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https://github.com/scratchfoundation/bgfx.git
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D3D12: Fixed resizing backbuffer.
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parent
f166412693
commit
653e8eaa91
2 changed files with 59 additions and 26 deletions
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@ -433,7 +433,6 @@ namespace bgfx { namespace d3d12
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, m_flags(BGFX_RESET_NONE)
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, m_fsChanges(0)
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, m_vsChanges(0)
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, m_frame(0)
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, m_backBufferColorIdx(0)
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, m_rtMsaa(false)
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{
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@ -501,7 +500,7 @@ namespace bgfx { namespace d3d12
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HRESULT hr;
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hr = CreateDXGIFactory1(__uuidof(IDXGIFactory), (void**)&m_factory);
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hr = CreateDXGIFactory1(__uuidof(m_factory), (void**)&m_factory);
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BX_WARN(SUCCEEDED(hr), "Unable to create DXGI factory.");
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if (FAILED(hr) )
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@ -659,7 +658,7 @@ namespace bgfx { namespace d3d12
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);
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hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
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, &m_scd
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, &m_swapChain
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, reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
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);
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BX_WARN(SUCCEEDED(hr), "Failed to create swap chain.");
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if (FAILED(hr) )
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@ -1526,7 +1525,9 @@ namespace bgfx { namespace d3d12
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void invalidateCache()
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{
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m_pipelineStateCache.invalidate();
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m_samplerStateCache.invalidate();
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m_samplerAllocator.reset();
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}
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void updateMsaa()
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@ -1571,19 +1572,25 @@ data.NumQualityLevels = 0;
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m_textVideoMem.clear();
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m_resolution = _resolution;
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m_scd.BufferDesc.Width = _resolution.m_width;
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m_scd.BufferDesc.Width = _resolution.m_width;
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m_scd.BufferDesc.Height = _resolution.m_height;
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preReset();
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if (resize)
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{
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DX_CHECK(m_swapChain->ResizeBuffers(m_scd.BufferCount
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uint32_t nodeMask[] = { 1, 1, 1, 1 };
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BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
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IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
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BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
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DX_CHECK(m_swapChain->ResizeBuffers1(m_scd.BufferCount
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, m_scd.BufferDesc.Width
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, m_scd.BufferDesc.Height
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, m_scd.BufferDesc.Format
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, m_scd.Flags
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, nodeMask
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, presentQueue
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) );
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}
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else
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@ -1596,7 +1603,7 @@ data.NumQualityLevels = 0;
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HRESULT hr;
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hr = m_factory->CreateSwapChain(m_cmd.m_commandQueue
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, &m_scd
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, &m_swapChain
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, reinterpret_cast<IDXGISwapChain**>(&m_swapChain)
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);
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BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
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}
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@ -2408,9 +2415,9 @@ data.NumQualityLevels = 0;
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D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
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D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
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IDXGIFactory1* m_factory;
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IDXGIFactory4* m_factory;
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IDXGISwapChain* m_swapChain;
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IDXGISwapChain3* m_swapChain;
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int64_t m_presentElapsed;
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uint16_t m_lost;
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uint16_t m_numWindows;
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@ -2467,7 +2474,6 @@ data.NumQualityLevels = 0;
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uint32_t m_vsChanges;
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FrameBufferHandle m_fbh;
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uint32_t m_frame;
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uint32_t m_backBufferColorIdx;
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bool m_rtMsaa;
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};
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@ -2695,6 +2701,13 @@ data.NumQualityLevels = 0;
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m_handleAlloc->free(_idx);
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}
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void DescriptorAllocator::reset()
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{
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uint16_t max = m_handleAlloc->getMaxHandles();
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bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
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m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
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}
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D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocator::get(uint16_t _idx)
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{
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D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
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@ -3643,8 +3656,7 @@ data.NumQualityLevels = 0;
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uint32_t statsNumIndices = 0;
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uint32_t statsKeyType[2] = {};
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m_backBufferColorIdx = m_frame % m_scd.BufferCount;
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m_frame++;
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m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
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const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
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const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
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@ -10,7 +10,7 @@
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#include <d3d12.h>
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#include <d3dx12.h>
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#include <dxgidebug.h>
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#include <dxgi1_4.h>
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#include "renderer.h"
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#include "renderer_d3d.h"
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@ -86,6 +86,7 @@ namespace bgfx { namespace d3d12
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uint16_t alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc);
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uint16_t alloc(const uint32_t* _flags, uint32_t _num = BGFX_CONFIG_MAX_TEXTURE_SAMPLERS);
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void free(uint16_t _handle);
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void reset();
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D3D12_GPU_DESCRIPTOR_HANDLE get(uint16_t _handle);
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@ -396,28 +397,48 @@ namespace bgfx { namespace d3d12
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BX_CHECK(0 == m_control.available(), "");
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}
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bool tryFinish(uint64_t _waitFence)
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{
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if (0 < m_control.available() )
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{
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if (consume(0)
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&& _waitFence <= m_completedFence)
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{
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return true;
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}
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}
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return false;
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}
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void release(ID3D12Resource* _ptr)
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{
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m_release[m_control.m_current].push_back(_ptr);
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}
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void consume()
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bool consume(uint32_t _ms = INFINITE)
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{
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CommandList& commandList = m_commandList[m_control.m_read];
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WaitForSingleObject(commandList.m_event, INFINITE);
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CloseHandle(commandList.m_event);
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commandList.m_event = NULL;
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m_completedFence = m_fence->GetCompletedValue();
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m_commandQueue->Wait(m_fence, m_completedFence);
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ResourceArray& ra = m_release[m_control.m_read];
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for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
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if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
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{
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DX_RELEASE(*it, 0);
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}
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ra.clear();
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CloseHandle(commandList.m_event);
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commandList.m_event = NULL;
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m_completedFence = m_fence->GetCompletedValue();
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m_commandQueue->Wait(m_fence, m_completedFence);
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m_control.consume(1);
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ResourceArray& ra = m_release[m_control.m_read];
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for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
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{
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DX_RELEASE(*it, 0);
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}
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ra.clear();
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m_control.consume(1);
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return true;
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}
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return false;
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}
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struct CommandList
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