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.
This commit is contained in:
Stenzek 2016-03-05 19:45:03 +10:00
parent 1e1fce1a03
commit a8c4d6c242
1 changed files with 45 additions and 11 deletions

View File

@ -21,6 +21,9 @@ namespace DX12
namespace D3D
{
constexpr size_t INITIAL_TEXTURE_UPLOAD_BUFFER_SIZE = 4 * 1024 * 1024;
constexpr size_t MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE = 64 * 1024 * 1024;
static std::unique_ptr<D3DStreamBuffer> s_texture_upload_stream_buffer;
void CleanupPersistentD3DTextureResources()
@ -32,10 +35,28 @@ void ReplaceRGBATexture2D(ID3D12Resource* texture12, const u8* buffer, unsigned
{
const unsigned int upload_size = AlignValue(src_pitch, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT) * height;
if (!s_texture_upload_stream_buffer)
ID3D12Resource* upload_buffer = nullptr;
size_t upload_buffer_offset = 0;
u8* dest_data = nullptr;
if (upload_size > MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE)
{
s_texture_upload_stream_buffer = std::make_unique<D3DStreamBuffer>(4 * 1024 * 1024, 64 * 1024 * 1024, nullptr);
// If the texture is too large to fit in the upload buffer, create a temporary buffer instead.
// This will only be the case for large (e.g. 8192x8192) textures from custom texture packs.
CheckHR(D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Buffer(upload_size),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&upload_buffer)));
CheckHR(upload_buffer->Map(0, nullptr, reinterpret_cast<void**>(&dest_data)));
}
else
{
if (!s_texture_upload_stream_buffer)
s_texture_upload_stream_buffer = std::make_unique<D3DStreamBuffer>(INITIAL_TEXTURE_UPLOAD_BUFFER_SIZE, MAXIMUM_TEXTURE_UPLOAD_BUFFER_SIZE, nullptr);
bool current_command_list_executed = s_texture_upload_stream_buffer->AllocateSpaceInBuffer(upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
if (current_command_list_executed)
@ -44,6 +65,11 @@ void ReplaceRGBATexture2D(ID3D12Resource* texture12, const u8* buffer, unsigned
D3D::current_command_list->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV12(), FALSE, &FramebufferManager::GetEFBDepthTexture()->GetDSV12());
}
upload_buffer = s_texture_upload_stream_buffer->GetBuffer();
upload_buffer_offset = s_texture_upload_stream_buffer->GetOffsetOfCurrentAllocation();
dest_data = reinterpret_cast<u8*>(s_texture_upload_stream_buffer->GetCPUAddressOfCurrentAllocation());
}
ResourceBarrier(current_command_list, texture12, current_resource_state, D3D12_RESOURCE_STATE_COPY_DEST, level);
D3D12_PLACED_SUBRESOURCE_FOOTPRINT upload_footprint = {};
@ -51,9 +77,8 @@ void ReplaceRGBATexture2D(ID3D12Resource* texture12, const u8* buffer, unsigned
u64 upload_row_size_in_bytes = 0;
u64 upload_total_bytes = 0;
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);
D3D::device12->GetCopyableFootprints(&texture12->GetDesc(), level, 1, upload_buffer_offset, &upload_footprint, &upload_rows, &upload_row_size_in_bytes, &upload_total_bytes);
u8* dest_data = reinterpret_cast<u8*>(s_texture_upload_stream_buffer->GetCPUAddressOfCurrentAllocation());
const u8* src_data = reinterpret_cast<const u8*>(buffer);
for (u32 y = 0; y < upload_rows; ++y)
{
@ -64,9 +89,18 @@ void ReplaceRGBATexture2D(ID3D12Resource* texture12, const u8* buffer, unsigned
);
}
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);
D3D::current_command_list->CopyTextureRegion(&CD3DX12_TEXTURE_COPY_LOCATION(texture12, level), 0, 0, 0, &CD3DX12_TEXTURE_COPY_LOCATION(upload_buffer, upload_footprint), nullptr);
ResourceBarrier(D3D::current_command_list, texture12, D3D12_RESOURCE_STATE_COPY_DEST, current_resource_state, level);
// Release temporary buffer after commands complete.
// We block here because otherwise if there was a large number of texture uploads, we may run out of memory.
if (!s_texture_upload_stream_buffer || upload_buffer != s_texture_upload_stream_buffer->GetBuffer())
{
D3D::command_list_mgr->ExecuteQueuedWork(true);
upload_buffer->Unmap(0, nullptr);
upload_buffer->Release();
}
}
} // namespace