vkd3d: Use heap memory for placed resources.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-09-26 09:10:31 +02:00 committed by Alexandre Julliard
parent bd0ce54f79
commit 413c8562b9
2 changed files with 78 additions and 20 deletions

View File

@ -57,7 +57,7 @@ static unsigned int vkd3d_select_memory_type(struct d3d12_device *device, uint32
static HRESULT vkd3d_allocate_device_memory(struct d3d12_device *device,
const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags,
const VkMemoryRequirements *memory_requirements, VkDeviceMemory *vk_memory)
const VkMemoryRequirements *memory_requirements, VkDeviceMemory *vk_memory, uint32_t *vk_memory_type)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkMemoryAllocateInfo allocate_info;
@ -88,6 +88,9 @@ static HRESULT vkd3d_allocate_device_memory(struct d3d12_device *device,
return hresult_from_vk_result(vr);
}
if (vk_memory_type)
*vk_memory_type = allocate_info.memoryTypeIndex;
return S_OK;
}
@ -284,7 +287,7 @@ static HRESULT d3d12_heap_init(struct d3d12_heap *heap,
memory_requirements.memoryTypeBits = ~(uint32_t)0;
if (FAILED(hr = vkd3d_allocate_device_memory(device, &heap->desc.Properties,
heap->desc.Flags, &memory_requirements, &heap->vk_memory)))
heap->desc.Flags, &memory_requirements, &heap->vk_memory, &heap->vk_memory_type)))
return hr;
heap->device = device;
@ -529,7 +532,7 @@ HRESULT vkd3d_allocate_buffer_memory(struct d3d12_device *device, VkBuffer vk_bu
VK_CALL(vkGetBufferMemoryRequirements(device->vk_device, vk_buffer, &memory_requirements));
if (FAILED(hr = vkd3d_allocate_device_memory(device, heap_properties, heap_flags,
&memory_requirements, vk_memory)))
&memory_requirements, vk_memory, NULL)))
return hr;
if ((vr = VK_CALL(vkBindBufferMemory(device->vk_device, vk_buffer, *vk_memory, 0))) < 0)
@ -554,7 +557,7 @@ static HRESULT vkd3d_allocate_image_memory(struct d3d12_device *device, VkImage
VK_CALL(vkGetImageMemoryRequirements(device->vk_device, vk_image, &memory_requirements));
if (FAILED(hr = vkd3d_allocate_device_memory(device, heap_properties, heap_flags,
&memory_requirements, vk_memory)))
&memory_requirements, vk_memory, NULL)))
return hr;
if ((vr = VK_CALL(vkBindImageMemory(device->vk_device, vk_image, *vk_memory, 0))) < 0)
@ -1056,6 +1059,22 @@ static HRESULT d3d12_resource_create(struct d3d12_device *device,
return hr;
}
static HRESULT vkd3d_allocate_resource_memory(
struct d3d12_device *device, struct d3d12_resource *resource,
const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags)
{
if (d3d12_resource_is_buffer(resource))
{
return vkd3d_allocate_buffer_memory(device, resource->u.vk_buffer,
heap_properties, heap_flags, &resource->vk_memory);
}
else
{
return vkd3d_allocate_image_memory(device, resource->u.vk_image,
heap_properties, heap_flags, &resource->vk_memory);
}
}
HRESULT d3d12_committed_resource_create(struct d3d12_device *device,
const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags,
const D3D12_RESOURCE_DESC *desc, D3D12_RESOURCE_STATES initial_state,
@ -1068,18 +1087,7 @@ HRESULT d3d12_committed_resource_create(struct d3d12_device *device,
desc, initial_state, optimized_clear_value, &object)))
return hr;
if (d3d12_resource_is_buffer(object))
{
hr = vkd3d_allocate_buffer_memory(device, object->u.vk_buffer,
heap_properties, heap_flags, &object->vk_memory);
}
else
{
hr = vkd3d_allocate_image_memory(device, object->u.vk_image,
heap_properties, heap_flags, &object->vk_memory);
}
if (FAILED(hr))
if (FAILED(hr = vkd3d_allocate_resource_memory(device, object, heap_properties, heap_flags)))
{
d3d12_resource_Release(&object->ID3D12Resource_iface);
return hr;
@ -1092,16 +1100,65 @@ HRESULT d3d12_committed_resource_create(struct d3d12_device *device,
return S_OK;
}
static HRESULT vkd3d_bind_heap_memory(struct d3d12_device *device,
struct d3d12_resource *resource, struct d3d12_heap *heap, UINT64 heap_offset)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkDevice vk_device = device->vk_device;
VkMemoryRequirements requirements;
VkResult vr;
if (d3d12_resource_is_buffer(resource))
VK_CALL(vkGetBufferMemoryRequirements(vk_device, resource->u.vk_buffer, &requirements));
else
VK_CALL(vkGetImageMemoryRequirements(vk_device, resource->u.vk_image, &requirements));
if (heap_offset % requirements.alignment)
{
FIXME("Invalid heap offset %#"PRIx64".\n", heap_offset);
return E_INVALIDARG;
}
if (!(requirements.memoryTypeBits & (1u << heap->vk_memory_type)))
{
FIXME("Memory type %u cannot be bound to resource %p (allowed types %#x).\n",
heap->vk_memory_type, resource, requirements.memoryTypeBits);
return E_NOTIMPL;
}
if (d3d12_resource_is_buffer(resource))
vr = VK_CALL(vkBindBufferMemory(vk_device, resource->u.vk_buffer, heap->vk_memory, heap_offset));
else
vr = VK_CALL(vkBindImageMemory(vk_device, resource->u.vk_image, heap->vk_memory, heap_offset));
if (vr < 0)
WARN("Failed to bind memory, vr %d.\n", vr);
return hresult_from_vk_result(vr);
}
HRESULT d3d12_placed_resource_create(struct d3d12_device *device, struct d3d12_heap *heap, UINT64 heap_offset,
const D3D12_RESOURCE_DESC *desc, D3D12_RESOURCE_STATES initial_state,
const D3D12_CLEAR_VALUE *optimized_clear_value, struct d3d12_resource **resource)
{
const D3D12_HEAP_DESC *heap_desc = &heap->desc;
struct d3d12_resource *object;
HRESULT hr;
FIXME("Ignoring heap %p, offset %"PRIu64".\n", heap, heap_offset);
if (FAILED(hr = d3d12_resource_create(device, &heap->desc.Properties, heap->desc.Flags,
desc, initial_state, optimized_clear_value, &object)))
return hr;
return d3d12_committed_resource_create(device, &heap_desc->Properties, heap_desc->Flags,
desc, initial_state, optimized_clear_value, resource);
if (FAILED(hr = vkd3d_bind_heap_memory(device, object, heap, heap_offset)))
{
d3d12_resource_Release(&object->ID3D12Resource_iface);
return hr;
}
TRACE("Created placed resource %p.\n", object);
*resource = object;
return S_OK;
}
HRESULT vkd3d_create_image_resource(ID3D12Device *device,

View File

@ -191,6 +191,7 @@ struct d3d12_heap
D3D12_HEAP_DESC desc;
VkDeviceMemory vk_memory;
uint32_t vk_memory_type;
struct d3d12_device *device;
};