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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-04 16:24:29 +01:00

[d3d11] Create video context resources on demand

Saves another memory allocation that we will often not need.
This commit is contained in:
Philip Rebohle 2023-03-01 12:37:06 +01:00
parent f4b91817fe
commit 2356d34f2e
2 changed files with 93 additions and 57 deletions

View File

@ -348,56 +348,8 @@ namespace dxvk {
D3D11VideoContext::D3D11VideoContext(
D3D11ImmediateContext* pContext,
const Rc<DxvkDevice>& Device)
: m_ctx(pContext) {
SpirvCodeBuffer vsCode(d3d11_video_blit_vert);
SpirvCodeBuffer fsCode(d3d11_video_blit_frag);
: m_ctx(pContext), m_device(Device) {
const std::array<DxvkBindingInfo, 4> fsBindings = {{
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, VK_IMAGE_VIEW_TYPE_MAX_ENUM, VK_SHADER_STAGE_FRAGMENT_BIT, VK_ACCESS_UNIFORM_READ_BIT, VK_TRUE },
{ VK_DESCRIPTOR_TYPE_SAMPLER, 1, VK_IMAGE_VIEW_TYPE_MAX_ENUM, VK_SHADER_STAGE_FRAGMENT_BIT, 0 },
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 2, VK_IMAGE_VIEW_TYPE_2D, VK_SHADER_STAGE_FRAGMENT_BIT, VK_ACCESS_SHADER_READ_BIT },
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 3, VK_IMAGE_VIEW_TYPE_2D, VK_SHADER_STAGE_FRAGMENT_BIT, VK_ACCESS_SHADER_READ_BIT },
}};
DxvkShaderCreateInfo vsInfo;
vsInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
vsInfo.outputMask = 0x1;
m_vs = new DxvkShader(vsInfo, std::move(vsCode));
DxvkShaderCreateInfo fsInfo;
fsInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
fsInfo.bindingCount = fsBindings.size();
fsInfo.bindings = fsBindings.data();
fsInfo.inputMask = 0x1;
fsInfo.outputMask = 0x1;
m_fs = new DxvkShader(fsInfo, std::move(fsCode));
DxvkSamplerCreateInfo samplerInfo;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
samplerInfo.mipmapLodBias = 0.0f;
samplerInfo.mipmapLodMin = 0.0f;
samplerInfo.mipmapLodMax = 0.0f;
samplerInfo.useAnisotropy = VK_FALSE;
samplerInfo.maxAnisotropy = 1.0f;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.compareToDepth = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.reductionMode = VK_SAMPLER_REDUCTION_MODE_WEIGHTED_AVERAGE;
samplerInfo.borderColor = VkClearColorValue();
samplerInfo.usePixelCoord = VK_FALSE;
samplerInfo.nonSeamless = VK_FALSE;
m_sampler = Device->createSampler(samplerInfo);
DxvkBufferCreateInfo bufferInfo;
bufferInfo.size = sizeof(UboData);
bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
bufferInfo.stages = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
bufferInfo.access = VK_ACCESS_UNIFORM_READ_BIT;
m_ubo = Device->createBuffer(bufferInfo, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
}
@ -1226,9 +1178,6 @@ namespace dxvk {
rt.color[0].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
ctx->bindRenderTargets(std::move(rt), 0u);
ctx->bindShader<VK_SHADER_STAGE_VERTEX_BIT>(Rc<DxvkShader>(m_vs));
ctx->bindShader<VK_SHADER_STAGE_FRAGMENT_BIT>(Rc<DxvkShader>(m_fs));
ctx->bindUniformBuffer(VK_SHADER_STAGE_FRAGMENT_BIT, 0, DxvkBufferSlice(m_ubo));
DxvkInputAssemblyState iaState;
iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
@ -1245,6 +1194,8 @@ namespace dxvk {
void D3D11VideoContext::BlitStream(
const D3D11VideoProcessorStreamState* pStreamState,
const D3D11_VIDEO_PROCESSOR_STREAM* pStream) {
CreateResources();
if (pStream->PastFrames || pStream->FutureFrames)
Logger::err("D3D11VideoContext: Ignoring non-zero PastFrames and FutureFrames");
@ -1322,6 +1273,11 @@ namespace dxvk {
ctx->invalidateBuffer(m_ubo, uboSlice);
ctx->setViewports(1, &viewport, &scissor);
ctx->bindShader<VK_SHADER_STAGE_VERTEX_BIT>(Rc<DxvkShader>(m_vs));
ctx->bindShader<VK_SHADER_STAGE_FRAGMENT_BIT>(Rc<DxvkShader>(m_fs));
ctx->bindUniformBuffer(VK_SHADER_STAGE_FRAGMENT_BIT, 0, DxvkBufferSlice(m_ubo));
ctx->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, 1, Rc<DxvkSampler>(m_sampler));
for (uint32_t i = 0; i < cViews.size(); i++)
@ -1337,6 +1293,75 @@ namespace dxvk {
}
void D3D11VideoContext::CreateUniformBuffer() {
DxvkBufferCreateInfo bufferInfo;
bufferInfo.size = sizeof(UboData);
bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
bufferInfo.stages = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
bufferInfo.access = VK_ACCESS_UNIFORM_READ_BIT;
m_ubo = m_device->createBuffer(bufferInfo, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
}
void D3D11VideoContext::CreateSampler() {
DxvkSamplerCreateInfo samplerInfo;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
samplerInfo.mipmapLodBias = 0.0f;
samplerInfo.mipmapLodMin = 0.0f;
samplerInfo.mipmapLodMax = 0.0f;
samplerInfo.useAnisotropy = VK_FALSE;
samplerInfo.maxAnisotropy = 1.0f;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.compareToDepth = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.reductionMode = VK_SAMPLER_REDUCTION_MODE_WEIGHTED_AVERAGE;
samplerInfo.borderColor = VkClearColorValue();
samplerInfo.usePixelCoord = VK_FALSE;
samplerInfo.nonSeamless = VK_FALSE;
m_sampler = m_device->createSampler(samplerInfo);
}
void D3D11VideoContext::CreateShaders() {
SpirvCodeBuffer vsCode(d3d11_video_blit_vert);
SpirvCodeBuffer fsCode(d3d11_video_blit_frag);
const std::array<DxvkBindingInfo, 4> fsBindings = {{
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, VK_IMAGE_VIEW_TYPE_MAX_ENUM, VK_SHADER_STAGE_FRAGMENT_BIT, VK_ACCESS_UNIFORM_READ_BIT, VK_TRUE },
{ VK_DESCRIPTOR_TYPE_SAMPLER, 1, VK_IMAGE_VIEW_TYPE_MAX_ENUM, VK_SHADER_STAGE_FRAGMENT_BIT, 0 },
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 2, VK_IMAGE_VIEW_TYPE_2D, VK_SHADER_STAGE_FRAGMENT_BIT, VK_ACCESS_SHADER_READ_BIT },
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 3, VK_IMAGE_VIEW_TYPE_2D, VK_SHADER_STAGE_FRAGMENT_BIT, VK_ACCESS_SHADER_READ_BIT },
}};
DxvkShaderCreateInfo vsInfo;
vsInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
vsInfo.outputMask = 0x1;
m_vs = new DxvkShader(vsInfo, std::move(vsCode));
DxvkShaderCreateInfo fsInfo;
fsInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
fsInfo.bindingCount = fsBindings.size();
fsInfo.bindings = fsBindings.data();
fsInfo.inputMask = 0x1;
fsInfo.outputMask = 0x1;
m_fs = new DxvkShader(fsInfo, std::move(fsCode));
}
void D3D11VideoContext::CreateResources() {
if (std::exchange(m_resourcesCreated, true))
return;
CreateSampler();
CreateUniformBuffer();
CreateShaders();
}
void D3D11VideoContext::UnbindResources() {
m_ctx->EmitCs([] (DxvkContext* ctx) {
ctx->bindRenderTargets(DxvkRenderTargets(), 0u);

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@ -588,15 +588,18 @@ namespace dxvk {
VkBool32 isPlanar;
};
D3D11ImmediateContext* m_ctx;
D3D11ImmediateContext* m_ctx;
Rc<DxvkSampler> m_sampler;
Rc<DxvkShader> m_vs;
Rc<DxvkShader> m_fs;
Rc<DxvkBuffer> m_ubo;
Rc<DxvkDevice> m_device;
Rc<DxvkShader> m_vs;
Rc<DxvkShader> m_fs;
Rc<DxvkSampler> m_sampler;
Rc<DxvkBuffer> m_ubo;
VkExtent2D m_dstExtent = { 0u, 0u };
bool m_resourcesCreated = false;
void ApplyColorMatrix(float pDst[3][4], const float pSrc[3][4]);
void ApplyYCbCrMatrix(float pColorMatrix[3][4], bool UseBt709);
@ -608,6 +611,14 @@ namespace dxvk {
const D3D11VideoProcessorStreamState* pStreamState,
const D3D11_VIDEO_PROCESSOR_STREAM* pStream);
void CreateUniformBuffer();
void CreateSampler();
void CreateShaders();
void CreateResources();
void UnbindResources();
};