workaround for broken d3d11 constant buffer updates
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continuous-integration/drone/push Build is failing
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parent
d3d5a5a525
commit
397e84fe4a
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@ -53,7 +53,7 @@
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#define CREATE_DXGI_FACTORY1_FUNC "CreateDXGIFactory1"
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#define DXGI_GET_DEBUG_INTERFACE_FUNC "DXGIGetDebugInterface"
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#define WINDOW_DATA "Refresh_D3D11WindowData"
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#define UBO_BUFFER_SIZE 16000 /* 16KB */
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#define UBO_BUFFER_SIZE 1048576 /* 1 MiB */
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#define NOT_IMPLEMENTED SDL_assert(0 && "Not implemented!");
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@ -458,10 +458,9 @@ typedef struct D3D11TransferBufferContainer
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typedef struct D3D11UniformBuffer
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{
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D3D11Buffer *d3d11Buffer;
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D3D11Buffer d3d11Buffer;
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uint32_t offset; /* number of bytes written */
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uint32_t drawOffset; /* parameter for SetConstantBuffers */
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uint8_t hasDiscarded;
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} D3D11UniformBuffer;
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typedef struct D3D11Fence
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@ -707,8 +706,7 @@ static void D3D11_DestroyDevice(
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for (uint32_t i = 0; i < renderer->availableUniformBufferCount; i += 1)
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{
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D3D11UniformBuffer *uniformBuffer = renderer->availableUniformBuffers[i];
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ID3D11Buffer_Release(uniformBuffer->d3d11Buffer->handle);
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SDL_free(uniformBuffer->d3d11Buffer);
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ID3D11Buffer_Release(uniformBuffer->d3d11Buffer.handle);
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SDL_free(uniformBuffer);
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}
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SDL_free(renderer->availableUniformBuffers);
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@ -781,13 +779,25 @@ static void D3D11_DrawInstancedPrimitives(
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uint32_t vertexBlockSizeInConstants = d3d11CommandBuffer->graphicsPipeline->vertexUniformBlockSize / 16;
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uint32_t fragmentBlockSizeInConstants = d3d11CommandBuffer->graphicsPipeline->fragmentUniformBlockSize / 16;
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ID3D11Buffer *nullBuf = NULL;
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if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
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{
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/* stupid workaround for god awful D3D11 drivers
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* see: https://learn.microsoft.com/en-us/windows/win32/api/d3d11_1/nf-d3d11_1-id3d11devicecontext1-vssetconstantbuffers1#calling-vssetconstantbuffers1-with-command-list-emulation
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*/
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ID3D11DeviceContext1_VSSetConstantBuffers(
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d3d11CommandBuffer->context,
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0,
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1,
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&nullBuf
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);
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ID3D11DeviceContext1_VSSetConstantBuffers1(
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d3d11CommandBuffer->context,
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0,
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1,
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&d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer->handle,
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&d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer.handle,
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&vertexOffsetInConstants,
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&vertexBlockSizeInConstants
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);
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@ -795,11 +805,19 @@ static void D3D11_DrawInstancedPrimitives(
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if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
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{
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/* another stupid workaround for god awful D3D11 drivers */
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ID3D11DeviceContext1_PSSetConstantBuffers(
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d3d11CommandBuffer->context,
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0,
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1,
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&nullBuf
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);
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ID3D11DeviceContext1_PSSetConstantBuffers1(
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d3d11CommandBuffer->context,
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0,
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1,
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&d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer->handle,
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&d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer.handle,
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&fragmentOffsetInConstants,
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&fragmentBlockSizeInConstants
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);
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@ -850,7 +868,7 @@ static void D3D11_DrawPrimitives(
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d3d11CommandBuffer->context,
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0,
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1,
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&d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer->handle,
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&d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer.handle,
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&vertexOffsetInConstants,
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&vertexBlockSizeInConstants
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);
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@ -862,7 +880,7 @@ static void D3D11_DrawPrimitives(
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d3d11CommandBuffer->context,
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0,
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1,
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&d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer->handle,
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&d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer.handle,
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&fragmentOffsetInConstants,
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&fragmentBlockSizeInConstants
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);
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@ -896,7 +914,7 @@ static void D3D11_DrawPrimitivesIndirect(
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d3d11CommandBuffer->context,
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0,
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1,
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&d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer->handle,
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&d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer.handle,
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&vertexOffsetInConstants,
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&vertexBlockSizeInConstants
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);
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@ -908,7 +926,7 @@ static void D3D11_DrawPrimitivesIndirect(
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d3d11CommandBuffer->context,
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0,
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1,
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&d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer->handle,
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&d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer.handle,
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&fragmentOffsetInConstants,
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&fragmentBlockSizeInConstants
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);
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@ -938,13 +956,23 @@ static void D3D11_DispatchCompute(
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uint32_t computeOffsetInConstants = d3d11CommandBuffer->computeUniformBuffer != NULL ? d3d11CommandBuffer->computeUniformBuffer->drawOffset / 16 : 0;
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uint32_t computeBlockSizeInConstants = (uint32_t) (d3d11CommandBuffer->computePipeline->computeUniformBlockSize / 16);
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ID3D11Buffer *nullBuf = NULL;
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if (d3d11CommandBuffer->computeUniformBuffer != NULL)
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{
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/* another stupid workaround for god awful D3D11 drivers */
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ID3D11DeviceContext1_CSSetConstantBuffers(
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d3d11CommandBuffer->context,
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0,
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1,
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&nullBuf
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);
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ID3D11DeviceContext1_CSSetConstantBuffers1(
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d3d11CommandBuffer->context,
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0,
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1,
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&d3d11CommandBuffer->computeUniformBuffer->d3d11Buffer->handle,
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&d3d11CommandBuffer->computeUniformBuffer->d3d11Buffer.handle,
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&computeOffsetInConstants,
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&computeBlockSizeInConstants
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);
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@ -2417,10 +2445,10 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
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bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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bufferDesc.ByteWidth = UBO_BUFFER_SIZE;
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bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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bufferDesc.CPUAccessFlags = 0;
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bufferDesc.MiscFlags = 0;
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bufferDesc.StructureByteStride = 0;
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bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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bufferDesc.Usage = D3D11_USAGE_DEFAULT;
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res = ID3D11Device_CreateBuffer(
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renderer->device,
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@ -2433,11 +2461,9 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
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uniformBuffer = SDL_malloc(sizeof(D3D11UniformBuffer));
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uniformBuffer->offset = 0;
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uniformBuffer->drawOffset = 0;
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uniformBuffer->hasDiscarded = 0;
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uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
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uniformBuffer->d3d11Buffer->handle = bufferHandle;
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uniformBuffer->d3d11Buffer->size = UBO_BUFFER_SIZE;
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uniformBuffer->d3d11Buffer->uav = NULL;
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uniformBuffer->d3d11Buffer.handle = bufferHandle;
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uniformBuffer->d3d11Buffer.size = UBO_BUFFER_SIZE;
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uniformBuffer->d3d11Buffer.uav = NULL;
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/* Add it to the available pool */
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if (renderer->availableUniformBufferCount >= renderer->availableUniformBufferCapacity)
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@ -2483,7 +2509,6 @@ static uint8_t D3D11_INTERNAL_AcquireUniformBuffer(
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SDL_UnlockMutex(renderer->uniformBufferLock);
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/* Reset the uniform buffer */
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uniformBuffer->hasDiscarded = 0;
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uniformBuffer->offset = 0;
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uniformBuffer->drawOffset = 0;
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@ -2511,31 +2536,18 @@ static void D3D11_INTERNAL_SetUniformBufferData(
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void* data,
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uint32_t dataLength
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) {
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D3D11_MAPPED_SUBRESOURCE subres;
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D3D11_BOX dstBox = { uniformBuffer->offset, 0, 0, uniformBuffer->offset + dataLength, 1, 1 };
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HRESULT res = ID3D11DeviceContext_Map(
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ID3D11DeviceContext1_UpdateSubresource1(
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commandBuffer->context,
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(ID3D11Resource*) uniformBuffer->d3d11Buffer->handle,
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(ID3D11Resource*) uniformBuffer->d3d11Buffer.handle,
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0,
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uniformBuffer->hasDiscarded ? D3D11_MAP_WRITE_NO_OVERWRITE : D3D11_MAP_WRITE_DISCARD,
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0,
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&subres
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);
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ERROR_CHECK_RETURN("Could not map buffer for writing!", );
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SDL_memcpy(
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(uint8_t*) subres.pData + uniformBuffer->offset,
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&dstBox,
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data,
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dataLength
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0,
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0,
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uniformBuffer->offset == 0 ? D3D11_COPY_DISCARD : D3D11_COPY_NO_OVERWRITE
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);
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ID3D11DeviceContext_Unmap(
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commandBuffer->context,
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(ID3D11Resource*) uniformBuffer->d3d11Buffer->handle,
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0
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);
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uniformBuffer->hasDiscarded = 1;
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}
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static void D3D11_PushVertexShaderUniforms(
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@ -3274,11 +3286,8 @@ static void D3D11_BindGraphicsPipeline(
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d3d11CommandBuffer->graphicsPipeline = pipeline;
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if (pipeline->vertexUniformBlockSize == 0)
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{
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d3d11CommandBuffer->vertexUniformBuffer = NULL;
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}
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else
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/* Get a vertex uniform buffer if we need one */
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if (d3d11CommandBuffer->vertexUniformBuffer == NULL && pipeline->vertexUniformBlockSize > 0)
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{
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D3D11_INTERNAL_AcquireUniformBuffer(
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renderer,
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@ -3288,11 +3297,8 @@ static void D3D11_BindGraphicsPipeline(
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);
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}
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if (pipeline->fragmentUniformBlockSize == 0)
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{
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d3d11CommandBuffer->fragmentUniformBuffer = NULL;
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}
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else
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/* Get a fragment uniform buffer if we need one */
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if (d3d11CommandBuffer->fragmentUniformBuffer == NULL && pipeline->fragmentUniformBlockSize > 0)
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{
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D3D11_INTERNAL_AcquireUniformBuffer(
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renderer,
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@ -3455,11 +3461,8 @@ static void D3D11_BindComputePipeline(
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d3d11CommandBuffer->computePipeline = pipeline;
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if (pipeline->computeUniformBlockSize == 0)
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{
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d3d11CommandBuffer->computeUniformBuffer = NULL;
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}
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else
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/* Get a compute uniform buffer if we need one */
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if (d3d11CommandBuffer->computeUniformBuffer == NULL && pipeline->computeUniformBlockSize > 0)
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{
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D3D11_INTERNAL_AcquireUniformBuffer(
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renderer,
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@ -4692,7 +4695,7 @@ tryCreateDevice:
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D3D11_INTERNAL_AllocateCommandBuffers(renderer, 2);
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/* Create uniform buffer pool */
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renderer->availableUniformBufferCapacity = 2;
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renderer->availableUniformBufferCapacity = 16;
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renderer->availableUniformBuffers = SDL_malloc(
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sizeof(D3D11UniformBuffer*) * renderer->availableUniformBufferCapacity
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);
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