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mirror of https://github.com/doitsujin/dxvk.git synced 2025-03-13 19:29:14 +01:00

[d3d11] Refactor resource initialization

In addition to moving the code to a separate class, this also
improves flushing behaviour by limiting the amount of memory
being initialized rather than the number of commands executed.
This commit is contained in:
Philip Rebohle 2018-07-23 15:21:17 +02:00
parent 1d3a121e89
commit 662b6429a8
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
5 changed files with 285 additions and 163 deletions

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@ -102,18 +102,16 @@ namespace dxvk {
reinterpret_cast<void**>(&m_dxgiAdapter))))
throw DxvkError("D3D11Device: Failed to query adapter");
m_initializer = new D3D11Initializer(m_dxvkDevice);
m_context = new D3D11ImmediateContext(this, m_dxvkDevice);
m_resourceInitContext = m_dxvkDevice->createContext();
m_resourceInitContext->beginRecording(
m_dxvkDevice->createCommandList());
CreateCounterBuffer();
}
D3D11Device::~D3D11Device() {
delete m_context;
delete m_initializer;
}
@ -145,7 +143,7 @@ namespace dxvk {
const Com<D3D11Buffer> buffer
= new D3D11Buffer(this, pDesc);
this->InitBuffer(buffer.ptr(), pInitialData);
m_initializer->InitBuffer(buffer.ptr(), pInitialData);
*ppBuffer = buffer.ref();
return S_OK;
} catch (const DxvkError& e) {
@ -182,7 +180,7 @@ namespace dxvk {
try {
const Com<D3D11Texture1D> texture = new D3D11Texture1D(this, &desc);
this->InitTexture(texture->GetCommonTexture(), pInitialData);
m_initializer->InitTexture(texture->GetCommonTexture(), pInitialData);
*ppTexture1D = texture.ref();
return S_OK;
} catch (const DxvkError& e) {
@ -219,7 +217,7 @@ namespace dxvk {
try {
const Com<D3D11Texture2D> texture = new D3D11Texture2D(this, &desc);
this->InitTexture(texture->GetCommonTexture(), pInitialData);
m_initializer->InitTexture(texture->GetCommonTexture(), pInitialData);
*ppTexture2D = texture.ref();
return S_OK;
} catch (const DxvkError& e) {
@ -256,7 +254,7 @@ namespace dxvk {
try {
const Com<D3D11Texture3D> texture = new D3D11Texture3D(this, &desc);
this->InitTexture(texture->GetCommonTexture(), pInitialData);
m_initializer->InitTexture(texture->GetCommonTexture(), pInitialData);
*ppTexture3D = texture.ref();
return S_OK;
} catch (const DxvkError& e) {
@ -1752,10 +1750,7 @@ namespace dxvk {
void D3D11Device::FlushInitContext() {
LockResourceInitContext();
if (m_resourceInitCommands != 0)
SubmitResourceInitCommands();
UnlockResourceInitContext(0);
m_initializer->Flush();
}
@ -1877,113 +1872,6 @@ namespace dxvk {
}
void D3D11Device::InitBuffer(
D3D11Buffer* pBuffer,
const D3D11_SUBRESOURCE_DATA* pInitialData) {
const DxvkBufferSlice bufferSlice = pBuffer->GetBufferSlice();
D3D11_BUFFER_DESC desc;
pBuffer->GetDesc(&desc);
if (pInitialData != nullptr && pInitialData->pSysMem != nullptr) {
LockResourceInitContext();
m_resourceInitContext->updateBuffer(
bufferSlice.buffer(),
bufferSlice.offset(),
bufferSlice.length(),
pInitialData->pSysMem);
UnlockResourceInitContext(1);
} else if (desc.Usage == D3D11_USAGE_DEFAULT) {
LockResourceInitContext();
m_resourceInitContext->clearBuffer(
bufferSlice.buffer(),
bufferSlice.offset(),
bufferSlice.length(),
0u);
UnlockResourceInitContext(1);
}
}
void D3D11Device::InitTexture(
D3D11CommonTexture* pTexture,
const D3D11_SUBRESOURCE_DATA* pInitialData) {
const Rc<DxvkImage> image = pTexture->GetImage();
const DxvkFormatInfo* formatInfo = imageFormatInfo(image->info().format);
if (pInitialData != nullptr && pInitialData->pSysMem != nullptr) {
LockResourceInitContext();
// pInitialData is an array that stores an entry for
// every single subresource. Since we will define all
// subresources, this counts as initialization.
VkImageSubresourceLayers subresourceLayers;
subresourceLayers.aspectMask = formatInfo->aspectMask;
subresourceLayers.mipLevel = 0;
subresourceLayers.baseArrayLayer = 0;
subresourceLayers.layerCount = 1;
for (uint32_t layer = 0; layer < image->info().numLayers; layer++) {
for (uint32_t level = 0; level < image->info().mipLevels; level++) {
subresourceLayers.baseArrayLayer = layer;
subresourceLayers.mipLevel = level;
const uint32_t id = D3D11CalcSubresource(
level, layer, image->info().mipLevels);
m_resourceInitContext->updateImage(
image, subresourceLayers,
VkOffset3D { 0, 0, 0 },
image->mipLevelExtent(level),
pInitialData[id].pSysMem,
pInitialData[id].SysMemPitch,
pInitialData[id].SysMemSlicePitch);
}
}
const uint32_t subresourceCount =
image->info().numLayers * image->info().mipLevels;
UnlockResourceInitContext(subresourceCount);
} else {
LockResourceInitContext();
// While the Microsoft docs state that resource contents are
// undefined if no initial data is provided, some applications
// expect a resource to be pre-cleared. We can only do that
// for non-compressed images, but that should be fine.
VkImageSubresourceRange subresources;
subresources.aspectMask = formatInfo->aspectMask;
subresources.baseMipLevel = 0;
subresources.levelCount = image->info().mipLevels;
subresources.baseArrayLayer = 0;
subresources.layerCount = image->info().numLayers;
if (formatInfo->flags.test(DxvkFormatFlag::BlockCompressed)) {
m_resourceInitContext->initImage(
image, subresources);
} else {
if (subresources.aspectMask == VK_IMAGE_ASPECT_COLOR_BIT) {
m_resourceInitContext->clearColorImage(
image, VkClearColorValue(), subresources);
} else {
VkClearDepthStencilValue value;
value.depth = 1.0f;
value.stencil = 0;
m_resourceInitContext->clearDepthStencilImage(
image, value, subresources);
}
}
UnlockResourceInitContext(1);
}
}
HRESULT D3D11Device::GetFormatSupportFlags(DXGI_FORMAT Format, UINT* pFlags1, UINT* pFlags2) const {
// Query some general information from DXGI, DXVK and Vulkan about the format
const DXGI_VK_FORMAT_INFO fmtMapping = m_dxgiAdapter->LookupFormat(Format, DXGI_VK_FORMAT_MODE_ANY);
@ -2158,33 +2046,6 @@ namespace dxvk {
}
void D3D11Device::LockResourceInitContext() {
m_resourceInitMutex.lock();
}
void D3D11Device::UnlockResourceInitContext(uint64_t CommandCount) {
m_resourceInitCommands += CommandCount;
if (m_resourceInitCommands >= InitCommandThreshold)
SubmitResourceInitCommands();
m_resourceInitMutex.unlock();
}
void D3D11Device::SubmitResourceInitCommands() {
m_dxvkDevice->submitCommandList(
m_resourceInitContext->endRecording(),
nullptr, nullptr);
m_resourceInitContext->beginRecording(
m_dxvkDevice->createCommandList());
m_resourceInitCommands = 0;
}
D3D_FEATURE_LEVEL D3D11Device::GetMaxFeatureLevel() {
static const std::array<std::pair<std::string, D3D_FEATURE_LEVEL>, 7> s_featureLevels = {{
{ "11_1", D3D_FEATURE_LEVEL_11_1 },

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@ -9,6 +9,7 @@
#include "../util/com/com_private_data.h"
#include "d3d11_initializer.h"
#include "d3d11_interfaces.h"
#include "d3d11_options.h"
#include "d3d11_shader.h"
@ -357,16 +358,13 @@ namespace dxvk {
const D3D11OptionSet m_d3d11Options;
const DxbcOptions m_dxbcOptions;
D3D11ImmediateContext* m_context = nullptr;
D3D11Initializer* m_initializer = nullptr;
D3D11ImmediateContext* m_context = nullptr;
std::mutex m_counterMutex;
std::vector<uint32_t> m_counterSlices;
Rc<DxvkBuffer> m_counterBuffer;
std::mutex m_resourceInitMutex;
Rc<DxvkContext> m_resourceInitContext;
uint64_t m_resourceInitCommands = 0;
D3D11StateObjectSet<D3D11BlendState> m_bsStateObjects;
D3D11StateObjectSet<D3D11DepthStencilState> m_dsStateObjects;
D3D11StateObjectSet<D3D11RasterizerState> m_rsStateObjects;
@ -381,14 +379,6 @@ namespace dxvk {
const DxbcModuleInfo* pModuleInfo,
DxbcProgramType ProgramType);
void InitBuffer(
D3D11Buffer* pBuffer,
const D3D11_SUBRESOURCE_DATA* pInitialData);
void InitTexture(
D3D11CommonTexture* pTexture,
const D3D11_SUBRESOURCE_DATA* pInitialData);
HRESULT GetFormatSupportFlags(
DXGI_FORMAT Format,
UINT* pFlags1,
@ -400,10 +390,6 @@ namespace dxvk {
void CreateCounterBuffer();
void LockResourceInitContext();
void UnlockResourceInitContext(uint64_t CommandCount);
void SubmitResourceInitCommands();
static D3D_FEATURE_LEVEL GetMaxFeatureLevel();
};

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@ -0,0 +1,207 @@
#include <cstring>
#include "d3d11_initializer.h"
namespace dxvk {
D3D11Initializer::D3D11Initializer(
const Rc<DxvkDevice>& Device)
: m_device(Device), m_context(m_device->createContext()) {
m_context->beginRecording(
m_device->createCommandList());
}
D3D11Initializer::~D3D11Initializer() {
}
void D3D11Initializer::Flush() {
std::lock_guard<std::mutex> lock(m_mutex);
if (m_transferCommands != 0)
FlushInternal();
}
void D3D11Initializer::InitBuffer(
D3D11Buffer* pBuffer,
const D3D11_SUBRESOURCE_DATA* pInitialData) {
VkMemoryPropertyFlags memFlags = pBuffer->GetBuffer()->memFlags();
(memFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)
? InitHostVisibleBuffer(pBuffer, pInitialData)
: InitDeviceLocalBuffer(pBuffer, pInitialData);
}
void D3D11Initializer::InitTexture(
D3D11CommonTexture* pTexture,
const D3D11_SUBRESOURCE_DATA* pInitialData) {
VkMemoryPropertyFlags memFlags = pTexture->GetImage()->memFlags();
(memFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)
? InitHostVisibleTexture(pTexture, pInitialData)
: InitDeviceLocalTexture(pTexture, pInitialData);
}
void D3D11Initializer::InitDeviceLocalBuffer(
D3D11Buffer* pBuffer,
const D3D11_SUBRESOURCE_DATA* pInitialData) {
std::lock_guard<std::mutex> lock(m_mutex);
DxvkBufferSlice bufferSlice = pBuffer->GetBufferSlice();
if (pInitialData != nullptr && pInitialData->pSysMem != nullptr) {
m_transferMemory += bufferSlice.length();
m_transferCommands += 1;
m_context->updateBuffer(
bufferSlice.buffer(),
bufferSlice.offset(),
bufferSlice.length(),
pInitialData->pSysMem);
} else {
m_transferCommands += 1;
m_context->clearBuffer(
bufferSlice.buffer(),
bufferSlice.offset(),
bufferSlice.length(),
0u);
}
FlushImplicit();
}
void D3D11Initializer::InitHostVisibleBuffer(
D3D11Buffer* pBuffer,
const D3D11_SUBRESOURCE_DATA* pInitialData) {
// If the buffer is mapped, we can write data directly
// to the mapped memory region instead of doing it on
// the GPU. Same goes for zero-initialization.
DxvkBufferSlice bufferSlice = pBuffer->GetBufferSlice();
if (pInitialData != nullptr && pInitialData->pSysMem != nullptr) {
std::memcpy(
bufferSlice.mapPtr(0),
pInitialData->pSysMem,
bufferSlice.length());
} else {
std::memset(
bufferSlice.mapPtr(0), 0,
bufferSlice.length());
}
}
void D3D11Initializer::InitDeviceLocalTexture(
D3D11CommonTexture* pTexture,
const D3D11_SUBRESOURCE_DATA* pInitialData) {
std::lock_guard<std::mutex> lock(m_mutex);
Rc<DxvkImage> image = pTexture->GetImage();
auto formatInfo = imageFormatInfo(image->info().format);
if (pInitialData != nullptr && pInitialData->pSysMem != nullptr) {
// pInitialData is an array that stores an entry for
// every single subresource. Since we will define all
// subresources, this counts as initialization.
VkImageSubresourceLayers subresourceLayers;
subresourceLayers.aspectMask = formatInfo->aspectMask;
subresourceLayers.mipLevel = 0;
subresourceLayers.baseArrayLayer = 0;
subresourceLayers.layerCount = 1;
for (uint32_t layer = 0; layer < image->info().numLayers; layer++) {
for (uint32_t level = 0; level < image->info().mipLevels; level++) {
subresourceLayers.baseArrayLayer = layer;
subresourceLayers.mipLevel = level;
const uint32_t id = D3D11CalcSubresource(
level, layer, image->info().mipLevels);
VkOffset3D mipLevelOffset = { 0, 0, 0 };
VkExtent3D mipLevelExtent = image->mipLevelExtent(level);
m_transferCommands += 1;
m_transferMemory += util::computeImageDataSize(
image->info().format, mipLevelExtent);
m_context->updateImage(
image, subresourceLayers,
mipLevelOffset,
mipLevelExtent,
pInitialData[id].pSysMem,
pInitialData[id].SysMemPitch,
pInitialData[id].SysMemSlicePitch);
}
}
} else {
m_transferCommands += 1;
// While the Microsoft docs state that resource contents are
// undefined if no initial data is provided, some applications
// expect a resource to be pre-cleared. We can only do that
// for non-compressed images, but that should be fine.
VkImageSubresourceRange subresources;
subresources.aspectMask = formatInfo->aspectMask;
subresources.baseMipLevel = 0;
subresources.levelCount = image->info().mipLevels;
subresources.baseArrayLayer = 0;
subresources.layerCount = image->info().numLayers;
if (formatInfo->flags.test(DxvkFormatFlag::BlockCompressed)) {
m_context->initImage(image, subresources);
} else {
if (subresources.aspectMask == VK_IMAGE_ASPECT_COLOR_BIT) {
VkClearColorValue value = { };
m_context->clearColorImage(
image, value, subresources);
} else {
VkClearDepthStencilValue value;
value.depth = 1.0f;
value.stencil = 0;
m_context->clearDepthStencilImage(
image, value, subresources);
}
}
}
FlushImplicit();
}
void D3D11Initializer::InitHostVisibleTexture(
D3D11CommonTexture* pTexture,
const D3D11_SUBRESOURCE_DATA* pInitialData) {
// TODO implement properly with memset/memcpy
InitDeviceLocalTexture(pTexture, pInitialData);
}
void D3D11Initializer::FlushImplicit() {
if (m_transferCommands > MaxTransferCommands
|| m_transferMemory > MaxTransferMemory)
FlushInternal();
}
void D3D11Initializer::FlushInternal() {
m_device->submitCommandList(
m_context->endRecording(),
nullptr, nullptr);
m_context->beginRecording(
m_device->createCommandList());
m_transferCommands = 0;
m_transferMemory = 0;
}
}

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@ -0,0 +1,67 @@
#pragma once
#include "d3d11_buffer.h"
#include "d3d11_texture.h"
namespace dxvk {
/**
* \brief Resource initialization context
*
* Manages a context which is used for resource
* initialization. This includes initialization
* with application-defined data, as well as
* zero-initialization for buffers and images.
*/
class D3D11Initializer {
constexpr static size_t MaxTransferMemory = 32 * 1024 * 1024;
constexpr static size_t MaxTransferCommands = 512;
public:
D3D11Initializer(
const Rc<DxvkDevice>& Device);
~D3D11Initializer();
void Flush();
void InitBuffer(
D3D11Buffer* pBuffer,
const D3D11_SUBRESOURCE_DATA* pInitialData);
void InitTexture(
D3D11CommonTexture* pTexture,
const D3D11_SUBRESOURCE_DATA* pInitialData);
private:
std::mutex m_mutex;
Rc<DxvkDevice> m_device;
Rc<DxvkContext> m_context;
size_t m_transferCommands = 0;
size_t m_transferMemory = 0;
void InitDeviceLocalBuffer(
D3D11Buffer* pBuffer,
const D3D11_SUBRESOURCE_DATA* pInitialData);
void InitHostVisibleBuffer(
D3D11Buffer* pBuffer,
const D3D11_SUBRESOURCE_DATA* pInitialData);
void InitDeviceLocalTexture(
D3D11CommonTexture* pTexture,
const D3D11_SUBRESOURCE_DATA* pInitialData);
void InitHostVisibleTexture(
D3D11CommonTexture* pTexture,
const D3D11_SUBRESOURCE_DATA* pInitialData);
void FlushImplicit();
void FlushInternal();
};
}

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@ -10,6 +10,7 @@ d3d11_src = [
'd3d11_depth_stencil.cpp',
'd3d11_device.cpp',
'd3d11_enums.cpp',
'd3d11_initializer.cpp',
'd3d11_input_layout.cpp',
'd3d11_interop.cpp',
'd3d11_main.cpp',