mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-05 01:24:14 +01:00
[d3d11] Implement more accurate resource tracking on deferred contexts
Allows us to track chunks that access any given tracked resource more accurately and flush as needed, e.g. if a staging buffer is written at the start of a long command list.
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@ -41,44 +41,64 @@ namespace dxvk {
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}
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void D3D11CommandList::AddChunk(DxvkCsChunkRef&& Chunk) {
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m_chunks.push_back(std::move(Chunk));
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}
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void D3D11CommandList::AddQuery(D3D11Query* pQuery) {
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m_queries.emplace_back(pQuery);
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}
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void D3D11CommandList::EmitToCommandList(ID3D11CommandList* pCommandList) {
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auto cmdList = static_cast<D3D11CommandList*>(pCommandList);
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uint64_t D3D11CommandList::AddChunk(DxvkCsChunkRef&& Chunk) {
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m_chunks.push_back(std::move(Chunk));
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return m_chunks.size() - 1;
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}
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for (const auto& chunk : m_chunks)
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cmdList->m_chunks.push_back(chunk);
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for (const auto& query : m_queries)
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cmdList->m_queries.push_back(query);
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uint64_t D3D11CommandList::AddCommandList(
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D3D11CommandList* pCommandList) {
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// This will be the chunk ID of the first chunk
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// added, for the purpose of resource tracking.
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uint64_t baseChunkId = m_chunks.size();
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for (const auto& resource : m_resources)
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cmdList->m_resources.push_back(resource);
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for (const auto& chunk : pCommandList->m_chunks)
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m_chunks.push_back(chunk);
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MarkSubmitted();
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for (const auto& query : pCommandList->m_queries)
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m_queries.push_back(query);
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for (const auto& resource : pCommandList->m_resources) {
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TrackedResource entry = resource;
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entry.chunkId += baseChunkId;
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m_resources.push_back(std::move(entry));
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}
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pCommandList->MarkSubmitted();
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// Return ID of the last chunk added. The command list
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// added can never be empty, so do not handle zero.
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return m_chunks.size() - 1;
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}
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void D3D11CommandList::EmitToCsThread(
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const D3D11ChunkDispatchProc& DispatchProc) {
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uint64_t seq = 0;
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for (const auto& query : m_queries)
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query->DoDeferredEnd();
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for (const auto& chunk : m_chunks)
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seq = DispatchProc(DxvkCsChunkRef(chunk));
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for (size_t i = 0, j = 0; i < m_chunks.size(); i++) {
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// If there are resources to track for the current chunk,
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// use a strong flush hint to dispatch GPU work quickly.
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GpuFlushType flushType = GpuFlushType::ImplicitWeakHint;
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for (const auto& resource : m_resources)
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TrackResourceSequenceNumber(resource, seq);
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if (j < m_resources.size() && m_resources[j].chunkId == i)
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flushType = GpuFlushType::ImplicitStrongHint;
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// Dispatch the chunk and capture its sequence number
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uint64_t seq = DispatchProc(DxvkCsChunkRef(m_chunks[i]), flushType);
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// Track resource sequence numbers for the added chunk
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while (j < m_resources.size() && m_resources[j].chunkId == i)
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TrackResourceSequenceNumber(m_resources[j++].ref, seq);
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}
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MarkSubmitted();
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}
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@ -87,8 +107,13 @@ namespace dxvk {
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void D3D11CommandList::TrackResourceUsage(
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ID3D11Resource* pResource,
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D3D11_RESOURCE_DIMENSION ResourceType,
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UINT Subresource) {
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m_resources.emplace_back(pResource, Subresource, ResourceType);
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UINT Subresource,
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uint64_t ChunkId) {
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TrackedResource entry;
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entry.ref = D3D11ResourceRef(pResource, Subresource, ResourceType);
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entry.chunkId = ChunkId;
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m_resources.push_back(std::move(entry));
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}
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@ -96,7 +121,6 @@ namespace dxvk {
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const D3D11ResourceRef& Resource,
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uint64_t Seq) {
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ID3D11Resource* iface = Resource.Get();
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UINT subresource = Resource.GetSubresource();
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switch (Resource.GetType()) {
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case D3D11_RESOURCE_DIMENSION_UNKNOWN:
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@ -109,17 +133,17 @@ namespace dxvk {
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case D3D11_RESOURCE_DIMENSION_TEXTURE1D: {
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auto impl = static_cast<D3D11Texture1D*>(iface)->GetCommonTexture();
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impl->TrackSequenceNumber(subresource, Seq);
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impl->TrackSequenceNumber(Resource.GetSubresource(), Seq);
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} break;
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case D3D11_RESOURCE_DIMENSION_TEXTURE2D: {
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auto impl = static_cast<D3D11Texture2D*>(iface)->GetCommonTexture();
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impl->TrackSequenceNumber(subresource, Seq);
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impl->TrackSequenceNumber(Resource.GetSubresource(), Seq);
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} break;
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case D3D11_RESOURCE_DIMENSION_TEXTURE3D: {
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auto impl = static_cast<D3D11Texture3D*>(iface)->GetCommonTexture();
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impl->TrackSequenceNumber(subresource, Seq);
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impl->TrackSequenceNumber(Resource.GetSubresource(), Seq);
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} break;
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}
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}
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@ -6,7 +6,7 @@
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namespace dxvk {
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using D3D11ChunkDispatchProc = std::function<uint64_t (DxvkCsChunkRef&&)>;
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using D3D11ChunkDispatchProc = std::function<uint64_t (DxvkCsChunkRef&&, GpuFlushType)>;
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class D3D11CommandList : public D3D11DeviceChild<ID3D11CommandList> {
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@ -24,14 +24,14 @@ namespace dxvk {
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UINT STDMETHODCALLTYPE GetContextFlags() final;
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void AddChunk(
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DxvkCsChunkRef&& Chunk);
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void AddQuery(
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D3D11Query* pQuery);
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void EmitToCommandList(
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ID3D11CommandList* pCommandList);
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uint64_t AddChunk(
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DxvkCsChunkRef&& Chunk);
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uint64_t AddCommandList(
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D3D11CommandList* pCommandList);
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void EmitToCsThread(
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const D3D11ChunkDispatchProc& DispatchProc);
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@ -39,19 +39,21 @@ namespace dxvk {
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void TrackResourceUsage(
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ID3D11Resource* pResource,
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D3D11_RESOURCE_DIMENSION ResourceType,
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UINT Subresource);
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bool HasTrackedResources() const {
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return !m_resources.empty();
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}
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UINT Subresource,
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uint64_t ChunkId);
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private:
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UINT const m_contextFlags;
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struct TrackedResource {
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D3D11ResourceRef ref;
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uint64_t chunkId;
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};
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UINT m_contextFlags;
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std::vector<DxvkCsChunkRef> m_chunks;
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std::vector<Com<D3D11Query, false>> m_queries;
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std::vector<D3D11ResourceRef> m_resources;
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std::vector<TrackedResource> m_resources;
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std::atomic<bool> m_submitted = { false };
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std::atomic<bool> m_warned = { false };
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@ -148,8 +148,9 @@ namespace dxvk {
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// Record any chunks from the given command list into the
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// current command list and deal with context state
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auto commandList = static_cast<D3D11CommandList*>(pCommandList);
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commandList->EmitToCommandList(m_commandList.ptr());
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m_chunkId = m_commandList->AddCommandList(commandList);
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// Restore deferred context state
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if (RestoreContextState)
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RestoreCommandListState();
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else
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@ -166,7 +167,8 @@ namespace dxvk {
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FinalizeQueries();
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// Clean up command list state so that the any state changed
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// by this command list does not affect the calling context
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// by this command list does not affect the calling context.
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// This also ensures that the command list is never empty.
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ResetCommandListState();
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// Make sure all commands are visible to the command list
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@ -180,6 +182,7 @@ namespace dxvk {
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// Any use of ExecuteCommandList will reset command list state
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// before the command list is actually executed.
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m_commandList = CreateCommandList();
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m_chunkId = 0;
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if (RestoreDeferredContextState)
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RestoreCommandListState();
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@ -388,7 +391,12 @@ namespace dxvk {
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void D3D11DeferredContext::EmitCsChunk(DxvkCsChunkRef&& chunk) {
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m_commandList->AddChunk(std::move(chunk));
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m_chunkId = m_commandList->AddChunk(std::move(chunk));
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}
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uint64_t D3D11DeferredContext::GetCurrentChunkId() const {
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return m_csChunk->empty() ? m_chunkId : m_chunkId + 1;
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}
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@ -398,14 +406,15 @@ namespace dxvk {
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m_commandList->TrackResourceUsage(
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pResource->GetInterface(),
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pResource->GetDimension(),
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Subresource);
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Subresource, GetCurrentChunkId());
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}
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void D3D11DeferredContext::TrackBufferSequenceNumber(
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D3D11Buffer* pResource) {
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m_commandList->TrackResourceUsage(
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pResource, D3D11_RESOURCE_DIMENSION_BUFFER, 0);
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m_commandList->TrackResourceUsage(pResource,
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D3D11_RESOURCE_DIMENSION_BUFFER, 0,
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GetCurrentChunkId());
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}
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@ -96,6 +96,9 @@ namespace dxvk {
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// Begun and ended queries, will also be stored in command list
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std::vector<Com<D3D11Query, false>> m_queriesBegun;
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// Chunk ID within the current command list
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uint64_t m_chunkId = 0ull;
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HRESULT MapBuffer(
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ID3D11Resource* pResource,
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D3D11_MAPPED_SUBRESOURCE* pMappedResource);
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@ -118,6 +121,8 @@ namespace dxvk {
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void EmitCsChunk(DxvkCsChunkRef&& chunk);
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uint64_t GetCurrentChunkId() const;
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void TrackTextureSequenceNumber(
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D3D11CommonTexture* pResource,
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UINT Subresource);
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@ -238,7 +238,7 @@ namespace dxvk {
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ConsiderFlush(GpuFlushType::ImplicitWeakHint);
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// Dispatch command list to the CS thread
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commandList->EmitToCsThread([this] (DxvkCsChunkRef&& chunk) {
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commandList->EmitToCsThread([this] (DxvkCsChunkRef&& chunk, GpuFlushType flushType) {
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EmitCsChunk(std::move(chunk));
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// Return the sequence number from before the flush since
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@ -247,14 +247,10 @@ namespace dxvk {
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// Consider a flush after every chunk in case the app
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// submits a very large command list or the GPU is idle
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ConsiderFlush(GpuFlushType::ImplicitWeakHint);
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ConsiderFlush(flushType);
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return csSeqNum;
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});
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// If any resource tracking took place, flush with a strong hint
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if (commandList->HasTrackedResources())
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ConsiderFlush(GpuFlushType::ImplicitStrongHint);
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// Restore the immediate context's state
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if (RestoreContextState)
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RestoreCommandListState();
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