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[d3d11] Cache subresource layouts for mapped images

Also adjust the way we expose certain direct-mapped images in order
to be as consistent with staging buffer behaviour as possible.
This commit is contained in:
Philip Rebohle 2024-10-31 20:24:09 +01:00 committed by Philip Rebohle
parent a5e8a42288
commit c5d776c3b8
2 changed files with 117 additions and 70 deletions

View File

@ -193,7 +193,13 @@ namespace dxvk {
if (m_mapMode != D3D11_COMMON_TEXTURE_MAP_MODE_DIRECT)
m_buffers.push_back(CreateMappedBuffer(j));
m_mapInfo.push_back({ D3D11_MAP(~0u), 0ull });
VkImageSubresource subresource = { };
subresource.aspectMask = formatProperties->aspectMask;
subresource.arrayLayer = i;
subresource.mipLevel = j;
auto& mapInfo = m_mapInfo.emplace_back();
mapInfo.layout = DetermineSubresourceLayout(&imageInfo, subresource);
}
}
}
@ -272,73 +278,24 @@ namespace dxvk {
}
VkImageSubresource D3D11CommonTexture::GetSubresourceFromIndex(
VkImageAspectFlags Aspect,
UINT Subresource) const {
VkImageSubresource result;
result.aspectMask = Aspect;
result.mipLevel = Subresource % m_desc.MipLevels;
result.arrayLayer = Subresource / m_desc.MipLevels;
return result;
}
D3D11_COMMON_TEXTURE_SUBRESOURCE_LAYOUT D3D11CommonTexture::GetSubresourceLayout(
VkImageAspectFlags AspectMask,
UINT Subresource) const {
// Color is mapped directly and depth-stencil are interleaved
// in packed formats, so just use the cached subresource layout
constexpr VkImageAspectFlags PlaneAspects = VK_IMAGE_ASPECT_PLANE_0_BIT
| VK_IMAGE_ASPECT_PLANE_1_BIT | VK_IMAGE_ASPECT_PLANE_2_BIT;
if ((Subresource < m_mapInfo.size()) && !(AspectMask & PlaneAspects))
return m_mapInfo[Subresource].layout;
// Safe-guard against invalid subresource index
if (Subresource >= m_desc.ArraySize * m_desc.MipLevels)
return D3D11_COMMON_TEXTURE_SUBRESOURCE_LAYOUT();
// Image info is only needed for direct-mapped images
VkImageSubresource subresource = GetSubresourceFromIndex(AspectMask, Subresource);
D3D11_COMMON_TEXTURE_SUBRESOURCE_LAYOUT layout = { };
switch (m_mapMode) {
case D3D11_COMMON_TEXTURE_MAP_MODE_DIRECT: {
auto vkLayout = m_image->querySubresourceLayout(subresource);
layout.Offset = vkLayout.offset;
layout.Size = vkLayout.size;
layout.RowPitch = vkLayout.rowPitch;
layout.DepthPitch = vkLayout.depthPitch;
} break;
case D3D11_COMMON_TEXTURE_MAP_MODE_NONE:
case D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER:
case D3D11_COMMON_TEXTURE_MAP_MODE_STAGING: {
auto packedFormatInfo = lookupFormatInfo(m_packedFormat);
VkImageAspectFlags aspects = packedFormatInfo->aspectMask;
VkExtent3D mipExtent = MipLevelExtent(subresource.mipLevel);
while (aspects) {
auto aspect = vk::getNextAspect(aspects);
auto extent = mipExtent;
auto elementSize = packedFormatInfo->elementSize;
if (packedFormatInfo->flags.test(DxvkFormatFlag::MultiPlane)) {
auto plane = &packedFormatInfo->planes[vk::getPlaneIndex(aspect)];
extent.width /= plane->blockSize.width;
extent.height /= plane->blockSize.height;
elementSize = plane->elementSize;
}
auto blockCount = util::computeBlockCount(extent, packedFormatInfo->blockSize);
if (!layout.RowPitch) {
layout.RowPitch = elementSize * blockCount.width;
layout.DepthPitch = elementSize * blockCount.width * blockCount.height;
}
VkDeviceSize size = elementSize * blockCount.width * blockCount.height * blockCount.depth;
if (aspect & AspectMask)
layout.Size += size;
else if (!layout.Size)
layout.Offset += size;
}
} break;
}
// D3D wants us to return the total subresource size in some instances
if (m_dimension < D3D11_RESOURCE_DIMENSION_TEXTURE2D) layout.RowPitch = layout.Size;
if (m_dimension < D3D11_RESOURCE_DIMENSION_TEXTURE3D) layout.DepthPitch = layout.Size;
return layout;
return DetermineSubresourceLayout(nullptr, subresource);
}
@ -591,6 +548,11 @@ namespace dxvk {
if (!m_desc.BindFlags && m_desc.Usage != D3D11_USAGE_DEFAULT)
return D3D11_COMMON_TEXTURE_MAP_MODE_STAGING;
// If the packed format and image format don't match, we need to use
// a staging buffer and perform format conversion when mapping.
if (m_packedFormat != pImageInfo->format)
return D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER;
// Multi-plane and depth-stencil images have a special memory layout
// in D3D11, so we can't expose those directly to the app
auto formatInfo = lookupFormatInfo(pImageInfo->format);
@ -662,6 +624,76 @@ namespace dxvk {
// tables in some games, which will benefit from faster GPU access.
return D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER;
}
D3D11_COMMON_TEXTURE_SUBRESOURCE_LAYOUT D3D11CommonTexture::DetermineSubresourceLayout(
const DxvkImageCreateInfo* pImageInfo,
const VkImageSubresource& subresource) const {
auto formatInfo = lookupFormatInfo(m_packedFormat);
if (m_mapMode == D3D11_COMMON_TEXTURE_MAP_MODE_DIRECT) {
VkSubresourceLayout vkLayout = m_device->GetDXVKDevice()->queryImageSubresourceLayout(*pImageInfo, subresource);
D3D11_COMMON_TEXTURE_SUBRESOURCE_LAYOUT result = { };
result.Offset = vkLayout.offset;
result.RowPitch = vkLayout.rowPitch;
result.DepthPitch = vkLayout.depthPitch;
// We will only ever use direct mapping for single-aspect images,
// so ignore any sort of multi-plane shenanigans on this path
auto mipExtent = MipLevelExtent(subresource.mipLevel);
auto blockCount = util::computeBlockCount(mipExtent, formatInfo->blockSize);
// If the image dimensions support it, try to look as close to a
// linear buffer as we can. Some games use the depth pitch as a
// subresource size and will crash if it includes any padding.
if (blockCount.depth == 1u) {
if (blockCount.height == 1u) {
result.RowPitch = formatInfo->elementSize * blockCount.width;
result.DepthPitch = result.RowPitch;
} else {
result.DepthPitch = vkLayout.rowPitch * blockCount.height;
}
}
result.Size = blockCount.depth * result.DepthPitch;
return result;
} else {
D3D11_COMMON_TEXTURE_SUBRESOURCE_LAYOUT result = { };
VkImageAspectFlags aspects = formatInfo->aspectMask;
VkExtent3D mipExtent = MipLevelExtent(subresource.mipLevel);
while (aspects) {
auto aspect = vk::getNextAspect(aspects);
auto extent = mipExtent;
auto elementSize = formatInfo->elementSize;
if (formatInfo->flags.test(DxvkFormatFlag::MultiPlane)) {
auto plane = &formatInfo->planes[vk::getPlaneIndex(aspect)];
extent.width /= plane->blockSize.width;
extent.height /= plane->blockSize.height;
elementSize = plane->elementSize;
}
auto blockCount = util::computeBlockCount(extent, formatInfo->blockSize);
if (!result.RowPitch) {
result.RowPitch = elementSize * blockCount.width;
result.DepthPitch = elementSize * blockCount.width * blockCount.height;
}
VkDeviceSize size = elementSize * blockCount.width * blockCount.height * blockCount.depth;
if (aspect & subresource.aspectMask)
result.Size += size;
else if (!result.Size)
result.Offset += size;
}
return result;
}
}
void D3D11CommonTexture::ExportImageInfo() {
@ -709,9 +741,13 @@ namespace dxvk {
D3D11CommonTexture::MappedBuffer D3D11CommonTexture::CreateMappedBuffer(UINT MipLevel) const {
const DxvkFormatInfo* formatInfo = lookupFormatInfo(
m_device->LookupPackedFormat(m_desc.Format, GetFormatMode()).Format);
VkImageSubresource subresource = { };
subresource.aspectMask = formatInfo->aspectMask;
subresource.mipLevel = MipLevel;
DxvkBufferCreateInfo info;
info.size = GetSubresourceLayout(formatInfo->aspectMask, MipLevel).Size;
info.size = DetermineSubresourceLayout(nullptr, subresource).Size;
info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT
| VK_BUFFER_USAGE_TRANSFER_DST_BIT
| VK_BUFFER_USAGE_STORAGE_BUFFER_BIT

View File

@ -390,7 +390,13 @@ namespace dxvk {
*/
VkImageSubresource GetSubresourceFromIndex(
VkImageAspectFlags Aspect,
UINT Subresource) const;
UINT Subresource) const {
VkImageSubresource result;
result.aspectMask = Aspect;
result.mipLevel = Subresource % m_desc.MipLevels;
result.arrayLayer = Subresource / m_desc.MipLevels;
return result;
}
/**
* \brief Computes subresource layout for the given subresource
@ -480,8 +486,9 @@ namespace dxvk {
};
struct MappedInfo {
D3D11_MAP mapType;
uint64_t seq;
D3D11_COMMON_TEXTURE_SUBRESOURCE_LAYOUT layout = { };
D3D11_MAP mapType = D3D11_MAP(~0u);
uint64_t seq = 0u;
};
ID3D11Resource* m_interface;
@ -513,8 +520,12 @@ namespace dxvk {
D3D11_COMMON_TEXTURE_MAP_MODE DetermineMapMode(
const DxvkImageCreateInfo* pImageInfo) const;
D3D11_COMMON_TEXTURE_SUBRESOURCE_LAYOUT DetermineSubresourceLayout(
const DxvkImageCreateInfo* pImageInfo,
const VkImageSubresource& subresource) const;
void ExportImageInfo();
static BOOL IsR32UavCompatibleFormat(
DXGI_FORMAT Format);