[D3D12] Command list, fence cleanup
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79
src/xenia/ui/d3d12/command_list.cc
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79
src/xenia/ui/d3d12/command_list.cc
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2018 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/ui/d3d12/command_list.h"
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#include "xenia/base/logging.h"
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namespace xe {
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namespace ui {
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namespace d3d12 {
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std::unique_ptr<CommandList>
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CommandList::Create(ID3D12Device* device, ID3D12CommandQueue* queue,
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D3D12_COMMAND_LIST_TYPE type) {
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std::unique_ptr<CommandList> command_list(new CommandList(device, queue,
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type));
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if (!command_list->Initialize()) {
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return nullptr;
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}
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return command_list;
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}
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CommandList::CommandList(ID3D12Device* device, ID3D12CommandQueue* queue,
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D3D12_COMMAND_LIST_TYPE type)
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: device_(device), queue_(queue), type_(type) {}
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CommandList::~CommandList() {
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if (command_list_ != nullptr) {
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command_list_->Release();
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}
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if (command_allocator_ != nullptr) {
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command_allocator_->Release();
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}
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}
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bool CommandList::Initialize() {
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if (FAILED(device_->CreateCommandAllocator(
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type_, IID_PPV_ARGS(&command_allocator_)))) {
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XELOGE("Failed to create a command allocator");
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return false;
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}
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if (FAILED(device_->CreateCommandList(0, type_, command_allocator_, nullptr,
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IID_PPV_ARGS(&command_list_)))) {
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XELOGE("Failed to create a graphics command list");
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command_allocator_->Release();
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command_allocator_ = nullptr;
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return false;
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}
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// A command list is initially open, need to close it before resetting.
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command_list_->Close();
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return true;
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}
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ID3D12GraphicsCommandList* CommandList::BeginRecording() {
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command_allocator_->Reset();
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command_list_->Reset(command_allocator_, nullptr);
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return command_list_;
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}
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void CommandList::AbortRecording() {
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command_list_->Close();
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}
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void CommandList::Execute() {
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command_list_->Close();
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ID3D12CommandList* execute_lists[] = { command_list_ };
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queue_->ExecuteCommandLists(1, execute_lists);
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}
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} // namespace d3d12
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} // namespace ui
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} // namespace xe
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