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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-13 16:08:50 +01:00
dxvk/src/d3d11/d3d11_buffer.cpp
Philip Rebohle c600b43d73
[d3d11] Allocate DYNAMIC buffers on device-local host-visible memory
Improves performance on AMD cards when GPU-bound.
~5% FPS increase in The Witcher 3.
2018-05-29 14:50:08 +02:00

154 lines
5.0 KiB
C++

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