D3D12: Fix rare case where command list was executed with open queries

This commit is contained in:
Stenzek 2019-04-01 20:49:24 +10:00
parent 92f1f553d1
commit f2d8c8d2a8
3 changed files with 18 additions and 2 deletions

View File

@ -57,6 +57,12 @@ void PerfQuery::EnableQuery(PerfQueryGroup type)
PartialFlush(do_resolve, blocking); PartialFlush(do_resolve, blocking);
} }
// Ensure all state is applied before beginning the query.
// This is because we can't leave a query open when submitting a command list, and the draw
// call itself may need to execute a command list if we run out of descriptors. Note that
// this assumes that the caller has bound all required state prior to enabling the query.
Renderer::GetInstance()->ApplyState();
if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP) if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
{ {
ActiveQuery& entry = m_query_buffer[m_query_next_pos]; ActiveQuery& entry = m_query_buffer[m_query_next_pos];

View File

@ -89,6 +89,9 @@ public:
void SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 stride, u32 size); void SetVertexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 stride, u32 size);
void SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format); void SetIndexBuffer(D3D12_GPU_VIRTUAL_ADDRESS address, u32 size, DXGI_FORMAT format);
// Binds all dirty state
bool ApplyState();
protected: protected:
void OnConfigChanged(u32 bits) override; void OnConfigChanged(u32 bits) override;
@ -131,8 +134,6 @@ private:
void CheckForSwapChainChanges(); void CheckForSwapChainChanges();
// Binds all dirty state
bool ApplyState();
void BindFramebuffer(DXFramebuffer* fb); void BindFramebuffer(DXFramebuffer* fb);
void SetRootSignatures(); void SetRootSignatures();
void SetDescriptorHeaps(); void SetDescriptorHeaps();

View File

@ -31,22 +31,31 @@ class PerfQueryBase
public: public:
PerfQueryBase() : m_query_count(0) {} PerfQueryBase() : m_query_count(0) {}
virtual ~PerfQueryBase() {} virtual ~PerfQueryBase() {}
// Checks if performance queries are enabled in the gameini configuration. // Checks if performance queries are enabled in the gameini configuration.
// NOTE: Called from CPU+GPU thread // NOTE: Called from CPU+GPU thread
static bool ShouldEmulate(); static bool ShouldEmulate();
// Begin querying the specified value for the following host GPU commands // Begin querying the specified value for the following host GPU commands
// The call to EnableQuery() should be placed immediately before the draw command, otherwise
// there is a risk of GPU resets if the query is left open and the buffer is submitted during
// resource binding (D3D12/Vulkan).
virtual void EnableQuery(PerfQueryGroup type) {} virtual void EnableQuery(PerfQueryGroup type) {}
// Stop querying the specified value for the following host GPU commands // Stop querying the specified value for the following host GPU commands
virtual void DisableQuery(PerfQueryGroup type) {} virtual void DisableQuery(PerfQueryGroup type) {}
// Reset query counters to zero and drop any pending queries // Reset query counters to zero and drop any pending queries
virtual void ResetQuery() {} virtual void ResetQuery() {}
// Return the measured value for the specified query type // Return the measured value for the specified query type
// NOTE: Called from CPU thread // NOTE: Called from CPU thread
virtual u32 GetQueryResult(PerfQueryType type) { return 0; } virtual u32 GetQueryResult(PerfQueryType type) { return 0; }
// Request the value of any pending queries - causes a pipeline flush and thus should be used // Request the value of any pending queries - causes a pipeline flush and thus should be used
// carefully! // carefully!
virtual void FlushResults() {} virtual void FlushResults() {}
// True if there are no further pending query results // True if there are no further pending query results
// NOTE: Called from CPU thread // NOTE: Called from CPU thread
virtual bool IsFlushed() const { return true; } virtual bool IsFlushed() const { return true; }