CommandProcessor::BeginFrame() {
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if (submission_open_) {
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return false;
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}
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void D3D12CommandProcessor::BeginSubmission(bool is_guest_command) {
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#if FINE_GRAINED_DRAW_SCOPES
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SCOPE_profile_cpu_f("gpu");
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#endif // FINE_GRAINED_DRAW_SCOPES
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submission_open_ = true;
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if (!submission_open_) {
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submission_open_ = true;
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// Wait for a swap command list to become free.
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// Command list 0 is used when fence_current_value_ is 1, 4, 7...
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fence_completed_value_ = fence_->GetCompletedValue();
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if (fence_completed_value_ + kQueuedFrames < fence_current_value_) {
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fence_->SetEventOnCompletion(fence_current_value_ - kQueuedFrames,
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fence_completion_event_);
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WaitForSingleObject(fence_completion_event_, INFINITE);
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// Wait for a swap command list to become free.
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// Command list 0 is used when fence_current_value_ is 1, 4, 7...
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fence_completed_value_ = fence_->GetCompletedValue();
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if (fence_completed_value_ + kQueuedFrames < fence_current_value_) {
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fence_->SetEventOnCompletion(fence_current_value_ - kQueuedFrames,
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fence_completion_event_);
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WaitForSingleObject(fence_completion_event_, INFINITE);
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fence_completed_value_ = fence_->GetCompletedValue();
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}
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// Start a new command list.
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deferred_command_list_->Reset();
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// Reset cached state of the command list.
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ff_viewport_update_needed_ = true;
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ff_scissor_update_needed_ = true;
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ff_blend_factor_update_needed_ = true;
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ff_stencil_ref_update_needed_ = true;
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current_sample_positions_ = MsaaSamples::k1X;
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current_cached_pipeline_ = nullptr;
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current_external_pipeline_ = nullptr;
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current_graphics_root_signature_ = nullptr;
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current_graphics_root_up_to_date_ = 0;
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current_view_heap_ = nullptr;
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current_sampler_heap_ = nullptr;
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primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
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render_target_cache_->BeginSubmission();
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primitive_converter_->BeginSubmission();
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}
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// Remove outdated temporary buffers.
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auto erase_buffers_end = buffers_for_deletion_.begin();
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while (erase_buffers_end != buffers_for_deletion_.end()) {
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uint64_t upload_fence_value = erase_buffers_end->last_usage_fence_value;
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if (upload_fence_value > fence_completed_value_) {
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if (!submission_frame_open_) {
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submission_frame_open_ = true;
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// TODO(Triang3l): Move fence checking and command list releasing here.
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// Cleanup resources after checking the fence.
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auto erase_buffers_end = buffers_for_deletion_.begin();
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while (erase_buffers_end != buffers_for_deletion_.end()) {
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if (erase_buffers_end->last_usage_fence_value > fence_completed_value_) {
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++erase_buffers_end;
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break;
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}
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erase_buffers_end->buffer->Release();
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++erase_buffers_end;
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break;
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}
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erase_buffers_end->buffer->Release();
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++erase_buffers_end;
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}
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buffers_for_deletion_.erase(buffers_for_deletion_.begin(), erase_buffers_end);
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buffers_for_deletion_.erase(buffers_for_deletion_.begin(),
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erase_buffers_end);
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// Reset fixed-function state.
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ff_viewport_update_needed_ = true;
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ff_scissor_update_needed_ = true;
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ff_blend_factor_update_needed_ = true;
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ff_stencil_ref_update_needed_ = true;
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// Reset bindings that depend on the resources with lifetime tracked with
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// the fence.
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std::memset(current_float_constant_map_vertex_, 0,
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sizeof(current_float_constant_map_vertex_));
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std::memset(current_float_constant_map_pixel_, 0,
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sizeof(current_float_constant_map_pixel_));
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cbuffer_bindings_system_.up_to_date = false;
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cbuffer_bindings_float_vertex_.up_to_date = false;
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cbuffer_bindings_float_pixel_.up_to_date = false;
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cbuffer_bindings_bool_loop_.up_to_date = false;
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cbuffer_bindings_fetch_.up_to_date = false;
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draw_view_heap_index_ = ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid;
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draw_sampler_heap_index_ = ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid;
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texture_bindings_written_vertex_ = false;
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texture_bindings_written_pixel_ = false;
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samplers_written_vertex_ = false;
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samplers_written_pixel_ = false;
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// Since a new command list is being started, sample positions are reset to
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// centers.
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current_sample_positions_ = MsaaSamples::k1X;
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constant_buffer_pool_->Reclaim(fence_completed_value_);
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view_heap_pool_->Reclaim(fence_completed_value_);
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sampler_heap_pool_->Reclaim(fence_completed_value_);
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// Reset bindings, particularly because the buffers backing them are recycled.
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current_cached_pipeline_ = nullptr;
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current_external_pipeline_ = nullptr;
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current_graphics_root_signature_ = nullptr;
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current_graphics_root_up_to_date_ = 0;
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current_view_heap_ = nullptr;
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current_sampler_heap_ = nullptr;
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std::memset(current_float_constant_map_vertex_, 0,
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sizeof(current_float_constant_map_vertex_));
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std::memset(current_float_constant_map_pixel_, 0,
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sizeof(current_float_constant_map_pixel_));
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cbuffer_bindings_system_.up_to_date = false;
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cbuffer_bindings_float_vertex_.up_to_date = false;
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cbuffer_bindings_float_pixel_.up_to_date = false;
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cbuffer_bindings_bool_loop_.up_to_date = false;
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cbuffer_bindings_fetch_.up_to_date = false;
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draw_view_heap_index_ = ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid;
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draw_sampler_heap_index_ = ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid;
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texture_bindings_written_vertex_ = false;
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texture_bindings_written_pixel_ = false;
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samplers_written_vertex_ = false;
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samplers_written_pixel_ = false;
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primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
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pix_capturing_ =
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pix_capture_requested_.exchange(false, std::memory_order_relaxed);
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if (pix_capturing_) {
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IDXGraphicsAnalysis* graphics_analysis =
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GetD3D12Context()->GetD3D12Provider()->GetGraphicsAnalysis();
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if (graphics_analysis != nullptr) {
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graphics_analysis->BeginCapture();
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pix_capturing_ =
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pix_capture_requested_.exchange(false, std::memory_order_relaxed);
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if (pix_capturing_) {
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IDXGraphicsAnalysis* graphics_analysis =
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GetD3D12Context()->GetD3D12Provider()->GetGraphicsAnalysis();
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if (graphics_analysis != nullptr) {
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graphics_analysis->BeginCapture();
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}
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}
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shared_memory_->BeginFrame();
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texture_cache_->BeginFrame();
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primitive_converter_->BeginFrame();
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}
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deferred_command_list_->Reset();
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constant_buffer_pool_->Reclaim(fence_completed_value_);
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view_heap_pool_->Reclaim(fence_completed_value_);
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sampler_heap_pool_->Reclaim(fence_completed_value_);
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shared_memory_->BeginFrame();
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texture_cache_->BeginFrame();
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render_target_cache_->BeginFrame();
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primitive_converter_->BeginFrame();
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return true;
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}
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bool D3D12CommandProcessor::EndFrame() {
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if (!submission_open_) {
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return false;
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}
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void D3D12CommandProcessor::EndSubmission(bool is_swap) {
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auto provider = GetD3D12Context()->GetD3D12Provider();
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assert_false(scratch_buffer_used_);
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pipeline_cache_->EndFrame();
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render_target_cache_->EndFrame();
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texture_cache_->EndFrame();
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// Submit barriers now because resources the queued barriers are for may be
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// destroyed between frames.
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SubmitBarriers();
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// Submit the command list.
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uint32_t command_list_index =
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uint32_t((fence_current_value_ + (kQueuedFrames - 1)) % kQueuedFrames);
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auto current_command_list = command_lists_[command_list_index].get();
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current_command_list->BeginRecording();
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deferred_command_list_->Execute(current_command_list->GetCommandList(),
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current_command_list->GetCommandList1());
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current_command_list->Execute();
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if (pix_capturing_) {
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IDXGraphicsAnalysis* graphics_analysis = provider->GetGraphicsAnalysis();
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if (graphics_analysis != nullptr) {
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graphics_analysis->EndCapture();
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}
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pix_capturing_ = false;
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if (is_swap && submission_frame_open_) {
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texture_cache_->EndFrame();
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}
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provider->GetDirectQueue()->Signal(fence_, fence_current_value_++);
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submission_open_ = false;
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if (submission_open_) {
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assert_false(scratch_buffer_used_);
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return true;
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pipeline_cache_->EndSubmission();
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render_target_cache_->EndSubmission();
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// Submit barriers now because resources with the queued barriers may be
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// destroyed between frames.
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SubmitBarriers();
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// Submit the command list.
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uint32_t command_list_index =
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uint32_t((fence_current_value_ + (kQueuedFrames - 1)) % kQueuedFrames);
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auto current_command_list = command_lists_[command_list_index].get();
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current_command_list->BeginRecording();
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deferred_command_list_->Execute(current_command_list->GetCommandList(),
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current_command_list->GetCommandList1());
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current_command_list->Execute();
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provider->GetDirectQueue()->Signal(fence_, fence_current_value_++);
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submission_open_ = false;
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}
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if (is_swap && submission_frame_open_) {
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// Close the capture after submitting.
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if (pix_capturing_) {
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IDXGraphicsAnalysis* graphics_analysis = provider->GetGraphicsAnalysis();
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if (graphics_analysis != nullptr) {
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graphics_analysis->EndCapture();
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}
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pix_capturing_ = false;
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}
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submission_frame_open_ = false;
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if (cache_clear_requested_) {
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cache_clear_requested_ = false;
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AwaitAllSubmissionsCompletion();
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ui::d3d12::util::ReleaseAndNull(scratch_buffer_);
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scratch_buffer_size_ = 0;
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sampler_heap_pool_->ClearCache();
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view_heap_pool_->ClearCache();
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constant_buffer_pool_->ClearCache();
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primitive_converter_->ClearCache();
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pipeline_cache_->ClearCache();
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render_target_cache_->ClearCache();
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texture_cache_->ClearCache();
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for (auto it : root_signatures_) {
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it.second->Release();
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}
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root_signatures_.clear();
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// TODO(Triang3l): Shared memory cache clear.
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// shared_memory_->ClearCache();
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}
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}
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}
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void D3D12CommandProcessor::AwaitAllSubmissionsCompletion() {
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@ -216,10 +216,18 @@ class D3D12CommandProcessor : public CommandProcessor {
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const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader,
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RootExtraParameterIndices& indices_out);
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// Returns true if a new frame was started.
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bool BeginFrame();
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// Returns true if an open frame was ended.
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bool EndFrame();
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// BeginSubmission and EndSubmission may be called at any time. If there's an
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// open non-frame submission, BeginSubmission(true) will promote it to a
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// frame. EndSubmission(true) will close the frame no matter whether the
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// submission has already been closed.
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// If is_guest_command is true, a new full frame - with full cleanup of
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// resources and, if needed, starting capturing - is opened if pending (as
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// opposed to simply resuming after mid-frame synchronization).
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void BeginSubmission(bool is_guest_command);
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// If is_swap is true, a full frame is closed - with, if needed, cache
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// clearing and stopping capturing.
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void EndSubmission(bool is_swap);
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void AwaitAllSubmissionsCompletion();
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void UpdateFixedFunctionState(bool primitive_two_faced);
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@ -315,6 +323,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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uint32_t readback_buffer_size_ = 0;
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bool submission_open_ = false;
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bool submission_frame_open_ = false;
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std::atomic<bool> pix_capture_requested_ = false;
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||||
bool pix_capturing_;
|
||||
|
|
|
@ -154,7 +154,7 @@ void PipelineCache::ClearCache() {
|
|||
shader_map_.clear();
|
||||
}
|
||||
|
||||
void PipelineCache::EndFrame() {
|
||||
void PipelineCache::EndSubmission() {
|
||||
if (!creation_threads_.empty()) {
|
||||
// Await creation of all queued pipelines.
|
||||
bool await_event = false;
|
||||
|
|
|
@ -42,7 +42,7 @@ class PipelineCache {
|
|||
void Shutdown();
|
||||
void ClearCache();
|
||||
|
||||
void EndFrame();
|
||||
void EndSubmission();
|
||||
|
||||
D3D12Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
|
||||
const uint32_t* host_address, uint32_t dword_count);
|
||||
|
|
|
@ -142,28 +142,31 @@ void PrimitiveConverter::Shutdown() {
|
|||
|
||||
void PrimitiveConverter::ClearCache() { buffer_pool_->ClearCache(); }
|
||||
|
||||
void PrimitiveConverter::BeginFrame() {
|
||||
uint64_t completed_fence_value = command_processor_->GetCompletedFenceValue();
|
||||
void PrimitiveConverter::BeginSubmission() {
|
||||
// Got a command list now - upload and transition the static index buffer if
|
||||
// needed.
|
||||
if (static_ib_upload_ != nullptr) {
|
||||
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_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;
|
||||
}
|
||||
if (static_ib_upload_ && 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_fence_value_ = command_processor_->GetCurrentFenceValue();
|
||||
}
|
||||
}
|
||||
|
||||
void PrimitiveConverter::BeginFrame() {
|
||||
uint64_t completed_fence_value = command_processor_->GetCompletedFenceValue();
|
||||
|
||||
if (static_ib_upload_ && static_ib_upload_fence_value_ != UINT64_MAX &&
|
||||
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(completed_fence_value);
|
||||
buffer_pool_->Reclaim(command_processor_->GetCompletedFenceValue());
|
||||
|
||||
converted_indices_cache_.clear();
|
||||
memory_regions_used_ = 0;
|
||||
|
|
|
@ -46,6 +46,7 @@ class PrimitiveConverter {
|
|||
void Shutdown();
|
||||
void ClearCache();
|
||||
|
||||
void BeginSubmission();
|
||||
void BeginFrame();
|
||||
|
||||
// Returns the primitive type that the original type will be converted to.
|
||||
|
|
|
@ -451,8 +451,8 @@ void RenderTargetCache::ClearCache() {
|
|||
#endif
|
||||
}
|
||||
|
||||
void RenderTargetCache::BeginFrame() {
|
||||
// A frame does not always end in a resolve (for example, when memexport
|
||||
void RenderTargetCache::BeginSubmission() {
|
||||
// A submission does not always end in a resolve (for example, when memexport
|
||||
// readback happens) or something else that would surely submit the UAV
|
||||
// barrier, so we need to preserve the `current_` variables.
|
||||
if (!command_processor_->IsROVUsedForEDRAM()) {
|
||||
|
@ -460,6 +460,8 @@ void RenderTargetCache::BeginFrame() {
|
|||
}
|
||||
}
|
||||
|
||||
void RenderTargetCache::EndSubmission() { UnbindRenderTargets(); }
|
||||
|
||||
bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
|
||||
// There are two kinds of render target binding updates in this implementation
|
||||
// in case something has been changed - full and partial.
|
||||
|
@ -2116,8 +2118,6 @@ void RenderTargetCache::WriteEDRAMUint32UAVDescriptor(
|
|||
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
}
|
||||
|
||||
void RenderTargetCache::EndFrame() { UnbindRenderTargets(); }
|
||||
|
||||
ColorRenderTargetFormat RenderTargetCache::GetBaseColorFormat(
|
||||
ColorRenderTargetFormat format) {
|
||||
switch (format) {
|
||||
|
|
|
@ -255,7 +255,8 @@ class RenderTargetCache {
|
|||
void Shutdown();
|
||||
void ClearCache();
|
||||
|
||||
void BeginFrame();
|
||||
void BeginSubmission();
|
||||
void EndSubmission();
|
||||
// Called in the beginning of a draw call - may bind pipelines.
|
||||
bool UpdateRenderTargets(const D3D12Shader* pixel_shader);
|
||||
// Returns the host-to-guest mappings and host formats of currently bound
|
||||
|
@ -276,7 +277,6 @@ class RenderTargetCache {
|
|||
// special.
|
||||
void UnbindRenderTargets();
|
||||
void WriteEDRAMUint32UAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
|
||||
void EndFrame();
|
||||
|
||||
// Totally necessary to rely on the base format - Too Human switches between
|
||||
// 2_10_10_10_FLOAT and 2_10_10_10_FLOAT_AS_16_16_16_16 every draw.
|
||||
|
|
|
@ -97,7 +97,6 @@ bool SharedMemory::Initialize() {
|
|||
|
||||
std::memset(heaps_, 0, sizeof(heaps_));
|
||||
heap_count_ = 0;
|
||||
heap_creation_failed_ = false;
|
||||
|
||||
D3D12_DESCRIPTOR_HEAP_DESC buffer_descriptor_heap_desc;
|
||||
buffer_descriptor_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||
|
@ -168,7 +167,6 @@ void SharedMemory::Shutdown() {
|
|||
|
||||
void SharedMemory::BeginFrame() {
|
||||
upload_buffer_pool_->Reclaim(command_processor_->GetCompletedFenceValue());
|
||||
heap_creation_failed_ = false;
|
||||
}
|
||||
|
||||
SharedMemory::GlobalWatchHandle SharedMemory::RegisterGlobalWatch(
|
||||
|
@ -294,11 +292,6 @@ bool SharedMemory::MakeTilesResident(uint32_t start, uint32_t length) {
|
|||
if (heaps_[i] != nullptr) {
|
||||
continue;
|
||||
}
|
||||
if (heap_creation_failed_) {
|
||||
// Don't try to create a heap for every vertex buffer or texture in the
|
||||
// current frame anymore if have failed at least once.
|
||||
return false;
|
||||
}
|
||||
auto provider = command_processor_->GetD3D12Context()->GetD3D12Provider();
|
||||
auto device = provider->GetDevice();
|
||||
auto direct_queue = provider->GetDirectQueue();
|
||||
|
@ -308,7 +301,6 @@ bool SharedMemory::MakeTilesResident(uint32_t start, uint32_t length) {
|
|||
heap_desc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
|
||||
if (FAILED(device->CreateHeap(&heap_desc, IID_PPV_ARGS(&heaps_[i])))) {
|
||||
XELOGE("Shared memory: Failed to create a tile heap");
|
||||
heap_creation_failed_ = true;
|
||||
return false;
|
||||
}
|
||||
++heap_count_;
|
||||
|
|
|
@ -165,8 +165,6 @@ class SharedMemory {
|
|||
ID3D12Heap* heaps_[kBufferSize >> kHeapSizeLog2] = {};
|
||||
// Number of the heaps currently resident, for profiling.
|
||||
uint32_t heap_count_ = 0;
|
||||
// Whether creation of a heap has failed in the current frame.
|
||||
bool heap_creation_failed_ = false;
|
||||
|
||||
// Log2 of system page size.
|
||||
uint32_t page_size_log2_;
|
||||
|
|
Loading…
Reference in New Issue