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Backends: DX12: Rework synchronization

This commit is contained in:
Rémy Tassoux 2025-09-26 16:07:38 +02:00
parent 62275e877a
commit 46e090e969
2 changed files with 70 additions and 64 deletions

View file

@ -22,6 +22,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-09-26: DirectX12: Rework and unify synchronization logic.
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-06-19: Fixed build on MinGW. (#8702, #4594)
// 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
@ -126,6 +127,7 @@ struct ImGui_ImplDX12_RenderBuffers
// Buffers used for secondary viewports created by the multi-viewports systems
struct ImGui_ImplDX12_FrameContext
{
UINT64 FenceValue;
ID3D12CommandAllocator* CommandAllocator;
ID3D12Resource* RenderTarget;
D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
@ -141,8 +143,9 @@ struct ImGui_ImplDX12_ViewportData
ID3D12GraphicsCommandList* CommandList;
ID3D12DescriptorHeap* RtvDescHeap;
IDXGISwapChain3* SwapChain;
HANDLE SwapChainWaitableObject;
ID3D12Fence* Fence;
UINT64 FenceSignaledValue;
UINT64 FenceLastSignaledValue;
HANDLE FenceEvent;
UINT NumFramesInFlight;
ImGui_ImplDX12_FrameContext* FrameCtx;
@ -157,16 +160,18 @@ struct ImGui_ImplDX12_ViewportData
CommandList = nullptr;
RtvDescHeap = nullptr;
SwapChain = nullptr;
SwapChainWaitableObject = nullptr;
Fence = nullptr;
FenceSignaledValue = 0;
FenceLastSignaledValue = 0;
FenceEvent = nullptr;
NumFramesInFlight = num_frames_in_flight;
FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
FrameIndex = UINT_MAX;
FrameIndex = 0;
FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
for (UINT i = 0; i < NumFramesInFlight; ++i)
{
FrameCtx[i].FenceValue = 0;
FrameCtx[i].CommandAllocator = nullptr;
FrameCtx[i].RenderTarget = nullptr;
@ -182,6 +187,7 @@ struct ImGui_ImplDX12_ViewportData
IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr);
IM_ASSERT(RtvDescHeap == nullptr);
IM_ASSERT(SwapChain == nullptr);
IM_ASSERT(SwapChainWaitableObject == nullptr);
IM_ASSERT(Fence == nullptr);
IM_ASSERT(FenceEvent == nullptr);
@ -1032,16 +1038,12 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
vd->FrameIndex = UINT_MAX;
vd->FrameIndex = 0;
// Create command queue.
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
// Use shared command queue from init info
vd->CommandQueue = bd->pCommandQueue;
HRESULT res = S_OK;
res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue));
IM_ASSERT(res == S_OK);
// Create command allocator.
for (UINT i = 0; i < bd->numFramesInFlight; ++i)
@ -1077,6 +1079,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
sd1.Scaling = DXGI_SCALING_NONE;
sd1.Stereo = FALSE;
sd1.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
IDXGIFactory4* dxgi_factory = nullptr;
res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
@ -1093,7 +1096,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
swap_chain->Release();
// Create the render targets
// Create the render targets and waitable object
if (vd->SwapChain)
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
@ -1121,6 +1124,10 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
vd->FrameCtx[i].RenderTarget = back_buffer;
}
hr = vd->SwapChain->SetMaximumFrameLatency(bd->numFramesInFlight);
IM_ASSERT(hr == S_OK);
vd->SwapChainWaitableObject = vd->SwapChain->GetFrameLatencyWaitableObject();
}
for (UINT i = 0; i < bd->numFramesInFlight; i++)
@ -1129,16 +1136,28 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
{
HRESULT hr = S_FALSE;
if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent)
HRESULT hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceLastSignaledValue);
IM_ASSERT(hr == S_OK);
hr = vd->Fence->SetEventOnCompletion(vd->FenceLastSignaledValue, vd->FenceEvent);
IM_ASSERT(hr == S_OK);
::WaitForSingleObject(vd->FenceEvent, INFINITE);
}
static ImGui_ImplDX12_FrameContext* ImGui_WaitForNextFrameContext(ImGui_ImplDX12_ViewportData* vd)
{
ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % vd->NumFramesInFlight];
if (vd->Fence->GetCompletedValue() < frame_context->FenceValue)
{
hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
HRESULT hr = vd->Fence->SetEventOnCompletion(frame_context->FenceValue, vd->FenceEvent);
IM_ASSERT(hr == S_OK);
::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits
hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent);
IM_ASSERT(hr == S_OK);
::WaitForSingleObject(vd->FenceEvent, INFINITE);
HANDLE waitableObjects[] = { vd->SwapChainWaitableObject, vd->FenceEvent };
::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE);
}
else
::WaitForSingleObject(vd->SwapChainWaitableObject, INFINITE);
return frame_context;
}
static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
@ -1149,7 +1168,9 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
{
ImGui_WaitForPendingOperations(vd);
SafeRelease(vd->CommandQueue);
vd->CommandQueue = nullptr;
::CloseHandle(vd->SwapChainWaitableObject);
vd->SwapChainWaitableObject = nullptr;
SafeRelease(vd->CommandList);
SafeRelease(vd->SwapChain);
SafeRelease(vd->RtvDescHeap);
@ -1181,7 +1202,8 @@ static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
if (vd->SwapChain)
{
ID3D12Resource* back_buffer = nullptr;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y,
DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
@ -1196,7 +1218,7 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight];
ImGui_ImplDX12_FrameContext* frame_context = ImGui_WaitForNextFrameContext(vd);
UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex();
const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
@ -1226,9 +1248,11 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
cmd_list->ResourceBarrier(1, &barrier);
cmd_list->Close();
vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue);
vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
HRESULT hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceLastSignaledValue);
IM_ASSERT(hr == S_OK);
frame_context->FenceValue = vd->FenceLastSignaledValue;
}
static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
@ -1236,8 +1260,7 @@ static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, 0);
while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue)
::SwitchToThread();
++vd->FrameIndex;
}
void ImGui_ImplDX12_InitPlatformInterface()

View file

@ -102,8 +102,8 @@ bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
void CleanupRenderTarget();
void WaitForLastSubmittedFrame();
FrameContext* WaitForNextFrameResources();
void WaitForPendingOperations();
FrameContext* WaitForNextFrameContext();
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Main code
@ -269,7 +269,7 @@ int main(int, char**)
// Rendering
ImGui::Render();
FrameContext* frameCtx = WaitForNextFrameResources();
FrameContext* frameCtx = WaitForNextFrameContext();
UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
frameCtx->CommandAllocator->Reset();
@ -303,18 +303,18 @@ int main(int, char**)
ImGui::RenderPlatformWindowsDefault();
}
g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
frameCtx->FenceValue = g_fenceLastSignaledValue;
// Present
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
UINT64 fenceValue = g_fenceLastSignaledValue + 1;
g_pd3dCommandQueue->Signal(g_fence, fenceValue);
g_fenceLastSignaledValue = fenceValue;
frameCtx->FenceValue = fenceValue;
++g_frameIndex;
}
WaitForLastSubmittedFrame();
WaitForPendingOperations();
// Cleanup
ImGui_ImplDX12_Shutdown();
@ -484,49 +484,33 @@ void CreateRenderTarget()
void CleanupRenderTarget()
{
WaitForLastSubmittedFrame();
WaitForPendingOperations();
for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; }
}
void WaitForLastSubmittedFrame()
void WaitForPendingOperations()
{
FrameContext* frameCtx = &g_frameContext[g_frameIndex % APP_NUM_FRAMES_IN_FLIGHT];
g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
UINT64 fenceValue = frameCtx->FenceValue;
if (fenceValue == 0)
return; // No fence was signaled
frameCtx->FenceValue = 0;
if (g_fence->GetCompletedValue() >= fenceValue)
return;
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
WaitForSingleObject(g_fenceEvent, INFINITE);
g_fence->SetEventOnCompletion(g_fenceLastSignaledValue, g_fenceEvent);
::WaitForSingleObject(g_fenceEvent, INFINITE);
}
FrameContext* WaitForNextFrameResources()
FrameContext* WaitForNextFrameContext()
{
UINT nextFrameIndex = g_frameIndex + 1;
g_frameIndex = nextFrameIndex;
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, nullptr };
DWORD numWaitableObjects = 1;
FrameContext* frameCtx = &g_frameContext[nextFrameIndex % APP_NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtx->FenceValue;
if (fenceValue != 0) // means no fence was signaled
FrameContext* frame_context = &g_frameContext[g_frameIndex % APP_NUM_FRAMES_IN_FLIGHT];
if (g_fence->GetCompletedValue() < frame_context->FenceValue)
{
frameCtx->FenceValue = 0;
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
waitableObjects[1] = g_fenceEvent;
numWaitableObjects = 2;
g_fence->SetEventOnCompletion(frame_context->FenceValue, g_fenceEvent);
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, g_fenceEvent };
::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE);
}
else
::WaitForSingleObject(g_hSwapChainWaitableObject, INFINITE);
WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
return frameCtx;
return frame_context;
}
// Forward declare message handler from imgui_impl_win32.cpp
@ -547,7 +531,6 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
case WM_SIZE:
if (g_pd3dDevice != nullptr && wParam != SIZE_MINIMIZED)
{
WaitForLastSubmittedFrame();
CleanupRenderTarget();
HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
assert(SUCCEEDED(result) && "Failed to resize swapchain.");