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https://github.com/doitsujin/dxvk.git
synced 2024-12-05 01:24:14 +01:00
[d3d11] Create video context resources on demand
Saves another memory allocation that we will often not need.
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f4b91817fe
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@ -348,56 +348,8 @@ namespace dxvk {
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D3D11VideoContext::D3D11VideoContext(
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D3D11ImmediateContext* pContext,
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const Rc<DxvkDevice>& Device)
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: m_ctx(pContext) {
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SpirvCodeBuffer vsCode(d3d11_video_blit_vert);
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SpirvCodeBuffer fsCode(d3d11_video_blit_frag);
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: m_ctx(pContext), m_device(Device) {
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const std::array<DxvkBindingInfo, 4> fsBindings = {{
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{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, VK_IMAGE_VIEW_TYPE_MAX_ENUM, VK_SHADER_STAGE_FRAGMENT_BIT, VK_ACCESS_UNIFORM_READ_BIT, VK_TRUE },
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{ VK_DESCRIPTOR_TYPE_SAMPLER, 1, VK_IMAGE_VIEW_TYPE_MAX_ENUM, VK_SHADER_STAGE_FRAGMENT_BIT, 0 },
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{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 2, VK_IMAGE_VIEW_TYPE_2D, VK_SHADER_STAGE_FRAGMENT_BIT, VK_ACCESS_SHADER_READ_BIT },
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{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 3, VK_IMAGE_VIEW_TYPE_2D, VK_SHADER_STAGE_FRAGMENT_BIT, VK_ACCESS_SHADER_READ_BIT },
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}};
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DxvkShaderCreateInfo vsInfo;
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vsInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
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vsInfo.outputMask = 0x1;
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m_vs = new DxvkShader(vsInfo, std::move(vsCode));
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DxvkShaderCreateInfo fsInfo;
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fsInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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fsInfo.bindingCount = fsBindings.size();
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fsInfo.bindings = fsBindings.data();
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fsInfo.inputMask = 0x1;
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fsInfo.outputMask = 0x1;
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m_fs = new DxvkShader(fsInfo, std::move(fsCode));
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DxvkSamplerCreateInfo samplerInfo;
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samplerInfo.magFilter = VK_FILTER_LINEAR;
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samplerInfo.minFilter = VK_FILTER_LINEAR;
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samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
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samplerInfo.mipmapLodBias = 0.0f;
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samplerInfo.mipmapLodMin = 0.0f;
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samplerInfo.mipmapLodMax = 0.0f;
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samplerInfo.useAnisotropy = VK_FALSE;
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samplerInfo.maxAnisotropy = 1.0f;
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samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samplerInfo.compareToDepth = VK_FALSE;
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samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
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samplerInfo.reductionMode = VK_SAMPLER_REDUCTION_MODE_WEIGHTED_AVERAGE;
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samplerInfo.borderColor = VkClearColorValue();
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samplerInfo.usePixelCoord = VK_FALSE;
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samplerInfo.nonSeamless = VK_FALSE;
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m_sampler = Device->createSampler(samplerInfo);
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DxvkBufferCreateInfo bufferInfo;
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bufferInfo.size = sizeof(UboData);
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bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
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bufferInfo.stages = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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bufferInfo.access = VK_ACCESS_UNIFORM_READ_BIT;
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m_ubo = Device->createBuffer(bufferInfo, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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}
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@ -1226,9 +1178,6 @@ namespace dxvk {
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rt.color[0].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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ctx->bindRenderTargets(std::move(rt), 0u);
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ctx->bindShader<VK_SHADER_STAGE_VERTEX_BIT>(Rc<DxvkShader>(m_vs));
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ctx->bindShader<VK_SHADER_STAGE_FRAGMENT_BIT>(Rc<DxvkShader>(m_fs));
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ctx->bindUniformBuffer(VK_SHADER_STAGE_FRAGMENT_BIT, 0, DxvkBufferSlice(m_ubo));
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DxvkInputAssemblyState iaState;
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iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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@ -1245,6 +1194,8 @@ namespace dxvk {
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void D3D11VideoContext::BlitStream(
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const D3D11VideoProcessorStreamState* pStreamState,
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const D3D11_VIDEO_PROCESSOR_STREAM* pStream) {
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CreateResources();
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if (pStream->PastFrames || pStream->FutureFrames)
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Logger::err("D3D11VideoContext: Ignoring non-zero PastFrames and FutureFrames");
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@ -1322,6 +1273,11 @@ namespace dxvk {
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ctx->invalidateBuffer(m_ubo, uboSlice);
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ctx->setViewports(1, &viewport, &scissor);
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ctx->bindShader<VK_SHADER_STAGE_VERTEX_BIT>(Rc<DxvkShader>(m_vs));
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ctx->bindShader<VK_SHADER_STAGE_FRAGMENT_BIT>(Rc<DxvkShader>(m_fs));
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ctx->bindUniformBuffer(VK_SHADER_STAGE_FRAGMENT_BIT, 0, DxvkBufferSlice(m_ubo));
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ctx->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, 1, Rc<DxvkSampler>(m_sampler));
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for (uint32_t i = 0; i < cViews.size(); i++)
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@ -1337,6 +1293,75 @@ namespace dxvk {
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}
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void D3D11VideoContext::CreateUniformBuffer() {
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DxvkBufferCreateInfo bufferInfo;
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bufferInfo.size = sizeof(UboData);
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bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
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bufferInfo.stages = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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bufferInfo.access = VK_ACCESS_UNIFORM_READ_BIT;
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m_ubo = m_device->createBuffer(bufferInfo, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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}
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void D3D11VideoContext::CreateSampler() {
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DxvkSamplerCreateInfo samplerInfo;
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samplerInfo.magFilter = VK_FILTER_LINEAR;
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samplerInfo.minFilter = VK_FILTER_LINEAR;
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samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
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samplerInfo.mipmapLodBias = 0.0f;
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samplerInfo.mipmapLodMin = 0.0f;
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samplerInfo.mipmapLodMax = 0.0f;
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samplerInfo.useAnisotropy = VK_FALSE;
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samplerInfo.maxAnisotropy = 1.0f;
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samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samplerInfo.compareToDepth = VK_FALSE;
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samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
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samplerInfo.reductionMode = VK_SAMPLER_REDUCTION_MODE_WEIGHTED_AVERAGE;
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samplerInfo.borderColor = VkClearColorValue();
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samplerInfo.usePixelCoord = VK_FALSE;
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samplerInfo.nonSeamless = VK_FALSE;
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m_sampler = m_device->createSampler(samplerInfo);
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}
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void D3D11VideoContext::CreateShaders() {
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SpirvCodeBuffer vsCode(d3d11_video_blit_vert);
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SpirvCodeBuffer fsCode(d3d11_video_blit_frag);
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const std::array<DxvkBindingInfo, 4> fsBindings = {{
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{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, VK_IMAGE_VIEW_TYPE_MAX_ENUM, VK_SHADER_STAGE_FRAGMENT_BIT, VK_ACCESS_UNIFORM_READ_BIT, VK_TRUE },
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{ VK_DESCRIPTOR_TYPE_SAMPLER, 1, VK_IMAGE_VIEW_TYPE_MAX_ENUM, VK_SHADER_STAGE_FRAGMENT_BIT, 0 },
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{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 2, VK_IMAGE_VIEW_TYPE_2D, VK_SHADER_STAGE_FRAGMENT_BIT, VK_ACCESS_SHADER_READ_BIT },
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{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 3, VK_IMAGE_VIEW_TYPE_2D, VK_SHADER_STAGE_FRAGMENT_BIT, VK_ACCESS_SHADER_READ_BIT },
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}};
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DxvkShaderCreateInfo vsInfo;
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vsInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
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vsInfo.outputMask = 0x1;
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m_vs = new DxvkShader(vsInfo, std::move(vsCode));
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DxvkShaderCreateInfo fsInfo;
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fsInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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fsInfo.bindingCount = fsBindings.size();
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fsInfo.bindings = fsBindings.data();
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fsInfo.inputMask = 0x1;
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fsInfo.outputMask = 0x1;
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m_fs = new DxvkShader(fsInfo, std::move(fsCode));
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}
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void D3D11VideoContext::CreateResources() {
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if (std::exchange(m_resourcesCreated, true))
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return;
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CreateSampler();
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CreateUniformBuffer();
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CreateShaders();
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}
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void D3D11VideoContext::UnbindResources() {
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m_ctx->EmitCs([] (DxvkContext* ctx) {
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ctx->bindRenderTargets(DxvkRenderTargets(), 0u);
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@ -590,13 +590,16 @@ namespace dxvk {
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D3D11ImmediateContext* m_ctx;
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Rc<DxvkSampler> m_sampler;
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Rc<DxvkDevice> m_device;
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Rc<DxvkShader> m_vs;
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Rc<DxvkShader> m_fs;
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Rc<DxvkSampler> m_sampler;
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Rc<DxvkBuffer> m_ubo;
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VkExtent2D m_dstExtent = { 0u, 0u };
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bool m_resourcesCreated = false;
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void ApplyColorMatrix(float pDst[3][4], const float pSrc[3][4]);
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void ApplyYCbCrMatrix(float pColorMatrix[3][4], bool UseBt709);
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@ -608,6 +611,14 @@ namespace dxvk {
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const D3D11VideoProcessorStreamState* pStreamState,
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const D3D11_VIDEO_PROCESSOR_STREAM* pStream);
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void CreateUniformBuffer();
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void CreateSampler();
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void CreateShaders();
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void CreateResources();
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void UnbindResources();
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};
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