mirror of
https://github.com/doitsujin/dxvk.git
synced 2025-01-09 22:46:08 +01:00
389 lines
13 KiB
C++
389 lines
13 KiB
C++
#include "d3d11_cmdlist.h"
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#include "d3d11_context_imm.h"
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#include "d3d11_device.h"
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#include "d3d11_texture.h"
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namespace dxvk {
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D3D11ImmediateContext::D3D11ImmediateContext(
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D3D11Device* pParent,
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Rc<DxvkDevice> Device)
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: D3D11DeviceContext(pParent, Device),
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m_csThread(Device->createContext()) {
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EmitCs([cDevice = m_device] (DxvkContext* ctx) {
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ctx->beginRecording(cDevice->createCommandList());
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});
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ClearState();
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}
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D3D11ImmediateContext::~D3D11ImmediateContext() {
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Flush();
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SynchronizeCsThread();
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SynchronizeDevice();
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}
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ULONG STDMETHODCALLTYPE D3D11ImmediateContext::AddRef() {
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return m_parent->AddRef();
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}
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ULONG STDMETHODCALLTYPE D3D11ImmediateContext::Release() {
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return m_parent->Release();
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}
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D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE D3D11ImmediateContext::GetType() {
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return D3D11_DEVICE_CONTEXT_IMMEDIATE;
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}
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UINT STDMETHODCALLTYPE D3D11ImmediateContext::GetContextFlags() {
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return 0;
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::Flush() {
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m_parent->FlushInitContext();
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if (m_csIsBusy || m_csChunk->commandCount() != 0) {
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// Add commands to flush the threaded
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// context, then flush the command list
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EmitCs([dev = m_device] (DxvkContext* ctx) {
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dev->submitCommandList(
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ctx->endRecording(),
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nullptr, nullptr);
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ctx->beginRecording(
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dev->createCommandList());
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});
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FlushCsChunk();
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// Reset optimization info
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m_drawCount = 0;
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m_csIsBusy = false;
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}
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::ExecuteCommandList(
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ID3D11CommandList* pCommandList,
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BOOL RestoreContextState) {
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auto commandList = static_cast<D3D11CommandList*>(pCommandList);
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// Flush any outstanding commands so that
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// we don't mess up the execution order
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FlushCsChunk();
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// As an optimization, flush everything if the
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// number of pending draw calls is high enough.
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if (m_drawCount >= MaxPendingDraws)
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Flush();
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// Dispatch command list to the CS thread and
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// restore the immediate context's state
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commandList->EmitToCsThread(&m_csThread);
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if (RestoreContextState)
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RestoreState();
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else
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ClearState();
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// Mark CS thread as busy so that subsequent
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// flush operations get executed correctly.
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m_csIsBusy = true;
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m_drawCount += commandList->GetDrawCount();
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}
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HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::FinishCommandList(
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BOOL RestoreDeferredContextState,
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ID3D11CommandList **ppCommandList) {
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InitReturnPtr(ppCommandList);
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Logger::err("D3D11: FinishCommandList called on immediate context");
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return DXGI_ERROR_INVALID_CALL;
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}
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HRESULT STDMETHODCALLTYPE D3D11ImmediateContext::Map(
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ID3D11Resource* pResource,
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UINT Subresource,
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D3D11_MAP MapType,
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UINT MapFlags,
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D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
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if (pResource == nullptr)
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return DXGI_ERROR_INVALID_CALL;
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if (pMappedResource != nullptr) {
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pMappedResource->pData = nullptr;
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pMappedResource->RowPitch = 0;
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pMappedResource->DepthPitch = 0;
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}
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D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
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pResource->GetType(&resourceDim);
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if (resourceDim == D3D11_RESOURCE_DIMENSION_BUFFER) {
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return MapBuffer(
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static_cast<D3D11Buffer*>(pResource),
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MapType, MapFlags, pMappedResource);
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} else {
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return MapImage(
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GetCommonTexture(pResource),
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Subresource, MapType, MapFlags,
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pMappedResource);
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}
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::Unmap(
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ID3D11Resource* pResource,
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UINT Subresource) {
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D3D11_RESOURCE_DIMENSION resourceDim = D3D11_RESOURCE_DIMENSION_UNKNOWN;
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pResource->GetType(&resourceDim);
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if (resourceDim != D3D11_RESOURCE_DIMENSION_BUFFER)
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UnmapImage(GetCommonTexture(pResource), Subresource);
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}
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HRESULT D3D11ImmediateContext::MapBuffer(
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D3D11Buffer* pResource,
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D3D11_MAP MapType,
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UINT MapFlags,
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D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
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Rc<DxvkBuffer> buffer = pResource->GetBuffer();
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if (!(buffer->memFlags() & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)) {
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Logger::err("D3D11: Cannot map a device-local buffer");
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return E_INVALIDARG;
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}
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if (MapType == D3D11_MAP_WRITE_DISCARD) {
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// Allocate a new backing slice for the buffer and set
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// it as the 'new' mapped slice. This assumes that the
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// only way to invalidate a buffer is by mapping it.
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auto physicalSlice = buffer->allocPhysicalSlice();
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pResource->GetBufferInfo()->mappedSlice = physicalSlice;
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EmitCs([
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cBuffer = buffer,
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cPhysicalSlice = physicalSlice
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] (DxvkContext* ctx) {
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ctx->invalidateBuffer(cBuffer, cPhysicalSlice);
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});
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} else if (MapType != D3D11_MAP_WRITE_NO_OVERWRITE) {
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if (!WaitForResource(buffer->resource(), MapFlags))
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return DXGI_ERROR_WAS_STILL_DRAWING;
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}
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// Use map pointer from previous map operation. This
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// way we don't have to synchronize with the CS thread
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// if the map mode is D3D11_MAP_WRITE_NO_OVERWRITE.
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const DxvkPhysicalBufferSlice physicalSlice
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= pResource->GetBufferInfo()->mappedSlice;
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pMappedResource->pData = physicalSlice.mapPtr(0);
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pMappedResource->RowPitch = physicalSlice.length();
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pMappedResource->DepthPitch = physicalSlice.length();
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return S_OK;
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}
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void STDMETHODCALLTYPE D3D11ImmediateContext::OMSetRenderTargets(
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UINT NumViews,
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ID3D11RenderTargetView* const* ppRenderTargetViews,
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ID3D11DepthStencilView* pDepthStencilView) {
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// Optimization: If the number of draw and dispatch calls issued
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// prior to the previous context flush is above a certain threshold,
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// submit the current command buffer in order to keep the GPU busy.
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// This also helps keep the command buffers at a reasonable size.
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if (m_drawCount >= MaxPendingDraws)
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Flush();
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D3D11DeviceContext::OMSetRenderTargets(
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NumViews, ppRenderTargetViews, pDepthStencilView);
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}
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HRESULT D3D11ImmediateContext::MapImage(
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D3D11CommonTexture* pResource,
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UINT Subresource,
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D3D11_MAP MapType,
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UINT MapFlags,
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D3D11_MAPPED_SUBRESOURCE* pMappedResource) {
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const Rc<DxvkImage> mappedImage = pResource->GetImage();
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const Rc<DxvkBuffer> mappedBuffer = pResource->GetMappedBuffer();
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if (pResource->GetMapMode() == D3D11_COMMON_TEXTURE_MAP_MODE_NONE) {
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Logger::err("D3D11: Cannot map a device-local image");
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return E_INVALIDARG;
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}
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// Parameter validation was successful
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VkImageSubresource subresource =
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pResource->GetSubresourceFromIndex(
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VK_IMAGE_ASPECT_COLOR_BIT, Subresource);
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pResource->SetMappedSubresource(subresource);
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if (pResource->GetMapMode() == D3D11_COMMON_TEXTURE_MAP_MODE_DIRECT) {
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const VkImageType imageType = mappedImage->info().type;
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// Wait for the resource to become available
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if (!WaitForResource(mappedImage, MapFlags))
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return DXGI_ERROR_WAS_STILL_DRAWING;
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// Query the subresource's memory layout and hope that
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// the application respects the returned pitch values.
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VkSubresourceLayout layout = mappedImage->querySubresourceLayout(subresource);
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pMappedResource->pData = mappedImage->mapPtr(layout.offset);
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pMappedResource->RowPitch = imageType >= VK_IMAGE_TYPE_2D ? layout.rowPitch : layout.size;
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pMappedResource->DepthPitch = imageType >= VK_IMAGE_TYPE_3D ? layout.depthPitch : layout.size;
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return S_OK;
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} else {
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// Query format info which we need to compute
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// the row pitch and layer pitch properly.
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const DxvkFormatInfo* formatInfo = imageFormatInfo(mappedImage->info().format);
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const VkExtent3D levelExtent = mappedImage->mipLevelExtent(subresource.mipLevel);
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const VkExtent3D blockCount = util::computeBlockCount(
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levelExtent, formatInfo->blockSize);
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DxvkPhysicalBufferSlice physicalSlice;
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if (MapType == D3D11_MAP_WRITE_DISCARD) {
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// We do not have to preserve the contents of the
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// buffer if the entire image gets discarded.
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physicalSlice = mappedBuffer->allocPhysicalSlice();
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EmitCs([
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cImageBuffer = mappedBuffer,
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cPhysicalSlice = physicalSlice
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] (DxvkContext* ctx) {
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ctx->invalidateBuffer(cImageBuffer, cPhysicalSlice);
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});
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} else {
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// When using any map mode which requires the image contents
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// to be preserved, and if the GPU has write access to the
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// image, copy the current image contents into the buffer.
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const bool copyExistingData = pResource->Desc()->Usage == D3D11_USAGE_STAGING;
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if (copyExistingData) {
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const VkImageSubresourceLayers subresourceLayers = {
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subresource.aspectMask,
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subresource.mipLevel,
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subresource.arrayLayer, 1 };
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EmitCs([
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cImageBuffer = mappedBuffer,
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cImage = mappedImage,
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cSubresources = subresourceLayers,
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cLevelExtent = levelExtent
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] (DxvkContext* ctx) {
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ctx->copyImageToBuffer(
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cImageBuffer, 0, VkExtent2D { 0u, 0u },
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cImage, cSubresources, VkOffset3D { 0, 0, 0 },
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cLevelExtent);
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});
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}
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WaitForResource(mappedBuffer->resource(), 0);
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physicalSlice = mappedBuffer->slice();
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}
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// Set up map pointer. Data is tightly packed within the mapped buffer.
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pMappedResource->pData = physicalSlice.mapPtr(0);
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pMappedResource->RowPitch = formatInfo->elementSize * blockCount.width;
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pMappedResource->DepthPitch = formatInfo->elementSize * blockCount.width * blockCount.height;
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return S_OK;
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}
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}
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void D3D11ImmediateContext::UnmapImage(
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D3D11CommonTexture* pResource,
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UINT Subresource) {
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if (pResource->GetMapMode() == D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER) {
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// Now that data has been written into the buffer,
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// we need to copy its contents into the image
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const Rc<DxvkImage> mappedImage = pResource->GetImage();
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const Rc<DxvkBuffer> mappedBuffer = pResource->GetMappedBuffer();
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VkImageSubresource subresource = pResource->GetMappedSubresource();
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VkExtent3D levelExtent = mappedImage
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->mipLevelExtent(subresource.mipLevel);
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VkImageSubresourceLayers subresourceLayers = {
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subresource.aspectMask,
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subresource.mipLevel,
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subresource.arrayLayer, 1 };
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EmitCs([
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cSrcBuffer = mappedBuffer,
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cDstImage = mappedImage,
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cDstLayers = subresourceLayers,
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cDstLevelExtent = levelExtent
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] (DxvkContext* ctx) {
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ctx->copyBufferToImage(cDstImage, cDstLayers,
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VkOffset3D { 0, 0, 0 }, cDstLevelExtent,
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cSrcBuffer, 0, { 0u, 0u });
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});
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}
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pResource->ClearMappedSubresource();
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}
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void D3D11ImmediateContext::SynchronizeCsThread() {
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// Dispatch current chunk so that all commands
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// recorded prior to this function will be run
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FlushCsChunk();
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m_csThread.synchronize();
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}
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void D3D11ImmediateContext::SynchronizeDevice() {
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m_device->waitForIdle();
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}
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bool D3D11ImmediateContext::WaitForResource(
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const Rc<DxvkResource>& Resource,
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UINT MapFlags) {
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// Some games (e.g. The Witcher 3) do not work correctly
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// when a map fails with D3D11_MAP_FLAG_DO_NOT_WAIT set
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if (!m_parent->TestOption(D3D11Option::AllowMapFlagNoWait))
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MapFlags &= ~D3D11_MAP_FLAG_DO_NOT_WAIT;
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// Wait for the any pending D3D11 command to be executed
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// on the CS thread so that we can determine whether the
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// resource is currently in use or not.
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Flush();
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SynchronizeCsThread();
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if (Resource->isInUse()) {
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if (MapFlags & D3D11_MAP_FLAG_DO_NOT_WAIT)
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return false;
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// TODO implement properly in DxvkDevice
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while (Resource->isInUse())
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std::this_thread::yield();
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}
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return true;
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}
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void D3D11ImmediateContext::EmitCsChunk(Rc<DxvkCsChunk>&& chunk) {
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m_csThread.dispatchChunk(std::move(chunk));
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m_csIsBusy = true;
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}
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} |