d3d11: fall back to singlethreaded shader compile if device was single threaded

This commit is contained in:
chyyran 2023-02-07 17:27:44 -05:00
parent dcc6280b4f
commit 07b20fecdc
2 changed files with 80 additions and 73 deletions

View file

@ -31,8 +31,9 @@ use librashader_runtime::uniforms::UniformStorage;
use rayon::prelude::*;
use windows::Win32::Graphics::Direct3D11::{
ID3D11Buffer, ID3D11Device, ID3D11DeviceContext, D3D11_BIND_CONSTANT_BUFFER, D3D11_BUFFER_DESC,
D3D11_CPU_ACCESS_WRITE, D3D11_RESOURCE_MISC_FLAG, D3D11_RESOURCE_MISC_GENERATE_MIPS,
D3D11_TEXTURE2D_DESC, D3D11_USAGE_DEFAULT, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE, D3D11_CREATE_DEVICE_SINGLETHREADED, D3D11_RESOURCE_MISC_FLAG,
D3D11_RESOURCE_MISC_GENERATE_MIPS, D3D11_TEXTURE2D_DESC, D3D11_USAGE_DEFAULT,
D3D11_USAGE_DYNAMIC,
};
use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_R8G8B8A8_UNORM;
@ -225,83 +226,89 @@ impl FilterChainD3D11 {
passes: Vec<ShaderPassMeta>,
semantics: &ShaderSemantics,
) -> error::Result<Vec<FilterPass>> {
// access to ID3D11Device is thread safe.
let filters: Vec<error::Result<FilterPass>> = passes
.into_par_iter()
.enumerate()
.map(|(index, (config, source, mut reflect))| {
let reflection = reflect.reflect(index, semantics)?;
let hlsl = reflect.compile(None)?;
let device_is_singlethreaded =
unsafe { (device.GetCreationFlags() & D3D11_CREATE_DEVICE_SINGLETHREADED.0) == 1 };
let vertex_dxbc =
util::d3d_compile_shader(hlsl.vertex.as_bytes(), b"main\0", b"vs_5_0\0")?;
let vs = d3d11_compile_bound_shader(
device,
&vertex_dxbc,
None,
ID3D11Device::CreateVertexShader,
)?;
let builder_fn = |(index, (config, source, mut reflect)): (usize, ShaderPassMeta)| {
let reflection = reflect.reflect(index, semantics)?;
let hlsl = reflect.compile(None)?;
let ia_desc = DrawQuad::get_spirv_cross_vbo_desc();
let vao = util::d3d11_create_input_layout(device, &ia_desc, &vertex_dxbc)?;
let vertex_dxbc =
util::d3d_compile_shader(hlsl.vertex.as_bytes(), b"main\0", b"vs_5_0\0")?;
let vs = d3d11_compile_bound_shader(
device,
&vertex_dxbc,
None,
ID3D11Device::CreateVertexShader,
)?;
let fragment_dxbc =
util::d3d_compile_shader(hlsl.fragment.as_bytes(), b"main\0", b"ps_5_0\0")?;
let ps = d3d11_compile_bound_shader(
device,
&fragment_dxbc,
None,
ID3D11Device::CreatePixelShader,
)?;
let ia_desc = DrawQuad::get_spirv_cross_vbo_desc();
let vao = util::d3d11_create_input_layout(device, &ia_desc, &vertex_dxbc)?;
let ubo_cbuffer = if let Some(ubo) = &reflection.ubo && ubo.size != 0 {
let buffer = FilterChainD3D11::create_constant_buffer(device, ubo.size)?;
Some(ConstantBufferBinding {
binding: ubo.binding,
size: ubo.size,
stage_mask: ubo.stage_mask,
buffer,
})
} else {
None
};
let fragment_dxbc =
util::d3d_compile_shader(hlsl.fragment.as_bytes(), b"main\0", b"ps_5_0\0")?;
let ps = d3d11_compile_bound_shader(
device,
&fragment_dxbc,
None,
ID3D11Device::CreatePixelShader,
)?;
let push_cbuffer = if let Some(push) = &reflection.push_constant && push.size != 0 {
let buffer = FilterChainD3D11::create_constant_buffer(device, push.size)?;
Some(ConstantBufferBinding {
binding: if ubo_cbuffer.is_some() { 1 } else { 0 },
size: push.size,
stage_mask: push.stage_mask,
buffer,
})
} else {
None
};
let uniform_storage = UniformStorage::new(
reflection.ubo.as_ref().map_or(0, |ubo| ubo.size as usize),
reflection
.push_constant
.as_ref()
.map_or(0, |push| push.size as usize),
);
let uniform_bindings = reflection.meta.create_binding_map(|param| param.offset());
Ok(FilterPass {
reflection,
vertex_shader: vs,
vertex_layout: vao,
pixel_shader: ps,
uniform_bindings,
uniform_storage,
uniform_buffer: ubo_cbuffer,
push_buffer: push_cbuffer,
source,
config,
let ubo_cbuffer = if let Some(ubo) = &reflection.ubo && ubo.size != 0 {
let buffer = FilterChainD3D11::create_constant_buffer(device, ubo.size)?;
Some(ConstantBufferBinding {
binding: ubo.binding,
size: ubo.size,
stage_mask: ubo.stage_mask,
buffer,
})
} else {
None
};
let push_cbuffer = if let Some(push) = &reflection.push_constant && push.size != 0 {
let buffer = FilterChainD3D11::create_constant_buffer(device, push.size)?;
Some(ConstantBufferBinding {
binding: if ubo_cbuffer.is_some() { 1 } else { 0 },
size: push.size,
stage_mask: push.stage_mask,
buffer,
})
} else {
None
};
let uniform_storage = UniformStorage::new(
reflection.ubo.as_ref().map_or(0, |ubo| ubo.size as usize),
reflection
.push_constant
.as_ref()
.map_or(0, |push| push.size as usize),
);
let uniform_bindings = reflection.meta.create_binding_map(|param| param.offset());
Ok(FilterPass {
reflection,
vertex_shader: vs,
vertex_layout: vao,
pixel_shader: ps,
uniform_bindings,
uniform_storage,
uniform_buffer: ubo_cbuffer,
push_buffer: push_cbuffer,
source,
config,
})
.collect();
};
let filters: Vec<error::Result<FilterPass>> = if device_is_singlethreaded {
// D3D11Device is not thread safe
passes.into_iter().enumerate().map(builder_fn).collect()
} else {
// D3D11Device is thread safe
passes.into_par_iter().enumerate().map(builder_fn).collect()
};
let filters: error::Result<Vec<FilterPass>> = filters.into_iter().collect();
let filters = filters?;

@ -1 +1 @@
Subproject commit 39fd0bef8f7615062193b829c5f5ebfaa4a56949
Subproject commit 9e89aafe0f6a63645445ca8302b88e4060274c72