D3D12: Fix rare case where command list was executed with open queries

This commit is contained in:
Stenzek
2019-04-01 20:49:24 +10:00
parent 92f1f553d1
commit f2d8c8d2a8
3 changed files with 18 additions and 2 deletions

View File

@ -57,6 +57,12 @@ void PerfQuery::EnableQuery(PerfQueryGroup type)
PartialFlush(do_resolve, blocking);
}
// Ensure all state is applied before beginning the query.
// This is because we can't leave a query open when submitting a command list, and the draw
// call itself may need to execute a command list if we run out of descriptors. Note that
// this assumes that the caller has bound all required state prior to enabling the query.
Renderer::GetInstance()->ApplyState();
if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
{
ActiveQuery& entry = m_query_buffer[m_query_next_pos];

View File

@ -89,6 +89,9 @@ public:
void SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 stride, u32 size);
void SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format);
// Binds all dirty state
bool ApplyState();
protected:
void OnConfigChanged(u32 bits) override;
@ -131,8 +134,6 @@ private:
void CheckForSwapChainChanges();
// Binds all dirty state
bool ApplyState();
void BindFramebuffer(DXFramebuffer* fb);
void SetRootSignatures();
void SetDescriptorHeaps();