Merge commit 'f2fabfdf0' into canary_experimental
Sync changes from master up to before the recent GPU changes, those will be merged later
This commit is contained in:
@@ -468,8 +468,8 @@ bool D3D12CommandProcessor::RequestOneUseSingleViewDescriptors(
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} else {
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descriptor_index = view_bindless_heap_allocated_++;
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}
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view_bindless_one_use_descriptors_.push_back(
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std::make_pair(descriptor_index, submission_current_));
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view_bindless_one_use_descriptors_.emplace_back(descriptor_index,
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GetCurrentSubmission());
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handles_out[i] =
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std::make_pair(provider.OffsetViewDescriptor(
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view_bindless_heap_cpu_start_, descriptor_index),
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@@ -652,7 +652,8 @@ ID3D12Resource* D3D12CommandProcessor::RequestScratchGPUBuffer(
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return nullptr;
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}
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if (scratch_buffer_ != nullptr) {
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resources_for_deletion_.emplace_back(submission_current_, scratch_buffer_);
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resources_for_deletion_.emplace_back(GetCurrentSubmission(),
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scratch_buffer_);
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}
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scratch_buffer_ = buffer;
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scratch_buffer_size_ = size;
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@@ -807,22 +808,11 @@ bool D3D12CommandProcessor::SetupContext() {
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ID3D12Device* device = provider.GetDevice();
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ID3D12CommandQueue* direct_queue = provider.GetDirectQueue();
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fence_completion_event_ = CreateEvent(nullptr, false, false, nullptr);
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if (fence_completion_event_ == nullptr) {
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XELOGE("Failed to create the fence completion event");
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return false;
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}
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if (FAILED(device->CreateFence(0, D3D12_FENCE_FLAG_NONE,
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IID_PPV_ARGS(&submission_fence_)))) {
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XELOGE("Failed to create the submission fence");
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return false;
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}
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if (FAILED(device->CreateFence(
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0, D3D12_FENCE_FLAG_NONE,
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IID_PPV_ARGS(&queue_operations_since_submission_fence_)))) {
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XELOGE(
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"Failed to create the fence for awaiting queue operations done since "
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"the latest submission");
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completion_timeline_ = ui::d3d12::D3D12GPUCompletionTimeline::Create(device);
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queue_operations_since_submission_completion_timeline_ =
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ui::d3d12::D3D12GPUCompletionTimeline::Create(device);
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if (!completion_timeline_ ||
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!queue_operations_since_submission_completion_timeline_) {
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return false;
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}
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@@ -1698,21 +1688,10 @@ void D3D12CommandProcessor::ShutdownContext() {
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frame_completed_ = 0;
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std::memset(closed_frame_submissions_, 0, sizeof(closed_frame_submissions_));
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// First release the fences since they may reference fence_completion_event_.
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queue_operations_since_submission_completion_timeline_.reset();
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queue_operations_done_since_submission_signal_ = false;
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queue_operations_since_submission_fence_last_ = 0;
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ui::d3d12::util::ReleaseAndNull(queue_operations_since_submission_fence_);
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ui::d3d12::util::ReleaseAndNull(submission_fence_);
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submission_open_ = false;
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submission_current_ = 1;
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submission_completed_ = 0;
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if (fence_completion_event_) {
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CloseHandle(fence_completion_event_);
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fence_completion_event_ = nullptr;
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}
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completion_timeline_.reset();
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device_removed_ = false;
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@@ -2208,7 +2187,7 @@ void D3D12CommandProcessor::IssueSwap(uint32_t frontbuffer_ptr,
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fxaa_source_texture_->GetDesc();
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if (fxaa_source_texture_desc.Width != swap_texture_desc.Width ||
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fxaa_source_texture_desc.Height != swap_texture_desc.Height) {
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if (submission_completed_ < fxaa_source_texture_submission_) {
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if (GetCompletedSubmission() < fxaa_source_texture_submission_) {
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fxaa_source_texture_->AddRef();
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resources_for_deletion_.emplace_back(
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fxaa_source_texture_submission_,
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@@ -2339,7 +2318,7 @@ void D3D12CommandProcessor::IssueSwap(uint32_t frontbuffer_ptr,
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.resource_uav_capable();
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if (use_fxaa) {
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fxaa_source_texture_submission_ = submission_current_;
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fxaa_source_texture_submission_ = GetCurrentSubmission();
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}
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ID3D12Resource* apply_gamma_dest =
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@@ -3202,8 +3181,10 @@ bool D3D12CommandProcessor::IssueCopy_ReadbackResolvePath() {
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}
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return true;
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}
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void D3D12CommandProcessor::CheckSubmissionFence(uint64_t await_submission) {
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if (await_submission >= submission_current_) {
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void D3D12CommandProcessor::CheckSubmissionCompletion(
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uint64_t await_submission) {
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if (await_submission >= GetCurrentSubmission()) {
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if (submission_open_) {
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EndSubmission(false);
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}
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@@ -3212,47 +3193,31 @@ void D3D12CommandProcessor::CheckSubmissionFence(uint64_t await_submission) {
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// submission, but just in case of a failure, or queue operations being done
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// outside of a submission, await explicitly.
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if (queue_operations_done_since_submission_signal_) {
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UINT64 fence_value = ++queue_operations_since_submission_fence_last_;
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ID3D12CommandQueue* direct_queue = GetD3D12Provider().GetDirectQueue();
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if (SUCCEEDED(direct_queue->Signal(
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queue_operations_since_submission_fence_, fence_value)) &&
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SUCCEEDED(
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queue_operations_since_submission_fence_->SetEventOnCompletion(
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fence_value, fence_completion_event_))) {
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WaitForSingleObject(fence_completion_event_, INFINITE);
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if (SUCCEEDED(queue_operations_since_submission_completion_timeline_
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->SignalAndAdvance(direct_queue)) &&
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queue_operations_since_submission_completion_timeline_
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->AwaitAllSubmissions()) {
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queue_operations_done_since_submission_signal_ = false;
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} else {
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XELOGE(
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"Failed to await an out-of-submission queue operation completion "
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"Direct3D 12 fence");
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"Failed to await the completion of an out-of-submission "
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"Direct3D 12 queue operation");
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}
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}
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// A submission won't be ended if it hasn't been started, or if ending
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// has failed - clamp the index.
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await_submission = submission_current_ - 1;
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await_submission = GetCurrentSubmission() - 1;
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}
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uint64_t submission_completed_before = submission_completed_;
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submission_completed_ = submission_fence_->GetCompletedValue();
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if (submission_completed_ < await_submission) {
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if (SUCCEEDED(submission_fence_->SetEventOnCompletion(
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await_submission, fence_completion_event_))) {
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WaitForSingleObject(fence_completion_event_, INFINITE);
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submission_completed_ = submission_fence_->GetCompletedValue();
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}
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}
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if (submission_completed_ < await_submission) {
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XELOGE("Failed to await a submission completion Direct3D 12 fence");
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}
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if (submission_completed_ <= submission_completed_before) {
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// Not updated - no need to reclaim or download things.
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return;
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}
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completion_timeline_->AwaitSubmissionAndUpdateCompleted(await_submission);
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const uint64_t completed_submission = GetCompletedSubmission();
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// Reclaim command allocators.
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while (command_allocator_submitted_first_) {
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if (command_allocator_submitted_first_->last_usage_submission >
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submission_completed_) {
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completed_submission) {
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break;
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}
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if (command_allocator_writable_last_) {
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@@ -3273,7 +3238,7 @@ void D3D12CommandProcessor::CheckSubmissionFence(uint64_t await_submission) {
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// Release single-use bindless descriptors.
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while (!view_bindless_one_use_descriptors_.empty()) {
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if (view_bindless_one_use_descriptors_.front().second >
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submission_completed_) {
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completed_submission) {
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break;
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}
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ReleaseViewBindlessDescriptorImmediately(
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@@ -3283,7 +3248,7 @@ void D3D12CommandProcessor::CheckSubmissionFence(uint64_t await_submission) {
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// Delete transient resources marked for deletion.
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while (!resources_for_deletion_.empty()) {
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if (resources_for_deletion_.front().first > submission_completed_) {
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if (resources_for_deletion_.front().first > completed_submission) {
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break;
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}
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resources_for_deletion_.front().second->Release();
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@@ -3296,7 +3261,7 @@ void D3D12CommandProcessor::CheckSubmissionFence(uint64_t await_submission) {
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primitive_processor_->CompletedSubmissionUpdated();
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texture_cache_->CompletedSubmissionUpdated(submission_completed_);
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texture_cache_->CompletedSubmissionUpdated(completed_submission);
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}
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bool D3D12CommandProcessor::BeginSubmission(bool is_guest_command) {
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@@ -3326,7 +3291,7 @@ bool D3D12CommandProcessor::BeginSubmission(bool is_guest_command) {
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// Check the fence - needed for all kinds of submissions (to reclaim transient
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// resources early) and specifically for frames (not to queue too many), and
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// await the availability of the current frame.
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CheckSubmissionFence(
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CheckSubmissionCompletion(
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is_opening_frame
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? closed_frame_submissions_[frame_current_ % kQueueFrames]
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: 0);
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@@ -3342,7 +3307,7 @@ bool D3D12CommandProcessor::BeginSubmission(bool is_guest_command) {
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for (uint64_t frame = frame_completed_ + 1; frame < frame_current_;
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++frame) {
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if (closed_frame_submissions_[frame % kQueueFrames] >
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submission_completed_) {
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GetCompletedSubmission()) {
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break;
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}
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frame_completed_ = frame;
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@@ -3379,7 +3344,7 @@ bool D3D12CommandProcessor::BeginSubmission(bool is_guest_command) {
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primitive_processor_->BeginSubmission();
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texture_cache_->BeginSubmission(submission_current_);
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texture_cache_->BeginSubmission(GetCurrentSubmission());
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}
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if (is_opening_frame) {
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@@ -3502,6 +3467,8 @@ bool D3D12CommandProcessor::EndSubmission(bool is_swap) {
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// destroyed between frames.
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SubmitBarriers();
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// TODO(Triang3l): Error checking.
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ID3D12CommandQueue* direct_queue = provider.GetDirectQueue();
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// Submit the deferred command list.
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@@ -3518,7 +3485,7 @@ bool D3D12CommandProcessor::EndSubmission(bool is_swap) {
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ID3D12CommandList* execute_command_lists[] = {command_list_};
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direct_queue->ExecuteCommandLists(1, execute_command_lists);
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command_allocator_writable_first_->last_usage_submission =
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submission_current_;
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GetCurrentSubmission();
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if (command_allocator_submitted_last_) {
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command_allocator_submitted_last_->next =
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command_allocator_writable_first_;
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@@ -3531,8 +3498,7 @@ bool D3D12CommandProcessor::EndSubmission(bool is_swap) {
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if (!command_allocator_writable_first_) {
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command_allocator_writable_last_ = nullptr;
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}
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direct_queue->Signal(submission_fence_, submission_current_++);
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completion_timeline_->SignalAndAdvance(direct_queue);
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submission_open_ = false;
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@@ -3556,7 +3522,7 @@ bool D3D12CommandProcessor::EndSubmission(bool is_swap) {
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frame_open_ = false;
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// Submission already closed now, so minus 1.
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closed_frame_submissions_[(frame_current_++) % kQueueFrames] =
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submission_current_ - 1;
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GetCurrentSubmission() - 1;
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if (cache_clear_requested_ && AwaitAllQueueOperationsCompletion()) {
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cache_clear_requested_ = false;
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@@ -4646,7 +4612,7 @@ bool D3D12CommandProcessor::UpdateBindings(const D3D12Shader* vertex_shader,
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ID3D12DescriptorHeap* sampler_heap_new;
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if (!sampler_bindless_heaps_overflowed_.empty() &&
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sampler_bindless_heaps_overflowed_.front().second <=
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submission_completed_) {
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GetCompletedSubmission()) {
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sampler_heap_new = sampler_bindless_heaps_overflowed_.front().first;
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sampler_bindless_heaps_overflowed_.pop_front();
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} else {
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@@ -4668,7 +4634,7 @@ bool D3D12CommandProcessor::UpdateBindings(const D3D12Shader* vertex_shader,
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// leave the values in an undefined state in case CreateDescriptorHeap
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// has failed.
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sampler_bindless_heaps_overflowed_.push_back(std::make_pair(
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sampler_bindless_heap_current_, submission_current_));
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sampler_bindless_heap_current_, GetCurrentSubmission()));
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sampler_bindless_heap_current_ = sampler_heap_new;
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sampler_bindless_heap_cpu_start_ =
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sampler_bindless_heap_current_
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