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[d3d11] Avoid unnecessary buffer slice copy when mapping buffer

This commit is contained in:
Philip Rebohle 2018-09-17 22:04:31 +02:00
parent 820904f22d
commit 72106a02cb
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@ -334,11 +334,13 @@ namespace dxvk {
return E_INVALIDARG; return E_INVALIDARG;
} }
DxvkPhysicalBufferSlice physicalSlice;
if (MapType == D3D11_MAP_WRITE_DISCARD) { if (MapType == D3D11_MAP_WRITE_DISCARD) {
// Allocate a new backing slice for the buffer and set // Allocate a new backing slice for the buffer and set
// it as the 'new' mapped slice. This assumes that the // it as the 'new' mapped slice. This assumes that the
// only way to invalidate a buffer is by mapping it. // only way to invalidate a buffer is by mapping it.
auto physicalSlice = buffer->allocPhysicalSlice(); physicalSlice = buffer->allocPhysicalSlice();
pResource->SetMappedSlice(physicalSlice); pResource->SetMappedSlice(physicalSlice);
EmitCs([ EmitCs([
@ -350,13 +352,13 @@ namespace dxvk {
} else if (MapType != D3D11_MAP_WRITE_NO_OVERWRITE) { } else if (MapType != D3D11_MAP_WRITE_NO_OVERWRITE) {
if (!WaitForResource(buffer->resource(), MapFlags)) if (!WaitForResource(buffer->resource(), MapFlags))
return DXGI_ERROR_WAS_STILL_DRAWING; return DXGI_ERROR_WAS_STILL_DRAWING;
physicalSlice = pResource->GetMappedSlice();
} }
// Use map pointer from previous map operation. This // Use map pointer from previous map operation. This
// way we don't have to synchronize with the CS thread // way we don't have to synchronize with the CS thread
// if the map mode is D3D11_MAP_WRITE_NO_OVERWRITE. // if the map mode is D3D11_MAP_WRITE_NO_OVERWRITE.
DxvkPhysicalBufferSlice physicalSlice = pResource->GetMappedSlice();
pMappedResource->pData = physicalSlice.mapPtr(0); pMappedResource->pData = physicalSlice.mapPtr(0);
pMappedResource->RowPitch = pResource->GetSize(); pMappedResource->RowPitch = pResource->GetSize();
pMappedResource->DepthPitch = pResource->GetSize(); pMappedResource->DepthPitch = pResource->GetSize();