Vertex buffer caching.

Doesn't help, though, as buffers are weird. Need to rethink all of this.
This commit is contained in:
Ben Vanik
2014-06-01 09:42:07 -07:00
parent 2d173ea62b
commit 3a8065b7b1
9 changed files with 175 additions and 46 deletions

View File

@@ -57,7 +57,13 @@ bool D3D11IndexBuffer::FetchDirty(uint64_t hash) {
XEASSERT(info_.endianness == 0x2);
D3D11_MAPPED_SUBRESOURCE res;
buffer_cache_->context()->Map(handle_, 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
HRESULT hr = buffer_cache_->context()->Map(
handle_, 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
if (FAILED(hr)) {
XELOGE("D3D11: unable to map index buffer");
return false;
}
if (info_.index_32bit) {
const uint32_t* src = reinterpret_cast<const uint32_t*>(src_);
uint32_t* dest = reinterpret_cast<uint32_t*>(res.pData);
@@ -77,3 +83,68 @@ bool D3D11IndexBuffer::FetchDirty(uint64_t hash) {
return true;
}
D3D11VertexBuffer::D3D11VertexBuffer(
D3D11BufferCache* buffer_cache,
const VertexBufferInfo& info,
const uint8_t* src_ptr, size_t length)
: VertexBuffer(info, src_ptr, length),
buffer_cache_(buffer_cache),
handle_(nullptr) {
}
D3D11VertexBuffer::~D3D11VertexBuffer() {
XESAFERELEASE(handle_);
}
bool D3D11VertexBuffer::FetchNew(uint64_t hash) {
hash_ = hash;
D3D11_BUFFER_DESC buffer_desc;
xe_zero_struct(&buffer_desc, sizeof(buffer_desc));
buffer_desc.ByteWidth = static_cast<UINT>(length_);
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
HRESULT hr = buffer_cache_->device()->CreateBuffer(&buffer_desc, NULL, &handle_);
if (FAILED(hr)) {
XELOGW("D3D11: failed to create index buffer");
return false;
}
return FetchDirty(hash);
}
bool D3D11VertexBuffer::FetchDirty(uint64_t hash) {
hash_ = hash;
D3D11_MAPPED_SUBRESOURCE res;
HRESULT hr = buffer_cache_->context()->Map(
handle_, 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
if (FAILED(hr)) {
XELOGE("D3D11: unable to map vertex buffer");
return false;
}
uint8_t* dest = reinterpret_cast<uint8_t*>(res.pData);
// TODO(benvanik): rewrite to be faster/special case common/etc
uint32_t stride = info_.layout.stride_words;
size_t count = (length_ / 4) / stride;
for (size_t n = 0; n < info_.layout.element_count; n++) {
const auto& el = info_.layout.elements[n];
const uint32_t* src_ptr = (const uint32_t*)(src_ + el.offset_words * 4);
uint32_t* dest_ptr = (uint32_t*)(dest + el.offset_words * 4);
uint32_t o = 0;
for (uint32_t i = 0; i < count; i++) {
for (uint32_t j = 0; j < el.size_words; j++) {
dest_ptr[o + j] = XESWAP32(src_ptr[o + j]);
}
o += stride;
}
}
buffer_cache_->context()->Unmap(handle_, 0);
return true;
}

View File

@@ -45,7 +45,19 @@ private:
class D3D11VertexBuffer : public VertexBuffer {
public:
D3D11VertexBuffer(D3D11BufferCache* buffer_cache,
const VertexBufferInfo& info,
const uint8_t* src_ptr, size_t length);
virtual ~D3D11VertexBuffer();
ID3D11Buffer* handle() const { return handle_; }
bool FetchNew(uint64_t hash) override;
bool FetchDirty(uint64_t hash) override;
private:
D3D11BufferCache* buffer_cache_;
ID3D11Buffer* handle_;
};

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@@ -36,3 +36,9 @@ IndexBuffer* D3D11BufferCache::CreateIndexBuffer(
const uint8_t* src_ptr, size_t length) {
return new D3D11IndexBuffer(this, info, src_ptr, length);
}
VertexBuffer* D3D11BufferCache::CreateVertexBuffer(
const VertexBufferInfo& info,
const uint8_t* src_ptr, size_t length) {
return new D3D11VertexBuffer(this, info, src_ptr, length);
}

View File

@@ -35,6 +35,9 @@ protected:
IndexBuffer* CreateIndexBuffer(
const IndexBufferInfo& info,
const uint8_t* src_ptr, size_t length) override;
VertexBuffer* CreateVertexBuffer(
const VertexBufferInfo& info,
const uint8_t* src_ptr, size_t length) override;
protected:
ID3D11DeviceContext* context_;

View File

@@ -933,6 +933,11 @@ int D3D11GraphicsDriver::PrepareFetchers() {
int D3D11GraphicsDriver::PrepareVertexBuffer(Shader::vtx_buffer_desc_t& desc) {
SCOPE_profile_cpu_f("gpu");
D3D11VertexShader* vs = state_.vertex_shader;
if (!vs) {
return 1;
}
RegisterFile& rf = register_file_;
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + (desc.fetch_slot / 3) * 6;
xe_gpu_fetch_group_t* group = (xe_gpu_fetch_group_t*)&rf.values[r];
@@ -953,56 +958,37 @@ int D3D11GraphicsDriver::PrepareVertexBuffer(Shader::vtx_buffer_desc_t& desc) {
XEASSERT(fetch->type == 0x3);
XEASSERTNOTZERO(fetch->size);
ID3D11Buffer* buffer = 0;
D3D11_BUFFER_DESC buffer_desc;
xe_zero_struct(&buffer_desc, sizeof(buffer_desc));
buffer_desc.ByteWidth = fetch->size * 4;
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
HRESULT hr = device_->CreateBuffer(&buffer_desc, NULL, &buffer);
if (FAILED(hr)) {
VertexBufferInfo info;
// TODO(benvanik): make these structs the same so we can share.
info.layout.stride_words = desc.stride_words;
info.layout.element_count = desc.element_count;
for (uint32_t i = 0; i < desc.element_count; ++i) {
const auto& src_el = desc.elements[i];
auto& dest_el = info.layout.elements[i];
dest_el.format = src_el.format;
dest_el.offset_words = src_el.offset_words;
dest_el.size_words = src_el.size_words;
}
uint32_t address = (fetch->address << 2) + address_translation_;
const uint8_t* src = reinterpret_cast<const uint8_t*>(
memory_->Translate(address));
VertexBuffer* vertex_buffer = buffer_cache_->FetchVertexBuffer(
info, src, fetch->size * 4);
if (!vertex_buffer) {
XELOGE("D3D11: unable to create vertex fetch buffer");
return 1;
}
D3D11_MAPPED_SUBRESOURCE res;
hr = context_->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
if (FAILED(hr)) {
XELOGE("D3D11: unable to map vertex fetch buffer");
XESAFERELEASE(buffer);
return 1;
}
uint32_t address = (fetch->address << 2) + address_translation_;
uint8_t* src = (uint8_t*)memory_->Translate(address);
uint8_t* dest = (uint8_t*)res.pData;
// TODO(benvanik): rewrite to be faster/special case common/etc
for (size_t n = 0; n < desc.element_count; n++) {
auto& el = desc.elements[n];
uint32_t stride = desc.stride_words;
uint32_t count = fetch->size / stride;
uint32_t* src_ptr = (uint32_t*)(src + el.offset_words * 4);
uint32_t* dest_ptr = (uint32_t*)(dest + el.offset_words * 4);
uint32_t o = 0;
for (uint32_t i = 0; i < count; i++) {
for (uint32_t j = 0; j < el.size_words; j++) {
dest_ptr[o + j] = XESWAP32(src_ptr[o + j]);
}
o += stride;
}
}
context_->Unmap(buffer, 0);
auto d3d_vb = static_cast<D3D11VertexBuffer*>(vertex_buffer);
D3D11VertexShader* vs = state_.vertex_shader;
if (!vs) {
return 1;
}
// TODO(benvanik): always dword aligned?
uint32_t stride = desc.stride_words * 4;
uint32_t offset = 0;
int vb_slot = desc.input_index;
context_->IASetVertexBuffers(vb_slot, 1, &buffer, &stride, &offset);
buffer->Release();
ID3D11Buffer* buffers[] = { d3d_vb->handle() };
context_->IASetVertexBuffers(vb_slot, XECOUNT(buffers), buffers,
&stride, &offset);
return 0;
}