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D3D11 Frametrim Backend #872

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D3D11 Frametrim Backend #872

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lfrb
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@lfrb lfrb commented May 26, 2023

Add a D3D11 backend for frametrimmer

lfrb added 4 commits May 26, 2023 09:54
Signed-off-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Signed-off-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Signed-off-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Signed-off-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
@fooishbar
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@jrfonseca do you have any idea who would be good to review D3D11?

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@jrfonseca do you have any idea who would be good to review D3D11?

@fooishbar , I'm familiar with the D3D11 API, so I can and will comment from that perspective. But I only have a superficial understanding of frametrim, so it's best if @gerddie looks into that too.

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This looks pretty good overall!

The approach taken is the best.

There are a quite a few corner cases glossed over here (comments inline) but this is a good starting point.

The only suggestion I make for future is to be defensive: either err on the side of caution (ie, not trim unless sure), or, when making assumption, explcitly check for those assumptions and throw a loud warning. This way the user is more likely to get something that works, or at least guidance on what needs to be improved.

frametrim/ft_d3d11.cpp Outdated Show resolved Hide resolved
frametrim/ft_d3d11.cpp Show resolved Hide resolved
frametrim/ft_d3d11.cpp Outdated Show resolved Hide resolved
void
D3D11View::clear(const trace::Call& call)
{
m_resource->clear();
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Clearing a view only clears the subresources on the view. Ideally we should be tracking resource content dependencies on a per-subresource basis.

This is quite common when rendering to mipmaps and/or cube faces.

It's fine to defer fine grained tracking, but I'd recommend emitting a warning when clearing a view which does not comprehend the whole resource, so the user can quickly diagnose what needs to be improved in frametrim.

frametrim/ft_d3d11.cpp Outdated Show resolved Hide resolved
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gerddie commented Jun 15, 2023

So I've had a look at the code, but since I have zero understanding about how DX11 works I can't really comment on the implementation.

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gerddie commented Jun 15, 2023

I've asked @okias whether he can give more insights, after all he might be using it the most currently.

Signed-off-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
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4 participants