mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
D3D12: Added temporary staging buffers.
This commit is contained in:
parent
437656b870
commit
8e12de0e57
3 changed files with 89 additions and 92 deletions
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@ -32,9 +32,9 @@ namespace bgfx
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#define _DX_RELEASE(_ptr, _expected, _check) \
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BX_MACRO_BLOCK_BEGIN \
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if (NULL != _ptr) \
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if (NULL != (_ptr) ) \
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{ \
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ULONG count = _ptr->Release(); \
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ULONG count = (_ptr)->Release(); \
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_check(isGraphicsDebuggerPresent() || _expected == count, "%p RefCount is %d (expected %d).", _ptr, count, _expected); BX_UNUSED(count); \
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_ptr = NULL; \
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} \
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@ -43,6 +43,23 @@ namespace bgfx { namespace d3d12
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};
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BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
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struct DrawIndirectCommand
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{
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// D3D12_GPU_VIRTUAL_ADDRESS srv;
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D3D12_GPU_VIRTUAL_ADDRESS cbv;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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D3D12_DRAW_ARGUMENTS draw;
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};
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struct DrawIndexedIndirectCommand
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{
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// D3D12_GPU_VIRTUAL_ADDRESS srv;
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D3D12_GPU_VIRTUAL_ADDRESS cbv;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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D3D12_INDEX_BUFFER_VIEW ibv;
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D3D12_DRAW_INDEXED_ARGUMENTS drawIndexed;
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};
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static const uint32_t s_checkMsaa[] =
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{
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0,
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@ -775,14 +792,6 @@ namespace bgfx { namespace d3d12
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{ D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, 0 },
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};
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struct DrawIndirectCommand
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{
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// D3D12_GPU_VIRTUAL_ADDRESS srv;
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D3D12_GPU_VIRTUAL_ADDRESS cbv;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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D3D12_DRAW_ARGUMENTS draw;
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};
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D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
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{
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sizeof(DrawIndirectCommand),
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@ -806,15 +815,6 @@ namespace bgfx { namespace d3d12
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{ D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, 0 },
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};
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struct DrawIndexedIndirectCommand
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{
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// D3D12_GPU_VIRTUAL_ADDRESS srv;
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D3D12_GPU_VIRTUAL_ADDRESS cbv;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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D3D12_INDEX_BUFFER_VIEW ibv;
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D3D12_DRAW_INDEXED_ARGUMENTS drawIndexed;
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};
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D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
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{
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sizeof(DrawIndexedIndirectCommand),
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@ -2673,7 +2673,7 @@ data.NumQualityLevels = 0;
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{ { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
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};
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void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex)
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void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
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{
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m_size = _size;
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m_flags = _flags;
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@ -2728,6 +2728,8 @@ data.NumQualityLevels = 0;
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}
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}
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stride = 0 == _stride ? stride : _stride;
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m_srvd.Format = format;
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m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
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m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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@ -2749,16 +2751,7 @@ data.NumQualityLevels = 0;
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m_ptr = createCommittedResource(device, HeapProperty::Default, _size, flags);
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if (!needUav)
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{
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m_staging = createCommittedResource(device, HeapProperty::Upload, _size);
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}
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if (m_dynamic)
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{
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setState(commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
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}
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else
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if (!m_dynamic)
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{
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setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
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@ -2767,41 +2760,39 @@ data.NumQualityLevels = 0;
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subresource.RowPitch = _size;
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subresource.SlicePitch = subresource.RowPitch;
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ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
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UpdateSubresources<1>(commandList
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, m_ptr
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, m_staging
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, staging
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, 0
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, 0
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, 1
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, &subresource
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);
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s_renderD3D12->m_cmd.release(staging);
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}
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setState(commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
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}
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}
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void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t /*_offset*/, uint32_t _size, void* _data, bool /*_discard*/)
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void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
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{
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setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
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ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
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uint8_t* data;
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DX_CHECK(staging->Map(0, nullptr, (void**)&data) );
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memcpy(data, _data, _size);
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staging->Unmap(0, NULL);
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D3D12_SUBRESOURCE_DATA subresource;
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subresource.pData = _data;
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subresource.RowPitch = _size;
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subresource.SlicePitch = subresource.RowPitch;
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D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
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_commandList->CopyBufferRegion(m_ptr, _offset, staging, _offset, _size);
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setState(_commandList, state);
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UpdateSubresources<1>(_commandList
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, m_ptr
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, m_staging
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, 0
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, 0
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, 1
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, &subresource
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);
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setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
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s_renderD3D12->m_cmd.release(staging);
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}
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void BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
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D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
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{
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if (m_state != _state)
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{
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@ -2811,8 +2802,10 @@ data.NumQualityLevels = 0;
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, _state
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);
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m_state = _state;
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bx::xchg(m_state, _state);
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}
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return _state;
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}
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void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
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@ -3267,13 +3260,13 @@ data.NumQualityLevels = 0;
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if (kk != 0)
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{
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m_staging = createCommittedResource(device, HeapProperty::Upload, totalSize);
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ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalSize);
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setState(commandList,D3D12_RESOURCE_STATE_COPY_DEST);
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uint64_t result = UpdateSubresources(commandList
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, m_ptr
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, m_staging
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, staging
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, 0
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, 0
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, numSrd
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@ -3283,11 +3276,11 @@ data.NumQualityLevels = 0;
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BX_TRACE("Update subresource %" PRId64, result);
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setState(commandList, state);
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s_renderD3D12->m_cmd.release(staging);
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}
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else
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{
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m_staging = NULL;
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setState(commandList, state);
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}
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@ -3312,9 +3305,6 @@ data.NumQualityLevels = 0;
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{
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DX_RELEASE(m_ptr, 0);
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m_ptr = NULL;
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DX_RELEASE(m_staging, 0);
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m_staging = NULL;
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}
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}
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@ -3327,12 +3317,6 @@ data.NumQualityLevels = 0;
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const uint32_t rectpitch = _rect.m_width*bpp/8;
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const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
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s_renderD3D12->m_cmd.finish(s_renderD3D12->m_cmd.kick() );
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s_renderD3D12->m_commandList = s_renderD3D12->m_cmd.alloc();
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_commandList = s_renderD3D12->m_commandList;
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DX_RELEASE(m_staging, 0);
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D3D12_RESOURCE_DESC desc = m_ptr->GetDesc();
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desc.Height = _rect.m_height;
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@ -3351,17 +3335,16 @@ data.NumQualityLevels = 0;
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, &totalBytes
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);
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m_staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
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DX_NAME(m_staging, "texture %4d: staging, update", this - s_renderD3D12->m_textures);
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ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
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uint8_t* data;
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DX_CHECK(m_staging->Map(0, NULL, (void**)&data) );
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DX_CHECK(staging->Map(0, NULL, (void**)&data) );
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for (uint32_t ii = 0, height = _rect.m_height; ii < height; ++ii)
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{
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memcpy(&data[ii*rowPitch], &_mem->data[ii*srcpitch], srcpitch);
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}
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m_staging->Unmap(0, NULL);
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staging->Unmap(0, NULL);
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D3D12_BOX box;
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box.left = 0;
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box.back = _z+_depth;
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D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { subres } };
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D3D12_TEXTURE_COPY_LOCATION src = { m_staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, layout };
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D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, layout };
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_commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
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setState(_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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s_renderD3D12->m_cmd.release(staging);
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}
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void TextureD3D12::commit(uint8_t _stage, uint32_t _flags)
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{
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}
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void TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
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D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
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{
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if (m_state != _state)
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{
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@ -3397,8 +3382,10 @@ data.NumQualityLevels = 0;
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, _state
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);
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m_state = _state;
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bx::xchg(m_state, _state);
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}
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return _state;
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}
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void FrameBufferD3D12::create(uint8_t _num, const TextureHandle* _handles)
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@ -107,7 +107,6 @@ namespace bgfx { namespace d3d12
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{
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BufferD3D12()
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: m_ptr(NULL)
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, m_staging(NULL)
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, m_state(D3D12_RESOURCE_STATE_COMMON)
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, m_size(0)
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, m_flags(BGFX_BUFFER_NONE)
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@ -115,7 +114,7 @@ namespace bgfx { namespace d3d12
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{
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}
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void create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex);
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void create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride = 0);
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void update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool _discard = false);
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void destroy()
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@ -123,17 +122,15 @@ namespace bgfx { namespace d3d12
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if (NULL != m_ptr)
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{
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DX_RELEASE(m_ptr, 0);
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DX_RELEASE(m_staging, 0);
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m_dynamic = false;
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}
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}
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void setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state);
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D3D12_RESOURCE_STATES setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state);
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D3D12_SHADER_RESOURCE_VIEW_DESC m_srvd;
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D3D12_UNORDERED_ACCESS_VIEW_DESC m_uavd;
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ID3D12Resource* m_ptr;
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ID3D12Resource* m_staging;
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D3D12_RESOURCE_STATES m_state;
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uint32_t m_size;
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uint16_t m_flags;
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TextureD3D12()
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: m_ptr(NULL)
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, m_staging(NULL)
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, m_state(D3D12_RESOURCE_STATE_COMMON)
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, m_numMips(0)
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{
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@ -251,12 +247,11 @@ namespace bgfx { namespace d3d12
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void update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem);
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void commit(uint8_t _stage, uint32_t _flags = BGFX_SAMPLER_DEFAULT_FLAGS);
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void resolve();
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void setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state);
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D3D12_RESOURCE_STATES setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state);
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D3D12_SHADER_RESOURCE_VIEW_DESC m_srvd;
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D3D12_UNORDERED_ACCESS_VIEW_DESC m_uavd;
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ID3D12Resource* m_ptr;
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ID3D12Resource* m_staging;
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D3D12_RESOURCE_STATES m_state;
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uint32_t m_flags;
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uint16_t m_samplerIdx;
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@ -358,11 +353,7 @@ namespace bgfx { namespace d3d12
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{
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while (0 == m_control.reserve(1) )
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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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m_control.consume(1);
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consume();
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}
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CommandList& commandList = m_commandList[m_control.m_current];
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@ -393,14 +384,7 @@ namespace bgfx { namespace d3d12
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{
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while (0 < m_control.available() )
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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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m_control.consume(1);
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consume();
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if (!_finishAll
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&& _waitFence <= m_completedFence)
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@ -412,6 +396,30 @@ namespace bgfx { namespace d3d12
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BX_CHECK(0 == m_control.available(), "");
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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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{
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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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{
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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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}
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struct CommandList
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{
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ID3D12GraphicsCommandList* m_commandList;
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@ -424,6 +432,8 @@ namespace bgfx { namespace d3d12
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uint64_t m_completedFence;
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ID3D12Fence* m_fence;
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CommandList m_commandList[4];
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typedef stl::vector<ID3D12Resource*> ResourceArray;
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ResourceArray m_release[4];
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bx::RingBufferControl m_control;
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};
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