Much more stable D3D11 backend

This commit is contained in:
Jack Andersen 2015-12-08 19:52:51 -10:00
parent 41ebfe872a
commit 9485f5d115
1 changed files with 26 additions and 29 deletions

View File

@ -102,7 +102,7 @@ class D3D11GraphicsBufferD : public IGraphicsBufferD
ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(m_cpuSz, USE_TABLE[int(use)],
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE), nullptr, &m_bufs[i]));
}
void update(int b);
void update(ID3D11DeviceContext* ctx, int b);
public:
size_t m_stride;
size_t m_count;
@ -249,7 +249,7 @@ class D3D11TextureD : public ITextureD
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_texs[i].Get(), D3D_SRV_DIMENSION_TEXTURE2D, pixelFmt), &m_srvs[i]));
}
}
void update(int b);
void update(ID3D11DeviceContext* ctx, int b);
public:
ComPtr<ID3D11Texture2D> m_texs[3];
ComPtr<ID3D11ShaderResourceView> m_srvs[3];
@ -626,8 +626,6 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
D3D11Context::Window* m_windowCtx;
IGraphicsContext* m_parent;
ComPtr<ID3D11DeviceContext1> m_deferredCtx;
ComPtr<ID3D11DeviceContext1> m_dynamicCtx;
ComPtr<ID3D11CommandList> m_dynamicList;
size_t m_fillBuf = 0;
size_t m_completeBuf = 0;
@ -644,6 +642,7 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
ComPtr<ID3D11CommandList> m_cmdLists[3];
D3D11TextureR* m_workDoPresent[3];
void ProcessDynamicLoads(ID3D11DeviceContext* ctx);
static void RenderingWorker(D3D11CommandQueue* self)
{
{
@ -659,10 +658,7 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
break;
self->m_drawBuf = self->m_completeBuf;
/* Process dynamic loads */
ID3D11CommandList* list = self->m_dynamicList.Get();
self->m_ctx->m_devCtx->ExecuteCommandList(list, false);
self->m_dynamicList.Reset();
self->ProcessDynamicLoads(self->m_ctx->m_devCtx.Get());
if (self->m_texResizes.size())
{
@ -734,7 +730,6 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
m_initcv.wait(m_initlk);
m_initlk.unlock();
ThrowIfFailed(ctx->m_dev->CreateDeferredContext1(0, &m_deferredCtx));
ThrowIfFailed(ctx->m_dev->CreateDeferredContext1(0, &m_dynamicCtx));
}
void stopRenderer()
@ -843,16 +838,16 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
void execute();
};
void D3D11GraphicsBufferD::update(int b)
void D3D11GraphicsBufferD::update(ID3D11DeviceContext* ctx, int b)
{
int slot = 1 << b;
if ((slot & m_validSlots) == 0)
{
ID3D11Buffer* res = m_bufs[b].Get();
D3D11_MAPPED_SUBRESOURCE d;
m_q->m_dynamicCtx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
ctx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
memcpy(d.pData, m_cpuBuf.get(), m_cpuSz);
m_q->m_dynamicCtx->Unmap(res, 0);
ctx->Unmap(res, 0);
m_validSlots |= slot;
}
}
@ -873,16 +868,16 @@ void D3D11GraphicsBufferD::unmap()
m_validSlots = 0;
}
void D3D11TextureD::update(int b)
void D3D11TextureD::update(ID3D11DeviceContext* ctx, int b)
{
int slot = 1 << b;
if ((slot & m_validSlots) == 0)
{
ID3D11Texture2D* res = m_texs[b].Get();
D3D11_MAPPED_SUBRESOURCE d;
m_q->m_dynamicCtx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
ctx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
memcpy(d.pData, m_cpuBuf.get(), m_cpuSz);
m_q->m_dynamicCtx->Unmap(res, 0);
ctx->Unmap(res, 0);
m_validSlots |= slot;
}
}
@ -1101,17 +1096,6 @@ void D3D11CommandQueue::execute()
/* Stage dynamic uploads */
D3D11DataFactory* gfxF = static_cast<D3D11DataFactory*>(m_parent->getDataFactory());
gfxF->procDeletes();
for (D3D11Data* d : gfxF->m_committedData)
{
for (std::unique_ptr<D3D11GraphicsBufferD>& b : d->m_DBufs)
b->update(m_fillBuf);
for (std::unique_ptr<D3D11TextureD>& t : d->m_DTexs)
t->update(m_fillBuf);
}
for (std::unique_ptr<D3D11GraphicsBufferD>& b : gfxF->m_deferredData->m_DBufs)
b->update(m_fillBuf);
for (std::unique_ptr<D3D11TextureD>& t : gfxF->m_deferredData->m_DTexs)
t->update(m_fillBuf);
ThrowIfFailed(m_deferredCtx->FinishCommandList(false, &m_cmdLists[m_fillBuf]));
m_workDoPresent[m_fillBuf] = m_doPresent;
@ -1120,9 +1104,6 @@ void D3D11CommandQueue::execute()
/* Wait for worker thread to become ready */
std::unique_lock<std::mutex> lk(m_mt);
/* Gather dynamic uploads for worker thread */
ThrowIfFailed(m_dynamicCtx->FinishCommandList(false, &m_dynamicList));
/* Ready for next frame */
m_completeBuf = m_fillBuf;
for (size_t i=0 ; i<3 ; ++i)
@ -1138,6 +1119,22 @@ void D3D11CommandQueue::execute()
m_cv.notify_one();
}
void D3D11CommandQueue::ProcessDynamicLoads(ID3D11DeviceContext* ctx)
{
D3D11DataFactory* gfxF = static_cast<D3D11DataFactory*>(m_parent->getDataFactory());
for (D3D11Data* d : gfxF->m_committedData)
{
for (std::unique_ptr<D3D11GraphicsBufferD>& b : d->m_DBufs)
b->update(ctx, m_fillBuf);
for (std::unique_ptr<D3D11TextureD>& t : d->m_DTexs)
t->update(ctx, m_fillBuf);
}
for (std::unique_ptr<D3D11GraphicsBufferD>& b : gfxF->m_deferredData->m_DBufs)
b->update(ctx, m_fillBuf);
for (std::unique_ptr<D3D11TextureD>& t : gfxF->m_deferredData->m_DTexs)
t->update(ctx, m_fillBuf);
}
IGraphicsCommandQueue* _NewD3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx, IGraphicsContext* parent)
{
return new D3D11CommandQueue(ctx, windowCtx, parent);