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https://github.com/doitsujin/dxvk.git
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[dxvk] Lazily allocate slices of small buffers
Reduces memory overhead in case games create small static buffers. This is somewhat common for index buffers used to render fullscreen quads or triangles.
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@ -36,13 +36,7 @@ namespace dxvk {
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slice.mapPtr = m_buffer.memory.mapPtr(0);
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m_physSlice = slice;
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// Push extra slices to the free list
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for (uint32_t i = 1; i < m_physSliceCount; i++) {
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slice.offset = m_physSliceStride * i;
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slice.mapPtr = m_buffer.memory.mapPtr(slice.offset);
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m_freeSlices.push_back(slice);
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}
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m_lazyAlloc = m_physSliceCount > 1;
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}
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@ -244,20 +244,20 @@ namespace dxvk {
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// If there are still no slices available, create a new
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// backing buffer and add all slices to the free list.
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if (unlikely(m_freeSlices.empty())) {
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DxvkBufferHandle handle = allocBuffer(m_physSliceCount);
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DxvkBufferSliceHandle slice;
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slice.handle = handle.buffer;
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slice.length = m_physSliceLength;
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if (likely(!m_lazyAlloc)) {
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DxvkBufferHandle handle = allocBuffer(m_physSliceCount);
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for (uint32_t i = 0; i < m_physSliceCount; i++) {
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slice.offset = m_physSliceStride * i;
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slice.mapPtr = handle.memory.mapPtr(slice.offset);
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m_freeSlices.push_back(slice);
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for (uint32_t i = 0; i < m_physSliceCount; i++)
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pushSlice(handle, i);
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m_buffers.push_back(std::move(handle));
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m_physSliceCount = std::min(m_physSliceCount * 2, m_physSliceMaxCount);
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} else {
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for (uint32_t i = 1; i < m_physSliceCount; i++)
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pushSlice(m_buffer, i);
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m_lazyAlloc = false;
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}
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m_buffers.push_back(std::move(handle));
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m_physSliceCount = std::min(m_physSliceCount * 2, m_physSliceMaxCount);
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}
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// Take the first slice from the queue
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@ -291,6 +291,7 @@ namespace dxvk {
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DxvkBufferSliceHandle m_physSlice;
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uint32_t m_vertexStride = 0;
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uint32_t m_lazyAlloc = false;
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sync::Spinlock m_freeMutex;
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sync::Spinlock m_swapMutex;
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@ -304,6 +305,15 @@ namespace dxvk {
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VkDeviceSize m_physSliceCount = 1;
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VkDeviceSize m_physSliceMaxCount = 1;
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void pushSlice(const DxvkBufferHandle& handle, uint32_t index) {
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DxvkBufferSliceHandle slice;
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slice.handle = handle.buffer;
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slice.length = m_physSliceLength;
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slice.offset = m_physSliceStride * index;
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slice.mapPtr = handle.memory.mapPtr(slice.offset);
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m_freeSlices.push_back(slice);
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}
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DxvkBufferHandle allocBuffer(
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VkDeviceSize sliceCount) const;
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