d3d12: Use heap for vertex buffer

It should consume less memory.
This commit is contained in:
vlj 2015-05-20 23:54:28 +02:00 committed by Vincent Lejeune
parent 2aedd0633f
commit f2985f12c1
2 changed files with 50 additions and 29 deletions

View File

@ -20,7 +20,7 @@ static void check(HRESULT hr)
D3D12GSRender::D3D12GSRender()
: GSRender(), m_fbo(nullptr), m_PSO(nullptr)
{
memset(m_vertexBufferSize, 0, sizeof(m_vertexBufferSize));
m_currentVertexBuffersHeapOffset = 0;
m_constantsBufferSize = 0;
m_constantsBufferIndex = 0;
m_currentScaleOffsetBufferIndex = 0;
@ -79,31 +79,27 @@ D3D12GSRender::D3D12GSRender()
m_device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_backbufferAsRendertarget[1]));
m_device->CreateRenderTargetView(m_backBuffer[1], &rttDesc, m_backbufferAsRendertarget[1]->GetCPUDescriptorHandleForHeapStart());
// Create global vertex buffers (1 MB, hopefully big enough...)
// Create heap for vertex buffers
D3D12_HEAP_DESC vertexBufferHeapDesc = {};
// 16 MB wide
vertexBufferHeapDesc.SizeInBytes = 1024 * 1024 * 16;
vertexBufferHeapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
vertexBufferHeapDesc.Properties.Type = D3D12_HEAP_TYPE_UPLOAD;
check(m_device->CreateHeap(&vertexBufferHeapDesc, IID_PPV_ARGS(&m_vertexBuffersHeap)));
D3D12_HEAP_PROPERTIES heapProp = {};
heapProp.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC resDesc = {};
resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resDesc.Width = (UINT)1024 * 1024 * 16;
resDesc.Width = (UINT) 1024 * 1024;
resDesc.Height = 1;
resDesc.DepthOrArraySize = 1;
resDesc.SampleDesc.Count = 1;
resDesc.MipLevels = 1;
resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
for (unsigned i = 0; i < m_vertex_count; i++)
{
check(m_device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&m_vertexBuffer[i])
));
}
check(m_device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
@ -237,10 +233,11 @@ D3D12GSRender::~D3D12GSRender()
m_constantsVertexBuffer->Release();
m_constantsFragmentBuffer->Release();
m_scaleOffsetBuffer->Release();
for (unsigned i = 0; i < 32; i++)
m_vertexBuffer[i]->Release();
m_vertexBuffersHeap->Release();
if (m_fbo)
delete m_fbo;
for (auto tmp : m_inflightVertexBuffers)
tmp->Release();
m_textureDescriptorsHeap->Release();
m_textureStorage->Release();
m_uploadTextureHeap->Release();
@ -373,21 +370,39 @@ std::vector<D3D12_VERTEX_BUFFER_VIEW> D3D12GSRender::EnableVertexData(bool index
if (!m_vertex_data[i].IsEnabled()) continue;
const size_t item_size = m_vertex_data[i].GetTypeSize() * m_vertex_data[i].size;
const size_t data_size = m_vertex_data[i].data.size() - data_offset * item_size;
// TODO: Use default heap and upload data
void *bufferMap;
check(m_vertexBuffer[i]->Map(0, nullptr, (void**)&bufferMap));
memcpy((char*)bufferMap + m_vertexBufferSize[i] + data_offset * item_size, &m_vertex_data[i].data[data_offset * item_size], data_size);
m_vertexBuffer[i]->Unmap(0, nullptr);
size_t subBufferSize = (data_offset + data_size) * item_size;
ID3D12Resource *vertexBuffer;
D3D12_RESOURCE_DESC vertexBufferDesc = {};
vertexBufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
vertexBufferDesc.Width = (UINT)subBufferSize;
vertexBufferDesc.Height = 1;
vertexBufferDesc.DepthOrArraySize = 1;
vertexBufferDesc.SampleDesc.Count = 1;
vertexBufferDesc.MipLevels = 1;
vertexBufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
check(m_device->CreatePlacedResource(
m_vertexBuffersHeap,
m_currentVertexBuffersHeapOffset,
&vertexBufferDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&vertexBuffer)
));
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);
vertexBuffer->Unmap(0, nullptr);
m_inflightVertexBuffers.push_back(vertexBuffer);
D3D12_VERTEX_BUFFER_VIEW vertexBufferView = {};
vertexBufferView.BufferLocation = m_vertexBuffer[i]->GetGPUVirtualAddress() + m_vertexBufferSize[i];
vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress();
vertexBufferView.SizeInBytes = (UINT)subBufferSize;
vertexBufferView.StrideInBytes = (UINT)item_size;
result.push_back(vertexBufferView);
m_vertexBufferSize[i] += subBufferSize;
// 65536 alignment
m_currentVertexBuffersHeapOffset += (subBufferSize + 65536 - 1) & ~65535;
}
if (indexed_draw)
@ -1246,7 +1261,10 @@ void D3D12GSRender::Flip()
for (ID3D12GraphicsCommandList *gfxCommandList : m_inflightCommandList)
gfxCommandList->Release();
m_inflightCommandList.clear();
memset(m_vertexBufferSize, 0, sizeof(m_vertexBufferSize));
for (ID3D12Resource *vertexBuffer : m_inflightVertexBuffers)
vertexBuffer->Release();
m_inflightVertexBuffers.clear();
m_currentVertexBuffersHeapOffset = 0;
m_constantsBufferSize = 0;
m_constantsBufferIndex = 0;
m_currentScaleOffsetBufferIndex = 0;

View File

@ -43,7 +43,7 @@ void SetGetD3DGSFrameCallback(GetGSFrameCb2 value);
class D3D12GSRender : public GSRender
{
private:
size_t m_vertexBufferSize[32];
// std::vector<PostDrawObj> m_post_draw_objs;
PipelineStateObjectCache m_cachePSO;
@ -58,8 +58,11 @@ private:
bool m_forcedIndexBuffer;
size_t m_currentVertexBuffersHeapOffset;
std::vector<ID3D12Resource *> m_inflightVertexBuffers;
ID3D12Heap *m_vertexBuffersHeap;
size_t m_indexBufferCount;
ID3D12Resource *m_indexBuffer, *m_vertexBuffer[m_vertex_count];
ID3D12Resource *m_indexBuffer;
ID3D12Resource *m_constantsVertexBuffer, *m_constantsFragmentBuffer;
size_t constantsFragmentSize;
ID3D12DescriptorHeap *m_constantsBufferDescriptorsHeap;