d3d12: Use a heap for scale offset and fragment buffer too

This commit is contained in:
vlj 2015-05-23 18:34:59 +02:00 committed by Vincent Lejeune
parent 740354d2c9
commit 1076727c75
2 changed files with 78 additions and 48 deletions

View File

@ -27,7 +27,7 @@ void D3D12GSRender::ResourceStorage::Reset()
m_constantsBufferSize = 0; m_constantsBufferSize = 0;
m_constantsBufferIndex = 0; m_constantsBufferIndex = 0;
m_currentScaleOffsetBufferIndex = 0; m_currentScaleOffsetBufferIndex = 0;
constantsFragmentSize = 0; m_constantsBuffersHeapFreeSpace = 0;
m_currentStorageOffset = 0; m_currentStorageOffset = 0;
m_currentTextureIndex = 0; m_currentTextureIndex = 0;
@ -36,9 +36,9 @@ void D3D12GSRender::ResourceStorage::Reset()
for (ID3D12GraphicsCommandList *gfxCommandList : m_inflightCommandList) for (ID3D12GraphicsCommandList *gfxCommandList : m_inflightCommandList)
gfxCommandList->Release(); gfxCommandList->Release();
m_inflightCommandList.clear(); m_inflightCommandList.clear();
for (ID3D12Resource *vertexBuffer : m_inflightVertexBuffers) for (ID3D12Resource *vertexBuffer : m_inflightResources)
vertexBuffer->Release(); vertexBuffer->Release();
m_inflightVertexBuffers.clear(); m_inflightResources.clear();
} }
void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device) void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
@ -48,13 +48,14 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator)); device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator));
device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_textureUploadCommandAllocator)); device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_textureUploadCommandAllocator));
// Create heap for vertex buffers // Create heap for vertex and constants buffers
D3D12_HEAP_DESC vertexBufferHeapDesc = {}; D3D12_HEAP_DESC vertexBufferHeapDesc = {};
// 16 MB wide // 16 MB wide
vertexBufferHeapDesc.SizeInBytes = 1024 * 1024 * 16; vertexBufferHeapDesc.SizeInBytes = 1024 * 1024 * 16;
vertexBufferHeapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS; vertexBufferHeapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
vertexBufferHeapDesc.Properties.Type = D3D12_HEAP_TYPE_UPLOAD; vertexBufferHeapDesc.Properties.Type = D3D12_HEAP_TYPE_UPLOAD;
check(device->CreateHeap(&vertexBufferHeapDesc, IID_PPV_ARGS(&m_vertexBuffersHeap))); check(device->CreateHeap(&vertexBufferHeapDesc, IID_PPV_ARGS(&m_vertexBuffersHeap)));
check(device->CreateHeap(&vertexBufferHeapDesc, IID_PPV_ARGS(&m_constantsBuffersHeap)));
D3D12_HEAP_PROPERTIES heapProp = {}; D3D12_HEAP_PROPERTIES heapProp = {};
@ -87,31 +88,13 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
IID_PPV_ARGS(&m_constantsVertexBuffer) IID_PPV_ARGS(&m_constantsVertexBuffer)
)); ));
check(device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&m_constantsFragmentBuffer)
));
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {}; D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
descriptorHeapDesc.NumDescriptors = 1000; // For safety descriptorHeapDesc.NumDescriptors = 1000; // For safety
descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; descriptorHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
check(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap))); check(device->CreateDescriptorHeap(&descriptorHeapDesc, IID_PPV_ARGS(&m_constantsBufferDescriptorsHeap)));
// Scale offset buffer
// Separate constant buffer
check(device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&m_scaleOffsetBuffer)
));
descriptorHeapDesc = {}; descriptorHeapDesc = {};
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
descriptorHeapDesc.NumDescriptors = 1000; // For safety descriptorHeapDesc.NumDescriptors = 1000; // For safety
@ -145,11 +128,10 @@ void D3D12GSRender::ResourceStorage::Release()
m_constantsBufferDescriptorsHeap->Release(); m_constantsBufferDescriptorsHeap->Release();
m_scaleOffsetDescriptorHeap->Release(); m_scaleOffsetDescriptorHeap->Release();
m_constantsVertexBuffer->Release(); m_constantsVertexBuffer->Release();
m_constantsFragmentBuffer->Release(); m_constantsBuffersHeap->Release();
m_scaleOffsetBuffer->Release();
m_vertexBuffersHeap->Release(); m_vertexBuffersHeap->Release();
m_backBuffer->Release(); m_backBuffer->Release();
for (auto tmp : m_inflightVertexBuffers) for (auto tmp : m_inflightResources)
tmp->Release(); tmp->Release();
m_textureDescriptorsHeap->Release(); m_textureDescriptorsHeap->Release();
m_textureStorage->Release(); m_textureStorage->Release();
@ -445,7 +427,7 @@ std::vector<D3D12_VERTEX_BUFFER_VIEW> D3D12GSRender::EnableVertexData(bool index
check(vertexBuffer->Map(0, nullptr, (void**)&bufferMap)); check(vertexBuffer->Map(0, nullptr, (void**)&bufferMap));
memcpy((char*)bufferMap + data_offset * item_size, &m_vertex_data[i].data[data_offset * item_size], data_size); memcpy((char*)bufferMap + data_offset * item_size, &m_vertex_data[i].data[data_offset * item_size], data_size);
vertexBuffer->Unmap(0, nullptr); vertexBuffer->Unmap(0, nullptr);
getCurrentResourceStorage().m_inflightVertexBuffers.push_back(vertexBuffer); getCurrentResourceStorage().m_inflightResources.push_back(vertexBuffer);
D3D12_VERTEX_BUFFER_VIEW vertexBufferView = {}; D3D12_VERTEX_BUFFER_VIEW vertexBufferView = {};
vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress(); vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress();
@ -549,22 +531,44 @@ void D3D12GSRender::setScaleOffset()
scaleOffsetMat[3] /= RSXThread::m_width / RSXThread::m_width_scale; scaleOffsetMat[3] /= RSXThread::m_width / RSXThread::m_width_scale;
scaleOffsetMat[7] /= RSXThread::m_height / RSXThread::m_height_scale; scaleOffsetMat[7] /= RSXThread::m_height / RSXThread::m_height_scale;
size_t constantBuffersHeapOffset = getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace;
// 65536 alignment
constantBuffersHeapOffset = (constantBuffersHeapOffset + 65536 - 1) & ~65535;
D3D12_RESOURCE_DESC resDesc = {};
resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resDesc.Width = 256;
resDesc.Height = 1;
resDesc.DepthOrArraySize = 1;
resDesc.SampleDesc.Count = 1;
resDesc.MipLevels = 1;
resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
// Scale offset buffer
// Separate constant buffer
ID3D12Resource *scaleOffsetBuffer;
check(m_device->CreatePlacedResource(
getCurrentResourceStorage().m_constantsBuffersHeap,
constantBuffersHeapOffset,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&scaleOffsetBuffer)
));
void *scaleOffsetMap; void *scaleOffsetMap;
size_t offset = getCurrentResourceStorage().m_currentScaleOffsetBufferIndex * 256; check(scaleOffsetBuffer->Map(0, nullptr, &scaleOffsetMap));
D3D12_RANGE range = { memcpy((char*)scaleOffsetMap, scaleOffsetMat, 16 * sizeof(float));
offset, scaleOffsetBuffer->Unmap(0, nullptr);
1024 * 1024 - offset
};
check(getCurrentResourceStorage().m_scaleOffsetBuffer->Map(0, &range, &scaleOffsetMap));
memcpy((char*)scaleOffsetMap + offset, scaleOffsetMat, 16 * sizeof(float));
getCurrentResourceStorage().m_scaleOffsetBuffer->Unmap(0, &range);
D3D12_CONSTANT_BUFFER_VIEW_DESC constantBufferViewDesc = {}; D3D12_CONSTANT_BUFFER_VIEW_DESC constantBufferViewDesc = {};
constantBufferViewDesc.BufferLocation = getCurrentResourceStorage().m_scaleOffsetBuffer->GetGPUVirtualAddress() + offset; constantBufferViewDesc.BufferLocation = scaleOffsetBuffer->GetGPUVirtualAddress();
constantBufferViewDesc.SizeInBytes = (UINT)256; constantBufferViewDesc.SizeInBytes = (UINT)256;
D3D12_CPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_scaleOffsetDescriptorHeap->GetCPUDescriptorHandleForHeapStart(); D3D12_CPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_scaleOffsetDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
Handle.ptr += getCurrentResourceStorage().m_currentScaleOffsetBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); Handle.ptr += getCurrentResourceStorage().m_currentScaleOffsetBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle); m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle);
getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace = constantBuffersHeapOffset + 256;
getCurrentResourceStorage().m_inflightResources.push_back(scaleOffsetBuffer);
} }
void D3D12GSRender::FillVertexShaderConstantsBuffer() void D3D12GSRender::FillVertexShaderConstantsBuffer()
@ -622,10 +626,36 @@ void D3D12GSRender::FillPixelShaderConstantsBuffer()
{ {
// Get constant from fragment program // Get constant from fragment program
const std::vector<size_t> &fragmentOffset = m_cachePSO.getFragmentConstantOffsetsCache(m_cur_fragment_prog); const std::vector<size_t> &fragmentOffset = m_cachePSO.getFragmentConstantOffsetsCache(m_cur_fragment_prog);
size_t bufferSize = fragmentOffset.size() * 4 * sizeof(float) + 1;
// Multiple of 256 never 0
bufferSize = (bufferSize + 255) & ~255;
size_t constantBuffersHeapOffset = getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace;
// 65536 alignment
constantBuffersHeapOffset = (constantBuffersHeapOffset + 65536 - 1) & ~65535;
D3D12_RESOURCE_DESC resDesc = {};
resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resDesc.Width = (UINT)bufferSize;
resDesc.Height = 1;
resDesc.DepthOrArraySize = 1;
resDesc.SampleDesc.Count = 1;
resDesc.MipLevels = 1;
resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
ID3D12Resource *constantsBuffer;
check(m_device->CreatePlacedResource(
getCurrentResourceStorage().m_constantsBuffersHeap,
constantBuffersHeapOffset,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&constantsBuffer)
));
size_t offset = 0; size_t offset = 0;
void *constantsBufferMap; void *constantsBufferMap;
check(getCurrentResourceStorage().m_constantsFragmentBuffer->Map(0, nullptr, &constantsBufferMap)); check(constantsBuffer->Map(0, nullptr, &constantsBufferMap));
for (size_t offsetInFP : fragmentOffset) for (size_t offsetInFP : fragmentOffset)
{ {
u32 vector[4]; u32 vector[4];
@ -653,21 +683,20 @@ void D3D12GSRender::FillPixelShaderConstantsBuffer()
vector[3] = c3; vector[3] = c3;
} }
memcpy((char*)constantsBufferMap + getCurrentResourceStorage().constantsFragmentSize + offset, vector, 4 * sizeof(u32)); memcpy((char*)constantsBufferMap + offset, vector, 4 * sizeof(u32));
offset += 4 * sizeof(u32); offset += 4 * sizeof(u32);
} }
getCurrentResourceStorage().m_constantsFragmentBuffer->Unmap(0, nullptr); constantsBuffer->Unmap(0, nullptr);
// Multiple of 256
offset = (offset + 255) & ~255;
D3D12_CONSTANT_BUFFER_VIEW_DESC constantBufferViewDesc = {}; D3D12_CONSTANT_BUFFER_VIEW_DESC constantBufferViewDesc = {};
constantBufferViewDesc.BufferLocation = getCurrentResourceStorage().m_constantsFragmentBuffer->GetGPUVirtualAddress() + getCurrentResourceStorage().constantsFragmentSize; constantBufferViewDesc.BufferLocation = constantsBuffer->GetGPUVirtualAddress();
constantBufferViewDesc.SizeInBytes = (UINT)offset; constantBufferViewDesc.SizeInBytes = (UINT)bufferSize;
D3D12_CPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart(); D3D12_CPU_DESCRIPTOR_HANDLE Handle = getCurrentResourceStorage().m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
Handle.ptr += getCurrentResourceStorage().m_constantsBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); Handle.ptr += getCurrentResourceStorage().m_constantsBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle); m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle);
getCurrentResourceStorage().constantsFragmentSize += offset; getCurrentResourceStorage().m_constantsBuffersHeapFreeSpace = constantBuffersHeapOffset + bufferSize;
getCurrentResourceStorage().m_inflightResources.push_back(constantsBuffer);
} }

View File

@ -55,19 +55,20 @@ private:
ID3D12CommandAllocator *m_commandAllocator; ID3D12CommandAllocator *m_commandAllocator;
std::list<ID3D12GraphicsCommandList *> m_inflightCommandList; std::list<ID3D12GraphicsCommandList *> m_inflightCommandList;
std::vector<ID3D12Resource *> m_inflightResources;
// Vertex storage // Vertex storage
size_t m_currentVertexBuffersHeapOffset; size_t m_currentVertexBuffersHeapOffset;
std::vector<ID3D12Resource *> m_inflightVertexBuffers;
ID3D12Heap *m_vertexBuffersHeap; ID3D12Heap *m_vertexBuffersHeap;
size_t m_indexBufferCount; size_t m_indexBufferCount;
ID3D12Resource *m_indexBuffer; ID3D12Resource *m_indexBuffer;
// Constants storage // Constants storage
ID3D12Resource *m_constantsVertexBuffer, *m_constantsFragmentBuffer; ID3D12Resource *m_constantsVertexBuffer;
size_t constantsFragmentSize; ID3D12Heap *m_constantsBuffersHeap;
size_t m_constantsBuffersHeapFreeSpace;
ID3D12DescriptorHeap *m_constantsBufferDescriptorsHeap; ID3D12DescriptorHeap *m_constantsBufferDescriptorsHeap;
size_t m_constantsBufferSize, m_constantsBufferIndex; size_t m_constantsBufferSize, m_constantsBufferIndex;
ID3D12Resource *m_scaleOffsetBuffer;
ID3D12DescriptorHeap *m_scaleOffsetDescriptorHeap; ID3D12DescriptorHeap *m_scaleOffsetDescriptorHeap;
size_t m_currentScaleOffsetBufferIndex; size_t m_currentScaleOffsetBufferIndex;