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https://github.com/Detanup01/gbe_fork.git
synced 2024-12-26 02:14:15 +08:00
Added barrier to DX12 overlay.
Gears5 seems to have a problem with the overlay. While loading and in the main menu, it works fine, but if you press enter, it crashes saying the GPU is not responding. Can't debug it with CODEX, it checks for a debugger. Works fine on sniper elite5.
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@ -45,10 +45,13 @@ void DX12_Hook::resetRenderState()
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{
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pSrvDescHeap->Release();
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for (UINT i = 0; i < bufferCount; ++i)
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{
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pCmdAlloc[i]->Release();
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pBackBuffer[i]->Release();
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}
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pRtvDescHeap->Release();
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delete[]pMainRenderTargets;
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delete[]pCmdAlloc;
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delete[]pBackBuffer;
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ImGui_ImplDX12_Shutdown();
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Windows_Hook::Inst()->resetRenderState();
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@ -83,6 +86,8 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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bufferCount = sc_desc.BufferCount;
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mainRenderTargets.clear();
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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@ -111,15 +116,14 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
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pMainRenderTargets = new D3D12_CPU_DESCRIPTOR_HANDLE[bufferCount];
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pCmdAlloc = new ID3D12CommandAllocator * [bufferCount];
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for (int i = 0; i < bufferCount; ++i)
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{
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pMainRenderTargets[i] = rtvHandle;
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mainRenderTargets.push_back(rtvHandle);
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rtvHandle.ptr += rtvDescriptorSize;
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}
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}
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for (UINT i = 0; i < sc_desc.BufferCount; ++i)
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{
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if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc[i])) != S_OK)
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@ -132,7 +136,6 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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pCmdAlloc[j]->Release();
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}
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pRtvDescHeap->Release();
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delete[]pMainRenderTargets;
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delete[]pCmdAlloc;
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return;
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}
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@ -147,16 +150,15 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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for (UINT i = 0; i < bufferCount; ++i)
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pCmdAlloc[i]->Release();
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pRtvDescHeap->Release();
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delete[]pMainRenderTargets;
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delete[]pCmdAlloc;
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return;
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}
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pBackBuffer = new ID3D12Resource * [bufferCount];
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for (UINT i = 0; i < bufferCount; i++)
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{
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ID3D12Resource* pBackBuffer = NULL;
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pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
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pDevice->CreateRenderTargetView(pBackBuffer, NULL, pMainRenderTargets[i]);
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pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer[i]));
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pDevice->CreateRenderTargetView(pBackBuffer[i], NULL, mainRenderTargets[i]);
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}
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ImGui::CreateContext();
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@ -180,16 +182,31 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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ImGui::NewFrame();
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get_steam_client()->steam_overlay->OverlayProc();
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UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
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D3D12_RESOURCE_BARRIER barrier = {};
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource = pBackBuffer[bufferIndex];
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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pCmdAlloc[bufferIndex]->Reset();
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pCmdList->Reset(pCmdAlloc[bufferIndex], NULL);
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pCmdList->OMSetRenderTargets(1, &pMainRenderTargets[bufferIndex], FALSE, NULL);
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pCmdList->ResourceBarrier(1, &barrier);
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pCmdList->OMSetRenderTargets(1, &mainRenderTargets[bufferIndex], FALSE, NULL);
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pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap);
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ImGui::Render();
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ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList);
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
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pCmdList->ResourceBarrier(1, &barrier);
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pCmdList->Close();
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pCmdQueue->ExecuteCommandLists(1, (ID3D12CommandList**)&pCmdList);
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pSwapChain3->Release();
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@ -218,6 +235,7 @@ void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_thi
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{
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DX12_Hook* me = DX12_Hook::Inst();
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me->pCmdQueue = _this;
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(_this->*DX12_Hook::Inst()->ExecuteCommandLists)(NumCommandLists, ppCommandLists);
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}
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@ -225,7 +243,6 @@ DX12_Hook::DX12_Hook():
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initialized(false),
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pCmdQueue(nullptr),
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bufferCount(0),
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pMainRenderTargets(nullptr),
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pCmdAlloc(nullptr),
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pSrvDescHeap(nullptr),
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pCmdList(nullptr),
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@ -249,10 +266,13 @@ DX12_Hook::~DX12_Hook()
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{
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pSrvDescHeap->Release();
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for (UINT i = 0; i < bufferCount; ++i)
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{
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pCmdAlloc[i]->Release();
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pBackBuffer[i]->Release();
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}
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pRtvDescHeap->Release();
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delete[]pMainRenderTargets;
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delete[]pCmdAlloc;
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delete[]pBackBuffer;
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ImGui_ImplDX12_InvalidateDeviceObjects();
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ImGui::DestroyContext();
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@ -22,11 +22,12 @@ private:
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ID3D12CommandQueue* pCmdQueue;
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UINT bufferCount;
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D3D12_CPU_DESCRIPTOR_HANDLE* pMainRenderTargets;
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std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> mainRenderTargets;
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ID3D12CommandAllocator** pCmdAlloc;
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ID3D12DescriptorHeap* pSrvDescHeap;
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ID3D12GraphicsCommandList* pCmdList;
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ID3D12DescriptorHeap* pRtvDescHeap;
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ID3D12Resource** pBackBuffer;
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// Functions
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DX12_Hook();
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