[D3D12] Upload data to shared memory during frame (fixes swaying palms in CoD4)

This commit is contained in:
Triang3l
2018-08-16 12:07:53 +03:00
parent 1cec143810
commit c547851626
6 changed files with 184 additions and 249 deletions

View File

@@ -454,11 +454,9 @@ bool D3D12CommandProcessor::SetupContext() {
auto direct_queue = provider->GetDirectQueue();
for (uint32_t i = 0; i < ui::d3d12::D3D12Context::kQueuedFrames; ++i) {
command_lists_setup_[i] = ui::d3d12::CommandList::Create(
device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT);
command_lists_[i] = ui::d3d12::CommandList::Create(
device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT);
if (command_lists_setup_[i] == nullptr || command_lists_[i] == nullptr) {
if (command_lists_[i] == nullptr) {
XELOGE("Failed to create the command lists");
return false;
}
@@ -532,7 +530,6 @@ void D3D12CommandProcessor::ShutdownContext() {
for (uint32_t i = 0; i < ui::d3d12::D3D12Context::kQueuedFrames; ++i) {
command_lists_[i].reset();
command_lists_setup_[i].reset();
}
CommandProcessor::ShutdownContext();
@@ -752,7 +749,6 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
// Ensure vertex and index buffers are resident and draw.
// TODO(Triang3l): Cache residency for ranges in a way similar to how texture
// validity will be tracked.
shared_memory_->UseForReading(command_list);
uint64_t vertex_buffers_resident[2] = {};
for (const auto& vertex_binding : vertex_shader->vertex_bindings()) {
uint32_t vfetch_index = vertex_binding.fetch_constant;
@@ -766,8 +762,9 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
XELOGGPU("Vertex fetch type is not 3!");
return false;
}
shared_memory_->UseRange(regs[vfetch_constant_index].u32 & 0x1FFFFFFC,
regs[vfetch_constant_index + 1].u32 & 0x3FFFFFC);
shared_memory_->RequestRange(
regs[vfetch_constant_index].u32 & 0x1FFFFFFC,
regs[vfetch_constant_index + 1].u32 & 0x3FFFFFC, command_list);
vertex_buffers_resident[vfetch_index >> 6] |= 1ull << (vfetch_index & 63);
}
if (indexed) {
@@ -777,7 +774,9 @@ 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_->UseRange(index_base, index_buffer_size);
shared_memory_->RequestRange(index_base, index_buffer_size, command_list);
shared_memory_->UseForReading(command_list);
D3D12_INDEX_BUFFER_VIEW index_buffer_view;
index_buffer_view.BufferLocation =
shared_memory_->GetGPUAddress() + index_base;
@@ -788,6 +787,7 @@ bool D3D12CommandProcessor::IssueDraw(PrimitiveType primitive_type,
command_list->IASetIndexBuffer(&index_buffer_view);
command_list->DrawIndexedInstanced(index_count, 1, 0, 0, 0);
} else {
shared_memory_->UseForReading(command_list);
command_list->DrawInstanced(index_count, 1, 0, 0);
}
@@ -841,7 +841,6 @@ bool D3D12CommandProcessor::BeginFrame() {
draw_sampler_full_update_ = 0;
primitive_topology_ = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
command_lists_setup_[current_queue_frame_]->BeginRecording();
command_lists_[current_queue_frame_]->BeginRecording();
constant_buffer_pool_->BeginFrame();
@@ -864,20 +863,11 @@ bool D3D12CommandProcessor::EndFrame() {
assert_false(scratch_buffer_used_);
auto command_list_setup = command_lists_setup_[current_queue_frame_].get();
auto command_list = command_lists_[current_queue_frame_].get();
render_target_cache_->EndFrame();
bool setup_written = shared_memory_->EndFrame(
command_list_setup->GetCommandList(), command_list->GetCommandList());
shared_memory_->EndFrame();
if (setup_written) {
command_list_setup->Execute();
} else {
command_list_setup->AbortRecording();
}
command_list->Execute();
command_lists_[current_queue_frame_]->Execute();
sampler_heap_pool_->EndFrame();
view_heap_pool_->EndFrame();