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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-03 04:24:11 +01:00

[d3d11] Use allocation cache for dynamic buffers

This commit is contained in:
Philip Rebohle 2024-09-24 15:50:08 +02:00 committed by Philip Rebohle
parent 4db0007af3
commit 9a51849920
5 changed files with 37 additions and 8 deletions

View File

@ -113,12 +113,12 @@ namespace dxvk {
: DxvkBufferSlice();
}
Rc<DxvkResourceAllocation> AllocSlice() {
return m_buffer->allocateSlice();
Rc<DxvkResourceAllocation> AllocSlice(DxvkLocalAllocationCache* cache) {
return m_buffer->allocateSlice(cache);
}
Rc<DxvkResourceAllocation> DiscardSlice() {
m_allocation = m_buffer->allocateSlice();
Rc<DxvkResourceAllocation> DiscardSlice(DxvkLocalAllocationCache* cache) {
m_allocation = m_buffer->allocateSlice(cache);
return m_allocation;
}

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@ -21,7 +21,34 @@ namespace dxvk {
m_csFlags (CsFlags),
m_csChunk (AllocCsChunk()),
m_cmdData (nullptr) {
// Create local allocation cache with the same properties
// that we will use for common dynamic buffer types
uint32_t cachedDynamic = pParent->GetOptions()->cachedDynamicResources;
VkMemoryPropertyFlags memoryFlags =
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT |
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
if (cachedDynamic & D3D11_BIND_CONSTANT_BUFFER) {
memoryFlags &= ~VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
cachedDynamic = 0;
}
VkBufferUsageFlags bufferUsage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
if (!(cachedDynamic & D3D11_BIND_SHADER_RESOURCE)) {
bufferUsage |= VK_BUFFER_USAGE_STORAGE_BUFFER_BIT
| VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT;
}
if (!(cachedDynamic & D3D11_BIND_VERTEX_BUFFER))
bufferUsage |= VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
if (!(cachedDynamic & D3D11_BIND_INDEX_BUFFER))
bufferUsage |= VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
m_allocationCache = m_device->createAllocationCache(bufferUsage, memoryFlags);
}

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@ -775,6 +775,8 @@ namespace dxvk {
DxvkCsChunkRef m_csChunk;
D3D11CmdData* m_cmdData;
DxvkLocalAllocationCache m_allocationCache;
DxvkCsChunkRef AllocCsChunk();
DxvkDataSlice AllocUpdateBufferSlice(size_t Size);

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@ -278,7 +278,7 @@ namespace dxvk {
// For resources that cannot be written by the GPU,
// we may write to the buffer resource directly and
// just swap in the buffer slice as needed.
auto bufferSlice = pBuffer->AllocSlice();
auto bufferSlice = pBuffer->AllocSlice(&m_allocationCache);
pMappedResource->pData = bufferSlice->mapPtr();
EmitCs([

View File

@ -332,7 +332,7 @@ namespace dxvk {
// Allocate a new backing slice for the buffer and set
// it as the 'new' mapped slice. This assumes that the
// only way to invalidate a buffer is by mapping it.
auto bufferSlice = pResource->DiscardSlice();
auto bufferSlice = pResource->DiscardSlice(&m_allocationCache);
pMappedResource->pData = bufferSlice->mapPtr();
pMappedResource->RowPitch = bufferSize;
pMappedResource->DepthPitch = bufferSize;
@ -377,7 +377,7 @@ namespace dxvk {
if (doInvalidatePreserve) {
auto srcSlice = pResource->GetMappedSlice();
auto dstSlice = pResource->DiscardSlice();
auto dstSlice = pResource->DiscardSlice(nullptr);
auto srcPtr = srcSlice->mapPtr();
auto dstPtr = dstSlice->mapPtr();
@ -703,7 +703,7 @@ namespace dxvk {
void* mapPtr = nullptr;
if (likely(CopyFlags != D3D11_COPY_NO_OVERWRITE)) {
auto bufferSlice = pDstBuffer->DiscardSlice();
auto bufferSlice = pDstBuffer->DiscardSlice(&m_allocationCache);
mapPtr = bufferSlice->mapPtr();
EmitCs([