[idd] serialize framebuffer copies on one queue

Replace the rotating D3D12 copy queues with two framebuffer-bound
recording slots on one physical COPY queue. Keep allocator, command
list, query range, callback state, and fence target independent per
slot.

Submit source waits, execution, and signaling on the shared timeline.
Track framebuffer ownership through completion and serialize LGMP
publication around the last successfully published frame.
This commit is contained in:
Geoffrey McRae
2026-08-03 18:08:36 +10:00
parent 843207c628
commit ff4ca7d786
12 changed files with 813 additions and 423 deletions

View File

@@ -130,14 +130,14 @@ CD3D12Device::InitResult CD3D12Device::Init(CIVSHMEM &ivshmem,
DEBUG_INFO("Using IVSHMEM as a D3D12Heap");
}
for(int i = 0; i < ARRAYSIZE(m_copyQueue); ++i)
if (!m_copyQueue[i].Init(m_device.Get(), D3D12_COMMAND_LIST_TYPE_COPY, L"Copy",
m_indirectCopy ? CD3D12CommandQueue::NORMAL : CD3D12CommandQueue::FAST))
return InitResult::FAILURE;
if (!m_copyQueue.Init(m_device.Get(), D3D12_COMMAND_LIST_TYPE_COPY,
L"Copy", m_indirectCopy ? CD3D12CommandSlot::NORMAL :
CD3D12CommandSlot::FAST, 2, true))
return InitResult::FAILURE;
if (m_computeEnabled &&
!m_computeQueue.Init(m_device.Get(), D3D12_COMMAND_LIST_TYPE_COMPUTE,
L"Compute", CD3D12CommandQueue::FAST))
L"Compute", CD3D12CommandSlot::FAST, 1))
return InitResult::FAILURE;
DEBUG_INFO("Created CD3D12Device");
@@ -153,19 +153,9 @@ void CD3D12Device::DeInit()
void CD3D12Device::WaitForIdle()
{
// A queue is ready once its GPU work has signalled and its completion
// callback has run (clearing the pending flag). Bound the wait so a
// removed/hung device cannot stall teardown indefinitely.
auto drain = [](CD3D12CommandQueue& queue)
{
for (int i = 0; i < 1000 && !queue.IsReady(); ++i)
Sleep(1);
};
for (int i = 0; i < ARRAYSIZE(m_copyQueue); ++i)
drain(m_copyQueue[i]);
m_copyQueue.WaitForIdle();
if (m_computeEnabled)
drain(m_computeQueue);
m_computeQueue.WaitForIdle();
}
bool CD3D12Device::HeapTest()
@@ -212,31 +202,12 @@ bool CD3D12Device::HeapTest()
return true;
}
CD3D12CommandQueue * CD3D12Device::GetCopyQueue()
CD3D12CommandSlot * CD3D12Device::GetCopySlot(unsigned frameIndex)
{
// try for up to a maximum of 100ms to find a free copy queue
for (int c = 0; c < 100; ++c)
{
for (int i = 0; i < ARRAYSIZE(m_copyQueue); ++i)
{
auto& queue = m_copyQueue[m_copyQueueIndex++];
if (m_copyQueueIndex == ARRAYSIZE(m_copyQueue))
m_copyQueueIndex = 0;
if (queue.IsReady())
{
queue.Reset();
return &queue;
}
}
Sleep(1);
}
DEBUG_ERROR("Failed to get a copy queue");
return nullptr;
return m_copyQueue.Acquire(frameIndex);
}
CD3D12CommandQueue * CD3D12Device::GetComputeQueue()
CD3D12CommandSlot * CD3D12Device::GetComputeSlot()
{
if (!m_computeEnabled)
{
@@ -244,16 +215,5 @@ CD3D12CommandQueue * CD3D12Device::GetComputeQueue()
return nullptr;
}
for (int c = 0; c < 100; ++c)
{
if (m_computeQueue.IsReady())
{
m_computeQueue.Reset();
return &m_computeQueue;
}
Sleep(1);
}
DEBUG_ERROR("Failed to get a compute queue");
return nullptr;
return m_computeQueue.Acquire();
}