#include #include "d3d11_initializer.h" namespace dxvk { D3D11Initializer::D3D11Initializer( const Rc& Device) : m_device(Device), m_context(m_device->createContext()) { m_context->beginRecording( m_device->createCommandList()); } D3D11Initializer::~D3D11Initializer() { } void D3D11Initializer::Flush() { std::lock_guard 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 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 lock(m_mutex); Rc 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->clearCompressedColorImage(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_context->flushCommandList(); m_transferCommands = 0; m_transferMemory = 0; } }