[D3D12] CP: Framework for multiple command lists per frame

This commit is contained in:
Triang3l
2019-10-31 23:32:37 +03:00
parent 6e5a0ebf7b
commit 9deb710607
12 changed files with 401 additions and 238 deletions

View File

@@ -55,7 +55,7 @@ namespace xe {
namespace gpu {
namespace d3d12 {
constexpr uint32_t D3D12CommandProcessor::kQueuedFrames;
constexpr uint32_t D3D12CommandProcessor::kQueueFrames;
constexpr uint32_t
D3D12CommandProcessor::RootExtraParameterIndices::kUnavailable;
constexpr uint32_t D3D12CommandProcessor::kSwapTextureWidth;
@@ -441,7 +441,7 @@ uint64_t D3D12CommandProcessor::RequestViewDescriptors(
D3D12_GPU_DESCRIPTOR_HANDLE& gpu_handle_out) {
uint32_t descriptor_index;
uint64_t current_heap_index = view_heap_pool_->Request(
fence_current_value_, previous_heap_index, count_for_partial_update,
frame_current_, previous_heap_index, count_for_partial_update,
count_for_full_update, descriptor_index);
if (current_heap_index == ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) {
// There was an error.
@@ -467,7 +467,7 @@ uint64_t D3D12CommandProcessor::RequestSamplerDescriptors(
D3D12_GPU_DESCRIPTOR_HANDLE& gpu_handle_out) {
uint32_t descriptor_index;
uint64_t current_heap_index = sampler_heap_pool_->Request(
fence_current_value_, previous_heap_index, count_for_partial_update,
frame_current_, previous_heap_index, count_for_partial_update,
count_for_full_update, descriptor_index);
if (current_heap_index == ui::d3d12::DescriptorHeapPool::kHeapIndexInvalid) {
// There was an error.
@@ -520,7 +520,7 @@ ID3D12Resource* D3D12CommandProcessor::RequestScratchGPUBuffer(
if (scratch_buffer_ != nullptr) {
BufferForDeletion buffer_for_deletion;
buffer_for_deletion.buffer = scratch_buffer_;
buffer_for_deletion.last_usage_fence_value = fence_current_value_;
buffer_for_deletion.last_usage_submission = submission_current_;
buffers_for_deletion_.push_back(buffer_for_deletion);
}
scratch_buffer_ = buffer;
@@ -552,10 +552,7 @@ void D3D12CommandProcessor::SetSamplePositions(MsaaSamples sample_positions) {
if (cvars::d3d12_ssaa_custom_sample_positions && !IsROVUsedForEDRAM()) {
auto provider = GetD3D12Context()->GetD3D12Provider();
auto tier = provider->GetProgrammableSamplePositionsTier();
uint32_t command_list_index =
uint32_t((fence_current_value_ + (kQueuedFrames - 1)) % kQueuedFrames);
if (tier >= 2 &&
command_lists_[command_list_index]->GetCommandList1() != nullptr) {
if (tier >= 2) {
// Depth buffer transitions are affected by sample positions.
SubmitBarriers();
// Standard sample positions in Direct3D 10.1, but adjusted to take the
@@ -611,13 +608,14 @@ void D3D12CommandProcessor::SetComputePipeline(ID3D12PipelineState* pipeline) {
}
}
void D3D12CommandProcessor::UnbindRenderTargets() {
render_target_cache_->UnbindRenderTargets();
void D3D12CommandProcessor::FlushAndUnbindRenderTargets() {
render_target_cache_->FlushAndUnbindRenderTargets();
}
void D3D12CommandProcessor::SetExternalGraphicsPipeline(
ID3D12PipelineState* pipeline, bool reset_viewport, bool reset_blend_factor,
bool reset_stencil_ref) {
ID3D12PipelineState* pipeline, bool changing_rts_and_sample_positions,
bool changing_viewport, bool changing_blend_factor,
bool changing_stencil_ref) {
if (current_external_pipeline_ != pipeline) {
deferred_command_list_->D3DSetPipelineState(pipeline);
current_external_pipeline_ = pipeline;
@@ -626,14 +624,17 @@ void D3D12CommandProcessor::SetExternalGraphicsPipeline(
current_graphics_root_signature_ = nullptr;
current_graphics_root_up_to_date_ = 0;
primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
if (reset_viewport) {
if (changing_rts_and_sample_positions) {
render_target_cache_->ForceApplyOnNextUpdate();
}
if (changing_viewport) {
ff_viewport_update_needed_ = true;
ff_scissor_update_needed_ = true;
}
if (reset_blend_factor) {
if (changing_blend_factor) {
ff_blend_factor_update_needed_ = true;
}
if (reset_stencil_ref) {
if (changing_stencil_ref) {
ff_stencil_ref_update_needed_ = true;
}
}
@@ -672,7 +673,9 @@ std::unique_ptr<xe::ui::RawImage> D3D12CommandProcessor::Capture() {
deferred_command_list_->CopyTexture(location_dest, location_source);
PushTransitionBarrier(swap_texture_, D3D12_RESOURCE_STATE_COPY_SOURCE,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
EndSubmission(false);
if (!EndSubmission(false)) {
return nullptr;
}
AwaitAllSubmissionsCompletion();
D3D12_RANGE readback_range;
readback_range.Begin = swap_texture_copy_footprint_.Offset;
@@ -711,27 +714,30 @@ bool D3D12CommandProcessor::SetupContext() {
auto device = provider->GetDevice();
auto direct_queue = provider->GetDirectQueue();
submission_open_ = false;
submission_current_ = 1;
submission_completed_ = 0;
if (FAILED(device->CreateFence(0, D3D12_FENCE_FLAG_NONE,
IID_PPV_ARGS(&fence_)))) {
XELOGE("Failed to create the fence");
IID_PPV_ARGS(&submission_fence_)))) {
XELOGE("Failed to create the submission fence");
return false;
}
fence_completion_event_ = CreateEvent(nullptr, false, false, nullptr);
if (fence_completion_event_ == nullptr) {
XELOGE("Failed to create the fence completion event");
submission_fence_completion_event_ =
CreateEvent(nullptr, false, false, nullptr);
if (submission_fence_completion_event_ == nullptr) {
XELOGE("Failed to create the submission fence completion event");
return false;
}
fence_current_value_ = 1;
fence_completed_value_ = 0;
for (uint32_t i = 0; i < kQueuedFrames; ++i) {
command_lists_[i] = ui::d3d12::CommandList::Create(
device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT);
if (command_lists_[i] == nullptr) {
XELOGE("Failed to create the command lists");
return false;
}
}
frame_open_ = false;
frame_current_ = 1;
frame_completed_ = 0;
std::memset(closed_frame_submissions_, 0, sizeof(closed_frame_submissions_));
command_list_writable_first_ = nullptr;
command_list_writable_last_ = nullptr;
command_list_submitted_first_ = nullptr;
command_list_submitted_last_ = nullptr;
deferred_command_list_ = std::make_unique<DeferredCommandList>(this);
constant_buffer_pool_ =
@@ -806,9 +812,9 @@ bool D3D12CommandProcessor::SetupContext() {
return false;
}
// Get the layout for the upload buffer.
gamma_ramp_desc.DepthOrArraySize = kQueuedFrames;
gamma_ramp_desc.DepthOrArraySize = kQueueFrames;
UINT64 gamma_ramp_upload_size;
device->GetCopyableFootprints(&gamma_ramp_desc, 0, kQueuedFrames * 2, 0,
device->GetCopyableFootprints(&gamma_ramp_desc, 0, kQueueFrames * 2, 0,
gamma_ramp_footprints_, nullptr, nullptr,
&gamma_ramp_upload_size);
// Create the upload buffer for the gamma ramp.
@@ -892,9 +898,6 @@ bool D3D12CommandProcessor::SetupContext() {
swap_texture_, &swap_srv_desc,
swap_texture_srv_descriptor_heap_->GetCPUDescriptorHandleForHeapStart());
submission_open_ = false;
submission_frame_open_ = false;
pix_capture_requested_.store(false, std::memory_order_relaxed);
pix_capturing_ = false;
@@ -967,18 +970,22 @@ void D3D12CommandProcessor::ShutdownContext() {
shared_memory_.reset();
deferred_command_list_.reset();
for (uint32_t i = 0; i < kQueuedFrames; ++i) {
command_lists_[i].reset();
}
ClearCommandListCache();
frame_open_ = false;
frame_current_ = 1;
frame_completed_ = 0;
std::memset(closed_frame_submissions_, 0, sizeof(closed_frame_submissions_));
// First release the fence since it may reference the event.
ui::d3d12::util::ReleaseAndNull(fence_);
if (fence_completion_event_) {
CloseHandle(fence_completion_event_);
fence_completion_event_ = nullptr;
ui::d3d12::util::ReleaseAndNull(submission_fence_);
if (submission_fence_completion_event_) {
CloseHandle(submission_fence_completion_event_);
submission_fence_completion_event_ = nullptr;
}
fence_current_value_ = 1;
fence_completed_value_ = 0;
submission_open_ = false;
submission_current_ = 1;
submission_completed_ = 0;
CommandProcessor::ShutdownContext();
}
@@ -988,7 +995,7 @@ void D3D12CommandProcessor::WriteRegister(uint32_t index, uint32_t value) {
if (index >= XE_GPU_REG_SHADER_CONSTANT_000_X &&
index <= XE_GPU_REG_SHADER_CONSTANT_511_W) {
if (submission_open_) {
if (frame_open_) {
uint32_t float_constant_index =
(index - XE_GPU_REG_SHADER_CONSTANT_000_X) >> 2;
if (float_constant_index >= 256) {
@@ -1038,12 +1045,13 @@ void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
auto provider = GetD3D12Context()->GetD3D12Provider();
auto device = provider->GetDevice();
// Upload the new gamma ramps.
uint32_t command_list_index =
uint32_t((fence_current_value_ + (kQueuedFrames - 1)) % kQueuedFrames);
// Upload the new gamma ramps, using the upload buffer for the current frame
// (will close the frame after this anyway, so can't write multiple times per
// frame).
uint32_t gamma_ramp_frame = uint32_t(frame_current_ % kQueueFrames);
if (dirty_gamma_ramp_normal_) {
const D3D12_PLACED_SUBRESOURCE_FOOTPRINT& gamma_ramp_footprint =
gamma_ramp_footprints_[command_list_index * 2];
gamma_ramp_footprints_[gamma_ramp_frame * 2];
volatile uint32_t* mapping = reinterpret_cast<uint32_t*>(
gamma_ramp_upload_mapping_ + gamma_ramp_footprint.Offset);
for (uint32_t i = 0; i < 256; ++i) {
@@ -1069,7 +1077,7 @@ void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
}
if (dirty_gamma_ramp_pwl_) {
const D3D12_PLACED_SUBRESOURCE_FOOTPRINT& gamma_ramp_footprint =
gamma_ramp_footprints_[command_list_index * 2 + 1];
gamma_ramp_footprints_[gamma_ramp_frame * 2 + 1];
volatile uint32_t* mapping = reinterpret_cast<uint32_t*>(
gamma_ramp_upload_mapping_ + gamma_ramp_footprint.Offset);
for (uint32_t i = 0; i < 128; ++i) {
@@ -1102,7 +1110,7 @@ void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
TextureFormat frontbuffer_format;
if (texture_cache_->RequestSwapTexture(descriptor_cpu_start,
frontbuffer_format)) {
render_target_cache_->UnbindRenderTargets();
render_target_cache_->FlushAndUnbindRenderTargets();
// Create the gamma ramp texture descriptor.
// This is according to D3D::InitializePresentationParameters from a game
@@ -1161,8 +1169,8 @@ void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
descriptor_gpu_start, &gamma_ramp_gpu_handle,
use_pwl_gamma_ramp ? (1.0f / 128.0f) : (1.0f / 256.0f),
*deferred_command_list_);
// Ending the current frame's command list anyway, so no need to unbind
// the render targets when using ROV.
// Ending the current frame anyway, so no need to reset the current render
// targets when using ROV.
PushTransitionBarrier(swap_texture_, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
@@ -1683,7 +1691,6 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
memexport_range.base_address_dwords << 2, memexport_range_size);
readback_buffer_offset += memexport_range_size;
}
EndSubmission(false);
AwaitAllSubmissionsCompletion();
D3D12_RANGE readback_range;
readback_range.Begin = 0;
@@ -1713,13 +1720,13 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
void D3D12CommandProcessor::InitializeTrace() {
BeginSubmission(false);
bool any_submitted = false;
any_submitted |= shared_memory_->InitializeTraceSubmitDownloads();
if (any_submitted) {
EndSubmission(false);
AwaitAllSubmissionsCompletion();
shared_memory_->InitializeTraceCompleteDownloads();
bool any_downloads_submitted = false;
any_downloads_submitted |= shared_memory_->InitializeTraceSubmitDownloads();
if (!any_downloads_submitted || !EndSubmission(false)) {
return;
}
AwaitAllSubmissionsCompletion();
shared_memory_->InitializeTraceCompleteDownloads();
}
void D3D12CommandProcessor::FinalizeTrace() {}
@@ -1746,18 +1753,19 @@ bool D3D12CommandProcessor::IssueCopy() {
deferred_command_list_->D3DCopyBufferRegion(
readback_buffer, 0, shared_memory_buffer, written_address,
written_length);
EndSubmission(false);
AwaitAllSubmissionsCompletion();
D3D12_RANGE readback_range;
readback_range.Begin = 0;
readback_range.End = written_length;
void* readback_mapping;
if (SUCCEEDED(
readback_buffer->Map(0, &readback_range, &readback_mapping))) {
std::memcpy(memory_->TranslatePhysical(written_address),
readback_mapping, written_length);
D3D12_RANGE readback_write_range = {};
readback_buffer->Unmap(0, &readback_write_range);
if (EndSubmission(false)) {
AwaitAllSubmissionsCompletion();
D3D12_RANGE readback_range;
readback_range.Begin = 0;
readback_range.End = written_length;
void* readback_mapping;
if (SUCCEEDED(
readback_buffer->Map(0, &readback_range, &readback_mapping))) {
std::memcpy(memory_->TranslatePhysical(written_address),
readback_mapping, written_length);
D3D12_RANGE readback_write_range = {};
readback_buffer->Unmap(0, &readback_write_range);
}
}
}
}
@@ -1769,20 +1777,75 @@ void D3D12CommandProcessor::BeginSubmission(bool is_guest_command) {
SCOPE_profile_cpu_f("gpu");
#endif // FINE_GRAINED_DRAW_SCOPES
bool is_opening_frame = is_guest_command && !frame_open_;
if (submission_open_ && !is_opening_frame) {
return;
}
// Check the fence - needed for all kinds of submissions (to reclaim transient
// resources early) and specifically for frames (not to queue too many).
submission_completed_ = submission_fence_->GetCompletedValue();
if (is_opening_frame) {
// Await the availability of the current frame.
uint64_t frame_current_last_submission =
closed_frame_submissions_[frame_current_ % kQueueFrames];
if (frame_current_last_submission > submission_completed_) {
submission_fence_->SetEventOnCompletion(
frame_current_last_submission, submission_fence_completion_event_);
WaitForSingleObject(submission_fence_completion_event_, INFINITE);
submission_completed_ = submission_fence_->GetCompletedValue();
}
// Update the completed frame index, also obtaining the actual completed
// frame number (since the CPU may be actually less than 3 frames behind)
// before reclaiming resources tracked with the frame number.
frame_completed_ =
std::max(frame_current_, uint64_t(kQueueFrames)) - kQueueFrames;
for (uint64_t frame = frame_completed_ + 1; frame < frame_current_;
++frame) {
if (closed_frame_submissions_[frame % kQueueFrames] >
submission_completed_) {
break;
}
frame_completed_ = frame;
}
}
// Reclaim command lists.
while (command_list_submitted_first_) {
if (command_list_submitted_first_->last_usage_submission >
submission_completed_) {
break;
}
if (command_list_writable_last_) {
command_list_writable_last_->next = command_list_submitted_first_;
} else {
command_list_writable_first_ = command_list_submitted_first_;
}
command_list_writable_last_ = command_list_submitted_first_;
command_list_submitted_first_ = command_list_submitted_first_->next;
command_list_writable_last_->next = nullptr;
}
if (!command_list_submitted_first_) {
command_list_submitted_last_ = nullptr;
}
// Delete transient buffers marked for deletion.
auto erase_buffers_end = buffers_for_deletion_.begin();
while (erase_buffers_end != buffers_for_deletion_.end()) {
if (erase_buffers_end->last_usage_submission > submission_completed_) {
++erase_buffers_end;
break;
}
erase_buffers_end->buffer->Release();
++erase_buffers_end;
}
buffers_for_deletion_.erase(buffers_for_deletion_.begin(), erase_buffers_end);
if (!submission_open_) {
submission_open_ = true;
// Wait for a swap command list to become free.
// Command list 0 is used when fence_current_value_ is 1, 4, 7...
fence_completed_value_ = fence_->GetCompletedValue();
if (fence_completed_value_ + kQueuedFrames < fence_current_value_) {
fence_->SetEventOnCompletion(fence_current_value_ - kQueuedFrames,
fence_completion_event_);
WaitForSingleObject(fence_completion_event_, INFINITE);
fence_completed_value_ = fence_->GetCompletedValue();
}
// Start a new command list.
// Start a new deferred command list - will create the real one in the end
// of submission.
deferred_command_list_->Reset();
// Reset cached state of the command list.
@@ -1799,32 +1862,17 @@ void D3D12CommandProcessor::BeginSubmission(bool is_guest_command) {
current_sampler_heap_ = nullptr;
primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
shared_memory_->BeginSubmission();
render_target_cache_->BeginSubmission();
primitive_converter_->BeginSubmission();
}
if (!submission_frame_open_) {
submission_frame_open_ = true;
if (is_opening_frame) {
frame_open_ = true;
// TODO(Triang3l): Move fence checking and command list releasing here.
// Cleanup resources after checking the fence.
auto erase_buffers_end = buffers_for_deletion_.begin();
while (erase_buffers_end != buffers_for_deletion_.end()) {
if (erase_buffers_end->last_usage_fence_value > fence_completed_value_) {
++erase_buffers_end;
break;
}
erase_buffers_end->buffer->Release();
++erase_buffers_end;
}
buffers_for_deletion_.erase(buffers_for_deletion_.begin(),
erase_buffers_end);
// Reset bindings that depend on the resources with lifetime tracked with
// the fence.
// Reset bindings that depend on the data stored in the pools.
std::memset(current_float_constant_map_vertex_, 0,
sizeof(current_float_constant_map_vertex_));
std::memset(current_float_constant_map_pixel_, 0,
@@ -1841,9 +1889,11 @@ void D3D12CommandProcessor::BeginSubmission(bool is_guest_command) {
samplers_written_vertex_ = false;
samplers_written_pixel_ = false;
constant_buffer_pool_->Reclaim(fence_completed_value_);
view_heap_pool_->Reclaim(fence_completed_value_);
sampler_heap_pool_->Reclaim(fence_completed_value_);
// Reclaim pool pages - no need to do this every small submission since some
// may be reused.
constant_buffer_pool_->Reclaim(frame_completed_);
view_heap_pool_->Reclaim(frame_completed_);
sampler_heap_pool_->Reclaim(frame_completed_);
pix_capturing_ =
pix_capture_requested_.exchange(false, std::memory_order_relaxed);
@@ -1855,18 +1905,36 @@ void D3D12CommandProcessor::BeginSubmission(bool is_guest_command) {
}
}
shared_memory_->BeginFrame();
texture_cache_->BeginFrame();
primitive_converter_->BeginFrame();
}
}
void D3D12CommandProcessor::EndSubmission(bool is_swap) {
bool D3D12CommandProcessor::EndSubmission(bool is_swap) {
auto provider = GetD3D12Context()->GetD3D12Provider();
if (is_swap && submission_frame_open_) {
// Make sure there is a command list to submit to.
if (submission_open_ && !command_list_writable_first_) {
std::unique_ptr<ui::d3d12::CommandList> new_command_list =
ui::d3d12::CommandList::Create(provider->GetDevice(),
provider->GetDirectQueue(),
D3D12_COMMAND_LIST_TYPE_DIRECT);
if (!new_command_list) {
// Try to submit later. Completely dropping the submission is not
// permitted because resources would be left in an undefined state.
return false;
}
command_list_writable_first_ = new CommandList;
command_list_writable_first_->command_list = std::move(new_command_list);
command_list_writable_first_->last_usage_submission = 0;
command_list_writable_first_->next = nullptr;
command_list_writable_last_ = command_list_writable_first_;
}
bool is_closing_frame = is_swap && frame_open_;
if (is_closing_frame) {
texture_cache_->EndFrame();
}
@@ -1875,27 +1943,37 @@ void D3D12CommandProcessor::EndSubmission(bool is_swap) {
pipeline_cache_->EndSubmission();
render_target_cache_->EndSubmission();
// Submit barriers now because resources with the queued barriers may be
// destroyed between frames.
SubmitBarriers();
// Submit the command list.
uint32_t command_list_index =
uint32_t((fence_current_value_ + (kQueuedFrames - 1)) % kQueuedFrames);
auto current_command_list = command_lists_[command_list_index].get();
auto current_command_list =
command_list_writable_first_->command_list.get();
current_command_list->BeginRecording();
deferred_command_list_->Execute(current_command_list->GetCommandList(),
current_command_list->GetCommandList1());
current_command_list->Execute();
command_list_writable_first_->last_usage_submission = submission_current_;
if (command_list_submitted_last_) {
command_list_submitted_last_->next = command_list_writable_first_;
} else {
command_list_submitted_first_ = command_list_writable_first_;
}
command_list_submitted_last_ = command_list_writable_first_;
command_list_writable_first_ = command_list_writable_first_->next;
command_list_submitted_last_->next = nullptr;
if (!command_list_writable_first_) {
command_list_writable_last_ = nullptr;
}
provider->GetDirectQueue()->Signal(fence_, fence_current_value_++);
provider->GetDirectQueue()->Signal(submission_fence_,
submission_current_++);
submission_open_ = false;
}
if (is_swap && submission_frame_open_) {
if (is_closing_frame) {
// Close the capture after submitting.
if (pix_capturing_) {
IDXGraphicsAnalysis* graphics_analysis = provider->GetGraphicsAnalysis();
@@ -1904,12 +1982,17 @@ void D3D12CommandProcessor::EndSubmission(bool is_swap) {
}
pix_capturing_ = false;
}
submission_frame_open_ = false;
frame_open_ = false;
// Submission already closed now, so minus 1.
closed_frame_submissions_[(frame_current_++) % kQueueFrames] =
submission_current_ - 1;
if (cache_clear_requested_) {
cache_clear_requested_ = false;
AwaitAllSubmissionsCompletion();
ClearCommandListCache();
ui::d3d12::util::ReleaseAndNull(scratch_buffer_);
scratch_buffer_size_ = 0;
@@ -1934,18 +2017,35 @@ void D3D12CommandProcessor::EndSubmission(bool is_swap) {
// shared_memory_->ClearCache();
}
}
return true;
}
void D3D12CommandProcessor::AwaitAllSubmissionsCompletion() {
// May be called if shutting down without everything set up.
if ((fence_completed_value_ + 1) >= fence_current_value_ || !fence_ ||
GetD3D12Context()->WasLost()) {
if ((submission_completed_ + 1) >= submission_current_ ||
!submission_fence_ || GetD3D12Context()->WasLost()) {
return;
}
fence_->SetEventOnCompletion(fence_current_value_ - 1,
fence_completion_event_);
WaitForSingleObject(fence_completion_event_, INFINITE);
fence_completed_value_ = fence_current_value_ - 1;
submission_fence_->SetEventOnCompletion(submission_current_ - 1,
submission_fence_completion_event_);
WaitForSingleObject(submission_fence_completion_event_, INFINITE);
submission_completed_ = submission_current_ - 1;
}
void D3D12CommandProcessor::ClearCommandListCache() {
while (command_list_submitted_first_) {
auto next = command_list_submitted_first_->next;
delete command_list_submitted_first_;
command_list_submitted_first_ = next;
}
command_list_submitted_last_ = nullptr;
while (command_list_writable_first_) {
auto next = command_list_writable_first_->next;
delete command_list_writable_first_;
command_list_writable_first_ = next;
}
command_list_writable_last_ = nullptr;
}
void D3D12CommandProcessor::UpdateFixedFunctionState(bool primitive_two_faced) {
@@ -2819,9 +2919,8 @@ bool D3D12CommandProcessor::UpdateBindings(
// Update constant buffers.
if (!cbuffer_bindings_system_.up_to_date) {
uint8_t* system_constants = constant_buffer_pool_->Request(
fence_current_value_,
xe::align(uint32_t(sizeof(system_constants_)), 256u), nullptr, nullptr,
&cbuffer_bindings_system_.buffer_address);
frame_current_, xe::align(uint32_t(sizeof(system_constants_)), 256u),
nullptr, nullptr, &cbuffer_bindings_system_.buffer_address);
if (system_constants == nullptr) {
return false;
}
@@ -2832,7 +2931,7 @@ bool D3D12CommandProcessor::UpdateBindings(
}
if (!cbuffer_bindings_float_vertex_.up_to_date) {
uint8_t* float_constants = constant_buffer_pool_->Request(
fence_current_value_, float_constant_size_vertex, nullptr, nullptr,
frame_current_, float_constant_size_vertex, nullptr, nullptr,
&cbuffer_bindings_float_vertex_.buffer_address);
if (float_constants == nullptr) {
return false;
@@ -2857,7 +2956,7 @@ bool D3D12CommandProcessor::UpdateBindings(
}
if (!cbuffer_bindings_float_pixel_.up_to_date) {
uint8_t* float_constants = constant_buffer_pool_->Request(
fence_current_value_, float_constant_size_pixel, nullptr, nullptr,
frame_current_, float_constant_size_pixel, nullptr, nullptr,
&cbuffer_bindings_float_pixel_.buffer_address);
if (float_constants == nullptr) {
return false;
@@ -2887,7 +2986,7 @@ bool D3D12CommandProcessor::UpdateBindings(
if (!cbuffer_bindings_bool_loop_.up_to_date) {
uint32_t* bool_loop_constants =
reinterpret_cast<uint32_t*>(constant_buffer_pool_->Request(
fence_current_value_, 768, nullptr, nullptr,
frame_current_, 768, nullptr, nullptr,
&cbuffer_bindings_bool_loop_.buffer_address));
if (bool_loop_constants == nullptr) {
return false;
@@ -2906,9 +3005,9 @@ bool D3D12CommandProcessor::UpdateBindings(
write_bool_loop_constant_view = true;
}
if (!cbuffer_bindings_fetch_.up_to_date) {
uint8_t* fetch_constants = constant_buffer_pool_->Request(
fence_current_value_, 768, nullptr, nullptr,
&cbuffer_bindings_fetch_.buffer_address);
uint8_t* fetch_constants =
constant_buffer_pool_->Request(frame_current_, 768, nullptr, nullptr,
&cbuffer_bindings_fetch_.buffer_address);
if (fetch_constants == nullptr) {
return false;
}