mirror of https://github.com/AxioDL/boo.git
Much more stable D3D11 backend
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41ebfe872a
commit
9485f5d115
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@ -102,7 +102,7 @@ class D3D11GraphicsBufferD : public IGraphicsBufferD
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ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(m_cpuSz, USE_TABLE[int(use)],
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D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE), nullptr, &m_bufs[i]));
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}
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void update(int b);
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void update(ID3D11DeviceContext* ctx, int b);
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public:
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size_t m_stride;
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size_t m_count;
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@ -249,7 +249,7 @@ class D3D11TextureD : public ITextureD
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_texs[i].Get(), D3D_SRV_DIMENSION_TEXTURE2D, pixelFmt), &m_srvs[i]));
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}
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}
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void update(int b);
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void update(ID3D11DeviceContext* ctx, int b);
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public:
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ComPtr<ID3D11Texture2D> m_texs[3];
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ComPtr<ID3D11ShaderResourceView> m_srvs[3];
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@ -626,8 +626,6 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
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D3D11Context::Window* m_windowCtx;
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IGraphicsContext* m_parent;
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ComPtr<ID3D11DeviceContext1> m_deferredCtx;
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ComPtr<ID3D11DeviceContext1> m_dynamicCtx;
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ComPtr<ID3D11CommandList> m_dynamicList;
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size_t m_fillBuf = 0;
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size_t m_completeBuf = 0;
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@ -644,6 +642,7 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
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ComPtr<ID3D11CommandList> m_cmdLists[3];
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D3D11TextureR* m_workDoPresent[3];
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void ProcessDynamicLoads(ID3D11DeviceContext* ctx);
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static void RenderingWorker(D3D11CommandQueue* self)
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{
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{
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@ -659,10 +658,7 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
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break;
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self->m_drawBuf = self->m_completeBuf;
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/* Process dynamic loads */
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ID3D11CommandList* list = self->m_dynamicList.Get();
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self->m_ctx->m_devCtx->ExecuteCommandList(list, false);
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self->m_dynamicList.Reset();
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self->ProcessDynamicLoads(self->m_ctx->m_devCtx.Get());
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if (self->m_texResizes.size())
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{
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@ -734,7 +730,6 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
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m_initcv.wait(m_initlk);
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m_initlk.unlock();
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ThrowIfFailed(ctx->m_dev->CreateDeferredContext1(0, &m_deferredCtx));
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ThrowIfFailed(ctx->m_dev->CreateDeferredContext1(0, &m_dynamicCtx));
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}
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void stopRenderer()
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@ -843,16 +838,16 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
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void execute();
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};
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void D3D11GraphicsBufferD::update(int b)
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void D3D11GraphicsBufferD::update(ID3D11DeviceContext* ctx, int b)
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{
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int slot = 1 << b;
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if ((slot & m_validSlots) == 0)
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{
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ID3D11Buffer* res = m_bufs[b].Get();
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D3D11_MAPPED_SUBRESOURCE d;
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m_q->m_dynamicCtx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
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ctx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
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memcpy(d.pData, m_cpuBuf.get(), m_cpuSz);
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m_q->m_dynamicCtx->Unmap(res, 0);
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ctx->Unmap(res, 0);
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m_validSlots |= slot;
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}
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}
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@ -873,16 +868,16 @@ void D3D11GraphicsBufferD::unmap()
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m_validSlots = 0;
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}
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void D3D11TextureD::update(int b)
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void D3D11TextureD::update(ID3D11DeviceContext* ctx, int b)
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{
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int slot = 1 << b;
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if ((slot & m_validSlots) == 0)
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{
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ID3D11Texture2D* res = m_texs[b].Get();
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D3D11_MAPPED_SUBRESOURCE d;
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m_q->m_dynamicCtx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
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ctx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
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memcpy(d.pData, m_cpuBuf.get(), m_cpuSz);
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m_q->m_dynamicCtx->Unmap(res, 0);
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ctx->Unmap(res, 0);
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m_validSlots |= slot;
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}
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}
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@ -1101,17 +1096,6 @@ void D3D11CommandQueue::execute()
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/* Stage dynamic uploads */
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D3D11DataFactory* gfxF = static_cast<D3D11DataFactory*>(m_parent->getDataFactory());
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gfxF->procDeletes();
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for (D3D11Data* d : gfxF->m_committedData)
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{
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for (std::unique_ptr<D3D11GraphicsBufferD>& b : d->m_DBufs)
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b->update(m_fillBuf);
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for (std::unique_ptr<D3D11TextureD>& t : d->m_DTexs)
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t->update(m_fillBuf);
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}
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for (std::unique_ptr<D3D11GraphicsBufferD>& b : gfxF->m_deferredData->m_DBufs)
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b->update(m_fillBuf);
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for (std::unique_ptr<D3D11TextureD>& t : gfxF->m_deferredData->m_DTexs)
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t->update(m_fillBuf);
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ThrowIfFailed(m_deferredCtx->FinishCommandList(false, &m_cmdLists[m_fillBuf]));
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m_workDoPresent[m_fillBuf] = m_doPresent;
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@ -1120,9 +1104,6 @@ void D3D11CommandQueue::execute()
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/* Wait for worker thread to become ready */
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std::unique_lock<std::mutex> lk(m_mt);
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/* Gather dynamic uploads for worker thread */
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ThrowIfFailed(m_dynamicCtx->FinishCommandList(false, &m_dynamicList));
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/* Ready for next frame */
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m_completeBuf = m_fillBuf;
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for (size_t i=0 ; i<3 ; ++i)
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@ -1138,6 +1119,22 @@ void D3D11CommandQueue::execute()
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m_cv.notify_one();
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}
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void D3D11CommandQueue::ProcessDynamicLoads(ID3D11DeviceContext* ctx)
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{
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D3D11DataFactory* gfxF = static_cast<D3D11DataFactory*>(m_parent->getDataFactory());
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for (D3D11Data* d : gfxF->m_committedData)
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{
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for (std::unique_ptr<D3D11GraphicsBufferD>& b : d->m_DBufs)
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b->update(ctx, m_fillBuf);
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for (std::unique_ptr<D3D11TextureD>& t : d->m_DTexs)
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t->update(ctx, m_fillBuf);
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}
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for (std::unique_ptr<D3D11GraphicsBufferD>& b : gfxF->m_deferredData->m_DBufs)
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b->update(ctx, m_fillBuf);
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for (std::unique_ptr<D3D11TextureD>& t : gfxF->m_deferredData->m_DTexs)
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t->update(ctx, m_fillBuf);
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}
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IGraphicsCommandQueue* _NewD3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx, IGraphicsContext* parent)
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{
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return new D3D11CommandQueue(ctx, windowCtx, parent);
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