mirror of
https://github.com/gnif/LookingGlass.git
synced 2026-08-04 14:22:02 +00:00
Exclude command queue reset and cleanup from the ready stage, and keep the wall-clock residual only as the legacy timing fallback.
385 lines
10 KiB
C++
385 lines
10 KiB
C++
/**
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* Looking Glass
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* Copyright © 2017-2026 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "CD3D12CommandQueue.h"
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#include "CDebug.h"
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static uint64_t ScaleTicks(uint64_t ticks, uint64_t targetFrequency,
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uint64_t sourceFrequency)
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{
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return ticks / sourceFrequency * targetFrequency +
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ticks % sourceFrequency * targetFrequency / sourceFrequency;
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}
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static uint64_t TicksToNanoseconds(uint64_t ticks, uint64_t frequency)
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{
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return ScaleTicks(ticks, 1000000000ULL, frequency);
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}
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bool CD3D12CommandQueue::InitTiming(ID3D12Device3 * device,
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D3D12_COMMAND_LIST_TYPE type)
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{
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if (type != D3D12_COMMAND_LIST_TYPE_COPY)
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return false;
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D3D12_FEATURE_DATA_D3D12_OPTIONS3 options = {};
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HRESULT hr = device->CheckFeatureSupport(
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D3D12_FEATURE_D3D12_OPTIONS3, &options, sizeof(options));
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if (FAILED(hr) || !options.CopyQueueTimestampQueriesSupported)
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return false;
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hr = m_queue->GetTimestampFrequency(&m_timestampFrequency);
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if (FAILED(hr) || !m_timestampFrequency)
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return false;
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LARGE_INTEGER qpcFrequency;
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if (!QueryPerformanceFrequency(&qpcFrequency))
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return false;
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m_qpcFrequency = (UINT64)qpcFrequency.QuadPart;
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D3D12_QUERY_HEAP_DESC queryDesc = {};
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queryDesc.Type = D3D12_QUERY_HEAP_TYPE_COPY_QUEUE_TIMESTAMP;
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queryDesc.Count = 2;
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hr = device->CreateQueryHeap(&queryDesc, IID_PPV_ARGS(&m_timestampHeap));
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if (FAILED(hr))
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return false;
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_READBACK;
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heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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heapProps.CreationNodeMask = 1;
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heapProps.VisibleNodeMask = 1;
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D3D12_RESOURCE_DESC resourceDesc = {};
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resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resourceDesc.Width = sizeof(UINT64) * 2;
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resourceDesc.Height = 1;
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resourceDesc.DepthOrArraySize = 1;
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resourceDesc.MipLevels = 1;
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resourceDesc.SampleDesc.Count = 1;
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resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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hr = device->CreateCommittedResource(
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&heapProps,
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D3D12_HEAP_FLAG_NONE,
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&resourceDesc,
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D3D12_RESOURCE_STATE_COPY_DEST,
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NULL,
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IID_PPV_ARGS(&m_timestampReadback));
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if (FAILED(hr))
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{
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m_timestampHeap.Reset();
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return false;
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}
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D3D12_RANGE readRange = { 0, sizeof(UINT64) * 2 };
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void * timestampMap = nullptr;
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hr = m_timestampReadback->Map(0, &readRange, ×tampMap);
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if (FAILED(hr))
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{
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m_timestampReadback.Reset();
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m_timestampHeap.Reset();
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return false;
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}
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m_timestampMap = static_cast<UINT64 *>(timestampMap);
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hr = m_queue->GetClockCalibration(&m_calibrationGPU, &m_calibrationCPU);
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if (FAILED(hr))
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{
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D3D12_RANGE writeRange = { 0, 0 };
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m_timestampReadback->Unmap(0, &writeRange);
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m_timestampMap = nullptr;
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m_timestampReadback.Reset();
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m_timestampHeap.Reset();
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return false;
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}
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m_timingSupported = true;
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return true;
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}
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void CD3D12CommandQueue::UpdateClockCalibration()
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{
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if (!m_timingSupported)
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return;
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LARGE_INTEGER now;
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if (QueryPerformanceCounter(&now) &&
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(UINT64)now.QuadPart >= m_calibrationCPU &&
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(UINT64)now.QuadPart - m_calibrationCPU < m_qpcFrequency)
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return;
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UINT64 gpu;
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UINT64 cpu;
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if (SUCCEEDED(m_queue->GetClockCalibration(&gpu, &cpu)))
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{
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m_calibrationGPU = gpu;
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m_calibrationCPU = cpu;
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}
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}
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bool CD3D12CommandQueue::Init(ID3D12Device3 * device,
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D3D12_COMMAND_LIST_TYPE type, const WCHAR * name,
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CallbackMode callbackMode)
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{
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HRESULT hr;
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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queueDesc.Type = type;
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queueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_HIGH;
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queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_queue));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create the CommandQueue (%ls)", name);
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return false;
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}
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m_queue->SetName(name);
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hr = device->CreateCommandAllocator(type, IID_PPV_ARGS(&m_allocator));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create the CommandAllocator (%ls)", name);
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return false;
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}
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hr = device->CreateCommandList(0, type, m_allocator.Get(), NULL, IID_PPV_ARGS(&m_gfxList));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create the Graphics CommandList (%ls)", name);
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return false;
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}
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m_gfxList->SetName(name);
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m_cmdList = m_gfxList;
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if (!m_cmdList)
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{
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DEBUG_ERROR_HR(hr, "Failed to get the CommandList (%ls)", name);
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return false;
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}
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hr = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create the Fence (%ls)", name);
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return false;
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}
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m_event.Attach(CreateEvent(NULL, FALSE, FALSE, NULL));
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if (m_event.Get() == INVALID_HANDLE_VALUE)
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{
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DEBUG_ERROR_HR(GetLastError(), "Failed to create the completion event (%ls)", name);
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return false;
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}
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if (callbackMode != DISABLED)
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{
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ULONG flags = (callbackMode == FAST) ?
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WT_EXECUTEINWAITTHREAD : WT_EXECUTEINPERSISTENTTHREAD;
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if (!RegisterWaitForSingleObject(
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&m_waitHandle,
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m_event.Get(),
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[](PVOID param, BOOLEAN timeout){
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CD3D12CommandQueue * queue = (CD3D12CommandQueue*)param;
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if (timeout)
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queue->m_completionResult = false;
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queue->OnCompletion();
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},
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this,
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INFINITE,
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flags))
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{
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DEBUG_ERROR_HR(GetLastError(),
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"Failed to register the completion wait (%ls)", name);
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m_waitHandle = INVALID_HANDLE_VALUE;
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return false;
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}
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}
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if (callbackMode != DISABLED &&
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type == D3D12_COMMAND_LIST_TYPE_COPY && !InitTiming(device, type))
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DEBUG_WARN("GPU timing is unavailable for CommandQueue(%ls)", name);
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m_name = name;
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m_fenceValue = 0;
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DEBUG_INFO("Created CD3D12CommandQueue(%ls)", name);
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return true;
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}
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void CD3D12CommandQueue::DeInit()
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{
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if (m_waitHandle != INVALID_HANDLE_VALUE)
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{
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// Queue owners drain callbacks before destruction. Keep this unregister
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// non-blocking so a removed or hung device cannot stall teardown.
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UnregisterWait(m_waitHandle);
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m_waitHandle = INVALID_HANDLE_VALUE;
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}
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if (m_timestampMap)
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{
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D3D12_RANGE writeRange = { 0, 0 };
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m_timestampReadback->Unmap(0, &writeRange);
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m_timestampMap = nullptr;
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}
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}
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bool CD3D12CommandQueue::Execute()
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{
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m_needsReset = true;
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m_completionResult = true;
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m_pending = m_waitHandle != INVALID_HANDLE_VALUE;
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HRESULT hr = m_gfxList->Close();
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if (FAILED(hr))
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{
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m_completionResult = false;
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SetEvent(m_event.Get());
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DEBUG_ERROR_HR(hr, "Failed to close the command list (%ls)", m_name);
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return false;
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}
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ID3D12CommandList * lists[] = { m_cmdList.Get() };
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m_queue->ExecuteCommandLists(1, lists);
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++m_fenceValue;
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hr = m_fence->SetEventOnCompletion(m_fenceValue, m_event.Get());
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if (FAILED(hr))
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{
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m_completionResult = false;
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SetEvent(m_event.Get());
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DEBUG_ERROR_HR(hr, "Failed to set the fence signal (%ls)", m_name);
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return false;
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}
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m_queue->Signal(m_fence.Get(), m_fenceValue);
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return true;
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}
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bool CD3D12CommandQueue::BeginTiming()
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{
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m_timingActive = m_timingSupported;
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if (!m_timingActive)
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return false;
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// Refresh after an idle period; active queues are calibrated by their
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// completion path without adding work to frame submission.
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UpdateClockCalibration();
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m_gfxList->EndQuery(
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m_timestampHeap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, 0);
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return true;
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}
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void CD3D12CommandQueue::EndTiming()
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{
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if (!m_timingActive)
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return;
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m_gfxList->EndQuery(
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m_timestampHeap.Get(), D3D12_QUERY_TYPE_TIMESTAMP, 1);
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m_gfxList->ResolveQueryData(
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m_timestampHeap.Get(), D3D12_QUERY_TYPE_TIMESTAMP,
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0, 2, m_timestampReadback.Get(), 0);
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}
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bool CD3D12CommandQueue::ConvertGPUTimestamp(
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UINT64 timestamp, uint64_t& result) const
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{
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UINT64 cpuTimestamp;
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if (timestamp < m_calibrationGPU)
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{
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const UINT64 delta = ScaleTicks(
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m_calibrationGPU - timestamp, m_qpcFrequency, m_timestampFrequency);
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if (delta > m_calibrationCPU)
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return false;
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cpuTimestamp = m_calibrationCPU - delta;
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}
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else
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{
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const UINT64 delta = ScaleTicks(
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timestamp - m_calibrationGPU, m_qpcFrequency, m_timestampFrequency);
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if (UINT64_MAX - m_calibrationCPU < delta)
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return false;
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cpuTimestamp = m_calibrationCPU + delta;
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}
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result = TicksToNanoseconds(cpuTimestamp, m_qpcFrequency);
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return true;
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}
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bool CD3D12CommandQueue::GetGPUTimes(
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uint64_t& start, uint64_t& end) const
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{
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if (!m_timingActive ||
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!ConvertGPUTimestamp(m_timestampMap[0], start) ||
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!ConvertGPUTimestamp(m_timestampMap[1], end) ||
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end < start)
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return false;
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return true;
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}
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#if 0
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void CD3D12CommandQueue::Wait()
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{
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if (m_fence->GetCompletedValue() >= m_fenceValue)
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{
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m_pending = false;
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return;
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}
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m_fence->SetEventOnCompletion(m_fenceValue, m_event.Get());
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WaitForSingleObject(m_event.Get(), INFINITE);
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m_pending = false;
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}
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#endif
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bool CD3D12CommandQueue::Reset()
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{
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m_timingActive = false;
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if (!m_needsReset)
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return true;
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HRESULT hr;
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hr = m_allocator->Reset();
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to reset the command allocator (%ls)", m_name);
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return false;
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}
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hr = m_gfxList->Reset(m_allocator.Get(), NULL);
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to reset the graphics command list (%ls)", m_name);
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return false;
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}
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m_needsReset = false;
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return true;
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}
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