demos: Use a fence to synchronize D3D12 and Vulkan work.

This commit is contained in:
Giovanni Mascellani 2023-07-05 13:56:32 +02:00 committed by Alexandre Julliard
parent b2a1f6b5e4
commit 2a3413e0f0
Notes: Alexandre Julliard 2023-07-06 23:27:52 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/266

View File

@ -113,6 +113,9 @@ struct demo_swapchain
VkDevice vk_device;
ID3D12CommandQueue *command_queue;
ID3D12Fence *present_fence;
unsigned long long present_count;
uint32_t current_buffer;
unsigned int buffer_count;
ID3D12Resource *buffers[1];
@ -529,6 +532,17 @@ static inline struct demo_swapchain *demo_swapchain_create(ID3D12CommandQueue *c
}
swapchain->buffer_count = image_count;
free(vk_images);
if (FAILED(ID3D12Device_CreateFence(d3d12_device, 0, 0, &IID_ID3D12Fence, (void **)&swapchain->present_fence)))
{
for (i = 0; i < image_count; ++i)
{
ID3D12Resource_Release(swapchain->buffers[i]);
}
free(swapchain);
goto fail;
}
swapchain->present_count = 0;
ID3D12Device_Release(d3d12_device);
ID3D12CommandQueue_AddRef(swapchain->command_queue = command_queue);
@ -574,6 +588,12 @@ static inline void demo_swapchain_present(struct demo_swapchain *swapchain)
present_desc.pImageIndices = &swapchain->current_buffer;
present_desc.pResults = NULL;
/* Synchronize vkd3d_acquire_vk_queue() with the Direct3D 12 work
* already submitted to the command queue. */
++swapchain->present_count;
ID3D12CommandQueue_Signal(swapchain->command_queue, swapchain->present_fence, swapchain->present_count);
ID3D12Fence_SetEventOnCompletion(swapchain->present_fence, swapchain->present_count, NULL);
vk_queue = vkd3d_acquire_vk_queue(swapchain->command_queue);
vkQueuePresentKHR(vk_queue, &present_desc);
vkd3d_release_vk_queue(swapchain->command_queue);
@ -589,6 +609,7 @@ static inline void demo_swapchain_destroy(struct demo_swapchain *swapchain)
unsigned int i;
ID3D12CommandQueue_Release(swapchain->command_queue);
ID3D12Fence_Release(swapchain->present_fence);
for (i = 0; i < swapchain->buffer_count; ++i)
{
ID3D12Resource_Release(swapchain->buffers[i]);