Diligent Engine API Reference: D:/GitHub/DiligentEngine/DiligentCore/Graphics/GraphicsEngineD3D12/include/RenderDeviceD3D12Impl.h Source File

Diligent Engine API Reference

RenderDeviceD3D12Impl.h
1 /* Copyright 2015-2018 Egor Yusov
2 *
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
10 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
11 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
12 *
13 * In no event and under no legal theory, whether in tort (including negligence),
14 * contract, or otherwise, unless required by applicable law (such as deliberate
15 * and grossly negligent acts) or agreed to in writing, shall any Contributor be
16 * liable for any damages, including any direct, indirect, special, incidental,
17 * or consequential damages of any character arising as a result of this License or
18 * out of the use or inability to use the software (including but not limited to damages
19 * for loss of goodwill, work stoppage, computer failure or malfunction, or any and
20 * all other commercial damages or losses), even if such Contributor has been advised
21 * of the possibility of such damages.
22 */
23
24 #pragma once
25
28
29 #include "RenderDeviceD3D12.h"
30 #include "RenderDeviceD3DBase.h"
31 #include "DescriptorHeap.h"
32 #include "CommandListManager.h"
33 #include "CommandContext.h"
34 #include "DynamicUploadHeap.h"
35 #include "Atomics.h"
36 #include "CommandQueueD3D12.h"
37
39 namespace Diligent
40 {
41
43 class RenderDeviceD3D12Impl : public RenderDeviceD3DBase<IRenderDeviceD3D12>
44 {
45 public:
46 typedef RenderDeviceD3DBase<IRenderDeviceD3D12> TRenderDeviceBase;
47
48 RenderDeviceD3D12Impl( IReferenceCounters *pRefCounters, IMemoryAllocator &RawMemAllocator, const EngineD3D12Attribs &CreationAttribs, ID3D12Device *pD3D12Device, ICommandQueueD3D12 *pCmdQueue, Uint32 NumDeferredContexts );
49 ~RenderDeviceD3D12Impl();
50
51 virtual void QueryInterface( const Diligent::INTERFACE_ID &IID, IObject **ppInterface )override final;
52
53 virtual void CreatePipelineState( const PipelineStateDesc &PipelineDesc, IPipelineState **ppPipelineState )override final;
54
55 virtual void CreateBuffer(const BufferDesc& BuffDesc, const BufferData &BuffData, IBuffer **ppBuffer)override final;
56
57 virtual void CreateShader(const ShaderCreationAttribs &ShaderCreationAttribs, IShader **ppShader)override final;
58
59 virtual void CreateTexture(const TextureDesc& TexDesc, const TextureData &Data, ITexture **ppTexture)override final;
60
61 void CreateTexture(const TextureDesc& TexDesc, ID3D12Resource *pd3d12Texture, class TextureD3D12Impl **ppTexture);
62
63 virtual void CreateSampler(const SamplerDesc& SamplerDesc, ISampler **ppSampler)override final;
64
65 virtual ID3D12Device* GetD3D12Device()override final{return m_pd3d12Device;}
66
67 virtual void CreateTextureFromD3DResource(ID3D12Resource *pd3d12Texture, ITexture **ppTexture)override final;
68
69 virtual void CreateBufferFromD3DResource(ID3D12Resource *pd3d12Buffer, const BufferDesc& BuffDesc, IBuffer **ppBuffer)override final;
70
71 DescriptorHeapAllocation AllocateDescriptor( D3D12_DESCRIPTOR_HEAP_TYPE Type, UINT Count = 1 );
72 DescriptorHeapAllocation AllocateGPUDescriptors( D3D12_DESCRIPTOR_HEAP_TYPE Type, UINT Count = 1 );
73
74 Uint64 GetCompletedFenceValue();
75 virtual Uint64 GetNextFenceValue() override final
76 {
77 return m_pCommandQueue->GetNextFenceValue();
78 }
79
80 Uint64 GetCurrentFrameNumber()const {return static_cast<Uint64>(m_FrameNumber);}
81 virtual Bool IsFenceSignaled(Uint64 FenceValue) override final;
82
83 ICommandQueueD3D12 *GetCmdQueue(){return m_pCommandQueue;}
84
85 void IdleGPU(bool ReleaseStaleObjects);
86 CommandContext* AllocateCommandContext(const Char *ID = "");
87 void CloseAndExecuteCommandContext(CommandContext *pCtx, bool DiscardStaleObjects);
88 void DisposeCommandContext(CommandContext*);
89
90 void SafeReleaseD3D12Object(ID3D12Object* pObj);
91 void FinishFrame(bool ReleaseAllResources);
92 virtual void FinishFrame()override final { FinishFrame(false); }
93
94 DynamicUploadHeap* RequestUploadHeap();
95 void ReleaseUploadHeap(DynamicUploadHeap* pUploadHeap);
96
97 private:
98 virtual void TestTextureFormat( TEXTURE_FORMAT TexFormat );
99 void ProcessReleaseQueue(Uint64 CompletedFenceValue);
100 void DiscardStaleD3D12Objects(Uint64 CmdListNumber, Uint64 FenceValue);
101
103 CComPtr<ID3D12Device> m_pd3d12Device;
104 RefCntAutoPtr<ICommandQueueD3D12> m_pCommandQueue;
105
106 EngineD3D12Attribs m_EngineAttribs;
107
108 CPUDescriptorHeap m_CPUDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES];
109 GPUDescriptorHeap m_GPUDescriptorHeaps[2]; // D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV == 0
110 // D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER == 1
111
112 const Uint32 m_DynamicDescriptorAllocationChunkSize[2];
113
114 std::mutex m_CmdQueueMutex;
115
116 Atomics::AtomicInt64 m_FrameNumber;
117 Atomics::AtomicInt64 m_NextCmdListNumber;
118
119 // The following basic requirement guarantees correctness of resource deallocation:
120 //
121 // A resource is never released before the last draw command referencing it is invoked on the immediate context
122 //
123 // See http://diligentgraphics.com/diligent-engine/architecture/d3d12/managing-resource-lifetimes/
124
125 //
126 // CPU
127 // Last Reference
128 // of resource X
129 // |
130 // | Submit Cmd Submit Cmd Submit Cmd
131 // | List N List N+1 List N+2
132 // V | | |
133 // NextFenceValue | * N | N+1 | N+2 |
134 //
135 //
136 // CompletedFenceValue | N-3 | N-2 | N-1 | N |
137 // . . . . .
138 // -----------------------------.--------------.---------------.-------------------.----------------.-------------
139 // . . . . .
140 //
141 // GPU | Cmd List N-2 | Cmd List N-1 | Cmd List N | Cmd List N+1 |
142 // |
143 // |
144 // Resource X can
145 // be released
146
147 CommandListManager m_CmdListManager;
148
149 typedef std::unique_ptr<CommandContext, STDDeleterRawMem<CommandContext> > ContextPoolElemType;
150 std::vector< ContextPoolElemType, STDAllocatorRawMem<ContextPoolElemType> > m_ContextPool;
151
152 std::deque<CommandContext*, STDAllocatorRawMem<CommandContext*> > m_AvailableContexts;
153 std::mutex m_ContextAllocationMutex;
154
155 std::mutex m_ReleaseQueueMutex;
156 typedef std::pair<Uint64, CComPtr<ID3D12Object> > ReleaseQueueElemType;
157 std::deque< ReleaseQueueElemType, STDAllocatorRawMem<ReleaseQueueElemType> > m_D3D12ObjReleaseQueue;
158
159 std::mutex m_StaleObjectsMutex;
160 std::deque< ReleaseQueueElemType, STDAllocatorRawMem<ReleaseQueueElemType> > m_StaleD3D12Objects;
161
162 std::mutex m_UploadHeapMutex;
163 typedef std::unique_ptr<DynamicUploadHeap, STDDeleterRawMem<DynamicUploadHeap> > UploadHeapPoolElemType;
164 std::vector< UploadHeapPoolElemType, STDAllocatorRawMem<UploadHeapPoolElemType> > m_UploadHeaps;
165 };
166
167 }
Diligent::TEXTURE_FORMAT
TEXTURE_FORMAT
Texture formats.
Definition: GraphicsTypes.h:244
Diligent::TextureDesc
Texture description.
Definition: Texture.h:82
Diligent::IShader
Shader interface.
Definition: Shader.h:288
Diligent::BufferData
Describes the buffer initial data.
Definition: Buffer.h:176
Diligent
Namespace for the OpenGL implementation of the graphics engine.
Definition: BufferD3D11Impl.h:34
Diligent::TextureData
Describes the initial data to store in the texture.
Definition: Texture.h:243
Diligent::SamplerDesc
Sampler description.
Definition: Sampler.h:52
Diligent::IBuffer
Buffer interface.
Definition: Buffer.h:200
Diligent::BufferDesc
Buffer description.
Definition: Buffer.h:57
Diligent::ICommandQueueD3D12
Command queue interface.
Definition: CommandQueueD3D12.h:37
Diligent::IPipelineState
Definition: PipelineState.h:209
Diligent::RefCntAutoPtr
Template class that implements reference counting.
Definition: RefCntAutoPtr.h:71
Diligent::ISampler
Texture sampler interface.
Definition: Sampler.h:180
Diligent::TextureD3D12Impl
Base implementation of the Diligent::ITextureD3D12 interface.
Definition: TextureD3D12Impl.h:42
Diligent::EngineD3D12Attribs
Attributes specific to D3D12 engine.
Definition: GraphicsTypes.h:965
Diligent::PipelineStateDesc
Pipeline state description.
Definition: PipelineState.h:179
Diligent::ShaderCreationAttribs
Shader creation attributes.
Definition: Shader.h:204
Diligent::ITexture
Texture inteface.
Definition: Texture.h:276
Diligent::RenderDeviceD3D12Impl
Implementation of the Diligent::IRenderDeviceD3D12 interface.
Definition: RenderDeviceD3D12Impl.h:43