mirror of
https://github.com/gnif/LookingGlass.git
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Check a busy slot fence before waiting for its thread-pool callback. This lets the caller complete finished GPU work inline and avoids a scheduler delay before the allocator and command list can be reused.
665 lines
18 KiB
C++
665 lines
18 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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static bool ConvertGPUTimestamp(UINT64 timestamp, UINT64 timestampFrequency,
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UINT64 calibrationGPU, UINT64 calibrationCPU, UINT64 qpcFrequency,
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uint64_t& result)
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{
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UINT64 cpuTimestamp;
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if (timestamp < calibrationGPU)
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{
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const UINT64 delta = ScaleTicks(
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calibrationGPU - timestamp, qpcFrequency, timestampFrequency);
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if (delta > calibrationCPU)
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return false;
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cpuTimestamp = 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 - calibrationGPU, qpcFrequency, timestampFrequency);
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if (UINT64_MAX - calibrationCPU < delta)
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return false;
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cpuTimestamp = calibrationCPU + delta;
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}
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result = TicksToNanoseconds(cpuTimestamp, qpcFrequency);
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return true;
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}
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bool CD3D12CommandSlot::Init(ID3D12Device3 * device,
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CD3D12CommandQueue * queue, const WCHAR * name, UINT queryBase,
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ULONG waitFlags)
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{
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m_queue = queue;
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m_name = name;
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m_queryBase = queryBase;
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HRESULT hr = device->CreateCommandAllocator(
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queue->m_queue->GetDesc().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, queue->m_queue->GetDesc().Type,
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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("Failed to get the CommandList (%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())
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{
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DEBUG_ERROR_HR(GetLastError(),
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"Failed to create the completion event (%ls)", name);
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return false;
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}
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m_availableEvent.Attach(CreateEvent(NULL, FALSE, FALSE, NULL));
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if (!m_availableEvent.Get())
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{
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DEBUG_ERROR_HR(GetLastError(),
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"Failed to create the availability event (%ls)", name);
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return false;
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}
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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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static_cast<CD3D12CommandSlot *>(param)->OnCompletion(!!timeout);
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},
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this,
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INFINITE,
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waitFlags))
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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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DEBUG_INFO("Created CD3D12CommandSlot(%ls)", name);
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return true;
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}
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void CD3D12CommandSlot::DeInit()
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{
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if (m_waitHandle != INVALID_HANDLE_VALUE)
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{
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if (!UnregisterWaitEx(m_waitHandle, INVALID_HANDLE_VALUE))
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DEBUG_WARN_HR(GetLastError(),
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"Failed to unregister the completion wait (%ls)", m_name);
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m_waitHandle = INVALID_HANDLE_VALUE;
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}
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m_event.Close();
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m_availableEvent.Close();
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m_cmdList.Reset();
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m_gfxList.Reset();
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m_allocator.Reset();
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m_queue = nullptr;
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}
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bool CD3D12CommandSlot::Acquire()
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{
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if (!m_queue || m_queue->m_failed.load(std::memory_order_acquire))
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return false;
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State expected = STATE_FREE;
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if (!m_state.compare_exchange_strong(expected, STATE_RECORDING,
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std::memory_order_acq_rel))
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return false;
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m_completionCallback = nullptr;
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m_completionParams[0] = nullptr;
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m_completionParams[1] = nullptr;
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m_completionResult = true;
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m_fenceTarget = 0;
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m_fenceWaitCount = 0;
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m_timingActive = false;
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m_timestampFrequency = 0;
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m_calibrationGPU = 0;
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m_calibrationCPU = 0;
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m_submitted.store(false, std::memory_order_release);
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for (UINT i = 0; i < MAX_FENCE_WAITS; ++i)
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{
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m_fenceWaits[i].fence.Reset();
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m_fenceWaits[i].value = 0;
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}
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if (!m_needsReset)
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return true;
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HRESULT 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 CommandAllocator (%ls)", m_name);
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m_queue->m_failed.store(true, std::memory_order_release);
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m_state.store(STATE_FAILED, std::memory_order_release);
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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 CommandList (%ls)", m_name);
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m_queue->m_failed.store(true, std::memory_order_release);
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m_state.store(STATE_FAILED, std::memory_order_release);
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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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void CD3D12CommandSlot::Cancel()
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{
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State expected = STATE_RECORDING;
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if (!m_state.compare_exchange_strong(expected, STATE_CANCELLING,
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std::memory_order_acq_rel))
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{
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DEBUG_ERROR("Command slot cancelled while not recording (%ls)", m_name);
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return;
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}
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const HRESULT hr = m_gfxList->Close();
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m_needsReset = true;
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m_timingActive = false;
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for (UINT i = 0; i < m_fenceWaitCount; ++i)
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{
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m_fenceWaits[i].fence.Reset();
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m_fenceWaits[i].value = 0;
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}
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m_fenceWaitCount = 0;
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to close the cancelled CommandList (%ls)",
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m_name);
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m_queue->m_failed.store(true, std::memory_order_release);
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m_state.store(STATE_FAILED, std::memory_order_release);
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return;
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}
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m_completionCallback = nullptr;
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m_completionParams[0] = nullptr;
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m_completionParams[1] = nullptr;
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m_submitted.store(false, std::memory_order_release);
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m_state.store(STATE_FREE, std::memory_order_release);
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SetEvent(m_availableEvent.Get());
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}
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bool CD3D12CommandSlot::Execute()
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{
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State expected = STATE_RECORDING;
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if (!m_state.compare_exchange_strong(expected, STATE_SUBMITTED,
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std::memory_order_acq_rel))
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{
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DEBUG_ERROR("Command slot executed while not recording (%ls)", m_name);
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return false;
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}
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m_needsReset = true;
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HRESULT hr = m_gfxList->Close();
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to close the CommandList (%ls)", m_name);
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m_queue->m_failed.store(true, std::memory_order_release);
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m_state.store(STATE_FAILED, std::memory_order_release);
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return false;
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}
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if (m_queue->Submit(*this))
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return true;
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if (!m_submitted.load(std::memory_order_acquire))
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{
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m_state.store(STATE_FREE, std::memory_order_release);
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SetEvent(m_availableEvent.Get());
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}
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return false;
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}
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bool CD3D12CommandSlot::WaitFor(ID3D12Fence * fence, UINT64 value)
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{
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if (!fence || !value ||
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m_state.load(std::memory_order_acquire) != STATE_RECORDING)
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return false;
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if (m_fenceWaitCount == MAX_FENCE_WAITS)
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{
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DEBUG_ERROR("Too many fence waits for CommandSlot(%ls)", m_name);
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return false;
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}
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FenceWait& wait = m_fenceWaits[m_fenceWaitCount++];
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wait.fence = fence;
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wait.value = value;
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return true;
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}
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bool CD3D12CommandSlot::WaitFor(const CD3D12CommandSlot& slot)
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{
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if (!slot.m_queue || !slot.m_fenceTarget)
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return false;
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return WaitFor(slot.m_queue->m_fence.Get(), slot.m_fenceTarget);
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}
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bool CD3D12CommandSlot::BeginTiming()
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{
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m_timingActive = m_queue && m_queue->m_timingSupported;
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if (!m_timingActive)
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return false;
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m_gfxList->EndQuery(m_queue->m_timestampHeap.Get(),
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D3D12_QUERY_TYPE_TIMESTAMP, m_queryBase);
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return true;
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}
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void CD3D12CommandSlot::EndTiming()
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{
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if (!m_timingActive)
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return;
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if (!m_queue->SnapshotTiming(*this))
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{
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m_timingActive = false;
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return;
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}
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m_gfxList->EndQuery(m_queue->m_timestampHeap.Get(),
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D3D12_QUERY_TYPE_TIMESTAMP, m_queryBase + 1);
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m_gfxList->ResolveQueryData(m_queue->m_timestampHeap.Get(),
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D3D12_QUERY_TYPE_TIMESTAMP, m_queryBase, 2,
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m_queue->m_timestampReadback.Get(),
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(UINT64)m_queryBase * sizeof(UINT64));
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}
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bool CD3D12CommandSlot::GetGPUTimes(
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uint64_t& start, uint64_t& end) const
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{
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return m_queue && m_queue->GetGPUTimes(*this, start, end);
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}
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void CD3D12CommandSlot::OnCompletion(bool timeout)
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{
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if (!m_queue || !m_submitted.load(std::memory_order_acquire))
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return;
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const UINT64 completed = m_queue->m_fence->GetCompletedValue();
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if (completed != UINT64_MAX && completed < m_fenceTarget)
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return;
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State expected = STATE_SUBMITTED;
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if (!m_state.compare_exchange_strong(expected, STATE_COMPLETING,
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std::memory_order_acq_rel))
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return;
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m_completionResult = !timeout && completed != UINT64_MAX;
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if (!m_completionResult)
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m_queue->m_failed.store(true, std::memory_order_release);
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if (m_completionCallback)
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m_completionCallback(this, m_completionResult,
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m_completionParams[0], m_completionParams[1]);
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m_completionCallback = nullptr;
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m_completionParams[0] = nullptr;
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m_completionParams[1] = nullptr;
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m_submitted.store(false, std::memory_order_release);
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m_state.store(STATE_FREE, std::memory_order_release);
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SetEvent(m_availableEvent.Get());
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}
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bool CD3D12CommandQueue::InitTiming(ID3D12Device3 * device, UINT slotCount)
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{
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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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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 = slotCount * 2;
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hr = device->CreateQueryHeap(&queryDesc,
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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) * queryDesc.Count;
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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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const SIZE_T timingSize = sizeof(UINT64) * queryDesc.Count;
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D3D12_RANGE readRange = { 0, timingSize };
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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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m_timingSupported = true;
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return true;
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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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CD3D12CommandSlot::CallbackMode callbackMode, UINT slotCount,
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bool enableTiming)
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{
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if (!slotCount || slotCount > MAX_SLOTS)
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{
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DEBUG_ERROR("Invalid slot count for CommandQueue(%ls): %u",
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name, slotCount);
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return false;
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}
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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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HRESULT hr = device->CreateCommandQueue(
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&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->CreateFence(0, D3D12_FENCE_FLAG_NONE,
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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 CommandQueue fence (%ls)", name);
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return false;
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}
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if (enableTiming && !InitTiming(device, slotCount))
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DEBUG_WARN("GPU timing is unavailable for CommandQueue(%ls)", name);
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const ULONG waitFlags = callbackMode == CD3D12CommandSlot::FAST ?
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WT_EXECUTEINWAITTHREAD : WT_EXECUTEINPERSISTENTTHREAD;
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m_name = name;
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for (UINT i = 0; i < slotCount; ++i)
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{
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if (!m_slots[i].Init(device, this, name, i * 2, waitFlags))
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return false;
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++m_slotCount;
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}
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DEBUG_INFO("Created CD3D12CommandQueue(%ls) with %u slots",
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name, slotCount);
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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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WaitForIdle();
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for (UINT i = 0; i < MAX_SLOTS; ++i)
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m_slots[i].DeInit();
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m_slotCount = 0;
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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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m_timestampReadback.Reset();
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m_timestampHeap.Reset();
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m_fence.Reset();
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m_queue.Reset();
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m_timingSupported = false;
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m_qpcFrequency = 0;
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}
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CD3D12CommandSlot * CD3D12CommandQueue::Acquire(UINT slotIndex)
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{
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if (slotIndex >= m_slotCount)
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return nullptr;
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const ULONGLONG deadline = GetTickCount64() + 100;
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for (;;)
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{
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if (m_slots[slotIndex].Acquire())
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return &m_slots[slotIndex];
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// The GPU may already be finished while its thread-pool callback is
|
|
// still pending. Complete it here before sleeping on callback dispatch.
|
|
m_slots[slotIndex].OnCompletion(false);
|
|
if (m_slots[slotIndex].Acquire())
|
|
return &m_slots[slotIndex];
|
|
if (m_failed.load(std::memory_order_acquire))
|
|
break;
|
|
|
|
const ULONGLONG now = GetTickCount64();
|
|
if (now >= deadline)
|
|
break;
|
|
|
|
const DWORD result =
|
|
WaitForSingleObject(m_slots[slotIndex].m_availableEvent.Get(),
|
|
static_cast<DWORD>(deadline - now));
|
|
if (result != WAIT_OBJECT_0)
|
|
break;
|
|
}
|
|
|
|
DEBUG_ERROR("Failed to acquire CommandSlot(%ls:%u)", m_name, slotIndex);
|
|
return nullptr;
|
|
}
|
|
|
|
CD3D12CommandSlot * CD3D12CommandQueue::Acquire()
|
|
{
|
|
return Acquire(0);
|
|
}
|
|
|
|
void CD3D12CommandQueue::WaitForIdle()
|
|
{
|
|
for (UINT slot = 0; slot < m_slotCount; ++slot)
|
|
{
|
|
while (!m_slots[slot].IsIdle())
|
|
{
|
|
// The callback may be delayed behind other thread-pool work. If its
|
|
// fence has completed, finish it here before releasing callback state.
|
|
m_slots[slot].OnCompletion(false);
|
|
if (m_slots[slot].IsIdle())
|
|
break;
|
|
Sleep(1);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CD3D12CommandQueue::Submit(CD3D12CommandSlot& slot)
|
|
{
|
|
bool result = false;
|
|
AcquireSRWLockExclusive(&m_submitLock);
|
|
|
|
do
|
|
{
|
|
if (m_failed.load(std::memory_order_relaxed))
|
|
break;
|
|
|
|
for (UINT i = 0; i < slot.m_fenceWaitCount; ++i)
|
|
{
|
|
const CD3D12CommandSlot::FenceWait& wait = slot.m_fenceWaits[i];
|
|
const HRESULT hr = m_queue->Wait(wait.fence.Get(), wait.value);
|
|
if (FAILED(hr))
|
|
{
|
|
DEBUG_ERROR_HR(hr, "Failed to queue a fence wait (%ls)", m_name);
|
|
m_failed.store(true, std::memory_order_release);
|
|
break;
|
|
}
|
|
}
|
|
if (m_failed.load(std::memory_order_relaxed))
|
|
break;
|
|
|
|
const UINT64 fenceTarget = ++m_fenceValue;
|
|
slot.m_fenceTarget = fenceTarget;
|
|
slot.m_submitted.store(true, std::memory_order_release);
|
|
|
|
ID3D12CommandList * lists[] = { slot.m_cmdList.Get() };
|
|
m_queue->ExecuteCommandLists(1, lists);
|
|
|
|
HRESULT hr = m_queue->Signal(m_fence.Get(), fenceTarget);
|
|
if (FAILED(hr))
|
|
{
|
|
DEBUG_ERROR_HR(hr, "Failed to signal the CommandQueue (%ls)", m_name);
|
|
m_failed.store(true, std::memory_order_release);
|
|
slot.OnCompletion(false);
|
|
break;
|
|
}
|
|
|
|
hr = m_fence->SetEventOnCompletion(fenceTarget, slot.m_event.Get());
|
|
if (FAILED(hr))
|
|
{
|
|
DEBUG_ERROR_HR(hr,
|
|
"Failed to register CommandSlot completion (%ls)", m_name);
|
|
|
|
// The work is already submitted and fenced. Poll only on this rare
|
|
// error path so allocator, callback, and framebuffer ownership remain
|
|
// valid until completion or confirmed device removal.
|
|
while (slot.m_submitted.load(std::memory_order_acquire))
|
|
{
|
|
slot.OnCompletion(false);
|
|
if (slot.m_submitted.load(std::memory_order_acquire))
|
|
Sleep(1);
|
|
}
|
|
|
|
result = slot.m_completionResult;
|
|
break;
|
|
}
|
|
|
|
result = true;
|
|
}
|
|
while (false);
|
|
|
|
ReleaseSRWLockExclusive(&m_submitLock);
|
|
return result;
|
|
}
|
|
|
|
bool CD3D12CommandQueue::SnapshotTiming(
|
|
CD3D12CommandSlot& slot) const
|
|
{
|
|
UINT64 frequency;
|
|
UINT64 gpu;
|
|
UINT64 cpu;
|
|
if (FAILED(m_queue->GetTimestampFrequency(&frequency)) || !frequency ||
|
|
FAILED(m_queue->GetClockCalibration(&gpu, &cpu)))
|
|
return false;
|
|
|
|
slot.m_timestampFrequency = frequency;
|
|
slot.m_calibrationGPU = gpu;
|
|
slot.m_calibrationCPU = cpu;
|
|
return true;
|
|
}
|
|
|
|
bool CD3D12CommandQueue::GetGPUTimes(const CD3D12CommandSlot& slot,
|
|
uint64_t& start, uint64_t& end) const
|
|
{
|
|
if (!slot.m_timingActive || !m_timestampMap ||
|
|
!slot.m_timestampFrequency || !m_qpcFrequency)
|
|
return false;
|
|
|
|
const UINT64 gpuStart = m_timestampMap[slot.m_queryBase];
|
|
const UINT64 gpuEnd = m_timestampMap[slot.m_queryBase + 1];
|
|
if (gpuEnd < gpuStart ||
|
|
!ConvertGPUTimestamp(gpuStart, slot.m_timestampFrequency,
|
|
slot.m_calibrationGPU, slot.m_calibrationCPU,
|
|
m_qpcFrequency, start) ||
|
|
!ConvertGPUTimestamp(gpuEnd, slot.m_timestampFrequency,
|
|
slot.m_calibrationGPU, slot.m_calibrationCPU,
|
|
m_qpcFrequency, end) ||
|
|
end < start)
|
|
return false;
|
|
|
|
return true;
|
|
}
|