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d3d12: Use heap for vertex buffer
It should consume less memory.
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parent
2aedd0633f
commit
f2985f12c1
@ -20,7 +20,7 @@ static void check(HRESULT hr)
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D3D12GSRender::D3D12GSRender()
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: GSRender(), m_fbo(nullptr), m_PSO(nullptr)
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{
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memset(m_vertexBufferSize, 0, sizeof(m_vertexBufferSize));
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m_currentVertexBuffersHeapOffset = 0;
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m_constantsBufferSize = 0;
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m_constantsBufferIndex = 0;
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m_currentScaleOffsetBufferIndex = 0;
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@ -79,31 +79,27 @@ D3D12GSRender::D3D12GSRender()
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m_device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_backbufferAsRendertarget[1]));
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m_device->CreateRenderTargetView(m_backBuffer[1], &rttDesc, m_backbufferAsRendertarget[1]->GetCPUDescriptorHandleForHeapStart());
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// Create global vertex buffers (1 MB, hopefully big enough...)
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// Create heap for vertex buffers
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D3D12_HEAP_DESC vertexBufferHeapDesc = {};
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// 16 MB wide
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vertexBufferHeapDesc.SizeInBytes = 1024 * 1024 * 16;
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vertexBufferHeapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
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vertexBufferHeapDesc.Properties.Type = D3D12_HEAP_TYPE_UPLOAD;
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check(m_device->CreateHeap(&vertexBufferHeapDesc, IID_PPV_ARGS(&m_vertexBuffersHeap)));
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D3D12_HEAP_PROPERTIES heapProp = {};
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heapProp.Type = D3D12_HEAP_TYPE_UPLOAD;
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D3D12_RESOURCE_DESC resDesc = {};
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resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resDesc.Width = (UINT)1024 * 1024 * 16;
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resDesc.Width = (UINT) 1024 * 1024;
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resDesc.Height = 1;
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resDesc.DepthOrArraySize = 1;
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resDesc.SampleDesc.Count = 1;
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resDesc.MipLevels = 1;
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resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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for (unsigned i = 0; i < m_vertex_count; i++)
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{
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check(m_device->CreateCommittedResource(
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&heapProp,
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D3D12_HEAP_FLAG_NONE,
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&resDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&m_vertexBuffer[i])
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));
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}
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check(m_device->CreateCommittedResource(
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&heapProp,
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D3D12_HEAP_FLAG_NONE,
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@ -237,10 +233,11 @@ D3D12GSRender::~D3D12GSRender()
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m_constantsVertexBuffer->Release();
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m_constantsFragmentBuffer->Release();
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m_scaleOffsetBuffer->Release();
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for (unsigned i = 0; i < 32; i++)
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m_vertexBuffer[i]->Release();
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m_vertexBuffersHeap->Release();
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if (m_fbo)
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delete m_fbo;
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for (auto tmp : m_inflightVertexBuffers)
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tmp->Release();
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m_textureDescriptorsHeap->Release();
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m_textureStorage->Release();
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m_uploadTextureHeap->Release();
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@ -373,21 +370,39 @@ std::vector<D3D12_VERTEX_BUFFER_VIEW> D3D12GSRender::EnableVertexData(bool index
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if (!m_vertex_data[i].IsEnabled()) continue;
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const size_t item_size = m_vertex_data[i].GetTypeSize() * m_vertex_data[i].size;
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const size_t data_size = m_vertex_data[i].data.size() - data_offset * item_size;
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// TODO: Use default heap and upload data
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void *bufferMap;
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check(m_vertexBuffer[i]->Map(0, nullptr, (void**)&bufferMap));
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memcpy((char*)bufferMap + m_vertexBufferSize[i] + data_offset * item_size, &m_vertex_data[i].data[data_offset * item_size], data_size);
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m_vertexBuffer[i]->Unmap(0, nullptr);
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size_t subBufferSize = (data_offset + data_size) * item_size;
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ID3D12Resource *vertexBuffer;
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D3D12_RESOURCE_DESC vertexBufferDesc = {};
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vertexBufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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vertexBufferDesc.Width = (UINT)subBufferSize;
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vertexBufferDesc.Height = 1;
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vertexBufferDesc.DepthOrArraySize = 1;
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vertexBufferDesc.SampleDesc.Count = 1;
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vertexBufferDesc.MipLevels = 1;
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vertexBufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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check(m_device->CreatePlacedResource(
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m_vertexBuffersHeap,
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m_currentVertexBuffersHeapOffset,
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&vertexBufferDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&vertexBuffer)
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));
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void *bufferMap;
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check(vertexBuffer->Map(0, nullptr, (void**)&bufferMap));
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memcpy((char*)bufferMap + data_offset * item_size, &m_vertex_data[i].data[data_offset * item_size], data_size);
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vertexBuffer->Unmap(0, nullptr);
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m_inflightVertexBuffers.push_back(vertexBuffer);
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D3D12_VERTEX_BUFFER_VIEW vertexBufferView = {};
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vertexBufferView.BufferLocation = m_vertexBuffer[i]->GetGPUVirtualAddress() + m_vertexBufferSize[i];
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vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress();
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vertexBufferView.SizeInBytes = (UINT)subBufferSize;
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vertexBufferView.StrideInBytes = (UINT)item_size;
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result.push_back(vertexBufferView);
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m_vertexBufferSize[i] += subBufferSize;
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// 65536 alignment
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m_currentVertexBuffersHeapOffset += (subBufferSize + 65536 - 1) & ~65535;
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}
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if (indexed_draw)
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@ -1246,7 +1261,10 @@ void D3D12GSRender::Flip()
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for (ID3D12GraphicsCommandList *gfxCommandList : m_inflightCommandList)
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gfxCommandList->Release();
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m_inflightCommandList.clear();
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memset(m_vertexBufferSize, 0, sizeof(m_vertexBufferSize));
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for (ID3D12Resource *vertexBuffer : m_inflightVertexBuffers)
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vertexBuffer->Release();
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m_inflightVertexBuffers.clear();
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m_currentVertexBuffersHeapOffset = 0;
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m_constantsBufferSize = 0;
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m_constantsBufferIndex = 0;
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m_currentScaleOffsetBufferIndex = 0;
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@ -43,7 +43,7 @@ void SetGetD3DGSFrameCallback(GetGSFrameCb2 value);
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class D3D12GSRender : public GSRender
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{
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private:
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size_t m_vertexBufferSize[32];
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// std::vector<PostDrawObj> m_post_draw_objs;
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PipelineStateObjectCache m_cachePSO;
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@ -58,8 +58,11 @@ private:
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bool m_forcedIndexBuffer;
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size_t m_currentVertexBuffersHeapOffset;
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std::vector<ID3D12Resource *> m_inflightVertexBuffers;
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ID3D12Heap *m_vertexBuffersHeap;
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size_t m_indexBufferCount;
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ID3D12Resource *m_indexBuffer, *m_vertexBuffer[m_vertex_count];
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ID3D12Resource *m_indexBuffer;
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ID3D12Resource *m_constantsVertexBuffer, *m_constantsFragmentBuffer;
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size_t constantsFragmentSize;
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ID3D12DescriptorHeap *m_constantsBufferDescriptorsHeap;
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