[D3D12] Shorten and batch barriers

This commit is contained in:
Triang3l
2018-08-22 23:00:56 +03:00
parent d204e9ba74
commit bc4125584c
6 changed files with 193 additions and 273 deletions

View File

@@ -42,6 +42,48 @@ ID3D12GraphicsCommandList* D3D12CommandProcessor::GetCurrentCommandList()
return command_lists_[current_queue_frame_]->GetCommandList();
}
void D3D12CommandProcessor::PushTransitionBarrier(
ID3D12Resource* resource, D3D12_RESOURCE_STATES old_state,
D3D12_RESOURCE_STATES new_state, UINT subresource) {
if (old_state == new_state) {
return;
}
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = resource;
barrier.Transition.Subresource = subresource;
barrier.Transition.StateBefore = old_state;
barrier.Transition.StateAfter = new_state;
barriers_.push_back(barrier);
}
void D3D12CommandProcessor::PushAliasingBarrier(ID3D12Resource* old_resource,
ID3D12Resource* new_resource) {
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_ALIASING;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Aliasing.pResourceBefore = old_resource;
barrier.Aliasing.pResourceAfter = new_resource;
barriers_.push_back(barrier);
}
void D3D12CommandProcessor::PushUAVBarrier(ID3D12Resource* resource) {
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.UAV.pResource = resource;
barriers_.push_back(barrier);
}
void D3D12CommandProcessor::SubmitBarriers() {
UINT barrier_count = UINT(barriers_.size());
if (barrier_count != 0) {
GetCurrentCommandList()->ResourceBarrier(barrier_count, barriers_.data());
barriers_.clear();
}
}
ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
const D3D12Shader* vertex_shader, const D3D12Shader* pixel_shader) {
assert_true(vertex_shader->is_translated());
@@ -372,17 +414,8 @@ ID3D12Resource* D3D12CommandProcessor::RequestScratchGPUBuffer(
}
if (size <= scratch_buffer_size_) {
if (scratch_buffer_state_ != state) {
D3D12_RESOURCE_BARRIER barrier;
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = scratch_buffer_;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = scratch_buffer_state_;
barrier.Transition.StateAfter = state;
GetCurrentCommandList()->ResourceBarrier(1, &barrier);
scratch_buffer_state_ = state;
}
PushTransitionBarrier(scratch_buffer_, scratch_buffer_state_, state);
scratch_buffer_state_ = state;
scratch_buffer_used_ = true;
return scratch_buffer_;
}
@@ -470,7 +503,7 @@ bool D3D12CommandProcessor::SetupContext() {
sampler_heap_pool_ = std::make_unique<ui::d3d12::DescriptorHeapPool>(
context, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 2048);
shared_memory_ = std::make_unique<SharedMemory>(memory_, context);
shared_memory_ = std::make_unique<SharedMemory>(this, memory_);
if (!shared_memory_->Initialize()) {
XELOGE("Failed to initialize shared memory");
return false;
@@ -764,7 +797,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
}
shared_memory_->RequestRange(
regs[vfetch_constant_index].u32 & 0x1FFFFFFC,
regs[vfetch_constant_index + 1].u32 & 0x3FFFFFC, command_list);
regs[vfetch_constant_index + 1].u32 & 0x3FFFFFC);
vertex_buffers_resident[vfetch_index >> 6] |= 1ull << (vfetch_index & 63);
}
if (indexed) {
@@ -774,9 +807,9 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
: sizeof(uint16_t);
index_base &= ~(index_size - 1);
uint32_t index_buffer_size = index_buffer_info->count * index_size;
shared_memory_->RequestRange(index_base, index_buffer_size, command_list);
shared_memory_->RequestRange(index_base, index_buffer_size);
shared_memory_->UseForReading(command_list);
shared_memory_->UseForReading();
D3D12_INDEX_BUFFER_VIEW index_buffer_view;
index_buffer_view.BufferLocation =
shared_memory_->GetGPUAddress() + index_base;
@@ -785,9 +818,11 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
? DXGI_FORMAT_R32_UINT
: DXGI_FORMAT_R16_UINT;
command_list->IASetIndexBuffer(&index_buffer_view);
SubmitBarriers();
command_list->DrawIndexedInstanced(index_count, 1, 0, 0, 0);
} else {
shared_memory_->UseForReading(command_list);
shared_memory_->UseForReading();
SubmitBarriers();
command_list->DrawInstanced(index_count, 1, 0, 0);
}
@@ -873,6 +908,9 @@ bool D3D12CommandProcessor::EndFrame() {
shared_memory_->EndFrame();
// Submit barriers now because resources the queued barriers are for may be
// destroyed between frames.
SubmitBarriers();
command_lists_[current_queue_frame_]->Execute();
sampler_heap_pool_->EndFrame();