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https://github.com/AxioDL/boo.git
synced 2025-12-14 07:36:26 +00:00
Windows bug fixes
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@@ -109,6 +109,7 @@ class D3D12GraphicsBufferD : public IGraphicsBufferD
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D3D12_RESOURCE_STATES m_state;
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size_t m_mappedSz;
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void* m_mappedBuf = nullptr;
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unsigned m_loaded[2] = {};
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D3D12GraphicsBufferD(D3D12CommandQueue* q, BufferUse use, D3D12Context* ctx, size_t stride, size_t count)
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: m_state(USE_TABLE[int(use)]), m_q(q), m_stride(stride), m_count(count)
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{
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@@ -527,6 +528,7 @@ class D3D12ShaderPipeline : public IShaderPipeline
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if (!backfaceCulling)
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desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
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desc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
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desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
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if (!depthTest)
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desc.DepthStencilState.DepthEnable = false;
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if (!depthWrite)
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@@ -840,10 +842,6 @@ static ID3D12GraphicsCommandList* WaitForLoadList(D3D12Context* ctx)
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{
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ThrowIfFailed(ctx->m_loadfence->SetEventOnCompletion(ctx->m_loadfenceval, ctx->m_loadfencehandle));
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WaitForSingleObject(ctx->m_loadfencehandle, INFINITE);
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/* Reset allocator and list */
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ThrowIfFailed(ctx->m_loadqalloc->Reset());
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ThrowIfFailed(ctx->m_loadlist->Reset(ctx->m_loadqalloc.Get(), nullptr));
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}
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return ctx->m_loadlist.Get();
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}
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@@ -858,6 +856,14 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
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ComPtr<ID3D12GraphicsCommandList> m_cmdList;
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ComPtr<ID3D12Fence> m_fence;
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ComPtr<ID3D12CommandAllocator> m_dynamicCmdAlloc[2];
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ComPtr<ID3D12CommandQueue> m_dynamicCmdQueue;
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ComPtr<ID3D12GraphicsCommandList> m_dynamicCmdList;
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UINT64 m_dynamicBufFenceVal = 0;
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ComPtr<ID3D12Fence> m_dynamicBufFence;
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HANDLE m_dynamicBufFenceHandle;
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bool m_dynamicNeedsReset = false;
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size_t m_fillBuf = 0;
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size_t m_drawBuf = 0;
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@@ -868,6 +874,27 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
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m_cmdList->SetGraphicsRootSignature(m_ctx->m_rs.Get());
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}
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void resetDynamicCommandList()
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{
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ThrowIfFailed(m_dynamicCmdAlloc[m_fillBuf]->Reset());
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ThrowIfFailed(m_dynamicCmdList->Reset(m_dynamicCmdAlloc[m_fillBuf].Get(), nullptr));
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m_dynamicNeedsReset = false;
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}
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void stallDynamicUpload()
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{
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if (m_dynamicNeedsReset)
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{
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if (m_dynamicBufFence->GetCompletedValue() < m_dynamicBufFenceVal)
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{
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ThrowIfFailed(m_dynamicBufFence->SetEventOnCompletion(m_dynamicBufFenceVal,
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m_dynamicBufFenceHandle));
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WaitForSingleObject(m_dynamicBufFenceHandle, INFINITE);
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}
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resetDynamicCommandList();
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}
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}
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D3D12CommandQueue(D3D12Context* ctx, D3D12Context::Window* windowCtx, IGraphicsContext* parent,
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ID3D12CommandQueue** cmdQueueOut)
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: m_ctx(ctx), m_windowCtx(windowCtx), m_parent(parent)
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@@ -890,6 +917,15 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
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ThrowIfFailed(ctx->m_dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, ctx->m_qalloc[0].Get(),
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nullptr, __uuidof(ID3D12GraphicsCommandList), &m_cmdList));
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m_cmdList->SetGraphicsRootSignature(m_ctx->m_rs.Get());
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ThrowIfFailed(ctx->m_dev->CreateFence(0, D3D12_FENCE_FLAG_NONE, __uuidof(ID3D12Fence), &m_dynamicBufFence));
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m_dynamicBufFenceHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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ThrowIfFailed(ctx->m_dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
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__uuidof(ID3D12CommandAllocator), &m_dynamicCmdAlloc[0]));
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ThrowIfFailed(ctx->m_dev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
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__uuidof(ID3D12CommandAllocator), &m_dynamicCmdAlloc[1]));
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ThrowIfFailed(ctx->m_dev->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_dynamicCmdAlloc[0].Get(),
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nullptr, __uuidof(ID3D12GraphicsCommandList), &m_dynamicCmdList));
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}
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void setShaderDataBinding(IShaderDataBinding* binding)
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@@ -931,8 +967,6 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
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int pendingDynamicSlot() {return m_fillBuf;}
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void flushBufferUpdates() {}
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std::unordered_map<D3D12TextureR*, std::pair<size_t, size_t>> m_texResizes;
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void resizeRenderTexture(ITextureR* tex, size_t width, size_t height)
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{
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@@ -1065,12 +1099,23 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
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UINT64 m_submittedFenceVal = 0;
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void execute()
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{
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/* Perform dynamic uploads */
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if (!m_dynamicNeedsReset)
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{
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m_dynamicCmdList->Close();
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ID3D12CommandList* dcl[] = {m_dynamicCmdList.Get()};
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m_ctx->m_q->ExecuteCommandLists(1, dcl);
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++m_dynamicBufFenceVal;
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ThrowIfFailed(m_ctx->m_q->Signal(m_dynamicBufFence.Get(), m_dynamicBufFenceVal));
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}
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/* Check on fence */
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if (m_fence->GetCompletedValue() < m_submittedFenceVal)
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{
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/* Abandon this list (renderer too slow) */
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m_cmdList->Close();
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resetCommandList();
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m_dynamicNeedsReset = true;
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m_doPresent = false;
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return;
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}
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@@ -1083,14 +1128,13 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
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m_texResizes.clear();
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m_cmdList->Close();
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resetCommandList();
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m_dynamicNeedsReset = true;
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m_doPresent = false;
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return;
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}
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m_drawBuf = m_fillBuf;
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++m_fillBuf;
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if (m_fillBuf == 2)
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m_fillBuf = 0;
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m_fillBuf ^= 1;
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m_cmdList->Close();
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ID3D12CommandList* cl[] = {m_cmdList.Get()};
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@@ -1107,19 +1151,21 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
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ThrowIfFailed(m_ctx->m_q->Signal(m_fence.Get(), m_submittedFenceVal));
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resetCommandList();
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resetDynamicCommandList();
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}
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};
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void D3D12GraphicsBufferD::load(const void* data, size_t sz)
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{
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m_q->stallDynamicUpload();
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ID3D12Resource* res = m_bufs[m_q->m_fillBuf].Get();
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ID3D12Resource* gpuRes = m_gpuBufs[m_q->m_fillBuf].Get();
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D3D12_SUBRESOURCE_DATA d = {data, LONG_PTR(sz), LONG_PTR(sz)};
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m_q->m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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m_state, D3D12_RESOURCE_STATE_COPY_DEST));
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if (!UpdateSubresources<1>(m_q->m_cmdList.Get(), gpuRes, res, 0, 0, 1, &d))
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if (!UpdateSubresources<1>(m_q->m_dynamicCmdList.Get(), gpuRes, res, 0, 0, 1, &d))
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Log.report(LogVisor::FatalError, "unable to update dynamic buffer data");
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m_q->m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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D3D12_RESOURCE_STATE_COPY_DEST, m_state));
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}
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void* D3D12GraphicsBufferD::map(size_t sz)
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@@ -1132,29 +1178,31 @@ void* D3D12GraphicsBufferD::map(size_t sz)
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}
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void D3D12GraphicsBufferD::unmap()
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{
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m_q->stallDynamicUpload();
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ID3D12Resource* res = m_bufs[m_q->m_fillBuf].Get();
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ID3D12Resource* gpuRes = m_gpuBufs[m_q->m_fillBuf].Get();
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D3D12_SUBRESOURCE_DATA data = {m_mappedBuf, LONG_PTR(m_mappedSz), LONG_PTR(m_mappedSz)};
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m_q->m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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m_state, D3D12_RESOURCE_STATE_COPY_DEST));
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if (!UpdateSubresources<1>(m_q->m_cmdList.Get(), gpuRes, res, 0, 0, 1, &data))
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if (!UpdateSubresources<1>(m_q->m_dynamicCmdList.Get(), gpuRes, res, 0, 0, 1, &data))
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Log.report(LogVisor::FatalError, "unable to update dynamic buffer data");
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free(m_mappedBuf);
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m_mappedBuf = nullptr;
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m_q->m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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D3D12_RESOURCE_STATE_COPY_DEST, m_state));
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}
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void D3D12TextureD::load(const void* data, size_t sz)
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{
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m_q->stallDynamicUpload();
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ID3D12Resource* res = m_texs[m_q->m_fillBuf].Get();
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ID3D12Resource* gpuRes = m_gpuTexs[m_q->m_fillBuf].Get();
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D3D12_SUBRESOURCE_DATA d = {data, LONG_PTR(m_width * 4), LONG_PTR(sz)};
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m_q->m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST));
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if (!UpdateSubresources<1>(m_q->m_cmdList.Get(), gpuRes, res, 0, 0, 1, &d))
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if (!UpdateSubresources<1>(m_q->m_dynamicCmdList.Get(), gpuRes, res, 0, 0, 1, &d))
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Log.report(LogVisor::FatalError, "unable to update dynamic texture data");
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m_q->m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
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}
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void* D3D12TextureD::map(size_t sz)
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@@ -1167,16 +1215,17 @@ void* D3D12TextureD::map(size_t sz)
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}
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void D3D12TextureD::unmap()
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{
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m_q->stallDynamicUpload();
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ID3D12Resource* res = m_texs[m_q->m_fillBuf].Get();
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ID3D12Resource* gpuRes = m_gpuTexs[m_q->m_fillBuf].Get();
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D3D12_SUBRESOURCE_DATA data = {m_mappedBuf, LONG_PTR(m_width * 4), LONG_PTR(m_mappedSz)};
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m_q->m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST));
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if (!UpdateSubresources<1>(m_q->m_cmdList.Get(), gpuRes, res, 0, 0, 1, &data))
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if (!UpdateSubresources<1>(m_q->m_dynamicCmdList.Get(), gpuRes, res, 0, 0, 1, &data))
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Log.report(LogVisor::FatalError, "unable to update dynamic buffer data");
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free(m_mappedBuf);
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m_mappedBuf = nullptr;
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m_q->m_cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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m_q->m_dynamicCmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(gpuRes,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
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}
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@@ -1430,6 +1479,10 @@ public:
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/* Block handle return until data is ready on GPU */
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WaitForLoadList(m_ctx);
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/* Reset allocator and list */
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ThrowIfFailed(m_ctx->m_loadqalloc->Reset());
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ThrowIfFailed(m_ctx->m_loadlist->Reset(m_ctx->m_loadqalloc.Get(), nullptr));
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/* Delete static upload heaps */
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for (std::unique_ptr<D3D12GraphicsBufferS>& buf : retval->m_SBufs)
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buf->m_buf.Reset();
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