VideoBackends/D3D: Eliminate CHECK in favor of ASSERT_MSG

This commit is contained in:
Pokechu22
2021-11-10 15:55:33 -08:00
parent 161c627466
commit 82acfa6a46
17 changed files with 74 additions and 64 deletions

View File

@ -12,6 +12,7 @@
#include "Common/Assert.h"
#include "Common/DynamicLibrary.h"
#include "Common/StringUtil.h"
#include "VideoBackends/D3D12/Common.h"
#include "VideoBackends/D3D12/D3D12StreamBuffer.h"
#include "VideoBackends/D3D12/DescriptorHeapManager.h"
@ -172,7 +173,7 @@ bool DXContext::CreateDevice(u32 adapter_index, bool enable_debug_layer)
// Create the actual device.
hr = s_d3d12_create_device(adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
CHECK(SUCCEEDED(hr), "Create D3D12 device");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create D3D12 device");
if (FAILED(hr))
return false;
@ -207,7 +208,7 @@ bool DXContext::CreateCommandQueue()
D3D12_COMMAND_QUEUE_PRIORITY_NORMAL,
D3D12_COMMAND_QUEUE_FLAG_NONE};
HRESULT hr = m_device->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&m_command_queue));
CHECK(SUCCEEDED(hr), "Create command queue");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create command queue");
return SUCCEEDED(hr);
}
@ -215,12 +216,12 @@ bool DXContext::CreateFence()
{
HRESULT hr =
m_device->CreateFence(m_completed_fence_value, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence));
CHECK(SUCCEEDED(hr), "Create fence");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create fence");
if (FAILED(hr))
return false;
m_fence_event = CreateEvent(nullptr, FALSE, FALSE, nullptr);
CHECK(m_fence_event != NULL, "Create fence event");
ASSERT_MSG(VIDEO, m_fence_event != NULL, "Failed to create fence event");
if (!m_fence_event)
return false;
@ -309,7 +310,7 @@ static bool BuildRootSignature(ID3D12Device* device, ID3D12RootSignature** sig_p
hr = device->CreateRootSignature(0, root_signature_blob->GetBufferPointer(),
root_signature_blob->GetBufferSize(), IID_PPV_ARGS(sig_ptr));
CHECK(SUCCEEDED(hr), "Create root signature");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create root signature");
return true;
}
@ -416,21 +417,21 @@ bool DXContext::CreateCommandLists()
CommandListResources& res = m_command_lists[i];
HRESULT hr = m_device->CreateCommandAllocator(
D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(res.command_allocator.GetAddressOf()));
CHECK(SUCCEEDED(hr), "Create command allocator");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create command allocator");
if (FAILED(hr))
return false;
hr = m_device->CreateCommandList(1, D3D12_COMMAND_LIST_TYPE_DIRECT, res.command_allocator.Get(),
nullptr, IID_PPV_ARGS(res.command_list.GetAddressOf()));
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create command list");
if (FAILED(hr))
{
PanicAlertFmt("Failed to create command list.");
return false;
}
// Close the command list, since the first thing we do is reset them.
hr = res.command_list->Close();
CHECK(SUCCEEDED(hr), "Closing new command list failed");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Closing new command list failed");
if (FAILED(hr))
return false;
@ -472,14 +473,15 @@ void DXContext::ExecuteCommandList(bool wait_for_completion)
// Close and queue command list.
HRESULT hr = res.command_list->Close();
CHECK(SUCCEEDED(hr), "Close command list");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to close command list");
const std::array<ID3D12CommandList*, 1> execute_lists{res.command_list.Get()};
m_command_queue->ExecuteCommandLists(static_cast<UINT>(execute_lists.size()),
execute_lists.data());
// Update fence when GPU has completed.
hr = m_command_queue->Signal(m_fence.Get(), m_current_fence_value);
CHECK(SUCCEEDED(hr), "Signal fence");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to signal fence");
MoveToNextCommandList();
if (wait_for_completion)
@ -532,7 +534,7 @@ void DXContext::WaitForFence(u64 fence)
{
// Fall back to event.
HRESULT hr = m_fence->SetEventOnCompletion(fence, m_fence_event);
CHECK(SUCCEEDED(hr), "Set fence event on completion");
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to set fence event on completion");
WaitForSingleObject(m_fence_event, INFINITE);
m_completed_fence_value = m_fence->GetCompletedValue();
}