Fix D3D12 Buffer::UnmapImpl() for MapWriteAsync().

d3d12::Buffer::UnmapImpl() was passing an empty range to
ID3D12Resource::Unmap().  This causes it to be a no-op when writing a
buffer.  The fix is to store the entire mapped range in the Buffer,
and use it during Unmap().

Note: this doesn't seem to actually cause an issue on the D3D12 drivers I
have, so I have been unable to write a test for it. However, it does cause
an issue in RenderDoc: the buffer data appears unmodifed after the
Map/memcpy/Unmap calls. The hypothesis is that RenderDoc notices the empty
range at the API level, and leaves its shadow buffer contents unmodified.

Because I feel this change is correct regardless, I'm landing it without
a test.

Bug: dawn:25
Change-Id: Ie5dd5fcfedbe1d80c75a3d8094c97af27653ee00
Reviewed-on: https://dawn-review.googlesource.com/c/1920
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
Stephen White 2018-10-26 11:49:12 +00:00 committed by Commit Bot service account
parent 56e5974c2c
commit 3f06587542
2 changed files with 6 additions and 6 deletions

View File

@ -169,6 +169,7 @@ namespace dawn_native { namespace d3d12 {
} }
void Buffer::MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) { void Buffer::MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) {
mWrittenMappedRange = {};
D3D12_RANGE readRange = {start, start + count}; D3D12_RANGE readRange = {start, start + count};
char* data = nullptr; char* data = nullptr;
ASSERT_SUCCESS(mResource->Map(0, &readRange, reinterpret_cast<void**>(&data))); ASSERT_SUCCESS(mResource->Map(0, &readRange, reinterpret_cast<void**>(&data)));
@ -180,9 +181,9 @@ namespace dawn_native { namespace d3d12 {
} }
void Buffer::MapWriteAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) { void Buffer::MapWriteAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) {
D3D12_RANGE readRange = {start, start + count}; mWrittenMappedRange = {start, start + count};
char* data = nullptr; char* data = nullptr;
ASSERT_SUCCESS(mResource->Map(0, &readRange, reinterpret_cast<void**>(&data))); ASSERT_SUCCESS(mResource->Map(0, &mWrittenMappedRange, reinterpret_cast<void**>(&data)));
// There is no need to transition the resource to a new state: D3D12 seems to make the CPU // There is no need to transition the resource to a new state: D3D12 seems to make the CPU
// writes available on queue submission. // writes available on queue submission.
@ -191,11 +192,9 @@ namespace dawn_native { namespace d3d12 {
} }
void Buffer::UnmapImpl() { void Buffer::UnmapImpl() {
// TODO(enga@google.com): When MapWrite is implemented, this should state the range that was mResource->Unmap(0, &mWrittenMappedRange);
// modified
D3D12_RANGE writeRange = {};
mResource->Unmap(0, &writeRange);
ToBackend(GetDevice())->GetResourceAllocator()->Release(mResource); ToBackend(GetDevice())->GetResourceAllocator()->Release(mResource);
mWrittenMappedRange = {};
} }
BufferView::BufferView(BufferViewBuilder* builder) : BufferViewBase(builder) { BufferView::BufferView(BufferViewBuilder* builder) : BufferViewBase(builder) {

View File

@ -47,6 +47,7 @@ namespace dawn_native { namespace d3d12 {
ComPtr<ID3D12Resource> mResource; ComPtr<ID3D12Resource> mResource;
bool mFixedResourceState = false; bool mFixedResourceState = false;
dawn::BufferUsageBit mLastUsage = dawn::BufferUsageBit::None; dawn::BufferUsageBit mLastUsage = dawn::BufferUsageBit::None;
D3D12_RANGE mWrittenMappedRange;
}; };
class BufferView : public BufferViewBase { class BufferView : public BufferViewBase {