Hold shader data bindings through to rendering worker

This commit is contained in:
Jack Andersen
2017-01-19 17:52:40 -10:00
parent 65f8302060
commit ee9f3efe61
8 changed files with 124 additions and 45 deletions

View File

@@ -2,6 +2,7 @@
#include "logvisor/logvisor.hpp"
#include "boo/graphicsdev/D3D.hpp"
#include "boo/IGraphicsContext.hpp"
#include "Common.hpp"
#include <vector>
#include <thread>
#include <mutex>
@@ -32,7 +33,7 @@ static inline void ThrowIfFailed(HRESULT hr)
}
}
struct D3D11Data : IGraphicsData
struct D3D11Data : IGraphicsDataPriv<D3D11Data>
{
std::vector<std::shared_ptr<class D3D11ShaderPipeline>> m_SPs;
std::vector<std::shared_ptr<struct D3D11ShaderDataBinding>> m_SBinds;
@@ -576,9 +577,8 @@ public:
}
};
struct D3D11ShaderDataBinding : IShaderDataBinding
struct D3D11ShaderDataBinding : IShaderDataBindingPriv<D3D11Data>
{
std::weak_ptr<D3D11ShaderDataBinding> m_selfPtr;
std::shared_ptr<D3D11ShaderPipeline> m_pipeline;
std::shared_ptr<IGraphicsBuffer> m_vbuf;
std::shared_ptr<IGraphicsBuffer> m_instVbuf;
@@ -590,13 +590,15 @@ struct D3D11ShaderDataBinding : IShaderDataBinding
std::vector<std::shared_ptr<ITexture>> m_texs;
UINT m_baseOffsets[2];
D3D11ShaderDataBinding(D3D11Context* ctx,
D3D11ShaderDataBinding(D3D11Data* d,
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 baseVert, size_t baseInst)
: m_pipeline(static_cast<D3D11ShaderPipeline*>(pipeline)->m_selfPtr),
: IShaderDataBindingPriv(d),
m_pipeline(static_cast<D3D11ShaderPipeline*>(pipeline)->m_selfPtr),
m_vbuf(D3D11GraphicsBuffer::getPtr(vbuf)),
m_instVbuf(D3D11GraphicsBuffer::getPtr(instVbuf)),
m_ibuf(D3D11GraphicsBuffer::getPtr(ibuf))
@@ -849,13 +851,13 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
struct CommandList
{
ComPtr<ID3D11CommandList> list;
std::vector<std::shared_ptr<D3D11ShaderDataBinding>> bindings;
std::vector<IShaderDataBindingPriv::Token> resTokens;
std::shared_ptr<D3D11TextureR> workDoPresent;
void reset()
{
list.Reset();
bindings.clear();
resTokens.clear();
workDoPresent.reset();
}
};
@@ -965,7 +967,7 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
{
D3D11ShaderDataBinding* cbind = static_cast<D3D11ShaderDataBinding*>(binding);
cbind->bind(m_deferredCtx.Get(), m_fillBuf);
m_cmdLists[m_fillBuf].bindings.push_back(cbind->m_selfPtr.lock());
m_cmdLists[m_fillBuf].resTokens.push_back(cbind->lock());
ID3D11SamplerState* samp[] = {m_ctx->m_ss.Get()};
m_deferredCtx->PSSetSamplers(0, 1, samp);
@@ -1174,14 +1176,14 @@ class D3D11DataFactory : public ID3DDataFactory
std::unique_lock<std::mutex> lk(m_committedMutex);
D3D11Data* data = static_cast<D3D11Data*>(d);
m_committedData.erase(data);
delete data;
data->decrement();
}
void destroyAllData()
{
std::unique_lock<std::mutex> lk(m_committedMutex);
for (IGraphicsData* data : m_committedData)
delete static_cast<D3D11Data*>(data);
for (D3D11Data* data : m_committedData)
data->decrement();
for (IGraphicsBufferPool* pool : m_committedPools)
delete static_cast<D3D11Pool*>(pool);
m_committedData.clear();
@@ -1356,11 +1358,10 @@ public:
{
D3D11Data* d = static_cast<D3D11Data*>(m_deferredData);
D3D11ShaderDataBinding* retval =
new D3D11ShaderDataBinding(m_parent.m_ctx, pipeline, vbuf, instVbo, ibuf,
new D3D11ShaderDataBinding(d, m_parent.m_ctx, pipeline, vbuf, instVbo, ibuf,
ubufCount, ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs,
baseVert, baseInst);
d->m_SBinds.emplace_back(retval);
retval->m_selfPtr = d->m_SBinds.back();
return retval;
}
};