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d3d12: Use ThrowIfFailed instead of check to be inline with DX12 Samples
This commit is contained in:
parent
befe93784f
commit
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@ -11,11 +11,13 @@
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#define SAFE_RELEASE(x) if (x) x->Release();
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inline
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void check(HRESULT hr)
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// From DX12 D3D11On12 Sample (MIT Licensed)
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inline void ThrowIfFailed(HRESULT hr)
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{
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if (hr != 0)
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abort();
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if (FAILED(hr))
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{
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throw;
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}
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}
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/**
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@ -205,7 +205,7 @@ ID3D12Resource *createVertexBuffer(const VertexBufferFormat &vbf, const RSXVerte
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size_t heapOffset = vertexIndexHeap.alloc(subBufferSize);
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ID3D12Resource *vertexBuffer;
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check(device->CreatePlacedResource(
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ThrowIfFailed(device->CreatePlacedResource(
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vertexIndexHeap.m_heap,
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heapOffset,
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&getBufferResourceDesc(subBufferSize),
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@ -214,7 +214,7 @@ ID3D12Resource *createVertexBuffer(const VertexBufferFormat &vbf, const RSXVerte
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IID_PPV_ARGS(&vertexBuffer)
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));
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void *bufferMap;
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check(vertexBuffer->Map(0, nullptr, (void**)&bufferMap));
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ThrowIfFailed(vertexBuffer->Map(0, nullptr, (void**)&bufferMap));
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memset(bufferMap, -1, subBufferSize);
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#pragma omp parallel for
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for (int vertex = 0; vertex < vbf.elementCount; vertex++)
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@ -405,7 +405,7 @@ D3D12_INDEX_BUFFER_VIEW D3D12GSRender::uploadIndexBuffers(bool indexed_draw)
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size_t heapOffset = m_vertexIndexData.alloc(subBufferSize);
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ID3D12Resource *indexBuffer;
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check(m_device->CreatePlacedResource(
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ThrowIfFailed(m_device->CreatePlacedResource(
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m_vertexIndexData.m_heap,
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heapOffset,
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&getBufferResourceDesc(subBufferSize),
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@ -415,7 +415,7 @@ D3D12_INDEX_BUFFER_VIEW D3D12GSRender::uploadIndexBuffers(bool indexed_draw)
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));
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void *bufferMap;
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check(indexBuffer->Map(0, nullptr, (void**)&bufferMap));
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ThrowIfFailed(indexBuffer->Map(0, nullptr, (void**)&bufferMap));
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if (indexed_draw && !forcedIndexBuffer)
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streamBuffer(bufferMap, m_indexed_array.m_data.data(), subBufferSize);
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else if (indexed_draw && forcedIndexBuffer)
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@ -499,7 +499,7 @@ void D3D12GSRender::setScaleOffset()
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D3D12_RANGE range = { heapOffset, heapOffset + 256 };
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void *scaleOffsetMap;
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check(m_constantsData.m_heap->Map(0, &range, &scaleOffsetMap));
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ThrowIfFailed(m_constantsData.m_heap->Map(0, &range, &scaleOffsetMap));
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streamToBuffer((char*)scaleOffsetMap + heapOffset, scaleOffsetMat, 16 * sizeof(float));
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int isAlphaTested = m_set_alpha_test;
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memcpy((char*)scaleOffsetMap + heapOffset + 16 * sizeof(float), &isAlphaTested, sizeof(int));
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@ -531,7 +531,7 @@ void D3D12GSRender::FillVertexShaderConstantsBuffer()
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D3D12_RANGE range = { heapOffset, heapOffset + bufferSize };
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void *constantsBufferMap;
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check(m_constantsData.m_heap->Map(0, &range, &constantsBufferMap));
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ThrowIfFailed(m_constantsData.m_heap->Map(0, &range, &constantsBufferMap));
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for (const auto &vertexConstants : m_vertexConstants)
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{
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float data[4] = {
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@ -568,7 +568,7 @@ void D3D12GSRender::FillPixelShaderConstantsBuffer()
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size_t offset = 0;
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void *constantsBufferMap;
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check(m_constantsData.m_heap->Map(0, &range, &constantsBufferMap));
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ThrowIfFailed(m_constantsData.m_heap->Map(0, &range, &constantsBufferMap));
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for (size_t offsetInFP : fragmentOffset)
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{
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u32 vector[4];
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@ -119,31 +119,31 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
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// Create a global command allocator
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device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator));
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device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_textureUploadCommandAllocator));
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check(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_COPY, IID_PPV_ARGS(&m_downloadCommandAllocator)));
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ThrowIfFailed(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_COPY, IID_PPV_ARGS(&m_downloadCommandAllocator)));
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D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
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descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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descriptorHeapDesc.NumDescriptors = 10000; // For safety
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descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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check(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap)));
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ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap)));
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descriptorHeapDesc = {};
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descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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descriptorHeapDesc.NumDescriptors = 10000; // For safety
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descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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check(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_scaleOffsetDescriptorHeap)));
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ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_scaleOffsetDescriptorHeap)));
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D3D12_DESCRIPTOR_HEAP_DESC textureDescriptorDesc = {};
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textureDescriptorDesc.NumDescriptors = 10000; // For safety
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textureDescriptorDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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textureDescriptorDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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check(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_textureDescriptorsHeap)));
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ThrowIfFailed(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_textureDescriptorsHeap)));
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textureDescriptorDesc.NumDescriptors = 2048; // For safety
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textureDescriptorDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
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check(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[0])));
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check(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[1])));
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ThrowIfFailed(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[0])));
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ThrowIfFailed(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[1])));
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}
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void D3D12GSRender::ResourceStorage::Release()
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@ -221,13 +221,13 @@ D3D12GSRender::D3D12GSRender()
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}
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Microsoft::WRL::ComPtr<IDXGIFactory4> dxgiFactory;
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check(CreateDXGIFactory(IID_PPV_ARGS(&dxgiFactory)));
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ThrowIfFailed(CreateDXGIFactory(IID_PPV_ARGS(&dxgiFactory)));
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// Create adapter
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IDXGIAdapter* adaptater = nullptr;
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switch (Ini.GSD3DAdaptater.GetValue())
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{
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case 0: // WARP
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check(dxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(&adaptater)));
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ThrowIfFailed(dxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(&adaptater)));
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break;
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case 1: // Default
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dxgiFactory->EnumAdapters(0, &adaptater);
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@ -236,14 +236,14 @@ D3D12GSRender::D3D12GSRender()
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dxgiFactory->EnumAdapters(Ini.GSD3DAdaptater.GetValue() - 2,&adaptater);
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break;
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}
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check(wrapD3D12CreateDevice(adaptater, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));
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ThrowIfFailed(wrapD3D12CreateDevice(adaptater, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));
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// Queues
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D3D12_COMMAND_QUEUE_DESC copyQueueDesc = {}, graphicQueueDesc = {};
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copyQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_COPY;
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graphicQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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check(m_device->CreateCommandQueue(©QueueDesc, IID_PPV_ARGS(&m_commandQueueCopy)));
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check(m_device->CreateCommandQueue(&graphicQueueDesc, IID_PPV_ARGS(&m_commandQueueGraphic)));
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ThrowIfFailed(m_device->CreateCommandQueue(©QueueDesc, IID_PPV_ARGS(&m_commandQueueCopy)));
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ThrowIfFailed(m_device->CreateCommandQueue(&graphicQueueDesc, IID_PPV_ARGS(&m_commandQueueGraphic)));
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g_descriptorStrideSRVCBVUAV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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g_descriptorStrideDSV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
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@ -266,7 +266,7 @@ D3D12GSRender::D3D12GSRender()
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swapChain.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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swapChain.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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check(dxgiFactory->CreateSwapChain(m_commandQueueGraphic, &swapChain, (IDXGISwapChain**)&m_swapChain));
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ThrowIfFailed(dxgiFactory->CreateSwapChain(m_commandQueueGraphic, &swapChain, (IDXGISwapChain**)&m_swapChain));
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m_swapChain->GetBuffer(0, IID_PPV_ARGS(&m_backBuffer[0]));
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m_swapChain->GetBuffer(1, IID_PPV_ARGS(&m_backBuffer[1]));
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@ -326,7 +326,7 @@ D3D12GSRender::D3D12GSRender()
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Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob;
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Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
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check(wrapD3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
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ThrowIfFailed(wrapD3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
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m_device->CreateRootSignature(0,
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rootSignatureBlob->GetBufferPointer(),
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@ -344,7 +344,7 @@ D3D12GSRender::D3D12GSRender()
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D3D12_HEAP_PROPERTIES hp = {};
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hp.Type = D3D12_HEAP_TYPE_DEFAULT;
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check(
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ThrowIfFailed(
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m_device->CreateCommittedResource(
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&hp,
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D3D12_HEAP_FLAG_NONE,
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@ -432,7 +432,7 @@ void D3D12GSRender::Clear(u32 cmd)
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assert(cmd == NV4097_CLEAR_SURFACE);
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ID3D12GraphicsCommandList *commandList;
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check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
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ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
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getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
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PrepareRenderTargets(commandList);
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@ -503,7 +503,7 @@ void D3D12GSRender::Clear(u32 cmd)
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}
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}
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check(commandList->Close());
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ThrowIfFailed(commandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**) &commandList);
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}
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@ -716,7 +716,7 @@ void D3D12GSRender::Draw()
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else
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commandList->DrawInstanced((UINT)m_renderingInfo.m_count, 1, (UINT)m_renderingInfo.m_baseVertex, 0);
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check(commandList->Close());
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ThrowIfFailed(commandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
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m_indexed_array.Reset();
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}
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@ -771,7 +771,7 @@ void D3D12GSRender::Flip()
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assert(m_textureUploadData.canAlloc(textureSize));
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size_t heapOffset = m_textureUploadData.alloc(textureSize);
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check(m_device->CreatePlacedResource(
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ThrowIfFailed(m_device->CreatePlacedResource(
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m_textureUploadData.m_heap,
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heapOffset,
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&getBufferResourceDesc(textureSize),
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@ -782,13 +782,13 @@ void D3D12GSRender::Flip()
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m_textureUploadData.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, textureSize, stagingTexture));
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void *dstBuffer;
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check(stagingTexture->Map(0, nullptr, &dstBuffer));
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ThrowIfFailed(stagingTexture->Map(0, nullptr, &dstBuffer));
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for (unsigned row = 0; row < h; row++)
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memcpy((char*)dstBuffer + row * rowPitch, (char*)src_buffer + row * w * 4, w * 4);
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stagingTexture->Unmap(0, nullptr);
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}
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check(
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ThrowIfFailed(
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m_device->CreateCommittedResource(
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&heapProp,
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D3D12_HEAP_FLAG_NONE,
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@ -896,10 +896,10 @@ void D3D12GSRender::Flip()
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commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
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if (isFlipSurfaceInLocalMemory(m_surface_color_target) && m_rtts.m_currentlyBoundRenderTargets[0] != nullptr)
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commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
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check(commandList->Close());
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ThrowIfFailed(commandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
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check(m_swapChain->Present(Ini.GSVSyncEnable.GetValue() ? 1 : 0, 0));
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ThrowIfFailed(m_swapChain->Present(Ini.GSVSyncEnable.GetValue() ? 1 : 0, 0));
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// Add an event signaling queue completion
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ResourceStorage &storage = getNonCurrentResourceStorage();
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@ -996,7 +996,7 @@ ID3D12Resource * D3D12GSRender::writeColorBuffer(ID3D12Resource * RTT, ID3D12Gra
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size_t heapOffset = m_readbackResources.alloc(sizeInByte);
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resdesc = getBufferResourceDesc(sizeInByte);
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check(
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ThrowIfFailed(
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m_device->CreatePlacedResource(
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m_readbackResources.m_heap,
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heapOffset,
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@ -1030,7 +1030,7 @@ static
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void copyToCellRamAndRelease(void *dstAddress, ID3D12Resource *res, size_t dstPitch, size_t srcPitch, size_t width, size_t height)
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{
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void *srcBuffer;
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check(res->Map(0, nullptr, &srcBuffer));
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ThrowIfFailed(res->Map(0, nullptr, &srcBuffer));
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for (unsigned row = 0; row < height; row++)
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memcpy((char*)dstAddress + row * dstPitch, (char*)srcBuffer + row * srcPitch, srcPitch);
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res->Unmap(0, nullptr);
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@ -1050,7 +1050,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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ID3D12Fence *fence;
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check(
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ThrowIfFailed(
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m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence))
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);
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HANDLE handle = CreateEvent(0, FALSE, FALSE, 0);
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@ -1076,7 +1076,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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assert(m_UAVHeap.canAlloc(sizeInByte));
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size_t heapOffset = m_UAVHeap.alloc(sizeInByte);
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check(
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ThrowIfFailed(
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m_device->CreatePlacedResource(
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m_UAVHeap.m_heap,
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heapOffset,
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@ -1093,7 +1093,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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heapOffset = m_readbackResources.alloc(sizeInByte);
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resdesc = getBufferResourceDesc(sizeInByte);
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check(
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ThrowIfFailed(
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m_device->CreatePlacedResource(
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m_readbackResources.m_heap,
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heapOffset,
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@ -1105,7 +1105,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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);
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m_readbackResources.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, sizeInByte, writeDest));
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check(
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ThrowIfFailed(
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&convertCommandList))
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);
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@ -1113,7 +1113,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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descriptorHeapDesc.NumDescriptors = 2;
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descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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check(
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ThrowIfFailed(
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m_device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&descriptorHeap))
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);
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D3D12_CPU_DESCRIPTOR_HANDLE Handle = descriptorHeap->GetCPUDescriptorHandleForHeapStart();
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@ -1164,14 +1164,14 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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convertCommandList->ResourceBarrier(2, barriers);
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convertCommandList->ResourceBarrier(1, &getResourceBarrierTransition(depthConverted, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
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check(convertCommandList->Close());
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ThrowIfFailed(convertCommandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&convertCommandList);
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}
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ID3D12GraphicsCommandList *downloadCommandList;
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if (needTransfer)
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{
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check(
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ThrowIfFailed(
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&downloadCommandList))
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);
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}
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@ -1237,7 +1237,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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}
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if (needTransfer)
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{
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check(downloadCommandList->Close());
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ThrowIfFailed(downloadCommandList->Close());
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m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&downloadCommandList);
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}
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@ -1259,7 +1259,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
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auto ptr = vm::get_ptr<void>(address);
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char *ptrAsChar = (char*)ptr;
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unsigned char *writeDestPtr;
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check(writeDest->Map(0, nullptr, (void**)&writeDestPtr));
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ThrowIfFailed(writeDest->Map(0, nullptr, (void**)&writeDestPtr));
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// TODO : this should be done by the gpu
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for (unsigned row = 0; row < m_surface_clip_h; row++)
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{
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@ -82,7 +82,7 @@ struct InitHeap<ID3D12Heap>
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heapDesc.SizeInBytes = heapSize;
|
||||
heapDesc.Properties.Type = type;
|
||||
heapDesc.Flags = flags;
|
||||
check(device->CreateHeap(&heapDesc, IID_PPV_ARGS(&result)));
|
||||
ThrowIfFailed(device->CreateHeap(&heapDesc, IID_PPV_ARGS(&result)));
|
||||
return result;
|
||||
}
|
||||
};
|
||||
@ -95,7 +95,7 @@ struct InitHeap<ID3D12Resource>
|
||||
ID3D12Resource *result;
|
||||
D3D12_HEAP_PROPERTIES heapProperties = {};
|
||||
heapProperties.Type = type;
|
||||
check(device->CreateCommittedResource(&heapProperties,
|
||||
ThrowIfFailed(device->CreateCommittedResource(&heapProperties,
|
||||
flags,
|
||||
&getBufferResourceDesc(heapSize),
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ,
|
||||
|
@ -555,7 +555,7 @@ ID3D12Resource *uploadSingleTexture(
|
||||
assert(textureBuffersHeap.canAlloc(textureSize));
|
||||
size_t heapOffset = textureBuffersHeap.alloc(textureSize);
|
||||
|
||||
check(device->CreatePlacedResource(
|
||||
ThrowIfFailed(device->CreatePlacedResource(
|
||||
textureBuffersHeap.m_heap,
|
||||
heapOffset,
|
||||
&getBufferResourceDesc(textureSize),
|
||||
@ -567,7 +567,7 @@ ID3D12Resource *uploadSingleTexture(
|
||||
|
||||
auto pixels = vm::get_ptr<const u8>(texaddr);
|
||||
void *textureData;
|
||||
check(Texture->Map(0, nullptr, (void**)&textureData));
|
||||
ThrowIfFailed(Texture->Map(0, nullptr, (void**)&textureData));
|
||||
std::vector<MipmapLevelInfo> mipInfos;
|
||||
|
||||
switch (format)
|
||||
@ -616,7 +616,7 @@ ID3D12Resource *uploadSingleTexture(
|
||||
D3D12_HEAP_PROPERTIES heapProp = {};
|
||||
heapProp.Type = D3D12_HEAP_TYPE_DEFAULT;
|
||||
|
||||
check(device->CreateCommittedResource(
|
||||
ThrowIfFailed(device->CreateCommittedResource(
|
||||
&heapProp,
|
||||
D3D12_HEAP_FLAG_NONE,
|
||||
&texturedesc,
|
||||
|
@ -185,7 +185,7 @@ void D3D12GSRender::Shader::Init(ID3D12Device *device)
|
||||
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
||||
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
|
||||
|
||||
check(device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_PSO)));
|
||||
ThrowIfFailed(device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_PSO)));
|
||||
|
||||
|
||||
float quadVertex[16] = {
|
||||
@ -197,7 +197,7 @@ void D3D12GSRender::Shader::Init(ID3D12Device *device)
|
||||
|
||||
D3D12_HEAP_PROPERTIES heapProp = {};
|
||||
heapProp.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
check(
|
||||
ThrowIfFailed(
|
||||
device->CreateCommittedResource(
|
||||
&heapProp,
|
||||
D3D12_HEAP_FLAG_NONE,
|
||||
@ -217,11 +217,11 @@ void D3D12GSRender::Shader::Init(ID3D12Device *device)
|
||||
heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||
|
||||
check(
|
||||
ThrowIfFailed(
|
||||
device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_textureDescriptorHeap))
|
||||
);
|
||||
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
|
||||
check(
|
||||
ThrowIfFailed(
|
||||
device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap))
|
||||
);
|
||||
}
|
||||
@ -229,7 +229,7 @@ void D3D12GSRender::Shader::Init(ID3D12Device *device)
|
||||
void D3D12GSRender::initConvertShader()
|
||||
{
|
||||
const auto &p = compileF32toU8CS();
|
||||
check(
|
||||
ThrowIfFailed(
|
||||
m_device->CreateRootSignature(0, p.second->GetBufferPointer(), p.second->GetBufferSize(), IID_PPV_ARGS(&m_convertRootSignature))
|
||||
);
|
||||
|
||||
@ -238,7 +238,7 @@ void D3D12GSRender::initConvertShader()
|
||||
computePipelineStateDesc.CS.pShaderBytecode = p.first->GetBufferPointer();
|
||||
computePipelineStateDesc.pRootSignature = m_convertRootSignature;
|
||||
|
||||
check(
|
||||
ThrowIfFailed(
|
||||
m_device->CreateComputePipelineState(&computePipelineStateDesc, IID_PPV_ARGS(&m_convertPSO))
|
||||
);
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user