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authorassiduous <assiduous@diligentgraphics.com>2020-10-20 21:06:33 +0000
committerassiduous <assiduous@diligentgraphics.com>2020-10-20 21:06:33 +0000
commit0c7e8e2efc95362cbc0998558bb41789a3943037 (patch)
treea6a6428334ed7bedd28d0cf8ccf9b15b304e2712 /Graphics/GraphicsEngineD3D12
parentImproved exception safety of pipeline state object construction (diff)
downloadDiligentCore-0c7e8e2efc95362cbc0998558bb41789a3943037.tar.gz
DiligentCore-0c7e8e2efc95362cbc0998558bb41789a3943037.zip
Improved exception safety of SRB object creation
Diffstat (limited to 'Graphics/GraphicsEngineD3D12')
-rw-r--r--Graphics/GraphicsEngineD3D12/include/ShaderResourceBindingD3D12Impl.hpp2
-rw-r--r--Graphics/GraphicsEngineD3D12/src/ShaderResourceBindingD3D12Impl.cpp88
2 files changed, 59 insertions, 31 deletions
diff --git a/Graphics/GraphicsEngineD3D12/include/ShaderResourceBindingD3D12Impl.hpp b/Graphics/GraphicsEngineD3D12/include/ShaderResourceBindingD3D12Impl.hpp
index 846cb329..7be3372d 100644
--- a/Graphics/GraphicsEngineD3D12/include/ShaderResourceBindingD3D12Impl.hpp
+++ b/Graphics/GraphicsEngineD3D12/include/ShaderResourceBindingD3D12Impl.hpp
@@ -78,6 +78,8 @@ public:
}
private:
+ void Destruct();
+
ShaderResourceCacheD3D12 m_ShaderResourceCache;
ShaderVariableManagerD3D12* m_pShaderVarMgrs = nullptr;
diff --git a/Graphics/GraphicsEngineD3D12/src/ShaderResourceBindingD3D12Impl.cpp b/Graphics/GraphicsEngineD3D12/src/ShaderResourceBindingD3D12Impl.cpp
index 1c5ae5f5..1511bd01 100644
--- a/Graphics/GraphicsEngineD3D12/src/ShaderResourceBindingD3D12Impl.cpp
+++ b/Graphics/GraphicsEngineD3D12/src/ShaderResourceBindingD3D12Impl.cpp
@@ -30,6 +30,7 @@
#include "PipelineStateD3D12Impl.hpp"
#include "ShaderD3D12Impl.hpp"
#include "RenderDeviceD3D12Impl.hpp"
+#include "LinearAllocator.hpp"
namespace Diligent
{
@@ -48,48 +49,73 @@ ShaderResourceBindingD3D12Impl::ShaderResourceBindingD3D12Impl(IReferenceCounter
m_NumShaders {static_cast<decltype(m_NumShaders)>(pPSO->GetNumShaderStages())}
// clang-format on
{
- m_ResourceLayoutIndex.fill(-1);
+ try
+ {
+ m_ResourceLayoutIndex.fill(-1);
+
+ LinearAllocator MemPool{GetRawAllocator()};
+ MemPool.AddSpace<ShaderVariableManagerD3D12>(m_NumShaders);
+ MemPool.Reserve();
+ m_pShaderVarMgrs = MemPool.ConstructArray<ShaderVariableManagerD3D12>(m_NumShaders, std::ref(*this), std::ref(m_ShaderResourceCache));
- auto* pRenderDeviceD3D12Impl = ValidatedCast<RenderDeviceD3D12Impl>(pPSO->GetDevice());
- auto& ResCacheDataAllocator = pPSO->GetSRBMemoryAllocator().GetResourceCacheDataAllocator(0);
- pPSO->GetRootSignature().InitResourceCache(pRenderDeviceD3D12Impl, m_ShaderResourceCache, ResCacheDataAllocator);
+ // The memory is now owned by ShaderResourceBindingD3D12Impl and will be freed by Destruct().
+ auto* Ptr = MemPool.ReleaseOwnership();
+ VERIFY_EXPR(Ptr == m_pShaderVarMgrs);
+ (void)Ptr;
- m_pShaderVarMgrs = ALLOCATE(GetRawAllocator(), "Raw memory for ShaderVariableManagerD3D12", ShaderVariableManagerD3D12, m_NumShaders);
+ // It is important to construct all objects before initializing them because if an exception is thrown,
+ // destructors will be called for all objects
- for (Uint32 s = 0; s < m_NumShaders; ++s)
+ auto* pRenderDeviceD3D12Impl = ValidatedCast<RenderDeviceD3D12Impl>(pPSO->GetDevice());
+ auto& ResCacheDataAllocator = pPSO->GetSRBMemoryAllocator().GetResourceCacheDataAllocator(0);
+ pPSO->GetRootSignature().InitResourceCache(pRenderDeviceD3D12Impl, m_ShaderResourceCache, ResCacheDataAllocator);
+
+ for (Uint32 s = 0; s < m_NumShaders; ++s)
+ {
+ const auto ShaderType = pPSO->GetShaderStageType(s);
+ const auto& SrcLayout = pPSO->GetShaderResLayout(s);
+ const auto ShaderInd = GetShaderTypePipelineIndex(ShaderType, pPSO->GetDesc().PipelineType);
+
+ auto& VarDataAllocator = pPSO->GetSRBMemoryAllocator().GetShaderVariableDataAllocator(s);
+
+ // http://diligentgraphics.com/diligent-engine/architecture/d3d12/shader-resource-layout#Initializing-Resource-Layouts-in-a-Shader-Resource-Binding-Object
+ const SHADER_RESOURCE_VARIABLE_TYPE AllowedVarTypes[] = {SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE, SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC};
+ m_pShaderVarMgrs[s].Initialize(
+ SrcLayout,
+ VarDataAllocator,
+ AllowedVarTypes,
+ _countof(AllowedVarTypes) //
+ );
+
+ m_ResourceLayoutIndex[ShaderInd] = static_cast<Int8>(s);
+ }
+ }
+ catch (...)
{
- auto ShaderType = pPSO->GetShaderStageType(s);
- auto ShaderInd = GetShaderTypePipelineIndex(ShaderType, pPSO->GetDesc().PipelineType);
-
- auto& VarDataAllocator = pPSO->GetSRBMemoryAllocator().GetShaderVariableDataAllocator(s);
-
- // http://diligentgraphics.com/diligent-engine/architecture/d3d12/shader-resource-layout#Initializing-Resource-Layouts-in-a-Shader-Resource-Binding-Object
- const SHADER_RESOURCE_VARIABLE_TYPE AllowedVarTypes[] = {SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE, SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC};
- const auto& SrcLayout = pPSO->GetShaderResLayout(s);
- // Create shader variable manager in place
- new (m_pShaderVarMgrs + s) ShaderVariableManagerD3D12{*this, m_ShaderResourceCache};
- m_pShaderVarMgrs[s].Initialize(
- SrcLayout,
- VarDataAllocator,
- AllowedVarTypes,
- _countof(AllowedVarTypes) //
- );
-
- m_ResourceLayoutIndex[ShaderInd] = static_cast<Int8>(s);
+ Destruct();
+ throw;
}
}
+
ShaderResourceBindingD3D12Impl::~ShaderResourceBindingD3D12Impl()
{
- auto* pPSO = ValidatedCast<PipelineStateD3D12Impl>(m_pPSO);
- for (Uint32 s = 0; s < m_NumShaders; ++s)
+ Destruct();
+}
+
+void ShaderResourceBindingD3D12Impl::Destruct()
+{
+ if (m_pShaderVarMgrs != nullptr)
{
- auto& VarDataAllocator = pPSO->GetSRBMemoryAllocator().GetShaderVariableDataAllocator(s);
- m_pShaderVarMgrs[s].Destroy(VarDataAllocator);
- m_pShaderVarMgrs[s].~ShaderVariableManagerD3D12();
+ auto& SRBMemAllocator = m_pPSO->GetSRBMemoryAllocator();
+ for (Uint32 s = 0; s < m_NumShaders; ++s)
+ {
+ auto& VarDataAllocator = SRBMemAllocator.GetShaderVariableDataAllocator(s);
+ m_pShaderVarMgrs[s].Destroy(VarDataAllocator);
+ m_pShaderVarMgrs[s].~ShaderVariableManagerD3D12();
+ }
+ GetRawAllocator().Free(m_pShaderVarMgrs);
}
-
- GetRawAllocator().Free(m_pShaderVarMgrs);
}
IMPLEMENT_QUERY_INTERFACE(ShaderResourceBindingD3D12Impl, IID_ShaderResourceBindingD3D12, TBase)