d3d12: Use ring like heap for vertex and fragment constants too

This commit is contained in:
vlj 2015-06-01 23:18:21 +02:00 committed by Vincent Lejeune
parent 59aca7566e
commit f721f2cbaa
3 changed files with 11 additions and 19 deletions

View File

@ -432,14 +432,13 @@ void D3D12GSRender::FillVertexShaderConstantsBuffer()
memcpy((char*)vertexConstantShadowCopy + offset, vector, 4 * sizeof(float));
}
size_t constantBuffersHeapOffset = m_perFrameStorage.m_constantsBuffersHeapFreeSpace;
// 65536 alignment
constantBuffersHeapOffset = (constantBuffersHeapOffset + 65536 - 1) & ~65535;
assert(m_constantsData.canAlloc(512 * 4 * sizeof(float)));
size_t heapOffset = m_constantsData.alloc(512 * 4 * sizeof(float));
ID3D12Resource *constantsBuffer;
check(m_device->CreatePlacedResource(
m_perFrameStorage.m_constantsBuffersHeap,
constantBuffersHeapOffset,
m_constantsData.m_heap,
heapOffset,
&getBufferResourceDesc(512 * 4 * sizeof(float)),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
@ -457,8 +456,7 @@ void D3D12GSRender::FillVertexShaderConstantsBuffer()
D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_perFrameStorage.m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
Handle.ptr += m_perFrameStorage.m_constantsBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle);
m_perFrameStorage.m_constantsBuffersHeapFreeSpace = constantBuffersHeapOffset + 512 * 4 * sizeof(float);
m_perFrameStorage.m_inflightResources.push_back(constantsBuffer);
m_constantsData.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, 512 * 4 * sizeof(float), constantsBuffer));
}
void D3D12GSRender::FillPixelShaderConstantsBuffer()
@ -469,14 +467,13 @@ void D3D12GSRender::FillPixelShaderConstantsBuffer()
// Multiple of 256 never 0
bufferSize = (bufferSize + 255) & ~255;
size_t constantBuffersHeapOffset = m_perFrameStorage.m_constantsBuffersHeapFreeSpace;
// 65536 alignment
constantBuffersHeapOffset = (constantBuffersHeapOffset + 65536 - 1) & ~65535;
assert(m_constantsData.canAlloc(bufferSize));
size_t heapOffset = m_constantsData.alloc(bufferSize);
ID3D12Resource *constantsBuffer;
check(m_device->CreatePlacedResource(
m_perFrameStorage.m_constantsBuffersHeap,
constantBuffersHeapOffset,
m_constantsData.m_heap,
heapOffset,
&getBufferResourceDesc(bufferSize),
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
@ -532,8 +529,7 @@ void D3D12GSRender::FillPixelShaderConstantsBuffer()
D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_perFrameStorage.m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
Handle.ptr += m_perFrameStorage.m_constantsBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle);
m_perFrameStorage.m_constantsBuffersHeapFreeSpace = constantBuffersHeapOffset + bufferSize;
m_perFrameStorage.m_inflightResources.push_back(constantsBuffer);
m_constantsData.m_resourceStoredSinceLastSync.push_back(std::make_tuple(heapOffset, bufferSize, constantsBuffer));
}

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@ -84,7 +84,6 @@ void D3D12GSRender::ResourceStorage::Reset()
m_vertexIndexBuffersHeapFreeSpace = 0;
m_constantsBufferIndex = 0;
m_currentScaleOffsetBufferIndex = 0;
m_constantsBuffersHeapFreeSpace = 0;
m_currentStorageOffset = 0;
m_currentTextureIndex = 0;
@ -113,7 +112,6 @@ void D3D12GSRender::ResourceStorage::Init(ID3D12Device *device)
vertexBufferHeapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
vertexBufferHeapDesc.Properties.Type = D3D12_HEAP_TYPE_UPLOAD;
check(device->CreateHeap(&vertexBufferHeapDesc, IID_PPV_ARGS(&m_vertexIndexBuffersHeap)));
check(device->CreateHeap(&vertexBufferHeapDesc, IID_PPV_ARGS(&m_constantsBuffersHeap)));
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc = {};
descriptorHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
@ -156,7 +154,6 @@ void D3D12GSRender::ResourceStorage::Release()
m_constantsBufferDescriptorsHeap->Release();
m_scaleOffsetDescriptorHeap->Release();
m_constantsBuffersHeap->Release();
m_vertexIndexBuffersHeap->Release();
for (auto tmp : m_inflightResources)
tmp->Release();

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@ -91,8 +91,6 @@ private:
ID3D12Heap *m_vertexIndexBuffersHeap;
// Constants storage
ID3D12Heap *m_constantsBuffersHeap;
size_t m_constantsBuffersHeapFreeSpace;
ID3D12DescriptorHeap *m_constantsBufferDescriptorsHeap;
size_t m_constantsBufferIndex;
ID3D12DescriptorHeap *m_scaleOffsetDescriptorHeap;
@ -113,6 +111,7 @@ private:
ResourceStorage m_perFrameStorage;
// Constants storage
DataHeap m_constantsData;
struct UAVHeap