[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

@@ -126,16 +126,33 @@ bool CInteropResource::Compare(const ComPtr<ID3D11Texture2D>& srcTex)
m_format.Format == format.Format;
}
void CInteropResource::Signal()
bool CInteropResource::Signal()
{
++m_fenceValue;
m_dx11Device->GetContext()->Signal(m_d11Fence.Get(), m_fenceValue);
const UINT64 fenceValue = m_fenceValue + 1;
const HRESULT hr =
m_dx11Device->GetContext()->Signal(m_d11Fence.Get(), fenceValue);
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to signal the D3D11 source fence");
return false;
}
m_fenceValue = fenceValue;
return true;
}
void CInteropResource::Sync(CD3D12CommandQueue& queue)
bool CInteropResource::Sync(CD3D12CommandSlot& slot)
{
if (m_d11Fence->GetCompletedValue() < m_fenceValue)
queue.GetCmdQueue()->Wait(m_d12Fence.Get(), m_fenceValue);
if (m_d11Fence->GetCompletedValue() >= m_fenceValue)
return true;
if (!slot.WaitFor(m_d12Fence.Get(), m_fenceValue))
{
DEBUG_ERROR("Failed to queue a wait for the D3D11 source fence");
return false;
}
return true;
}
void CInteropResource::SetFullDamage()