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dxvk/src/d3d11/d3d11_initializer.cpp
Philip Rebohle 39f50999a3 [d3d11] Cache raw mapped pointer rather than allocation object
Reduces ref counting overhead again and matches previous behaviour.

We should probably do something about the possible case of deferred context
execution with MAP_WRITE_DISCARD followed by MAP_WRITE_NO_OVERWRITE on the
immediate context, but we haven't seen a game rely on this yet.
2024-09-26 17:37:50 +02:00

317 lines
10 KiB
C++

#include <cstring>
#include "d3d11_device.h"
#include "d3d11_initializer.h"
namespace dxvk {
D3D11Initializer::D3D11Initializer(
D3D11Device* pParent)
: m_parent(pParent),
m_device(pParent->GetDXVKDevice()),
m_context(m_device->createContext(DxvkContextType::Supplementary)) {
m_context->beginRecording(
m_device->createCommandList());
}
D3D11Initializer::~D3D11Initializer() {
}
void D3D11Initializer::Flush() {
std::lock_guard<dxvk::mutex> lock(m_mutex);
if (m_transferCommands != 0)
FlushInternal();
}
void D3D11Initializer::InitBuffer(
D3D11Buffer* pBuffer,
const D3D11_SUBRESOURCE_DATA* pInitialData) {
if (!(pBuffer->Desc()->MiscFlags & D3D11_RESOURCE_MISC_TILED)) {
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) {
if (pTexture->Desc()->MiscFlags & D3D11_RESOURCE_MISC_TILED)
InitTiledTexture(pTexture);
else if (pTexture->GetMapMode() == D3D11_COMMON_TEXTURE_MAP_MODE_DIRECT)
InitHostVisibleTexture(pTexture, pInitialData);
else
InitDeviceLocalTexture(pTexture, pInitialData);
SyncSharedTexture(pTexture);
}
void D3D11Initializer::InitUavCounter(
D3D11UnorderedAccessView* pUav) {
auto counterView = pUav->GetCounterView();
if (counterView == nullptr)
return;
DxvkBufferSlice counterSlice(counterView);
std::lock_guard<dxvk::mutex> lock(m_mutex);
m_transferCommands += 1;
const uint32_t zero = 0;
m_context->updateBuffer(
counterSlice.buffer(),
counterSlice.offset(),
sizeof(zero), &zero);
FlushImplicit();
}
void D3D11Initializer::InitDeviceLocalBuffer(
D3D11Buffer* pBuffer,
const D3D11_SUBRESOURCE_DATA* pInitialData) {
std::lock_guard<dxvk::mutex> lock(m_mutex);
DxvkBufferSlice bufferSlice = pBuffer->GetBufferSlice();
if (pInitialData != nullptr && pInitialData->pSysMem != nullptr) {
m_transferMemory += bufferSlice.length();
m_transferCommands += 1;
m_context->uploadBuffer(
bufferSlice.buffer(),
pInitialData->pSysMem);
} else {
m_transferCommands += 1;
m_context->initBuffer(
bufferSlice.buffer());
}
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<dxvk::mutex> lock(m_mutex);
Rc<DxvkImage> image = pTexture->GetImage();
auto mapMode = pTexture->GetMapMode();
auto desc = pTexture->Desc();
VkFormat packedFormat = m_parent->LookupPackedFormat(desc->Format, pTexture->GetFormatMode()).Format;
auto formatInfo = lookupFormatInfo(packedFormat);
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.
for (uint32_t layer = 0; layer < desc->ArraySize; layer++) {
for (uint32_t level = 0; level < desc->MipLevels; level++) {
const uint32_t id = D3D11CalcSubresource(
level, layer, desc->MipLevels);
VkOffset3D mipLevelOffset = { 0, 0, 0 };
VkExtent3D mipLevelExtent = pTexture->MipLevelExtent(level);
if (mapMode != D3D11_COMMON_TEXTURE_MAP_MODE_STAGING) {
m_transferCommands += 1;
m_transferMemory += pTexture->GetSubresourceLayout(formatInfo->aspectMask, id).Size;
VkImageSubresourceLayers subresourceLayers;
subresourceLayers.aspectMask = formatInfo->aspectMask;
subresourceLayers.mipLevel = level;
subresourceLayers.baseArrayLayer = layer;
subresourceLayers.layerCount = 1;
if (formatInfo->aspectMask != (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)) {
m_context->uploadImage(
image, subresourceLayers,
pInitialData[id].pSysMem,
pInitialData[id].SysMemPitch,
pInitialData[id].SysMemSlicePitch);
} else {
m_context->updateDepthStencilImage(
image, subresourceLayers,
VkOffset2D { mipLevelOffset.x, mipLevelOffset.y },
VkExtent2D { mipLevelExtent.width, mipLevelExtent.height },
pInitialData[id].pSysMem,
pInitialData[id].SysMemPitch,
pInitialData[id].SysMemSlicePitch,
packedFormat);
}
}
if (mapMode != D3D11_COMMON_TEXTURE_MAP_MODE_NONE) {
util::packImageData(pTexture->GetMappedBuffer(id)->mapPtr(0),
pInitialData[id].pSysMem, pInitialData[id].SysMemPitch, pInitialData[id].SysMemSlicePitch,
0, 0, pTexture->GetVkImageType(), mipLevelExtent, 1, formatInfo, formatInfo->aspectMask);
}
}
}
} else {
if (mapMode != D3D11_COMMON_TEXTURE_MAP_MODE_STAGING) {
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.
VkImageSubresourceRange subresources;
subresources.aspectMask = formatInfo->aspectMask;
subresources.baseMipLevel = 0;
subresources.levelCount = desc->MipLevels;
subresources.baseArrayLayer = 0;
subresources.layerCount = desc->ArraySize;
m_context->initImage(image, subresources, VK_IMAGE_LAYOUT_UNDEFINED);
}
if (mapMode != D3D11_COMMON_TEXTURE_MAP_MODE_NONE) {
for (uint32_t i = 0; i < pTexture->CountSubresources(); i++) {
auto buffer = pTexture->GetMappedBuffer(i);
std::memset(buffer->mapPtr(0), 0, buffer->info().size);
}
}
}
FlushImplicit();
}
void D3D11Initializer::InitHostVisibleTexture(
D3D11CommonTexture* pTexture,
const D3D11_SUBRESOURCE_DATA* pInitialData) {
Rc<DxvkImage> image = pTexture->GetImage();
for (uint32_t layer = 0; layer < image->info().numLayers; layer++) {
for (uint32_t level = 0; level < image->info().mipLevels; level++) {
VkImageSubresource subresource;
subresource.aspectMask = image->formatInfo()->aspectMask;
subresource.mipLevel = level;
subresource.arrayLayer = layer;
VkExtent3D blockCount = util::computeBlockCount(
image->mipLevelExtent(level),
image->formatInfo()->blockSize);
VkSubresourceLayout layout = image->querySubresourceLayout(subresource);
auto initialData = pInitialData
? &pInitialData[D3D11CalcSubresource(level, layer, image->info().mipLevels)]
: nullptr;
for (uint32_t z = 0; z < blockCount.depth; z++) {
for (uint32_t y = 0; y < blockCount.height; y++) {
auto size = blockCount.width * image->formatInfo()->elementSize;
auto dst = image->mapPtr(layout.offset + y * layout.rowPitch + z * layout.depthPitch);
if (initialData) {
auto src = reinterpret_cast<const char*>(initialData->pSysMem)
+ y * initialData->SysMemPitch
+ z * initialData->SysMemSlicePitch;
std::memcpy(dst, src, size);
} else {
std::memset(dst, 0, size);
}
}
}
}
}
// Initialize the image on the GPU
std::lock_guard<dxvk::mutex> lock(m_mutex);
VkImageSubresourceRange subresources = image->getAvailableSubresources();
m_context->initImage(image, subresources, VK_IMAGE_LAYOUT_PREINITIALIZED);
m_transferCommands += 1;
FlushImplicit();
}
void D3D11Initializer::InitTiledTexture(
D3D11CommonTexture* pTexture) {
m_context->initSparseImage(pTexture->GetImage());
m_transferCommands += 1;
FlushImplicit();
}
void D3D11Initializer::FlushImplicit() {
if (m_transferCommands > MaxTransferCommands
|| m_transferMemory > MaxTransferMemory)
FlushInternal();
}
void D3D11Initializer::FlushInternal() {
m_context->flushCommandList(nullptr);
m_transferCommands = 0;
m_transferMemory = 0;
}
void D3D11Initializer::SyncSharedTexture(D3D11CommonTexture* pResource) {
if (!(pResource->Desc()->MiscFlags & (D3D11_RESOURCE_MISC_SHARED | D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX | D3D11_RESOURCE_MISC_SHARED_NTHANDLE)))
return;
// Ensure that initialization commands are submitted and waited on before
// returning control to the application in order to avoid race conditions
// in case the texture is used immediately on a secondary device.
auto mapMode = pResource->GetMapMode();
if (mapMode == D3D11_COMMON_TEXTURE_MAP_MODE_NONE
|| mapMode == D3D11_COMMON_TEXTURE_MAP_MODE_BUFFER) {
FlushInternal();
m_device->waitForResource(pResource->GetImage(), DxvkAccess::Write);
}
// If a keyed mutex is used, initialize that to the correct state as well.
Com<IDXGIKeyedMutex> keyedMutex;
if (SUCCEEDED(pResource->GetInterface()->QueryInterface(
__uuidof(IDXGIKeyedMutex), reinterpret_cast<void**>(&keyedMutex)))) {
keyedMutex->AcquireSync(0, 0);
keyedMutex->ReleaseSync(0);
}
}
}