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Use one fence instead of one by viewport

This commit is contained in:
Rémy Tassoux 2025-09-27 00:12:36 +02:00
parent 46e090e969
commit 29c905d572

View file

@ -98,6 +98,9 @@ struct ImGui_ImplDX12_Data
DXGI_FORMAT RTVFormat;
DXGI_FORMAT DSVFormat;
ID3D12DescriptorHeap* pd3dSrvDescHeap;
ID3D12Fence* Fence;
UINT64 FenceLastSignaledValue;
HANDLE FenceEvent;
UINT numFramesInFlight;
ImGui_ImplDX12_RenderBuffers* pFrameResources;
@ -144,9 +147,6 @@ struct ImGui_ImplDX12_ViewportData
ID3D12DescriptorHeap* RtvDescHeap;
IDXGISwapChain3* SwapChain;
HANDLE SwapChainWaitableObject;
ID3D12Fence* Fence;
UINT64 FenceLastSignaledValue;
HANDLE FenceEvent;
UINT NumFramesInFlight;
ImGui_ImplDX12_FrameContext* FrameCtx;
@ -161,9 +161,6 @@ struct ImGui_ImplDX12_ViewportData
RtvDescHeap = nullptr;
SwapChain = nullptr;
SwapChainWaitableObject = nullptr;
Fence = nullptr;
FenceLastSignaledValue = 0;
FenceEvent = nullptr;
NumFramesInFlight = num_frames_in_flight;
FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
FrameIndex = 0;
@ -188,8 +185,6 @@ struct ImGui_ImplDX12_ViewportData
IM_ASSERT(RtvDescHeap == nullptr);
IM_ASSERT(SwapChain == nullptr);
IM_ASSERT(SwapChainWaitableObject == nullptr);
IM_ASSERT(Fence == nullptr);
IM_ASSERT(FenceEvent == nullptr);
for (UINT i = 0; i < NumFramesInFlight; ++i)
{
@ -540,14 +535,6 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
IM_ASSERT(SUCCEEDED(hr));
// Create temporary command list and execute immediately
ID3D12Fence* fence = nullptr;
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
IM_ASSERT(SUCCEEDED(hr));
HANDLE event = ::CreateEvent(0, 0, 0, 0);
IM_ASSERT(event != nullptr);
// FIXME-OPT: Create once and reuse?
ID3D12CommandAllocator* cmdAlloc = nullptr;
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
@ -611,20 +598,18 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
ID3D12CommandQueue* cmdQueue = bd->pCommandQueue;
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
hr = cmdQueue->Signal(fence, 1);
hr = cmdQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
IM_ASSERT(SUCCEEDED(hr));
// FIXME-OPT: Suboptimal?
// - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version)
// - Store per-frame in flight: upload buffer?
// - Where do cmdList and cmdAlloc fit?
fence->SetEventOnCompletion(1, event);
::WaitForSingleObject(event, INFINITE);
bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent);
::WaitForSingleObject(bd->FenceEvent, INFINITE);
cmdList->Release();
cmdAlloc->Release();
::CloseHandle(event);
fence->Release();
uploadBuffer->Release();
tex->SetStatus(ImTextureStatus_OK);
}
@ -862,6 +847,13 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
if (result_pipeline_state != S_OK)
return false;
// Create fence.
HRESULT res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&bd->Fence));
IM_ASSERT(res == S_OK);
bd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
IM_ASSERT(bd->FenceEvent != nullptr);
return true;
}
@ -883,6 +875,9 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
bd->commandQueueOwned = false;
SafeRelease(bd->pRootSignature);
SafeRelease(bd->pPipelineState);
SafeRelease(bd->Fence);
CloseHandle(bd->FenceEvent);
bd->FenceEvent = nullptr;
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
@ -1057,13 +1052,6 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
IM_ASSERT(res == S_OK);
vd->CommandList->Close();
// Create fence.
res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence));
IM_ASSERT(res == S_OK);
vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
IM_ASSERT(vd->FenceEvent != nullptr);
// Create swap chain
// FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
DXGI_SWAP_CHAIN_DESC1 sd1;
@ -1136,22 +1124,24 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
{
HRESULT hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceLastSignaledValue);
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
HRESULT hr = vd->CommandQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
IM_ASSERT(hr == S_OK);
hr = vd->Fence->SetEventOnCompletion(vd->FenceLastSignaledValue, vd->FenceEvent);
hr = bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent);
IM_ASSERT(hr == S_OK);
::WaitForSingleObject(vd->FenceEvent, INFINITE);
::WaitForSingleObject(bd->FenceEvent, INFINITE);
}
static ImGui_ImplDX12_FrameContext* ImGui_WaitForNextFrameContext(ImGui_ImplDX12_ViewportData* vd)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % vd->NumFramesInFlight];
if (vd->Fence->GetCompletedValue() < frame_context->FenceValue)
if (bd->Fence->GetCompletedValue() < frame_context->FenceValue)
{
HRESULT hr = vd->Fence->SetEventOnCompletion(frame_context->FenceValue, vd->FenceEvent);
HRESULT hr = bd->Fence->SetEventOnCompletion(frame_context->FenceValue, bd->FenceEvent);
IM_ASSERT(hr == S_OK);
HANDLE waitableObjects[] = { vd->SwapChainWaitableObject, vd->FenceEvent };
HANDLE waitableObjects[] = { vd->SwapChainWaitableObject, bd->FenceEvent };
::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE);
}
else
@ -1174,9 +1164,6 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
SafeRelease(vd->CommandList);
SafeRelease(vd->SwapChain);
SafeRelease(vd->RtvDescHeap);
SafeRelease(vd->Fence);
::CloseHandle(vd->FenceEvent);
vd->FenceEvent = nullptr;
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
@ -1250,9 +1237,9 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
HRESULT hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceLastSignaledValue);
HRESULT hr = vd->CommandQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
IM_ASSERT(hr == S_OK);
frame_context->FenceValue = vd->FenceLastSignaledValue;
frame_context->FenceValue = bd->FenceLastSignaledValue;
}
static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)