dxvk/src/d3d11/d3d11_cmdlist.cpp

165 lines
4.7 KiB
C++

#include "d3d11_cmdlist.h"
#include "d3d11_device.h"
#include "d3d11_buffer.h"
#include "d3d11_texture.h"
namespace dxvk {
D3D11CommandList::D3D11CommandList(
D3D11Device* pDevice,
UINT ContextFlags)
: D3D11DeviceChild<ID3D11CommandList>(pDevice),
m_contextFlags(ContextFlags) { }
D3D11CommandList::~D3D11CommandList() {
}
HRESULT STDMETHODCALLTYPE D3D11CommandList::QueryInterface(REFIID riid, void** ppvObject) {
if (ppvObject == nullptr)
return E_POINTER;
*ppvObject = nullptr;
if (riid == __uuidof(IUnknown)
|| riid == __uuidof(ID3D11DeviceChild)
|| riid == __uuidof(ID3D11CommandList)) {
*ppvObject = ref(this);
return S_OK;
}
if (logQueryInterfaceError(__uuidof(ID3D11CommandList), riid)) {
Logger::warn("D3D11CommandList::QueryInterface: Unknown interface query");
Logger::warn(str::format(riid));
}
return E_NOINTERFACE;
}
UINT STDMETHODCALLTYPE D3D11CommandList::GetContextFlags() {
return m_contextFlags;
}
void D3D11CommandList::AddQuery(D3D11Query* pQuery) {
m_queries.emplace_back(pQuery);
}
uint64_t D3D11CommandList::AddChunk(DxvkCsChunkRef&& Chunk) {
m_chunks.push_back(std::move(Chunk));
return m_chunks.size() - 1;
}
uint64_t D3D11CommandList::AddCommandList(
D3D11CommandList* pCommandList) {
// This will be the chunk ID of the first chunk
// added, for the purpose of resource tracking.
uint64_t baseChunkId = m_chunks.size();
for (const auto& chunk : pCommandList->m_chunks)
m_chunks.push_back(chunk);
for (const auto& query : pCommandList->m_queries)
m_queries.push_back(query);
for (const auto& resource : pCommandList->m_resources) {
TrackedResource entry = resource;
entry.chunkId += baseChunkId;
m_resources.push_back(std::move(entry));
}
pCommandList->MarkSubmitted();
// Return ID of the last chunk added. The command list
// added can never be empty, so do not handle zero.
return m_chunks.size() - 1;
}
void D3D11CommandList::EmitToCsThread(
const D3D11ChunkDispatchProc& DispatchProc) {
for (const auto& query : m_queries)
query->DoDeferredEnd();
for (size_t i = 0, j = 0; i < m_chunks.size(); i++) {
// If there are resources to track for the current chunk,
// use a strong flush hint to dispatch GPU work quickly.
GpuFlushType flushType = GpuFlushType::ImplicitWeakHint;
if (j < m_resources.size() && m_resources[j].chunkId == i)
flushType = GpuFlushType::ImplicitStrongHint;
// Dispatch the chunk and capture its sequence number
uint64_t seq = DispatchProc(DxvkCsChunkRef(m_chunks[i]), flushType);
// Track resource sequence numbers for the added chunk
while (j < m_resources.size() && m_resources[j].chunkId == i)
TrackResourceSequenceNumber(m_resources[j++].ref, seq);
}
MarkSubmitted();
}
void D3D11CommandList::TrackResourceUsage(
ID3D11Resource* pResource,
D3D11_RESOURCE_DIMENSION ResourceType,
UINT Subresource,
uint64_t ChunkId) {
TrackedResource entry;
entry.ref = D3D11ResourceRef(pResource, Subresource, ResourceType);
entry.chunkId = ChunkId;
m_resources.push_back(std::move(entry));
}
void D3D11CommandList::TrackResourceSequenceNumber(
const D3D11ResourceRef& Resource,
uint64_t Seq) {
ID3D11Resource* iface = Resource.Get();
switch (Resource.GetType()) {
case D3D11_RESOURCE_DIMENSION_UNKNOWN:
break;
case D3D11_RESOURCE_DIMENSION_BUFFER: {
auto impl = static_cast<D3D11Buffer*>(iface);
impl->TrackSequenceNumber(Seq);
} break;
case D3D11_RESOURCE_DIMENSION_TEXTURE1D: {
auto impl = static_cast<D3D11Texture1D*>(iface)->GetCommonTexture();
impl->TrackSequenceNumber(Resource.GetSubresource(), Seq);
} break;
case D3D11_RESOURCE_DIMENSION_TEXTURE2D: {
auto impl = static_cast<D3D11Texture2D*>(iface)->GetCommonTexture();
impl->TrackSequenceNumber(Resource.GetSubresource(), Seq);
} break;
case D3D11_RESOURCE_DIMENSION_TEXTURE3D: {
auto impl = static_cast<D3D11Texture3D*>(iface)->GetCommonTexture();
impl->TrackSequenceNumber(Resource.GetSubresource(), Seq);
} break;
}
}
void D3D11CommandList::MarkSubmitted() {
if (m_submitted.exchange(true) && !m_warned.exchange(true)
&& m_parent->GetOptions()->dcSingleUseMode) {
Logger::warn(
"D3D11: Command list submitted multiple times,\n"
" but d3d11.dcSingleUseMode is enabled");
}
}
}