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dxvk/src/d3d11/d3d11_initializer.cpp
Philip Rebohle 662b6429a8
[d3d11] Refactor resource initialization
In addition to moving the code to a separate class, this also
improves flushing behaviour by limiting the amount of memory
being initialized rather than the number of commands executed.
2018-07-23 15:21:17 +02:00

207 lines
6.2 KiB
C++

#include <cstring>
#include "d3d11_initializer.h"
namespace dxvk {
D3D11Initializer::D3D11Initializer(
const Rc<DxvkDevice>& Device)
: m_device(Device), m_context(m_device->createContext()) {
m_context->beginRecording(
m_device->createCommandList());
}
D3D11Initializer::~D3D11Initializer() {
}
void D3D11Initializer::Flush() {
std::lock_guard<std::mutex> 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<std::mutex> 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<std::mutex> lock(m_mutex);
Rc<DxvkImage> 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->initImage(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_device->submitCommandList(
m_context->endRecording(),
nullptr, nullptr);
m_context->beginRecording(
m_device->createCommandList());
m_transferCommands = 0;
m_transferMemory = 0;
}
}