D3D12: Allow large texture uploads (>64MiB) by using temporary buffer
This is not optimal, but for those texture packs with extremely large images, it won't crash. Releasing after the frame completes is an option too, however, there is the risk of running out of memory by doing this.
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@ -21,6 +21,9 @@ namespace DX12
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namespace D3D
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namespace D3D
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{
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{
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constexpr size_t INITIAL_TEXTURE_UPLOAD_BUFFER_SIZE = 4 * 1024 * 1024;
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constexpr size_t MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE = 64 * 1024 * 1024;
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static std::unique_ptr<D3DStreamBuffer> s_texture_upload_stream_buffer;
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static std::unique_ptr<D3DStreamBuffer> s_texture_upload_stream_buffer;
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void CleanupPersistentD3DTextureResources()
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void CleanupPersistentD3DTextureResources()
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@ -32,10 +35,28 @@ void ReplaceRGBATexture2D(ID3D12Resource* texture12, const u8* buffer, unsigned
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{
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{
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const unsigned int upload_size = AlignValue(src_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) * height;
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const unsigned int upload_size = AlignValue(src_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) * height;
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if (!s_texture_upload_stream_buffer)
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ID3D12Resource* upload_buffer = nullptr;
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size_t upload_buffer_offset = 0;
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u8* dest_data = nullptr;
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if (upload_size > MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE)
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{
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{
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s_texture_upload_stream_buffer = std::make_unique<D3DStreamBuffer>(4 * 1024 * 1024, 64 * 1024 * 1024, nullptr);
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// If the texture is too large to fit in the upload buffer, create a temporary buffer instead.
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// This will only be the case for large (e.g. 8192x8192) textures from custom texture packs.
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CheckHR(D3D::device12->CreateCommittedResource(
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&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
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D3D12_HEAP_FLAG_NONE,
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&CD3DX12_RESOURCE_DESC::Buffer(upload_size),
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&upload_buffer)));
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CheckHR(upload_buffer->Map(0, nullptr, reinterpret_cast<void**>(&dest_data)));
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}
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}
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else
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{
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if (!s_texture_upload_stream_buffer)
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s_texture_upload_stream_buffer = std::make_unique<D3DStreamBuffer>(INITIAL_TEXTURE_UPLOAD_BUFFER_SIZE, MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE, nullptr);
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bool current_command_list_executed = s_texture_upload_stream_buffer->AllocateSpaceInBuffer(upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
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bool current_command_list_executed = s_texture_upload_stream_buffer->AllocateSpaceInBuffer(upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
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if (current_command_list_executed)
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if (current_command_list_executed)
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@ -44,6 +65,11 @@ void ReplaceRGBATexture2D(ID3D12Resource* texture12, const u8* buffer, unsigned
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D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
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D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
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}
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}
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upload_buffer = s_texture_upload_stream_buffer->GetBuffer();
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upload_buffer_offset = s_texture_upload_stream_buffer->GetOffsetOfCurrentAllocation();
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dest_data = reinterpret_cast<u8*>(s_texture_upload_stream_buffer->GetCPUAddressOfCurrentAllocation());
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}
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ResourceBarrier(current_command_list, texture12, current_resource_state, D3D12_RESOURCE_STATE_COPY_DEST, level);
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ResourceBarrier(current_command_list, texture12, current_resource_state, D3D12_RESOURCE_STATE_COPY_DEST, level);
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT upload_footprint = {};
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT upload_footprint = {};
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@ -51,9 +77,8 @@ void ReplaceRGBATexture2D(ID3D12Resource* texture12, const u8* buffer, unsigned
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u64 upload_row_size_in_bytes = 0;
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u64 upload_row_size_in_bytes = 0;
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u64 upload_total_bytes = 0;
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u64 upload_total_bytes = 0;
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D3D::device12->GetCopyableFootprints(&texture12->GetDesc(), level, 1, s_texture_upload_stream_buffer->GetOffsetOfCurrentAllocation(), &upload_footprint, &upload_rows, &upload_row_size_in_bytes, &upload_total_bytes);
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D3D::device12->GetCopyableFootprints(&texture12->GetDesc(), level, 1, upload_buffer_offset, &upload_footprint, &upload_rows, &upload_row_size_in_bytes, &upload_total_bytes);
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u8* dest_data = reinterpret_cast<u8*>(s_texture_upload_stream_buffer->GetCPUAddressOfCurrentAllocation());
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const u8* src_data = reinterpret_cast<const u8*>(buffer);
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const u8* src_data = reinterpret_cast<const u8*>(buffer);
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for (u32 y = 0; y < upload_rows; ++y)
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for (u32 y = 0; y < upload_rows; ++y)
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{
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{
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@ -64,9 +89,18 @@ void ReplaceRGBATexture2D(ID3D12Resource* texture12, const u8* buffer, unsigned
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);
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);
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}
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}
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D3D::current_command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(texture12, level), 0, 0, 0, &CD3DX12_TEXTURE_COPY_LOCATION(s_texture_upload_stream_buffer->GetBuffer(), upload_footprint), nullptr);
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D3D::current_command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(texture12, level), 0, 0, 0, &CD3DX12_TEXTURE_COPY_LOCATION(upload_buffer, upload_footprint), nullptr);
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ResourceBarrier(D3D::current_command_list, texture12, D3D12_RESOURCE_STATE_COPY_DEST, current_resource_state, level);
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ResourceBarrier(D3D::current_command_list, texture12, D3D12_RESOURCE_STATE_COPY_DEST, current_resource_state, level);
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// Release temporary buffer after commands complete.
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// We block here because otherwise if there was a large number of texture uploads, we may run out of memory.
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if (!s_texture_upload_stream_buffer || upload_buffer != s_texture_upload_stream_buffer->GetBuffer())
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{
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D3D::command_list_mgr->ExecuteQueuedWork(true);
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upload_buffer->Unmap(0, nullptr);
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upload_buffer->Release();
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}
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}
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}
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} // namespace
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} // namespace
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