mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-13 16:08:50 +01:00
c600b43d73
Improves performance on AMD cards when GPU-bound. ~5% FPS increase in The Witcher 3.
154 lines
5.0 KiB
C++
154 lines
5.0 KiB
C++
#include "d3d11_buffer.h"
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#include "d3d11_context.h"
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#include "d3d11_device.h"
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#include "../dxvk/dxvk_data.h"
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namespace dxvk {
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D3D11Buffer::D3D11Buffer(
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D3D11Device* pDevice,
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const D3D11_BUFFER_DESC* pDesc)
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: m_device (pDevice),
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m_desc (*pDesc),
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m_buffer (CreateBuffer(pDesc)),
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m_bufferInfo{ m_buffer->slice() } {
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}
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D3D11Buffer::~D3D11Buffer() {
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}
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HRESULT STDMETHODCALLTYPE D3D11Buffer::QueryInterface(REFIID riid, void** ppvObject) {
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*ppvObject = nullptr;
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if (riid == __uuidof(IUnknown)
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|| riid == __uuidof(ID3D11DeviceChild)
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|| riid == __uuidof(ID3D11Resource)
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|| riid == __uuidof(ID3D11Buffer)) {
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*ppvObject = ref(this);
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return S_OK;
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}
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Logger::warn("D3D11Buffer::QueryInterface: Unknown interface query");
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Logger::warn(str::format(riid));
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return E_NOINTERFACE;
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}
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void STDMETHODCALLTYPE D3D11Buffer::GetDevice(ID3D11Device** ppDevice) {
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*ppDevice = m_device.ref();
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}
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UINT STDMETHODCALLTYPE D3D11Buffer::GetEvictionPriority() {
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Logger::warn("D3D11Buffer::GetEvictionPriority: Stub");
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return DXGI_RESOURCE_PRIORITY_NORMAL;
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}
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void STDMETHODCALLTYPE D3D11Buffer::SetEvictionPriority(UINT EvictionPriority) {
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Logger::warn("D3D11Buffer::SetEvictionPriority: Stub");
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}
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void STDMETHODCALLTYPE D3D11Buffer::GetType(D3D11_RESOURCE_DIMENSION* pResourceDimension) {
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*pResourceDimension = D3D11_RESOURCE_DIMENSION_BUFFER;
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}
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void STDMETHODCALLTYPE D3D11Buffer::GetDesc(D3D11_BUFFER_DESC* pDesc) {
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*pDesc = m_desc;
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}
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Rc<DxvkBuffer> D3D11Buffer::CreateBuffer(
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const D3D11_BUFFER_DESC* pDesc) const {
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DxvkBufferCreateInfo info;
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info.size = pDesc->ByteWidth;
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info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT
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| VK_BUFFER_USAGE_TRANSFER_DST_BIT;
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info.stages = VK_PIPELINE_STAGE_TRANSFER_BIT;
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info.access = VK_ACCESS_TRANSFER_READ_BIT
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| VK_ACCESS_TRANSFER_WRITE_BIT;
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if (pDesc->BindFlags & D3D11_BIND_VERTEX_BUFFER) {
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info.usage |= VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
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info.stages |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
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info.access |= VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
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}
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if (pDesc->BindFlags & D3D11_BIND_INDEX_BUFFER) {
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info.usage |= VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
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info.stages |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
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info.access |= VK_ACCESS_INDEX_READ_BIT;
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}
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if (pDesc->BindFlags & D3D11_BIND_CONSTANT_BUFFER) {
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info.usage |= VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
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info.stages |= m_device->GetEnabledShaderStages();
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info.access |= VK_ACCESS_UNIFORM_READ_BIT;
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}
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if (pDesc->BindFlags & D3D11_BIND_SHADER_RESOURCE) {
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info.usage |= VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT;
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info.stages |= m_device->GetEnabledShaderStages();
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info.access |= VK_ACCESS_SHADER_READ_BIT;
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}
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if (pDesc->BindFlags & D3D11_BIND_STREAM_OUTPUT) {
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Logger::err("D3D11Device::CreateBuffer: D3D11_BIND_STREAM_OUTPUT not supported");
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}
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if (pDesc->BindFlags & D3D11_BIND_UNORDERED_ACCESS) {
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info.usage |= VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
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info.stages |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
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| VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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info.access |= VK_ACCESS_SHADER_READ_BIT
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| VK_ACCESS_SHADER_WRITE_BIT;
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}
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if (pDesc->CPUAccessFlags & D3D11_CPU_ACCESS_WRITE) {
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info.stages |= VK_PIPELINE_STAGE_HOST_BIT;
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info.access |= VK_ACCESS_HOST_WRITE_BIT;
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}
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if (pDesc->CPUAccessFlags & D3D11_CPU_ACCESS_READ) {
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info.stages |= VK_PIPELINE_STAGE_HOST_BIT;
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info.access |= VK_ACCESS_HOST_READ_BIT;
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}
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if (pDesc->MiscFlags & D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS) {
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info.usage |= VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
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info.stages |= VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT;
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info.access |= VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
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}
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// Default constant buffers may get updated frequently, in which
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// case mapping the buffer is faster than using update commands.
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VkMemoryPropertyFlags memoryFlags = GetMemoryFlagsForUsage(pDesc->Usage);
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if ((pDesc->Usage == D3D11_USAGE_DEFAULT) && (pDesc->BindFlags & D3D11_BIND_CONSTANT_BUFFER)) {
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info.stages |= VK_PIPELINE_STAGE_HOST_BIT;
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info.access |= VK_ACCESS_HOST_WRITE_BIT;
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memoryFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
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| VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
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}
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// AMD cards have a device-local, host-visible memory type where
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// we can put dynamic resources that need fast access by the GPU
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if ((pDesc->Usage == D3D11_USAGE_DYNAMIC) && (pDesc->BindFlags & (
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D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_INDEX_BUFFER |
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS |
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D3D11_BIND_CONSTANT_BUFFER)))
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memoryFlags |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
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return m_device->GetDXVKDevice()->createBuffer(info, memoryFlags);
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}
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}
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