Reworked Wait and Submit logic to use D3D11 Query objects as fences

pull/47/head
Caleb Cornett 2023-10-08 16:05:33 -05:00
parent 413095923b
commit ce984f58d1
1 changed files with 160 additions and 63 deletions

View File

@ -298,7 +298,6 @@ typedef struct D3D11CommandBuffer
{
/* D3D11 Object References */
ID3D11DeviceContext *context;
ID3D11CommandList *commandList;
D3D11SwapchainData *swapchainData;
/* Render Pass */
@ -308,7 +307,7 @@ typedef struct D3D11CommandBuffer
/* State */
SDL_threadID threadID;
uint8_t recording;
ID3D11Query *completionQuery;
} D3D11CommandBuffer;
typedef struct D3D11CommandBufferPool
@ -339,7 +338,11 @@ typedef struct D3D11Renderer
D3D11CommandBufferPool *commandBufferPool;
SDL_mutex *contextLock;
SDL_mutex *commandBufferAcquisitionLock;
SDL_mutex *acquireCommandBufferLock;
D3D11CommandBuffer **submittedCommandBuffers;
uint32_t submittedCommandBufferCount;
uint32_t submittedCommandBufferCapacity;
} D3D11Renderer;
/* Logging */
@ -690,65 +693,82 @@ static void D3D11_QueueDestroyGraphicsPipeline(
/* Graphics State */
static void D3D11_INTERNAL_AllocateCommandBuffers(
D3D11Renderer *renderer,
uint32_t allocateCount
) {
D3D11CommandBufferPool *pool = renderer->commandBufferPool;
D3D11CommandBuffer *commandBuffer;
D3D11_QUERY_DESC queryDesc;
HRESULT res;
pool->capacity += allocateCount;
pool->elements = SDL_realloc(
pool->elements,
sizeof(D3D11CommandBuffer*) * pool->capacity
);
for (uint32_t i = 0; i < allocateCount; i += 1)
{
commandBuffer = SDL_malloc(sizeof(D3D11CommandBuffer));
res = ID3D11Device_CreateDeferredContext(
renderer->device,
0,
&commandBuffer->context
);
ERROR_CHECK("Could not create deferred context! Error Code: %08X");
queryDesc.Query = D3D11_QUERY_EVENT;
queryDesc.MiscFlags = 0;
res = ID3D11Device_CreateQuery(
renderer->device,
&queryDesc,
&commandBuffer->completionQuery
);
ERROR_CHECK("Could not create query! Error Code: %08X");
/* FIXME: Resource tracking? */
pool->elements[pool->count] = commandBuffer;
pool->count += 1;
}
}
static D3D11CommandBuffer* D3D11_INTERNAL_GetInactiveCommandBufferFromPool(
D3D11Renderer *renderer
) {
D3D11CommandBufferPool *commandPool = renderer->commandBufferPool;
D3D11CommandBuffer *commandBuffer;
if (commandPool->count == 0)
{
D3D11_INTERNAL_AllocateCommandBuffers(
renderer,
commandPool->capacity
);
}
commandBuffer = commandPool->elements[commandPool->count - 1];
commandPool->count -= 1;
return commandBuffer;
}
static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
Refresh_Renderer *driverData
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *commandBuffer = NULL;
D3D11CommandBuffer *commandBuffer;
uint32_t i;
HRESULT res;
/* Make sure multiple threads can't acquire the same command buffer. */
SDL_LockMutex(renderer->commandBufferAcquisitionLock);
/* Try to use an existing command buffer, if one is available. */
for (i = 0; i < renderer->commandBufferPool->count; i += 1)
{
/* Search for a command buffer in the pool that is not recording. */
if (!renderer->commandBufferPool->elements[i]->recording)
{
commandBuffer = renderer->commandBufferPool->elements[i];
break;
}
}
/* If there are no free command buffers, make a new one. */
if (commandBuffer == NULL)
{
/* Expand the capacity as needed */
EXPAND_ELEMENTS_IF_NEEDED(
renderer->commandBufferPool,
2,
D3D11CommandBuffer*
);
/* Create a new command buffer */
renderer->commandBufferPool->elements[i] = (D3D11CommandBuffer*) SDL_malloc(
sizeof(D3D11CommandBuffer)
);
/* Assign it a new deferred context */
res = ID3D11Device_CreateDeferredContext(
renderer->device,
0,
&renderer->commandBufferPool->elements[i]->context
);
if (FAILED(res))
{
SDL_UnlockMutex(renderer->commandBufferAcquisitionLock);
ERROR_CHECK_RETURN("Could not create deferred context for command buffer", NULL);
}
/* Now we have a new command buffer we can use! */
commandBuffer = renderer->commandBufferPool->elements[i];
renderer->commandBufferPool->count += 1;
}
SDL_LockMutex(renderer->acquireCommandBufferLock);
/* Set up the command buffer */
commandBuffer = D3D11_INTERNAL_GetInactiveCommandBufferFromPool(renderer);
commandBuffer->threadID = SDL_ThreadID();
commandBuffer->recording = 1;
commandBuffer->swapchainData = NULL;
commandBuffer->commandList = NULL;
commandBuffer->dsView = NULL;
commandBuffer->numBoundColorAttachments = 0;
for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
@ -756,7 +776,7 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
commandBuffer->rtViews[i] = NULL;
}
SDL_UnlockMutex(renderer->commandBufferAcquisitionLock);
SDL_UnlockMutex(renderer->acquireCommandBufferLock);
return (Refresh_CommandBuffer*) commandBuffer;
}
@ -1335,6 +1355,41 @@ static void D3D11_SetSwapchainPresentMode(
/* Submission and Fences */
static void D3D11_INTERNAL_CleanCommandBuffer(
D3D11Renderer *renderer,
D3D11CommandBuffer *commandBuffer
) {
uint32_t i;
/* FIXME: All kinds of stuff should go here... */
SDL_LockMutex(renderer->acquireCommandBufferLock);
if (renderer->commandBufferPool->count == renderer->commandBufferPool->capacity)
{
renderer->commandBufferPool->capacity += 1;
renderer->commandBufferPool->elements = SDL_realloc(
renderer->commandBufferPool->elements,
renderer->commandBufferPool->capacity * sizeof(D3D11CommandBuffer*)
);
}
renderer->commandBufferPool->elements[renderer->commandBufferPool->count] = commandBuffer;
renderer->commandBufferPool->count += 1;
SDL_UnlockMutex(renderer->acquireCommandBufferLock);
/* Remove this command buffer from the submitted list */
for (i = 0; i < renderer->submittedCommandBufferCount; i += 1)
{
if (renderer->submittedCommandBuffers[i] == commandBuffer)
{
renderer->submittedCommandBuffers[i] = renderer->submittedCommandBuffers[renderer->submittedCommandBufferCount - 1];
renderer->submittedCommandBufferCount -= 1;
}
}
}
static void D3D11_Submit(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
@ -1346,6 +1401,8 @@ static void D3D11_Submit(
/* FIXME: Should add sanity check that current thread ID matches the command buffer's threadID. */
SDL_LockMutex(renderer->contextLock);
/* Serialize the commands into the command list */
res = ID3D11DeviceContext_FinishCommandList(
d3d11CommandBuffer->context,
@ -1355,31 +1412,40 @@ static void D3D11_Submit(
ERROR_CHECK("Could not finish command list recording!");
/* Submit the command list to the immediate context */
SDL_LockMutex(renderer->contextLock);
ID3D11DeviceContext_ExecuteCommandList(
renderer->immediateContext,
commandList,
0
);
SDL_UnlockMutex(renderer->contextLock);
/* Now that we're done with the command list, release it! */
ID3D11CommandList_Release(commandList);
/* Mark the command buffer as not-recording so that it can be used to record again. */
d3d11CommandBuffer->recording = 0;
/* Mark the command buffer as submitted */
if (renderer->submittedCommandBufferCount + 1 >= renderer->submittedCommandBufferCapacity)
{
renderer->submittedCommandBufferCapacity = renderer->submittedCommandBufferCount + 1;
renderer->submittedCommandBuffers = SDL_realloc(
renderer->submittedCommandBuffers,
sizeof(D3D11CommandBuffer*) * renderer->submittedCommandBufferCapacity
);
}
renderer->submittedCommandBuffers[renderer->submittedCommandBufferCount] = d3d11CommandBuffer;
renderer->submittedCommandBufferCount += 1;
SDL_UnlockMutex(renderer->contextLock);
/* Present, if applicable */
if (d3d11CommandBuffer->swapchainData)
{
SDL_LockMutex(renderer->contextLock);
IDXGISwapChain_Present(
d3d11CommandBuffer->swapchainData->swapchain,
1, /* FIXME: Assumes vsync! */
0
);
SDL_UnlockMutex(renderer->contextLock);
}
SDL_UnlockMutex(renderer->contextLock);
}
static Refresh_Fence* D3D11_SubmitAndAcquireFence(
@ -1393,7 +1459,38 @@ static Refresh_Fence* D3D11_SubmitAndAcquireFence(
static void D3D11_Wait(
Refresh_Renderer *driverData
) {
/* FIXME: Anything we need to do here? */
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *commandBuffer;
BOOL queryData;
/*
* Wait for all submitted command buffers to complete.
* Sort of equivalent to vkDeviceWaitIdle.
*/
for (uint32_t i = 0; i < renderer->submittedCommandBufferCount; i += 1)
{
while (S_OK != ID3D11DeviceContext_GetData(
renderer->immediateContext,
(ID3D11Asynchronous*) renderer->submittedCommandBuffers[i]->completionQuery,
&queryData,
sizeof(queryData),
0
)) {
/* Spin until we get a result back... */
}
}
SDL_LockMutex(renderer->contextLock);
for (int32_t i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1)
{
commandBuffer = renderer->submittedCommandBuffers[i];
D3D11_INTERNAL_CleanCommandBuffer(renderer, commandBuffer);
}
/* FIXME: D3D11_INTERNAL_PerformPendingDestroys(renderer); */
SDL_UnlockMutex(renderer->contextLock);
}
static void D3D11_WaitForFences(
@ -1673,7 +1770,7 @@ tryCreateDevice:
/* Create mutexes */
renderer->contextLock = SDL_CreateMutex();
renderer->commandBufferAcquisitionLock = SDL_CreateMutex();
renderer->acquireCommandBufferLock = SDL_CreateMutex();
/* Initialize miscellaneous renderer members */
renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);