Windows sync

This commit is contained in:
Jack Andersen
2016-12-10 15:50:26 -10:00
parent fa45c6750a
commit 25fadc7348
7 changed files with 349 additions and 68 deletions

View File

@@ -59,6 +59,25 @@ struct D3D11Data : IGraphicsData
}
};
struct D3D11Pool : IGraphicsBufferPool
{
size_t m_deleteCountdown = 4;
std::vector<std::unique_ptr<class D3D11GraphicsBufferD>> m_DBufs;
bool decref()
{
if (!m_deleteCountdown)
Log.report(logvisor::Fatal, "Can't decrement 0-data");
--m_deleteCountdown;
if (!m_deleteCountdown)
{
delete this;
return true;
}
return false;
}
};
static const D3D11_BIND_FLAG USE_TABLE[] =
{
D3D11_BIND_VERTEX_BUFFER,
@@ -425,13 +444,14 @@ struct D3D11VertexFormat : IVertexFormat
{
size_t m_elementCount;
std::unique_ptr<D3D11_INPUT_ELEMENT_DESC[]> m_elements;
size_t m_stride = 0;
size_t m_instStride = 0;
D3D11VertexFormat(size_t elementCount, const VertexElementDescriptor* elements)
: m_elementCount(elementCount),
m_elements(new D3D11_INPUT_ELEMENT_DESC[elementCount])
{
memset(m_elements.get(), 0, elementCount * sizeof(D3D11_INPUT_ELEMENT_DESC));
size_t offset = 0;
size_t instOffset = 0;
for (size_t i=0 ; i<elementCount ; ++i)
{
const VertexElementDescriptor* elemin = &elements[i];
@@ -445,14 +465,14 @@ struct D3D11VertexFormat : IVertexFormat
elem.InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
elem.InstanceDataStepRate = 1;
elem.InputSlot = 1;
elem.AlignedByteOffset = instOffset;
instOffset += SEMANTIC_SIZE_TABLE[semantic];
elem.AlignedByteOffset = m_instStride;
m_instStride += SEMANTIC_SIZE_TABLE[semantic];
}
else
{
elem.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
elem.AlignedByteOffset = offset;
offset += SEMANTIC_SIZE_TABLE[semantic];
elem.AlignedByteOffset = m_stride;
m_stride += SEMANTIC_SIZE_TABLE[semantic];
}
}
}
@@ -483,11 +503,14 @@ static const D3D11_BLEND BLEND_FACTOR_TABLE[] =
class D3D11ShaderPipeline : public IShaderPipeline
{
friend class D3D11DataFactory;
friend struct D3D11ShaderDataBinding;
const D3D11VertexFormat* m_vtxFmt;
D3D11ShaderPipeline(D3D11Context* ctx, ID3DBlob* vert, ID3DBlob* pixel,
const D3D11VertexFormat* vtxFmt,
BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
bool depthTest, bool depthWrite, bool backfaceCulling)
: m_topology(PRIMITIVE_TABLE[int(prim)])
: m_vtxFmt(vtxFmt), m_topology(PRIMITIVE_TABLE[int(prim)])
{
ThrowIfFailed(ctx->m_dev->CreateVertexShader(vert->GetBufferPointer(), vert->GetBufferSize(), nullptr, &m_vShader));
ThrowIfFailed(ctx->m_dev->CreatePixelShader(pixel->GetBufferPointer(), pixel->GetBufferSize(), nullptr, &m_pShader));
@@ -549,13 +572,14 @@ struct D3D11ShaderDataBinding : IShaderDataBinding
std::unique_ptr<bool[]> m_pubufs;
size_t m_texCount;
std::unique_ptr<ITexture*[]> m_texs;
UINT m_baseOffsets[2];
D3D11ShaderDataBinding(D3D11Context* ctx,
IShaderPipeline* pipeline,
IGraphicsBuffer* vbuf, IGraphicsBuffer* instVbuf, IGraphicsBuffer* ibuf,
size_t ubufCount, IGraphicsBuffer** ubufs, const PipelineStage* ubufStages,
const size_t* ubufOffs, const size_t* ubufSizes,
size_t texCount, ITexture** texs)
size_t texCount, ITexture** texs, size_t baseVert, size_t baseInst)
: m_pipeline(static_cast<D3D11ShaderPipeline*>(pipeline)),
m_vbuf(vbuf),
m_instVbuf(instVbuf),
@@ -565,6 +589,9 @@ struct D3D11ShaderDataBinding : IShaderDataBinding
m_texCount(texCount),
m_texs(new ITexture*[texCount])
{
m_baseOffsets[0] = UINT(baseVert * m_pipeline->m_vtxFmt->m_stride);
m_baseOffsets[1] = UINT(baseInst * m_pipeline->m_vtxFmt->m_instStride);
if (ubufStages)
{
m_pubufs.reset(new bool[ubufCount]);
@@ -605,7 +632,6 @@ struct D3D11ShaderDataBinding : IShaderDataBinding
ID3D11Buffer* bufs[2] = {};
UINT strides[2] = {};
UINT offsets[2] = {0,0};
if (m_vbuf)
{
@@ -639,7 +665,7 @@ struct D3D11ShaderDataBinding : IShaderDataBinding
}
}
ctx->IASetVertexBuffers(0, 2, bufs, strides, offsets);
ctx->IASetVertexBuffers(0, 2, bufs, strides, m_baseOffsets);
if (m_ibuf)
{
@@ -808,7 +834,7 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
ComPtr<ID3D11CommandList> m_cmdLists[3];
D3D11TextureR* m_workDoPresent[3];
std::mutex m_dynamicLock;
std::recursive_mutex m_dynamicLock;
void ProcessDynamicLoads(ID3D11DeviceContext* ctx);
static void RenderingWorker(D3D11CommandQueue* self)
{
@@ -1042,7 +1068,7 @@ void D3D11GraphicsBufferD::update(ID3D11DeviceContext* ctx, int b)
}
void D3D11GraphicsBufferD::load(const void* data, size_t sz)
{
std::unique_lock<std::mutex> lk(m_q->m_dynamicLock);
std::unique_lock<std::recursive_mutex> lk(m_q->m_dynamicLock);
size_t bufSz = std::min(sz, m_cpuSz);
memcpy(m_cpuBuf.get(), data, bufSz);
m_validSlots = 0;
@@ -1075,7 +1101,7 @@ void D3D11TextureD::update(ID3D11DeviceContext* ctx, int b)
}
void D3D11TextureD::load(const void* data, size_t sz)
{
std::unique_lock<std::mutex> lk(m_q->m_dynamicLock);
std::unique_lock<std::recursive_mutex> lk(m_q->m_dynamicLock);
size_t bufSz = std::min(sz, m_cpuSz);
memcpy(m_cpuBuf.get(), data, bufSz);
m_validSlots = 0;
@@ -1100,8 +1126,10 @@ class D3D11DataFactory : public ID3DDataFactory
static thread_local D3D11Data* m_deferredData;
struct D3D11Context* m_ctx;
std::unordered_set<D3D11Data*> m_committedData;
std::unordered_set<D3D11Pool*> m_committedPools;
std::mutex m_committedMutex;
std::unordered_set<D3D11Data*> m_deletedData;
std::unordered_set<D3D11Pool*> m_deletedPools;
uint32_t m_sampleCount;
void destroyData(IGraphicsData* d)
@@ -1117,27 +1145,52 @@ class D3D11DataFactory : public ID3DDataFactory
std::unique_lock<std::mutex> lk(m_committedMutex);
for (IGraphicsData* data : m_committedData)
m_deletedData.insert(static_cast<D3D11Data*>(data));
for (IGraphicsBufferPool* pool : m_committedPools)
m_deletedPools.insert(static_cast<D3D11Pool*>(pool));
m_committedData.clear();
m_committedPools.clear();
}
void destroyPool(IGraphicsBufferPool* p)
{
std::unique_lock<std::mutex> lk(m_committedMutex);
D3D11Pool* pool = static_cast<D3D11Pool*>(p);
m_committedPools.erase(pool);
m_deletedPools.insert(pool);
}
std::vector<D3D11Data*> m_toDelete;
void procDeletes()
{
if (m_deletedData.size())
for (auto it = m_deletedData.begin(); it != m_deletedData.end();)
{
for (IGraphicsData* data : m_deletedData)
D3D11Data* cdata = static_cast<D3D11Data*>(*it);
if (cdata->decref())
{
D3D11Data* cdata = static_cast<D3D11Data*>(data);
if (cdata->decref())
m_toDelete.push_back(cdata);
}
if (m_toDelete.size())
{
for (D3D11Data* data : m_toDelete)
m_deletedData.erase(data);
m_toDelete.clear();
it = m_deletedData.erase(it);
continue;
}
++it;
}
for (auto it = m_deletedPools.begin(); it != m_deletedPools.end();)
{
D3D11Pool* cpool = static_cast<D3D11Pool*>(*it);
if (cpool->decref())
{
it = m_deletedPools.erase(it);
continue;
}
++it;
}
}
IGraphicsBufferD* newPoolBuffer(IGraphicsBufferPool* p, BufferUse use,
size_t stride, size_t count)
{
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
D3D11Pool* pool = static_cast<D3D11Pool*>(p);
D3D11GraphicsBufferD* retval = new D3D11GraphicsBufferD(q, use, m_ctx, stride, count);
pool->m_DBufs.emplace_back(retval);
return retval;
}
public:
@@ -1207,7 +1260,8 @@ public:
return retval;
}
IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements)
IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements,
size_t baseVert, size_t baseInst)
{
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent.m_parent->getCommandQueue());
D3D11VertexFormat* retval = new struct D3D11VertexFormat(elementCount, elements);
@@ -1262,11 +1316,13 @@ public:
IGraphicsBuffer* vbuf, IGraphicsBuffer* instVbo, IGraphicsBuffer* ibuf,
size_t ubufCount, IGraphicsBuffer** ubufs, const PipelineStage* ubufStages,
const size_t* ubufOffs, const size_t* ubufSizes,
size_t texCount, ITexture** texs)
size_t texCount, ITexture** texs,
size_t baseVert, size_t baseInst)
{
D3D11ShaderDataBinding* retval =
new D3D11ShaderDataBinding(m_parent.m_ctx, pipeline, vbuf, instVbo, ibuf,
ubufCount, ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs);
ubufCount, ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs,
baseVert, baseInst);
static_cast<D3D11Data*>(m_deferredData)->m_SBinds.emplace_back(retval);
return retval;
}
@@ -1293,6 +1349,14 @@ public:
lk.unlock();
return GraphicsDataToken(this, retval);
}
GraphicsBufferPoolToken newBufferPool()
{
std::unique_lock<std::mutex> lk(m_committedMutex);
D3D11Pool* retval = new D3D11Pool;
m_committedPools.insert(retval);
return GraphicsBufferPoolToken(this, retval);
}
};
thread_local D3D11Data* D3D11DataFactory::m_deferredData;
@@ -1328,7 +1392,7 @@ void D3D11CommandQueue::execute()
void D3D11CommandQueue::ProcessDynamicLoads(ID3D11DeviceContext* ctx)
{
D3D11DataFactory* gfxF = static_cast<D3D11DataFactory*>(m_parent->getDataFactory());
std::unique_lock<std::mutex> lk(m_dynamicLock);
std::unique_lock<std::recursive_mutex> lk(m_dynamicLock);
std::unique_lock<std::mutex> datalk(gfxF->m_committedMutex);
for (D3D11Data* d : gfxF->m_committedData)
@@ -1338,6 +1402,11 @@ void D3D11CommandQueue::ProcessDynamicLoads(ID3D11DeviceContext* ctx)
for (std::unique_ptr<D3D11TextureD>& t : d->m_DTexs)
t->update(ctx, m_drawBuf);
}
for (D3D11Pool* p : gfxF->m_committedPools)
{
for (std::unique_ptr<D3D11GraphicsBufferD>& b : p->m_DBufs)
b->update(ctx, m_drawBuf);
}
}
IGraphicsCommandQueue* _NewD3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx, IGraphicsContext* parent)