removed dead code in the RHI and disabled GPU validation by default

This commit is contained in:
myT 2023-11-11 04:14:35 +01:00
parent a7dc8e4721
commit b0e283b249
2 changed files with 7 additions and 40 deletions

View file

@ -148,11 +148,11 @@ D3D(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&graphicsAnalysis)));
#if defined(_DEBUG)
#define D3D_DEBUG 1
#define D3D_DEBUG
#endif
#define D3D_AGILITY_SDK 1
#define D3D_GPU_BASED_VALIDATION 1
#define DEBUG_FENCE 0
#define D3D_AGILITY_SDK
//#define D3D_GPU_BASED_VALIDATION
//#define RHI_DEBUG_FENCE
#include "rhi_local.h"
@ -2842,7 +2842,7 @@ namespace RHI
{
const UINT64 currentFenceValue = rhi.mainFenceValues[rhi.frameIndex];
#if DEBUG_FENCE
#if RHI_DEBUG_FENCE
Sys_DebugPrintf("Wait: %d (BeginFrame)\n", (int)currentFenceValue);
#endif
rhi.mainFence.WaitOnCPU(currentFenceValue);
@ -2918,7 +2918,7 @@ namespace RHI
// stop recording
D3D(rhi.commandList->Close());
#if DEBUG_FENCE
#if RHI_DEBUG_FENCE
Sys_DebugPrintf("Signal: %d (EndFrame)\n", rhi.mainFenceValues[rhi.frameIndex]);
#endif
rhi.mainFence.Signal(rhi.mainCommandQueue, rhi.mainFenceValues[rhi.frameIndex]);
@ -4159,19 +4159,6 @@ namespace RHI
}
}
#if 0
void CmdNullUAVBarrier()
{
Q_assert(CanWriteCommands());
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.UAV.pResource = NULL;
rhi.commandList->ResourceBarrier(1, &barrier);
}
#endif
void CmdClearColorTarget(HTexture texture, const vec4_t clearColor, const Rect* rect)
{
Q_assert(CanWriteCommands());
@ -4194,19 +4181,6 @@ namespace RHI
rhi.commandList->ClearRenderTargetView(rtvHandle, clearColor, rectCount, d3dRectPtr);
}
#if 0
void CmdClearUAV(HTexture htexture, uint32_t mip)
{
const Texture& texture = rhi.textures.Get(htexture);
const uint32_t uavIndex = texture.mips[mip].uavIndex;
const D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = rhi.descHeapGeneric.GetCPUHandle(uavIndex);
D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = rhi.descHeapGeneric.heap->GetGPUDescriptorHandleForHeapStart();
gpuHandle.ptr += uavIndex * rhi.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
const UINT values[4] = { 0, 255, 0, 255 };
rhi.commandList->ClearUnorderedAccessViewUint(gpuHandle, cpuHandle, texture.texture, values, 0, NULL);
}
#endif
void CmdClearDepthStencilTarget(HTexture texture, bool clearDepth, float depth, bool clearStencil, uint8_t stencil, const Rect* rect)
{
Q_assert(CanWriteCommands());
@ -4402,7 +4376,7 @@ namespace RHI
{
// direct queue
rhi.mainFenceValues[rhi.frameIndex]++;
#if DEBUG_FENCE
#if RHI_DEBUG_FENCE
Sys_DebugPrintf("Signal: %d (WaitUntilDeviceIsIdle)\n", (int)rhi.mainFenceValues[rhi.frameIndex]);
Sys_DebugPrintf("Wait: %d (WaitUntilDeviceIsIdle)\n", (int)rhi.mainFenceValues[rhi.frameIndex]);
#endif

View file

@ -31,7 +31,6 @@ namespace RHI
{
// @TODO: turn into uint32_t constants too
#define RHI_MAX_TEXTURES_2D 4096 // real max: unlimited
#define RHI_MAX_RW_TEXTURES_2D 64 // real max: 64
#define RHI_MAX_SAMPLERS 128 // real max: 2048
// this has 2 meanings:
@ -44,7 +43,6 @@ namespace RHI
const uint32_t MaxDurationQueries = 64;
const uint32_t MaxTextureMips = 16;
const uint32_t InvalidDescriptorIndex = UINT16_MAX;
const uint32_t U32WholeRange = UINT32_MAX;
#define RHI_ENUM_OPERATORS(EnumType) \
inline EnumType operator|(EnumType a, EnumType b) { return (EnumType)((uint32_t)(a) | (uint32_t)(b)); } \
@ -736,11 +734,6 @@ namespace RHI
void CmdCopyBuffer(HBuffer dest, HBuffer source);
void CmdSetShadingRate(ShadingRate::Id shadingRate);
#if 0
void CmdClearUAV(HTexture htexture, uint32_t mip);
void CmdNullUAVBarrier();
#endif
// the duration at index 0 is for the entire frame
uint32_t GetDurationCount();
void GetDurations(uint32_t* gpuMicroSeconds);