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https://github.com/dolphin-emu/dolphin.git
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D3D12: Cleanup/refactoring of teardown process
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759b77474d
commit
649b94338e
@ -715,7 +715,7 @@ void CreateRootSignatures()
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void WaitForOutstandingRenderingToComplete()
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{
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command_list_mgr->ClearQueueAndWaitForCompletionOfInflightWork();
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command_list_mgr->ExecuteQueuedWork(true);
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}
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void Close()
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@ -731,8 +731,6 @@ void Close()
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D3D::CleanupPersistentD3DTextureResources();
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command_list_mgr->ImmediatelyDestroyAllResourcesScheduledForDestruction();
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SAFE_RELEASE(s_swap_chain);
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command_list_mgr.reset();
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@ -816,15 +814,15 @@ unsigned int GetMaxTextureSize()
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void Reset()
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{
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command_list_mgr->ExecuteQueuedWork(true);
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// release all back buffer references
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for (UINT i = 0; i < ARRAYSIZE(s_backbuf); i++)
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{
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SAFE_RELEASE(s_backbuf[i]);
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}
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D3D::command_list_mgr->ImmediatelyDestroyAllResourcesScheduledForDestruction();
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// Block until all commands have finished.
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// This will also final-release all pending resources (including the backbuffer above)
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command_list_mgr->ExecuteQueuedWork(true);
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// resize swapchain buffers
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RECT client;
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@ -113,12 +113,10 @@ void D3DCommandListManager::ExecuteQueuedWork(bool wait_for_gpu_completion)
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m_queue_fence_value++;
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#ifdef USE_D3D12_QUEUED_COMMAND_LISTS
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CheckHR(m_queued_command_list->Close());
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m_queued_command_list->Close();
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m_queued_command_list->QueueExecute();
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m_queued_command_list->QueueFenceGpuSignal(m_queue_fence, m_queue_fence_value);
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m_queued_command_list->ProcessQueuedItems(wait_for_gpu_completion);
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m_queued_command_list->ProcessQueuedItems(wait_for_gpu_completion, wait_for_gpu_completion);
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#else
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CheckHR(m_backing_command_list->Close());
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@ -145,7 +143,7 @@ void D3DCommandListManager::ExecuteQueuedWorkAndPresent(IDXGISwapChain* swap_cha
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m_queue_fence_value++;
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#ifdef USE_D3D12_QUEUED_COMMAND_LISTS
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CheckHR(m_queued_command_list->Close());
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m_queued_command_list->Close();
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m_queued_command_list->QueueExecute();
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m_queued_command_list->QueuePresent(swap_chain, sync_interval, flags);
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m_queued_command_list->QueueFenceGpuSignal(m_queue_fence, m_queue_fence_value);
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@ -170,6 +168,31 @@ void D3DCommandListManager::ExecuteQueuedWorkAndPresent(IDXGISwapChain* swap_cha
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SetInitialCommandListState();
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}
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void D3DCommandListManager::DestroyAllPendingResources()
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{
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for (auto& destruction_list : m_deferred_destruction_lists)
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{
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for (auto& resource : destruction_list)
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resource->Release();
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destruction_list.clear();
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}
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}
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void D3DCommandListManager::ResetAllCommandAllocators()
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{
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for (auto& allocator_list : m_command_allocator_lists)
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{
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for (auto& allocator : allocator_list)
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allocator->Reset();
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}
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// Move back to the start, using the first allocator of first list.
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m_current_command_allocator = 0;
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m_current_command_allocator_list = 0;
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m_current_deferred_destruction_list = 0;
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}
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void D3DCommandListManager::WaitForGPUCompletion()
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{
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// Wait for GPU to finish all outstanding work.
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@ -186,13 +209,13 @@ void D3DCommandListManager::WaitForGPUCompletion()
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WaitOnCPUForFence(m_queue_frame_fence, m_queue_frame_fence_value);
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// GPU is up to date with us. Therefore, it has finished with any pending resources.
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ImmediatelyDestroyAllResourcesScheduledForDestruction();
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DestroyAllPendingResources();
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// Command allocators are also up-to-date, so reset these.
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ResetAllCommandAllocators();
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}
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void D3DCommandListManager::PerformGpuRolloverChecks()
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void D3DCommandListManager::PerformGPURolloverChecks()
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{
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m_queue_frame_fence_value++;
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@ -243,7 +266,7 @@ void D3DCommandListManager::MoveToNextCommandAllocator()
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// Did we wrap around? Move to the next set of allocators.
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if (m_current_command_allocator == 0)
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PerformGpuRolloverChecks();
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PerformGPURolloverChecks();
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}
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void D3DCommandListManager::ResetCommandList()
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@ -264,52 +287,18 @@ void D3DCommandListManager::DestroyResourceAfterCurrentCommandListExecuted(ID3D1
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m_deferred_destruction_lists[m_current_deferred_destruction_list].push_back(resource);
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}
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void D3DCommandListManager::ImmediatelyDestroyAllResourcesScheduledForDestruction()
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{
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for (auto& destruction_list : m_deferred_destruction_lists)
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{
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for (auto& resource : destruction_list)
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resource->Release();
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destruction_list.clear();
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}
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}
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void D3DCommandListManager::ResetAllCommandAllocators()
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{
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for (auto& allocator_list : m_command_allocator_lists)
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{
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for (auto& allocator : allocator_list)
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allocator->Reset();
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}
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// Move back to the start, using the first allocator of first list.
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m_current_command_allocator = 0;
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m_current_command_allocator_list = 0;
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m_current_deferred_destruction_list = 0;
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}
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void D3DCommandListManager::ClearQueueAndWaitForCompletionOfInflightWork()
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{
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// Wait for GPU to finish all outstanding work.
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m_queue_fence_value++;
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#ifdef USE_D3D12_QUEUED_COMMAND_LISTS
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m_queued_command_list->ClearQueue(); // Waits for currently-processing work to finish, then clears queue.
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m_queued_command_list->QueueFenceGpuSignal(m_queue_fence, m_queue_fence_value);
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m_queued_command_list->ProcessQueuedItems(true);
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#else
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CheckHR(m_command_queue->Signal(m_queue_fence, m_queue_fence_value));
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#endif
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WaitOnCPUForFence(m_queue_fence, m_queue_fence_value);
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}
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D3DCommandListManager::~D3DCommandListManager()
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{
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ImmediatelyDestroyAllResourcesScheduledForDestruction();
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#ifdef USE_D3D12_QUEUED_COMMAND_LISTS
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// Wait for background thread to exit.
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m_queued_command_list->Release();
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#endif
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// The command list will still be open, close it before destroying.
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m_backing_command_list->Close();
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DestroyAllPendingResources();
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m_backing_command_list->Release();
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for (auto& allocator_list : m_command_allocator_lists)
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@ -38,10 +38,7 @@ public:
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void ExecuteQueuedWork(bool wait_for_gpu_completion = false);
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void ExecuteQueuedWorkAndPresent(IDXGISwapChain* swap_chain, UINT sync_interval, UINT flags);
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void ClearQueueAndWaitForCompletionOfInflightWork();
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void DestroyResourceAfterCurrentCommandListExecuted(ID3D12Resource* resource);
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void ImmediatelyDestroyAllResourcesScheduledForDestruction();
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void ResetAllCommandAllocators();
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void SetCommandListDirtyState(unsigned int command_list_state, bool dirty);
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bool GetCommandListDirtyState(COMMAND_LIST_STATE command_list_state) const;
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@ -63,9 +60,11 @@ public:
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void WaitOnCPUForFence(ID3D12Fence* fence, UINT64 fence_value);
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private:
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void DestroyAllPendingResources();
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void ResetAllCommandAllocators();
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void WaitForGPUCompletion();
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void PerformGpuRolloverChecks();
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void PerformGPURolloverChecks();
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void MoveToNextCommandAllocator();
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void ResetCommandList();
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@ -25,8 +25,6 @@ void ID3D12QueuedCommandList::BackgroundThreadFunction(ID3D12QueuedCommandList*
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while (true)
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{
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WaitForSingleObject(parent_queued_command_list->m_begin_execution_event, INFINITE);
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if (parent_queued_command_list->m_background_thread_exit.load())
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break;
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byte* item = &queue_array[queue_array_front];
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@ -341,6 +339,7 @@ void ID3D12QueuedCommandList::BackgroundThreadFunction(ID3D12QueuedCommandList*
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bool eligible_to_move_to_front_of_queue = reinterpret_cast<D3DQueueItem*>(item)->Stop.eligible_to_move_to_front_of_queue;
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bool signal_stop_event = reinterpret_cast<D3DQueueItem*>(item)->Stop.signal_stop_event;
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bool terminate_worker_thread = reinterpret_cast<D3DQueueItem*>(item)->Stop.terminate_worker_thread;
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item += BufferOffsetForQueueItemType<StopArguments>();
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@ -354,6 +353,9 @@ void ID3D12QueuedCommandList::BackgroundThreadFunction(ID3D12QueuedCommandList*
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SetEvent(parent_queued_command_list->m_stop_execution_event);
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}
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if (terminate_worker_thread)
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return;
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goto exitLoop;
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}
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}
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@ -380,8 +382,8 @@ ID3D12QueuedCommandList::ID3D12QueuedCommandList(ID3D12GraphicsCommandList* back
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ID3D12QueuedCommandList::~ID3D12QueuedCommandList()
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{
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m_background_thread_exit.store(true);
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ReleaseSemaphore(m_begin_execution_event, 1, nullptr);
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// Kick worker thread, and tell it to exit.
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ProcessQueuedItems(true, true, true);
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m_background_thread.join();
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CloseHandle(m_begin_execution_event);
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@ -463,22 +465,14 @@ void ID3D12QueuedCommandList::QueuePresent(IDXGISwapChain* swap_chain, UINT sync
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CheckForOverflow();
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}
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void ID3D12QueuedCommandList::ClearQueue()
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{
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// Drain semaphore to ensure no new previously queued work executes (though inflight work may continue).
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while (WaitForSingleObject(m_begin_execution_event, 0) != WAIT_TIMEOUT) { }
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// Assume that any inflight queued work will complete within 100ms. This is a safe assumption.
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Sleep(100);
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}
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void ID3D12QueuedCommandList::ProcessQueuedItems(bool eligible_to_move_to_front_of_queue, bool wait_for_stop)
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void ID3D12QueuedCommandList::ProcessQueuedItems(bool eligible_to_move_to_front_of_queue, bool wait_for_stop, bool terminate_worker_thread)
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{
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D3DQueueItem item = {};
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item.Type = D3DQueueItemType::Stop;
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item.Stop.eligible_to_move_to_front_of_queue = eligible_to_move_to_front_of_queue;
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item.Stop.signal_stop_event = wait_for_stop;
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item.Stop.terminate_worker_thread = terminate_worker_thread;
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*reinterpret_cast<D3DQueueItem*>(m_queue_array_back) = item;
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@ -502,6 +496,7 @@ void ID3D12QueuedCommandList::ProcessQueuedItems(bool eligible_to_move_to_front_
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if (wait_for_stop)
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{
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WaitForSingleObject(m_stop_execution_event, INFINITE);
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ResetEvent(m_stop_execution_event);
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}
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}
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@ -211,6 +211,7 @@ struct StopArguments
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{
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bool eligible_to_move_to_front_of_queue;
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bool signal_stop_event;
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bool terminate_worker_thread;
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};
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struct D3DQueueItem
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@ -255,13 +256,12 @@ public:
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ID3D12QueuedCommandList(ID3D12GraphicsCommandList* backing_command_list, ID3D12CommandQueue* backing_command_queue);
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void ProcessQueuedItems(bool eligible_to_move_to_front_of_queue = false, bool wait_for_stop = false);
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void ProcessQueuedItems(bool eligible_to_move_to_front_of_queue = false, bool wait_for_stop = false, bool terminate_worker_thread = false);
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void QueueExecute();
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void QueueFenceGpuSignal(ID3D12Fence* fence_to_signal, UINT64 fence_value);
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void QueueFenceCpuSignal(ID3D12Fence* fence_to_signal, UINT64 fence_value);
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void QueuePresent(IDXGISwapChain* swap_chain, UINT sync_interval, UINT flags);
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void ClearQueue();
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// IUnknown methods
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@ -621,7 +621,6 @@ private:
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byte* m_queue_array_back_at_start_of_frame = m_queue_array_back;
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std::thread m_background_thread;
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std::atomic_bool m_background_thread_exit;
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HANDLE m_begin_execution_event;
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HANDLE m_stop_execution_event;
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