[D3D12] Don't use D3D12Context for command processor fence
This commit is contained in:
@@ -16,6 +16,7 @@
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#include "xenia/base/math.h"
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#include "xenia/ui/d3d12/d3d12_immediate_drawer.h"
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#include "xenia/ui/d3d12/d3d12_provider.h"
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#include "xenia/ui/d3d12/d3d12_util.h"
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#include "xenia/ui/window.h"
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DEFINE_bool(d3d12_random_clear_color, false,
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@@ -25,6 +26,9 @@ namespace xe {
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namespace ui {
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namespace d3d12 {
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constexpr uint32_t D3D12Context::kSwapCommandListCount;
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constexpr uint32_t D3D12Context::kSwapChainBufferCount;
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D3D12Context::D3D12Context(D3D12Provider* provider, Window* target_window)
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: GraphicsContext(provider, target_window) {}
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@@ -38,23 +42,24 @@ bool D3D12Context::Initialize() {
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context_lost_ = false;
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current_frame_ = 1;
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// No frames have been completed yet.
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last_completed_frame_ = 0;
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// Keep in sync with the modulo because why not.
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current_queue_frame_ = 1;
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// Create fences for synchronization of reuse and destruction of transient
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// objects (like command lists) and for global shutdown.
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for (uint32_t i = 0; i < kQueuedFrames; ++i) {
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fences_[i] = CPUFence::Create(device, direct_queue);
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if (fences_[i] == nullptr) {
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if (target_window_) {
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swap_fence_current_value_ = 1;
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swap_fence_completed_value_ = 0;
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swap_fence_completion_event_ = CreateEvent(nullptr, false, false, nullptr);
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if (swap_fence_completion_event_ == nullptr) {
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XELOGE("Failed to create the composition fence completion event");
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Shutdown();
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return false;
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}
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// Create a fence for transient resources of compositing.
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if (FAILED(device->CreateFence(0, D3D12_FENCE_FLAG_NONE,
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IID_PPV_ARGS(&swap_fence_)))) {
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XELOGE("Failed to create the composition fence");
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Shutdown();
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return false;
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}
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}
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if (target_window_) {
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// Create the swap chain.
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swap_chain_width_ = target_window_->scaled_width();
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swap_chain_height_ = target_window_->scaled_height();
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DXGI_SWAP_CHAIN_DESC1 swap_chain_desc;
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@@ -109,7 +114,7 @@ bool D3D12Context::Initialize() {
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}
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// Create command lists for compositing.
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for (uint32_t i = 0; i < kQueuedFrames; ++i) {
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for (uint32_t i = 0; i < kSwapCommandListCount; ++i) {
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swap_command_lists_[i] = CommandList::Create(
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device, direct_queue, D3D12_COMMAND_LIST_TYPE_DIRECT);
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if (swap_command_lists_[i] == nullptr) {
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@@ -126,7 +131,6 @@ bool D3D12Context::Initialize() {
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}
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}
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initialized_fully_ = true;
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return true;
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}
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@@ -159,29 +163,30 @@ bool D3D12Context::InitializeSwapChainBuffers() {
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}
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void D3D12Context::Shutdown() {
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if (initialized_fully_ && !context_lost_) {
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AwaitAllFramesCompletion();
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if (!context_lost_ && swap_fence_ &&
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swap_fence_->GetCompletedValue() + 1 < swap_fence_current_value_) {
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swap_fence_->SetEventOnCompletion(swap_fence_current_value_ - 1,
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swap_fence_completion_event_);
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WaitForSingleObject(swap_fence_completion_event_, INFINITE);
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}
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initialized_fully_ = false;
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immediate_drawer_.reset();
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if (swap_chain_ != nullptr) {
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for (uint32_t i = 0; i < kQueuedFrames; ++i) {
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swap_command_lists_[i].reset();
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}
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for (uint32_t i = 0; i < kSwapCommandListCount; ++i) {
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swap_command_lists_[i].reset();
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}
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if (swap_chain_) {
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for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
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auto& buffer = swap_chain_buffers_[i];
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if (buffer == nullptr) {
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auto& swap_chain_buffer = swap_chain_buffers_[i];
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if (!swap_chain_buffer) {
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break;
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}
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buffer->Release();
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buffer = nullptr;
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swap_chain_buffer->Release();
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swap_chain_buffer = nullptr;
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}
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if (swap_chain_rtv_heap_ != nullptr) {
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if (swap_chain_rtv_heap_) {
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swap_chain_rtv_heap_->Release();
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swap_chain_rtv_heap_ = nullptr;
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}
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@@ -189,9 +194,14 @@ void D3D12Context::Shutdown() {
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swap_chain_->Release();
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}
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for (uint32_t i = 0; i < kQueuedFrames; ++i) {
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fences_[i].reset();
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// First release the fence since it may reference the event.
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util::ReleaseAndNull(swap_fence_);
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if (swap_fence_completion_event_) {
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CloseHandle(swap_fence_completion_event_);
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swap_fence_completion_event_ = nullptr;
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}
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swap_fence_current_value_ = 1;
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swap_fence_completed_value_ = 0;
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}
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ImmediateDrawer* D3D12Context::immediate_drawer() {
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@@ -205,119 +215,125 @@ bool D3D12Context::MakeCurrent() { return true; }
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void D3D12Context::ClearCurrent() {}
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void D3D12Context::BeginSwap() {
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if (context_lost_) {
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if (!target_window_ || context_lost_) {
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return;
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}
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// Await the availability of transient objects for the new frame.
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// The frame number is incremented in EndSwap so it can be treated the same
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// way both when inside a frame and when outside of it (it's tied to actual
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// submissions).
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fences_[current_queue_frame_]->Await();
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// Update the completed frame if didn't explicitly await all queued frames.
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if (last_completed_frame_ + kQueuedFrames < current_frame_) {
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last_completed_frame_ = current_frame_ - kQueuedFrames;
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}
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if (target_window_ != nullptr) {
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// Resize the swap chain if the window is resized.
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uint32_t target_window_width = target_window_->scaled_width();
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uint32_t target_window_height = target_window_->scaled_height();
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if (swap_chain_width_ != target_window_width ||
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swap_chain_height_ != target_window_height) {
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// Await the completion of swap chain use.
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// Context loss is also faked if resizing fails. In this case, before the
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// context is shut down to be recreated, frame completion must be awaited
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// (this isn't done if the context is truly lost).
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AwaitAllFramesCompletion();
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// All buffer references must be released before resizing.
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for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
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swap_chain_buffers_[i]->Release();
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swap_chain_buffers_[i] = nullptr;
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}
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if (FAILED(swap_chain_->ResizeBuffers(
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kSwapChainBufferCount, target_window_width, target_window_height,
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kSwapChainFormat, 0))) {
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context_lost_ = true;
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return;
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}
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swap_chain_width_ = target_window_width;
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swap_chain_height_ = target_window_height;
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if (!InitializeSwapChainBuffers()) {
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context_lost_ = true;
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return;
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}
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// Resize the swap chain if the window is resized.
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uint32_t target_window_width = target_window_->scaled_width();
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uint32_t target_window_height = target_window_->scaled_height();
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if (swap_chain_width_ != target_window_width ||
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swap_chain_height_ != target_window_height) {
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// Await the completion of swap chain use.
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// Context loss is also faked if resizing fails. In this case, before the
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// context is shut down to be recreated, frame completion must be awaited
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// (this isn't done if the context is truly lost).
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if (swap_fence_completed_value_ + 1 < swap_fence_current_value_) {
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swap_fence_->SetEventOnCompletion(swap_fence_current_value_ - 1,
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swap_fence_completion_event_);
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WaitForSingleObject(swap_fence_completion_event_, INFINITE);
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swap_fence_completed_value_ = swap_fence_current_value_ - 1;
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}
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// Bind the back buffer as a render target and clear it.
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auto command_list = swap_command_lists_[current_queue_frame_].get();
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auto graphics_command_list = command_list->BeginRecording();
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D3D12_RESOURCE_BARRIER barrier;
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource =
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swap_chain_buffers_[swap_chain_back_buffer_index_];
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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graphics_command_list->ResourceBarrier(1, &barrier);
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D3D12_CPU_DESCRIPTOR_HANDLE back_buffer_rtv = GetSwapChainBackBufferRTV();
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graphics_command_list->OMSetRenderTargets(1, &back_buffer_rtv, TRUE,
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nullptr);
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float clear_color[4];
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if (cvars::d3d12_random_clear_color) {
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clear_color[0] =
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rand() / float(RAND_MAX); // NOLINT(runtime/threadsafe_fn)
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clear_color[1] = 1.0f;
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clear_color[2] = 0.0f;
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} else {
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clear_color[0] = 238.0f / 255.0f;
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clear_color[1] = 238.0f / 255.0f;
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clear_color[2] = 238.0f / 255.0f;
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// All buffer references must be released before resizing.
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for (uint32_t i = 0; i < kSwapChainBufferCount; ++i) {
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swap_chain_buffers_[i]->Release();
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swap_chain_buffers_[i] = nullptr;
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}
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clear_color[3] = 1.0f;
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graphics_command_list->ClearRenderTargetView(back_buffer_rtv, clear_color,
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0, nullptr);
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}
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}
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void D3D12Context::EndSwap() {
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if (context_lost_) {
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return;
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}
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if (target_window_ != nullptr) {
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// Switch the back buffer to presentation state.
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auto command_list = swap_command_lists_[current_queue_frame_].get();
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auto graphics_command_list = command_list->GetCommandList();
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D3D12_RESOURCE_BARRIER barrier;
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource =
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swap_chain_buffers_[swap_chain_back_buffer_index_];
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
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graphics_command_list->ResourceBarrier(1, &barrier);
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command_list->Execute();
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// Present and check if the context was lost.
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HRESULT result = swap_chain_->Present(0, 0);
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if (result == DXGI_ERROR_DEVICE_RESET ||
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result == DXGI_ERROR_DEVICE_REMOVED) {
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if (FAILED(swap_chain_->ResizeBuffers(
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kSwapChainBufferCount, target_window_width, target_window_height,
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kSwapChainFormat, 0))) {
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context_lost_ = true;
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return;
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}
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swap_chain_width_ = target_window_width;
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swap_chain_height_ = target_window_height;
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if (!InitializeSwapChainBuffers()) {
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context_lost_ = true;
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return;
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}
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// Get the back buffer index for the next frame.
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swap_chain_back_buffer_index_ = swap_chain_->GetCurrentBackBufferIndex();
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}
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// Go to the next transient object frame.
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fences_[current_queue_frame_]->Enqueue();
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++current_queue_frame_;
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if (current_queue_frame_ >= kQueuedFrames) {
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current_queue_frame_ -= kQueuedFrames;
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// Wait for a swap command list to become free.
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// Command list 0 is used when swap_fence_current_value_ is 1, 4, 7...
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swap_fence_completed_value_ = swap_fence_->GetCompletedValue();
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if (swap_fence_completed_value_ + kSwapCommandListCount <
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swap_fence_current_value_) {
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swap_fence_->SetEventOnCompletion(
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swap_fence_current_value_ - kSwapCommandListCount,
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swap_fence_completion_event_);
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WaitForSingleObject(swap_fence_completion_event_, INFINITE);
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swap_fence_completed_value_ = swap_fence_->GetCompletedValue();
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}
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++current_frame_;
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// Bind the back buffer as a render target and clear it.
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uint32_t command_list_index =
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uint32_t((swap_fence_current_value_ + (kSwapCommandListCount - 1)) %
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kSwapCommandListCount);
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auto command_list = swap_command_lists_[command_list_index].get();
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auto graphics_command_list = command_list->BeginRecording();
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D3D12_RESOURCE_BARRIER barrier;
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource =
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swap_chain_buffers_[swap_chain_back_buffer_index_];
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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graphics_command_list->ResourceBarrier(1, &barrier);
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D3D12_CPU_DESCRIPTOR_HANDLE back_buffer_rtv = GetSwapChainBackBufferRTV();
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graphics_command_list->OMSetRenderTargets(1, &back_buffer_rtv, TRUE, nullptr);
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float clear_color[4];
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if (cvars::d3d12_random_clear_color) {
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clear_color[0] = rand() / float(RAND_MAX); // NOLINT(runtime/threadsafe_fn)
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clear_color[1] = 1.0f;
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clear_color[2] = 0.0f;
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} else {
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clear_color[0] = 238.0f / 255.0f;
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clear_color[1] = 238.0f / 255.0f;
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clear_color[2] = 238.0f / 255.0f;
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}
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clear_color[3] = 1.0f;
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graphics_command_list->ClearRenderTargetView(back_buffer_rtv, clear_color, 0,
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nullptr);
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}
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void D3D12Context::EndSwap() {
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if (!target_window_ || context_lost_) {
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return;
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}
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// Switch the back buffer to presentation state.
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uint32_t command_list_index =
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uint32_t((swap_fence_current_value_ + (kSwapCommandListCount - 1)) %
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kSwapCommandListCount);
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auto command_list = swap_command_lists_[command_list_index].get();
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auto graphics_command_list = command_list->GetCommandList();
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D3D12_RESOURCE_BARRIER barrier;
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource =
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swap_chain_buffers_[swap_chain_back_buffer_index_];
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
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graphics_command_list->ResourceBarrier(1, &barrier);
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command_list->Execute();
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// Present and check if the context was lost.
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HRESULT result = swap_chain_->Present(0, 0);
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if (result == DXGI_ERROR_DEVICE_RESET ||
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result == DXGI_ERROR_DEVICE_REMOVED) {
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context_lost_ = true;
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return;
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}
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// Signal the fence to wait for frame resources to become free again.
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GetD3D12Provider()->GetDirectQueue()->Signal(swap_fence_,
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swap_fence_current_value_++);
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// Get the back buffer index for the next frame.
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swap_chain_back_buffer_index_ = swap_chain_->GetCurrentBackBufferIndex();
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}
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std::unique_ptr<RawImage> D3D12Context::Capture() {
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@@ -325,19 +341,6 @@ std::unique_ptr<RawImage> D3D12Context::Capture() {
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return nullptr;
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}
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void D3D12Context::AwaitAllFramesCompletion() {
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// Await the last frame since previous frames must be completed before it.
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if (context_lost_) {
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return;
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}
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uint32_t await_frame = current_queue_frame_ + (kQueuedFrames - 1);
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if (await_frame >= kQueuedFrames) {
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await_frame -= kQueuedFrames;
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}
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fences_[await_frame]->Await();
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last_completed_frame_ = current_frame_ - 1;
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}
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D3D12_CPU_DESCRIPTOR_HANDLE D3D12Context::GetSwapChainBufferRTV(
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uint32_t buffer_index) const {
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return GetD3D12Provider()->OffsetRTVDescriptor(swap_chain_rtv_heap_start_,
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