d3d12: Make descriptor heap a little more compact.

This commit is contained in:
Vincent Lejeune 2015-10-05 18:25:29 +02:00
parent 5a064be490
commit 0e98da2306
4 changed files with 55 additions and 65 deletions

View File

@ -229,7 +229,7 @@ D3D12_INDEX_BUFFER_VIEW D3D12GSRender::uploadIndexBuffers(bool indexed_draw)
return indexBufferView;
}
void D3D12GSRender::setScaleOffset()
void D3D12GSRender::setScaleOffset(size_t descriptorIndex)
{
float scaleOffsetMat[16] =
{
@ -273,11 +273,11 @@ void D3D12GSRender::setScaleOffset()
constantBufferViewDesc.BufferLocation = m_constantsData.m_heap->GetGPUVirtualAddress() + heapOffset;
constantBufferViewDesc.SizeInBytes = (UINT)256;
m_device->CreateConstantBufferView(&constantBufferViewDesc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_scaleOffsetDescriptorHeap->GetCPUDescriptorHandleForHeapStart())
.Offset((INT)getCurrentResourceStorage().m_currentScaleOffsetBufferIndex, g_descriptorStrideSRVCBVUAV));
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetCPUDescriptorHandleForHeapStart())
.Offset((INT)descriptorIndex, g_descriptorStrideSRVCBVUAV));
}
void D3D12GSRender::FillVertexShaderConstantsBuffer()
void D3D12GSRender::FillVertexShaderConstantsBuffer(size_t descriptorIndex)
{
for (const auto &entry : transform_constants)
local_transform_constants[entry.first] = entry.second;
@ -305,11 +305,11 @@ void D3D12GSRender::FillVertexShaderConstantsBuffer()
constantBufferViewDesc.BufferLocation = m_constantsData.m_heap->GetGPUVirtualAddress() + heapOffset;
constantBufferViewDesc.SizeInBytes = (UINT)bufferSize;
m_device->CreateConstantBufferView(&constantBufferViewDesc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart())
.Offset((INT)getCurrentResourceStorage().m_constantsBufferIndex, g_descriptorStrideSRVCBVUAV));
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetCPUDescriptorHandleForHeapStart())
.Offset((INT)descriptorIndex, g_descriptorStrideSRVCBVUAV));
}
void D3D12GSRender::FillPixelShaderConstantsBuffer()
void D3D12GSRender::FillPixelShaderConstantsBuffer(size_t descriptorIndex)
{
// Get constant from fragment program
const std::vector<size_t> &fragmentOffset = m_cachePSO.getFragmentConstantOffsetsCache(&fragment_program);
@ -366,8 +366,8 @@ void D3D12GSRender::FillPixelShaderConstantsBuffer()
constantBufferViewDesc.BufferLocation = m_constantsData.m_heap->GetGPUVirtualAddress() + heapOffset;
constantBufferViewDesc.SizeInBytes = (UINT)bufferSize;
m_device->CreateConstantBufferView(&constantBufferViewDesc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart())
.Offset((INT)getCurrentResourceStorage().m_constantsBufferIndex, g_descriptorStrideSRVCBVUAV));
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetCPUDescriptorHandleForHeapStart())
.Offset((INT)descriptorIndex, g_descriptorStrideSRVCBVUAV));
}

View File

@ -36,9 +36,7 @@ static void unloadD3D12FunctionPointers()
void D3D12GSRender::ResourceStorage::Reset()
{
m_constantsBufferIndex = 0;
m_currentScaleOffsetBufferIndex = 0;
m_currentTextureIndex = 0;
m_descriptorsHeapIndex = 0;
m_currentSamplerIndex = 0;
m_samplerDescriptorHeapIndex = 0;
@ -65,9 +63,7 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
ThrowIfFailed(m_commandList->Close());
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 10000, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap)));
ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_scaleOffsetDescriptorHeap)));
ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_textureDescriptorsHeap)));
ThrowIfFailed(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_descriptorsHeap)));
D3D12_DESCRIPTOR_HEAP_DESC samplerHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER , 2048, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
ThrowIfFailed(device->CreateDescriptorHeap(&samplerHeapDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap[0])));
@ -205,16 +201,14 @@ D3D12GSRender::D3D12GSRender()
// Samplers
CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, textureCount, 0),
};
CD3DX12_ROOT_PARAMETER RP[4];
RP[0].InitAsDescriptorTable(1, &descriptorRange[0]);
RP[1].InitAsDescriptorTable(1, &descriptorRange[1]);
RP[2].InitAsDescriptorTable(1, &descriptorRange[2]);
RP[3].InitAsDescriptorTable(1, &descriptorRange[3]);
CD3DX12_ROOT_PARAMETER RP[2];
RP[0].InitAsDescriptorTable((textureCount > 0) ? 3 : 2, &descriptorRange[0]);
RP[1].InitAsDescriptorTable(1, &descriptorRange[3]);
Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob;
Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
ThrowIfFailed(wrapD3D12SerializeRootSignature(
&CD3DX12_ROOT_SIGNATURE_DESC((textureCount > 0) ? 4 : 2, RP, 0, 0, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),
&CD3DX12_ROOT_SIGNATURE_DESC((textureCount > 0) ? 2 : 1, RP, 0, 0, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),
D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));
m_device->CreateRootSignature(0,
@ -442,26 +436,11 @@ void D3D12GSRender::end()
std::chrono::time_point<std::chrono::system_clock> constantsDurationStart = std::chrono::system_clock::now();
size_t currentDescriptorIndex = getCurrentResourceStorage().m_descriptorsHeapIndex;
// Constants
setScaleOffset();
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_scaleOffsetDescriptorHeap.GetAddressOf());
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(0,
CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_scaleOffsetDescriptorHeap->GetGPUDescriptorHandleForHeapStart())
.Offset((INT)getCurrentResourceStorage().m_currentScaleOffsetBufferIndex, g_descriptorStrideSRVCBVUAV)
);
getCurrentResourceStorage().m_currentScaleOffsetBufferIndex++;
size_t currentBufferIndex = getCurrentResourceStorage().m_constantsBufferIndex;
FillVertexShaderConstantsBuffer();
getCurrentResourceStorage().m_constantsBufferIndex++;
FillPixelShaderConstantsBuffer();
getCurrentResourceStorage().m_constantsBufferIndex++;
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_constantsBufferDescriptorsHeap.GetAddressOf());
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(1,
CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetGPUDescriptorHandleForHeapStart())
.Offset((INT)currentBufferIndex, g_descriptorStrideSRVCBVUAV)
);
setScaleOffset(currentDescriptorIndex);
FillVertexShaderConstantsBuffer(currentDescriptorIndex + 1);
FillPixelShaderConstantsBuffer(currentDescriptorIndex + 2);
std::chrono::time_point<std::chrono::system_clock> constantsDurationEnd = std::chrono::system_clock::now();
m_timers.m_constantsDuration += std::chrono::duration_cast<std::chrono::microseconds>(constantsDurationEnd - constantsDurationStart).count();
@ -471,7 +450,7 @@ void D3D12GSRender::end()
std::chrono::time_point<std::chrono::system_clock> textureDurationStart = std::chrono::system_clock::now();
if (m_PSO->second > 0)
{
size_t usedTexture = UploadTextures(getCurrentResourceStorage().m_commandList.Get());
size_t usedTexture = UploadTextures(getCurrentResourceStorage().m_commandList.Get(), currentDescriptorIndex + 3);
// Fill empty slots
for (; usedTexture < m_PSO->second; usedTexture++)
@ -486,8 +465,8 @@ void D3D12GSRender::end()
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0);
m_device->CreateShaderResourceView(m_dummyTexture, &srvDesc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart())
.Offset((INT)getCurrentResourceStorage().m_currentTextureIndex + (INT)usedTexture, g_descriptorStrideSRVCBVUAV)
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetCPUDescriptorHandleForHeapStart())
.Offset((INT)currentDescriptorIndex + 3 + (INT)usedTexture, g_descriptorStrideSRVCBVUAV)
);
D3D12_SAMPLER_DESC samplerDesc = {};
@ -501,21 +480,35 @@ void D3D12GSRender::end()
);
}
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_textureDescriptorsHeap.GetAddressOf());
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(2,
CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_textureDescriptorsHeap->GetGPUDescriptorHandleForHeapStart())
.Offset((INT)getCurrentResourceStorage().m_currentTextureIndex, g_descriptorStrideSRVCBVUAV)
);
ID3D12DescriptorHeap *descriptors[] =
{
getCurrentResourceStorage().m_descriptorsHeap.Get(),
getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].Get(),
};
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(2, descriptors);
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].GetAddressOf());
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(3,
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(0,
CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetGPUDescriptorHandleForHeapStart())
.Offset((INT)currentDescriptorIndex, g_descriptorStrideSRVCBVUAV)
);
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(1,
CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex]->GetGPUDescriptorHandleForHeapStart())
.Offset((INT)getCurrentResourceStorage().m_currentSamplerIndex, g_descriptorStrideSamplers)
);
getCurrentResourceStorage().m_currentTextureIndex += usedTexture;
getCurrentResourceStorage().m_currentSamplerIndex += usedTexture;
getCurrentResourceStorage().m_descriptorsHeapIndex += usedTexture + 3;
}
else
{
getCurrentResourceStorage().m_commandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_descriptorsHeap.GetAddressOf());
getCurrentResourceStorage().m_commandList->SetGraphicsRootDescriptorTable(0,
CD3DX12_GPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetGPUDescriptorHandleForHeapStart())
.Offset((INT)currentDescriptorIndex, g_descriptorStrideSRVCBVUAV)
);
getCurrentResourceStorage().m_descriptorsHeapIndex += 3;
}
std::chrono::time_point<std::chrono::system_clock> textureDurationEnd = std::chrono::system_clock::now();
m_timers.m_textureDuration += std::chrono::duration_cast<std::chrono::microseconds>(textureDurationEnd - textureDurationStart).count();

View File

@ -374,15 +374,11 @@ private:
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
// Constants storage
ComPtr<ID3D12DescriptorHeap> m_constantsBufferDescriptorsHeap;
size_t m_constantsBufferIndex;
ComPtr<ID3D12DescriptorHeap> m_scaleOffsetDescriptorHeap;
size_t m_currentScaleOffsetBufferIndex;
// Descriptor heap
ComPtr<ID3D12DescriptorHeap> m_descriptorsHeap;
size_t m_descriptorsHeapIndex;
// Texture storage
ComPtr<ID3D12DescriptorHeap> m_textureDescriptorsHeap;
size_t m_currentTextureIndex;
// Sampler heap
ComPtr<ID3D12DescriptorHeap> m_samplerDescriptorHeap[2];
size_t m_samplerDescriptorHeapIndex;
size_t m_currentSamplerIndex;
@ -481,16 +477,16 @@ private:
D3D12_INDEX_BUFFER_VIEW uploadIndexBuffers(bool indexed_draw = false);
void setScaleOffset();
void FillVertexShaderConstantsBuffer();
void FillPixelShaderConstantsBuffer();
void setScaleOffset(size_t descriptorIndex);
void FillVertexShaderConstantsBuffer(size_t descriptorIndex);
void FillPixelShaderConstantsBuffer(size_t descriptorIndex);
/**
* Fetch all textures recorded in the state in the render target cache and in the texture cache.
* If a texture is not cached, populate cmdlist with uploads command.
* Create necessary resource view/sampler descriptors in the per frame storage struct.
* returns the number of texture uploaded.
*/
size_t UploadTextures(ID3D12GraphicsCommandList *cmdlist);
size_t UploadTextures(ID3D12GraphicsCommandList *cmdlist, size_t descriptorIndex);
/**
* Creates render target if necessary.

View File

@ -284,7 +284,7 @@ size_t getTextureSize(const rsx::texture &texture)
}
}
size_t D3D12GSRender::UploadTextures(ID3D12GraphicsCommandList *cmdlist)
size_t D3D12GSRender::UploadTextures(ID3D12GraphicsCommandList *cmdlist, size_t descriptorIndex)
{
size_t usedTexture = 0;
@ -452,7 +452,8 @@ size_t D3D12GSRender::UploadTextures(ID3D12GraphicsCommandList *cmdlist)
}
m_device->CreateShaderResourceView(vramTexture, &srvDesc,
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_textureDescriptorsHeap->GetCPUDescriptorHandleForHeapStart()).Offset((UINT)getCurrentResourceStorage().m_currentTextureIndex + (UINT)usedTexture, g_descriptorStrideSRVCBVUAV));
CD3DX12_CPU_DESCRIPTOR_HANDLE(getCurrentResourceStorage().m_descriptorsHeap->GetCPUDescriptorHandleForHeapStart())
.Offset((UINT)descriptorIndex + (UINT)usedTexture, g_descriptorStrideSRVCBVUAV));
if (getCurrentResourceStorage().m_currentSamplerIndex + 16 > 2048)
{