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하나의 큐와 버퍼를 공유할수 있도록 옵션 추가.

Hongtae Kim 5 years ago
parent
commit
ec930c76ed
1 changed files with 33 additions and 16 deletions
  1. 33
    16
      Samples/ComputeShader/ComputeShader.cpp

+ 33
- 16
Samples/ComputeShader/ComputeShader.cpp View File

@@ -234,7 +234,9 @@ public:
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         DKObject<DKCommandQueue> graphicsQueue;
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         DKObject<DKCommandQueue> computeQueue;
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-        bool useSingleQueue = false;
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+        bool useSingleQueue = true;
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+        bool useSingleCommandBuffer = true;
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+
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         if (useSingleQueue)
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         {
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             graphicsQueue = device->CreateCommandQueue(DKCommandQueue::Graphics | DKCommandQueue::Compute);
@@ -424,8 +426,26 @@ public:
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             rpd.depthStencilAttachment.loadAction = DKRenderPassAttachmentDescriptor::LoadActionClear;
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             rpd.depthStencilAttachment.storeAction = DKRenderPassAttachmentDescriptor::StoreActionDontCare;
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-            DKObject<DKCommandBuffer> computeCmdbuffer = computeQueue->CreateCommandBuffer();
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-            DKObject<DKComputeCommandEncoder> computeEncoder = computeCmdbuffer->CreateComputeCommandEncoder();
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+            
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+            DKObject<DKComputeCommandEncoder> computeEncoder = nullptr;
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+            DKObject<DKRenderCommandEncoder> renderEncoder = nullptr;
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+
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+            if (1)
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+            {
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+                auto commandBuffer = computeQueue->CreateCommandBuffer();
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+                computeEncoder = commandBuffer->CreateComputeCommandEncoder();
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+            }
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+            if (1)
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+            {
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+                DKObject<DKCommandBuffer> commandBuffer = nullptr;
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+                if (computeQueue == graphicsQueue && useSingleCommandBuffer)
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+                    commandBuffer = computeEncoder->CommandBuffer();
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+                else
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+                    commandBuffer = graphicsQueue->CreateCommandBuffer();
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+
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+                renderEncoder = commandBuffer->CreateRenderCommandEncoder(rpd);
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+            }
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+
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             if (computeEncoder)
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             {
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                 if (computebindSet)
@@ -441,10 +461,7 @@ public:
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                 computeEncoder->EndEncoding();
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             }
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-			DKObject<DKCommandBuffer> buffer = graphicsQueue->CreateCommandBuffer();
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-			DKObject<DKRenderCommandEncoder> encoder = buffer->CreateRenderCommandEncoder(rpd);
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-
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-			if (encoder)
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+			if (renderEncoder)
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 			{
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                 if (graphicShaderBindingSet->PostcomputeDescSet() && ubo)
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                 {
@@ -453,18 +470,18 @@ public:
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                     graphicShaderBindingSet->PostcomputeDescSet()->SetSamplerState(1, sampler);
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                 }
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-				encoder->SetRenderPipelineState(pipelineState);
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-				encoder->SetVertexBuffer(quad->VertexBuffer(), 0, 0);
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-				encoder->SetIndexBuffer(quad->IndexBuffer(), 0, DKIndexType::UInt32);
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-                encoder->SetResources(0, graphicShaderBindingSet->PostcomputeDescSet());
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+				renderEncoder->SetRenderPipelineState(pipelineState);
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+				renderEncoder->SetVertexBuffer(quad->VertexBuffer(), 0, 0);
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+				renderEncoder->SetIndexBuffer(quad->IndexBuffer(), 0, DKIndexType::UInt32);
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+                renderEncoder->SetResources(0, graphicShaderBindingSet->PostcomputeDescSet());
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 				// draw scene!
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-				encoder->DrawIndexed(quad->IndicesCount(), 1, 0, 0, 0);
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-                encoder->EndEncoding();
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+				renderEncoder->DrawIndexed(quad->IndicesCount(), 1, 0, 0, 0);
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+                renderEncoder->EndEncoding();
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-                if (computeCmdbuffer)
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-                    computeCmdbuffer->Commit();
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+                if (computeEncoder->CommandBuffer() != renderEncoder->CommandBuffer())
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+                    computeEncoder->CommandBuffer()->Commit();
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-				buffer->Commit();
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+                renderEncoder->CommandBuffer()->Commit();
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 				swapChain->Present();
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 			}