d3d12: Use ThrowIfFailed instead of check to be inline with DX12 Samples

This commit is contained in:
Vincent Lejeune 2015-08-14 21:38:40 +02:00
commit 9cb88b3a8d
6 changed files with 57 additions and 55 deletions

View file

@ -11,11 +11,13 @@
#define SAFE_RELEASE(x) if (x) x->Release(); #define SAFE_RELEASE(x) if (x) x->Release();
inline // From DX12 D3D11On12 Sample (MIT Licensed)
void check(HRESULT hr) inline void ThrowIfFailed(HRESULT hr)
{ {
if (hr != 0) if (FAILED(hr))
abort(); {
throw;
}
} }
/** /**

View file

@ -205,7 +205,7 @@ ID3D12Resource *createVertexBuffer(const VertexBufferFormat &vbf, const RSXVerte
size_t heapOffset = vertexIndexHeap.alloc(subBufferSize); size_t heapOffset = vertexIndexHeap.alloc(subBufferSize);
ID3D12Resource *vertexBuffer; ID3D12Resource *vertexBuffer;
check(device->CreatePlacedResource( ThrowIfFailed(device->CreatePlacedResource(
vertexIndexHeap.m_heap, vertexIndexHeap.m_heap,
heapOffset, heapOffset,
&getBufferResourceDesc(subBufferSize), &getBufferResourceDesc(subBufferSize),
@ -214,7 +214,7 @@ ID3D12Resource *createVertexBuffer(const VertexBufferFormat &vbf, const RSXVerte
IID_PPV_ARGS(&vertexBuffer) IID_PPV_ARGS(&vertexBuffer)
)); ));
void *bufferMap; void *bufferMap;
check(vertexBuffer->Map(0, nullptr, (void**)&bufferMap)); ThrowIfFailed(vertexBuffer->Map(0, nullptr, (void**)&bufferMap));
memset(bufferMap, -1, subBufferSize); memset(bufferMap, -1, subBufferSize);
#pragma omp parallel for #pragma omp parallel for
for (int vertex = 0; vertex < vbf.elementCount; vertex++) for (int vertex = 0; vertex < vbf.elementCount; vertex++)
@ -405,7 +405,7 @@ D3D12_INDEX_BUFFER_VIEW D3D12GSRender::uploadIndexBuffers(bool indexed_draw)
size_t heapOffset = m_vertexIndexData.alloc(subBufferSize); size_t heapOffset = m_vertexIndexData.alloc(subBufferSize);
ID3D12Resource *indexBuffer; ID3D12Resource *indexBuffer;
check(m_device->CreatePlacedResource( ThrowIfFailed(m_device->CreatePlacedResource(
m_vertexIndexData.m_heap, m_vertexIndexData.m_heap,
heapOffset, heapOffset,
&getBufferResourceDesc(subBufferSize), &getBufferResourceDesc(subBufferSize),
@ -415,7 +415,7 @@ D3D12_INDEX_BUFFER_VIEW D3D12GSRender::uploadIndexBuffers(bool indexed_draw)
)); ));
void *bufferMap; void *bufferMap;
check(indexBuffer->Map(0, nullptr, (void**)&bufferMap)); ThrowIfFailed(indexBuffer->Map(0, nullptr, (void**)&bufferMap));
if (indexed_draw && !forcedIndexBuffer) if (indexed_draw && !forcedIndexBuffer)
streamBuffer(bufferMap, m_indexed_array.m_data.data(), subBufferSize); streamBuffer(bufferMap, m_indexed_array.m_data.data(), subBufferSize);
else if (indexed_draw && forcedIndexBuffer) else if (indexed_draw && forcedIndexBuffer)
@ -499,7 +499,7 @@ void D3D12GSRender::setScaleOffset()
D3D12_RANGE range = { heapOffset, heapOffset + 256 }; D3D12_RANGE range = { heapOffset, heapOffset + 256 };
void *scaleOffsetMap; void *scaleOffsetMap;
check(m_constantsData.m_heap->Map(0, &range, &scaleOffsetMap)); ThrowIfFailed(m_constantsData.m_heap->Map(0, &range, &scaleOffsetMap));
streamToBuffer((char*)scaleOffsetMap + heapOffset, scaleOffsetMat, 16 * sizeof(float)); streamToBuffer((char*)scaleOffsetMap + heapOffset, scaleOffsetMat, 16 * sizeof(float));
int isAlphaTested = m_set_alpha_test; int isAlphaTested = m_set_alpha_test;
memcpy((char*)scaleOffsetMap + heapOffset + 16 * sizeof(float), &isAlphaTested, sizeof(int)); memcpy((char*)scaleOffsetMap + heapOffset + 16 * sizeof(float), &isAlphaTested, sizeof(int));
@ -531,7 +531,7 @@ void D3D12GSRender::FillVertexShaderConstantsBuffer()
D3D12_RANGE range = { heapOffset, heapOffset + bufferSize }; D3D12_RANGE range = { heapOffset, heapOffset + bufferSize };
void *constantsBufferMap; void *constantsBufferMap;
check(m_constantsData.m_heap->Map(0, &range, &constantsBufferMap)); ThrowIfFailed(m_constantsData.m_heap->Map(0, &range, &constantsBufferMap));
for (const auto &vertexConstants : m_vertexConstants) for (const auto &vertexConstants : m_vertexConstants)
{ {
float data[4] = { float data[4] = {
@ -568,7 +568,7 @@ void D3D12GSRender::FillPixelShaderConstantsBuffer()
size_t offset = 0; size_t offset = 0;
void *constantsBufferMap; void *constantsBufferMap;
check(m_constantsData.m_heap->Map(0, &range, &constantsBufferMap)); ThrowIfFailed(m_constantsData.m_heap->Map(0, &range, &constantsBufferMap));
for (size_t offsetInFP : fragmentOffset) for (size_t offsetInFP : fragmentOffset)
{ {
u32 vector[4]; u32 vector[4];

View file

@ -119,31 +119,31 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
// Create a global command allocator // Create a global command allocator
device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator)); device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator));
device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_textureUploadCommandAllocator)); device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_textureUploadCommandAllocator));
check(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_COPY, IID_PPV_ARGS(&m_downloadCommandAllocator))); ThrowIfFailed(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_COPY, IID_PPV_ARGS(&m_downloadCommandAllocator)));
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {}; D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
descriptorHeapDesc.NumDescriptors = 10000; // For safety descriptorHeapDesc.NumDescriptors = 10000; // For safety
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
check(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap))); ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap)));
descriptorHeapDesc = {}; descriptorHeapDesc = {};
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
descriptorHeapDesc.NumDescriptors = 10000; // For safety descriptorHeapDesc.NumDescriptors = 10000; // For safety
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
check(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_scaleOffsetDescriptorHeap))); ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_scaleOffsetDescriptorHeap)));
D3D12_DESCRIPTOR_HEAP_DESC textureDescriptorDesc = {}; D3D12_DESCRIPTOR_HEAP_DESC textureDescriptorDesc = {};
textureDescriptorDesc.NumDescriptors = 10000; // For safety textureDescriptorDesc.NumDescriptors = 10000; // For safety
textureDescriptorDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; textureDescriptorDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
textureDescriptorDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; textureDescriptorDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
check(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_textureDescriptorsHeap))); ThrowIfFailed(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_textureDescriptorsHeap)));
textureDescriptorDesc.NumDescriptors = 2048; // For safety textureDescriptorDesc.NumDescriptors = 2048; // For safety
textureDescriptorDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER; textureDescriptorDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
check(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[0]))); ThrowIfFailed(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[0])));
check(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[1]))); ThrowIfFailed(device->CreateDescriptorHeap(&textureDescriptorDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[1])));
} }
void D3D12GSRender::ResourceStorage::Release() void D3D12GSRender::ResourceStorage::Release()
@ -221,13 +221,13 @@ D3D12GSRender::D3D12GSRender()
} }
Microsoft::WRL::ComPtr<IDXGIFactory4> dxgiFactory; Microsoft::WRL::ComPtr<IDXGIFactory4> dxgiFactory;
check(CreateDXGIFactory(IID_PPV_ARGS(&dxgiFactory))); ThrowIfFailed(CreateDXGIFactory(IID_PPV_ARGS(&dxgiFactory)));
// Create adapter // Create adapter
IDXGIAdapter* adaptater = nullptr; IDXGIAdapter* adaptater = nullptr;
switch (Ini.GSD3DAdaptater.GetValue()) switch (Ini.GSD3DAdaptater.GetValue())
{ {
case 0: // WARP case 0: // WARP
check(dxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(&adaptater))); ThrowIfFailed(dxgiFactory->EnumWarpAdapter(IID_PPV_ARGS(&adaptater)));
break; break;
case 1: // Default case 1: // Default
dxgiFactory->EnumAdapters(0, &adaptater); dxgiFactory->EnumAdapters(0, &adaptater);
@ -236,14 +236,14 @@ D3D12GSRender::D3D12GSRender()
dxgiFactory->EnumAdapters(Ini.GSD3DAdaptater.GetValue() - 2,&adaptater); dxgiFactory->EnumAdapters(Ini.GSD3DAdaptater.GetValue() - 2,&adaptater);
break; break;
} }
check(wrapD3D12CreateDevice(adaptater, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device))); ThrowIfFailed(wrapD3D12CreateDevice(adaptater, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));
// Queues // Queues
D3D12_COMMAND_QUEUE_DESC copyQueueDesc = {}, graphicQueueDesc = {}; D3D12_COMMAND_QUEUE_DESC copyQueueDesc = {}, graphicQueueDesc = {};
copyQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_COPY; copyQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_COPY;
graphicQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; graphicQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
check(m_device->CreateCommandQueue(&copyQueueDesc, IID_PPV_ARGS(&m_commandQueueCopy))); ThrowIfFailed(m_device->CreateCommandQueue(&copyQueueDesc, IID_PPV_ARGS(&m_commandQueueCopy)));
check(m_device->CreateCommandQueue(&graphicQueueDesc, IID_PPV_ARGS(&m_commandQueueGraphic))); ThrowIfFailed(m_device->CreateCommandQueue(&graphicQueueDesc, IID_PPV_ARGS(&m_commandQueueGraphic)));
g_descriptorStrideSRVCBVUAV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); g_descriptorStrideSRVCBVUAV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
g_descriptorStrideDSV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV); g_descriptorStrideDSV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
@ -266,7 +266,7 @@ D3D12GSRender::D3D12GSRender()
swapChain.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; swapChain.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
swapChain.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; swapChain.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
check(dxgiFactory->CreateSwapChain(m_commandQueueGraphic, &swapChain, (IDXGISwapChain**)&m_swapChain)); ThrowIfFailed(dxgiFactory->CreateSwapChain(m_commandQueueGraphic, &swapChain, (IDXGISwapChain**)&m_swapChain));
m_swapChain->GetBuffer(0, IID_PPV_ARGS(&m_backBuffer[0])); m_swapChain->GetBuffer(0, IID_PPV_ARGS(&m_backBuffer[0]));
m_swapChain->GetBuffer(1, IID_PPV_ARGS(&m_backBuffer[1])); m_swapChain->GetBuffer(1, IID_PPV_ARGS(&m_backBuffer[1]));
@ -326,7 +326,7 @@ D3D12GSRender::D3D12GSRender()
Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob; Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob;
Microsoft::WRL::ComPtr<ID3DBlob> errorBlob; Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
check(wrapD3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob)); ThrowIfFailed(wrapD3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
m_device->CreateRootSignature(0, m_device->CreateRootSignature(0,
rootSignatureBlob->GetBufferPointer(), rootSignatureBlob->GetBufferPointer(),
@ -344,7 +344,7 @@ D3D12GSRender::D3D12GSRender()
D3D12_HEAP_PROPERTIES hp = {}; D3D12_HEAP_PROPERTIES hp = {};
hp.Type = D3D12_HEAP_TYPE_DEFAULT; hp.Type = D3D12_HEAP_TYPE_DEFAULT;
check( ThrowIfFailed(
m_device->CreateCommittedResource( m_device->CreateCommittedResource(
&hp, &hp,
D3D12_HEAP_FLAG_NONE, D3D12_HEAP_FLAG_NONE,
@ -432,7 +432,7 @@ void D3D12GSRender::Clear(u32 cmd)
assert(cmd == NV4097_CLEAR_SURFACE); assert(cmd == NV4097_CLEAR_SURFACE);
ID3D12GraphicsCommandList *commandList; ID3D12GraphicsCommandList *commandList;
check(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList))); ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&commandList)));
getCurrentResourceStorage().m_inflightCommandList.push_back(commandList); getCurrentResourceStorage().m_inflightCommandList.push_back(commandList);
PrepareRenderTargets(commandList); PrepareRenderTargets(commandList);
@ -503,7 +503,7 @@ void D3D12GSRender::Clear(u32 cmd)
} }
} }
check(commandList->Close()); ThrowIfFailed(commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**) &commandList); m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**) &commandList);
} }
@ -716,7 +716,7 @@ void D3D12GSRender::Draw()
else else
commandList->DrawInstanced((UINT)m_renderingInfo.m_count, 1, (UINT)m_renderingInfo.m_baseVertex, 0); commandList->DrawInstanced((UINT)m_renderingInfo.m_count, 1, (UINT)m_renderingInfo.m_baseVertex, 0);
check(commandList->Close()); ThrowIfFailed(commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList); m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
m_indexed_array.Reset(); m_indexed_array.Reset();
} }
@ -771,7 +771,7 @@ void D3D12GSRender::Flip()
assert(m_textureUploadData.canAlloc(textureSize)); assert(m_textureUploadData.canAlloc(textureSize));
size_t heapOffset = m_textureUploadData.alloc(textureSize); size_t heapOffset = m_textureUploadData.alloc(textureSize);
check(m_device->CreatePlacedResource( ThrowIfFailed(m_device->CreatePlacedResource(
m_textureUploadData.m_heap, m_textureUploadData.m_heap,
heapOffset, heapOffset,
&getBufferResourceDesc(textureSize), &getBufferResourceDesc(textureSize),
@ -782,13 +782,13 @@ void D3D12GSRender::Flip()
m_textureUploadData.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, textureSize, stagingTexture)); m_textureUploadData.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, textureSize, stagingTexture));
void *dstBuffer; void *dstBuffer;
check(stagingTexture->Map(0, nullptr, &dstBuffer)); ThrowIfFailed(stagingTexture->Map(0, nullptr, &dstBuffer));
for (unsigned row = 0; row < h; row++) for (unsigned row = 0; row < h; row++)
memcpy((char*)dstBuffer + row * rowPitch, (char*)src_buffer + row * w * 4, w * 4); memcpy((char*)dstBuffer + row * rowPitch, (char*)src_buffer + row * w * 4, w * 4);
stagingTexture->Unmap(0, nullptr); stagingTexture->Unmap(0, nullptr);
} }
check( ThrowIfFailed(
m_device->CreateCommittedResource( m_device->CreateCommittedResource(
&heapProp, &heapProp,
D3D12_HEAP_FLAG_NONE, D3D12_HEAP_FLAG_NONE,
@ -896,10 +896,10 @@ void D3D12GSRender::Flip()
commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT)); commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_backBuffer[m_swapChain->GetCurrentBackBufferIndex()], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
if (isFlipSurfaceInLocalMemory(m_surface_color_target) && m_rtts.m_currentlyBoundRenderTargets[0] != nullptr) if (isFlipSurfaceInLocalMemory(m_surface_color_target) && m_rtts.m_currentlyBoundRenderTargets[0] != nullptr)
commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET)); commandList->ResourceBarrier(1, &getResourceBarrierTransition(m_rtts.m_currentlyBoundRenderTargets[0], D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_RENDER_TARGET));
check(commandList->Close()); ThrowIfFailed(commandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList); m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&commandList);
check(m_swapChain->Present(Ini.GSVSyncEnable.GetValue() ? 1 : 0, 0)); ThrowIfFailed(m_swapChain->Present(Ini.GSVSyncEnable.GetValue() ? 1 : 0, 0));
// Add an event signaling queue completion // Add an event signaling queue completion
ResourceStorage &storage = getNonCurrentResourceStorage(); ResourceStorage &storage = getNonCurrentResourceStorage();
@ -996,7 +996,7 @@ ID3D12Resource * D3D12GSRender::writeColorBuffer(ID3D12Resource * RTT, ID3D12Gra
size_t heapOffset = m_readbackResources.alloc(sizeInByte); size_t heapOffset = m_readbackResources.alloc(sizeInByte);
resdesc = getBufferResourceDesc(sizeInByte); resdesc = getBufferResourceDesc(sizeInByte);
check( ThrowIfFailed(
m_device->CreatePlacedResource( m_device->CreatePlacedResource(
m_readbackResources.m_heap, m_readbackResources.m_heap,
heapOffset, heapOffset,
@ -1030,7 +1030,7 @@ static
void copyToCellRamAndRelease(void *dstAddress, ID3D12Resource *res, size_t dstPitch, size_t srcPitch, size_t width, size_t height) void copyToCellRamAndRelease(void *dstAddress, ID3D12Resource *res, size_t dstPitch, size_t srcPitch, size_t width, size_t height)
{ {
void *srcBuffer; void *srcBuffer;
check(res->Map(0, nullptr, &srcBuffer)); ThrowIfFailed(res->Map(0, nullptr, &srcBuffer));
for (unsigned row = 0; row < height; row++) for (unsigned row = 0; row < height; row++)
memcpy((char*)dstAddress + row * dstPitch, (char*)srcBuffer + row * srcPitch, srcPitch); memcpy((char*)dstAddress + row * dstPitch, (char*)srcBuffer + row * srcPitch, srcPitch);
res->Unmap(0, nullptr); res->Unmap(0, nullptr);
@ -1050,7 +1050,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
ID3D12Fence *fence; ID3D12Fence *fence;
check( ThrowIfFailed(
m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)) m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence))
); );
HANDLE handle = CreateEvent(0, FALSE, FALSE, 0); HANDLE handle = CreateEvent(0, FALSE, FALSE, 0);
@ -1076,7 +1076,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
assert(m_UAVHeap.canAlloc(sizeInByte)); assert(m_UAVHeap.canAlloc(sizeInByte));
size_t heapOffset = m_UAVHeap.alloc(sizeInByte); size_t heapOffset = m_UAVHeap.alloc(sizeInByte);
check( ThrowIfFailed(
m_device->CreatePlacedResource( m_device->CreatePlacedResource(
m_UAVHeap.m_heap, m_UAVHeap.m_heap,
heapOffset, heapOffset,
@ -1093,7 +1093,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
heapOffset = m_readbackResources.alloc(sizeInByte); heapOffset = m_readbackResources.alloc(sizeInByte);
resdesc = getBufferResourceDesc(sizeInByte); resdesc = getBufferResourceDesc(sizeInByte);
check( ThrowIfFailed(
m_device->CreatePlacedResource( m_device->CreatePlacedResource(
m_readbackResources.m_heap, m_readbackResources.m_heap,
heapOffset, heapOffset,
@ -1105,7 +1105,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
); );
m_readbackResources.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, sizeInByte, writeDest)); m_readbackResources.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, sizeInByte, writeDest));
check( ThrowIfFailed(
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&convertCommandList)) m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&convertCommandList))
); );
@ -1113,7 +1113,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
descriptorHeapDesc.NumDescriptors = 2; descriptorHeapDesc.NumDescriptors = 2;
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
check( ThrowIfFailed(
m_device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&descriptorHeap)) m_device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&descriptorHeap))
); );
D3D12_CPU_DESCRIPTOR_HANDLE Handle = descriptorHeap->GetCPUDescriptorHandleForHeapStart(); D3D12_CPU_DESCRIPTOR_HANDLE Handle = descriptorHeap->GetCPUDescriptorHandleForHeapStart();
@ -1164,14 +1164,14 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
convertCommandList->ResourceBarrier(2, barriers); convertCommandList->ResourceBarrier(2, barriers);
convertCommandList->ResourceBarrier(1, &getResourceBarrierTransition(depthConverted, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE)); convertCommandList->ResourceBarrier(1, &getResourceBarrierTransition(depthConverted, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE));
check(convertCommandList->Close()); ThrowIfFailed(convertCommandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&convertCommandList); m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&convertCommandList);
} }
ID3D12GraphicsCommandList *downloadCommandList; ID3D12GraphicsCommandList *downloadCommandList;
if (needTransfer) if (needTransfer)
{ {
check( ThrowIfFailed(
m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&downloadCommandList)) m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, getCurrentResourceStorage().m_commandAllocator, nullptr, IID_PPV_ARGS(&downloadCommandList))
); );
} }
@ -1237,7 +1237,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
} }
if (needTransfer) if (needTransfer)
{ {
check(downloadCommandList->Close()); ThrowIfFailed(downloadCommandList->Close());
m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&downloadCommandList); m_commandQueueGraphic->ExecuteCommandLists(1, (ID3D12CommandList**)&downloadCommandList);
} }
@ -1259,7 +1259,7 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
auto ptr = vm::get_ptr<void>(address); auto ptr = vm::get_ptr<void>(address);
char *ptrAsChar = (char*)ptr; char *ptrAsChar = (char*)ptr;
unsigned char *writeDestPtr; unsigned char *writeDestPtr;
check(writeDest->Map(0, nullptr, (void**)&writeDestPtr)); ThrowIfFailed(writeDest->Map(0, nullptr, (void**)&writeDestPtr));
// TODO : this should be done by the gpu // TODO : this should be done by the gpu
for (unsigned row = 0; row < m_surface_clip_h; row++) for (unsigned row = 0; row < m_surface_clip_h; row++)
{ {

View file

@ -82,7 +82,7 @@ struct InitHeap<ID3D12Heap>
heapDesc.SizeInBytes = heapSize; heapDesc.SizeInBytes = heapSize;
heapDesc.Properties.Type = type; heapDesc.Properties.Type = type;
heapDesc.Flags = flags; heapDesc.Flags = flags;
check(device->CreateHeap(&heapDesc, IID_PPV_ARGS(&result))); ThrowIfFailed(device->CreateHeap(&heapDesc, IID_PPV_ARGS(&result)));
return result; return result;
} }
}; };
@ -95,7 +95,7 @@ struct InitHeap<ID3D12Resource>
ID3D12Resource *result; ID3D12Resource *result;
D3D12_HEAP_PROPERTIES heapProperties = {}; D3D12_HEAP_PROPERTIES heapProperties = {};
heapProperties.Type = type; heapProperties.Type = type;
check(device->CreateCommittedResource(&heapProperties, ThrowIfFailed(device->CreateCommittedResource(&heapProperties,
flags, flags,
&getBufferResourceDesc(heapSize), &getBufferResourceDesc(heapSize),
D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_GENERIC_READ,

View file

@ -555,7 +555,7 @@ ID3D12Resource *uploadSingleTexture(
assert(textureBuffersHeap.canAlloc(textureSize)); assert(textureBuffersHeap.canAlloc(textureSize));
size_t heapOffset = textureBuffersHeap.alloc(textureSize); size_t heapOffset = textureBuffersHeap.alloc(textureSize);
check(device->CreatePlacedResource( ThrowIfFailed(device->CreatePlacedResource(
textureBuffersHeap.m_heap, textureBuffersHeap.m_heap,
heapOffset, heapOffset,
&getBufferResourceDesc(textureSize), &getBufferResourceDesc(textureSize),
@ -567,7 +567,7 @@ ID3D12Resource *uploadSingleTexture(
auto pixels = vm::get_ptr<const u8>(texaddr); auto pixels = vm::get_ptr<const u8>(texaddr);
void *textureData; void *textureData;
check(Texture->Map(0, nullptr, (void**)&textureData)); ThrowIfFailed(Texture->Map(0, nullptr, (void**)&textureData));
std::vector<MipmapLevelInfo> mipInfos; std::vector<MipmapLevelInfo> mipInfos;
switch (format) switch (format)
@ -616,7 +616,7 @@ ID3D12Resource *uploadSingleTexture(
D3D12_HEAP_PROPERTIES heapProp = {}; D3D12_HEAP_PROPERTIES heapProp = {};
heapProp.Type = D3D12_HEAP_TYPE_DEFAULT; heapProp.Type = D3D12_HEAP_TYPE_DEFAULT;
check(device->CreateCommittedResource( ThrowIfFailed(device->CreateCommittedResource(
&heapProp, &heapProp,
D3D12_HEAP_FLAG_NONE, D3D12_HEAP_FLAG_NONE,
&texturedesc, &texturedesc,

View file

@ -185,7 +185,7 @@ void D3D12GSRender::Shader::Init(ID3D12Device *device)
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; 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] = { float quadVertex[16] = {
@ -197,7 +197,7 @@ void D3D12GSRender::Shader::Init(ID3D12Device *device)
D3D12_HEAP_PROPERTIES heapProp = {}; D3D12_HEAP_PROPERTIES heapProp = {};
heapProp.Type = D3D12_HEAP_TYPE_UPLOAD; heapProp.Type = D3D12_HEAP_TYPE_UPLOAD;
check( ThrowIfFailed(
device->CreateCommittedResource( device->CreateCommittedResource(
&heapProp, &heapProp,
D3D12_HEAP_FLAG_NONE, D3D12_HEAP_FLAG_NONE,
@ -217,11 +217,11 @@ void D3D12GSRender::Shader::Init(ID3D12Device *device)
heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
check( ThrowIfFailed(
device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_textureDescriptorHeap)) device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_textureDescriptorHeap))
); );
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER; heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
check( ThrowIfFailed(
device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap)) device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap))
); );
} }
@ -229,7 +229,7 @@ void D3D12GSRender::Shader::Init(ID3D12Device *device)
void D3D12GSRender::initConvertShader() void D3D12GSRender::initConvertShader()
{ {
const auto &p = compileF32toU8CS(); const auto &p = compileF32toU8CS();
check( ThrowIfFailed(
m_device->CreateRootSignature(0, p.second->GetBufferPointer(), p.second->GetBufferSize(), IID_PPV_ARGS(&m_convertRootSignature)) 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.CS.pShaderBytecode = p.first->GetBufferPointer();
computePipelineStateDesc.pRootSignature = m_convertRootSignature; computePipelineStateDesc.pRootSignature = m_convertRootSignature;
check( ThrowIfFailed(
m_device->CreateComputePipelineState(&computePipelineStateDesc, IID_PPV_ARGS(&m_convertPSO)) m_device->CreateComputePipelineState(&computePipelineStateDesc, IID_PPV_ARGS(&m_convertPSO))
); );