Fix repeated buffer writes by using USAGE_DEFAULT/UpdateSubresource instead of DYNAMIC/Map for non-uniform buffers
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continuous-integration/drone/pr Build is failing
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parent
06d93a55a3
commit
9b8dfd8207
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@ -432,9 +432,8 @@ typedef struct D3D11ComputePipeline
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typedef struct D3D11Buffer
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{
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ID3D11Buffer *handle;
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ID3D11UnorderedAccessView* uav;
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uint32_t size;
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uint8_t isDynamic;
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ID3D11UnorderedAccessView *uav;
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} D3D11Buffer;
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typedef struct D3D11UniformBuffer
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@ -1648,26 +1647,23 @@ static Refresh_Buffer* D3D11_CreateBuffer(
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D3D11Buffer *d3d11Buffer;
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HRESULT res;
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uint8_t isDynamic = 1;
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uint32_t bindFlags = 0;
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bufferDesc.BindFlags = 0;
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if (usageFlags & REFRESH_BUFFERUSAGE_VERTEX_BIT)
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{
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bindFlags |= D3D11_BIND_VERTEX_BUFFER;
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bufferDesc.BindFlags |= D3D11_BIND_VERTEX_BUFFER;
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}
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if (usageFlags & REFRESH_BUFFERUSAGE_INDEX_BIT)
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{
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bindFlags |= D3D11_BIND_INDEX_BUFFER;
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bufferDesc.BindFlags |= D3D11_BIND_INDEX_BUFFER;
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}
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if ((usageFlags & REFRESH_BUFFERUSAGE_COMPUTE_BIT) || (usageFlags & REFRESH_BUFFERUSAGE_INDIRECT_BIT))
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{
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bindFlags |= D3D11_BIND_UNORDERED_ACCESS;
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isDynamic = 0;
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bufferDesc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
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}
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bufferDesc.BindFlags = bindFlags;
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bufferDesc.ByteWidth = sizeInBytes;
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bufferDesc.Usage = isDynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT;
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bufferDesc.CPUAccessFlags = isDynamic ? D3D11_CPU_ACCESS_WRITE : 0;
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bufferDesc.Usage = D3D11_USAGE_DEFAULT;
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bufferDesc.CPUAccessFlags = 0;
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bufferDesc.MiscFlags = (usageFlags & REFRESH_BUFFERUSAGE_INDIRECT_BIT) ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0;
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bufferDesc.StructureByteStride = 0;
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@ -1705,7 +1701,6 @@ static Refresh_Buffer* D3D11_CreateBuffer(
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d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
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d3d11Buffer->handle = bufferHandle;
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d3d11Buffer->size = sizeInBytes;
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d3d11Buffer->isDynamic = isDynamic;
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d3d11Buffer->uav = uav;
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return (Refresh_Buffer*) d3d11Buffer;
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@ -1807,56 +1802,56 @@ static void D3D11_INTERNAL_SetBufferData(
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uint32_t offsetInBytes,
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void* data,
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uint32_t dataLength,
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uint8_t noOverwrite
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uint8_t isUniformBuffer
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) {
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D3D11_BOX dstBox;
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D3D11_MAPPED_SUBRESOURCE subres;
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HRESULT res;
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/* Use UpdateSubresource for non-dynamic buffers (i.e. compute/indirect) */
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if (!buffer->isDynamic)
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if (isUniformBuffer)
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{
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dstBox.left = 0;
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dstBox.right = dataLength;
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res = ID3D11DeviceContext_Map(
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commandBuffer->context,
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(ID3D11Resource*) buffer->handle,
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0,
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D3D11_MAP_WRITE_DISCARD, /* FIXME: Use NoOverwrite for subsequent writes! */
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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 + offsetInBytes,
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data,
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dataLength
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);
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ID3D11DeviceContext_Unmap(
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commandBuffer->context,
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(ID3D11Resource*) buffer->handle,
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0
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);
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}
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else
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{
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dstBox.left = offsetInBytes;
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dstBox.right = offsetInBytes + dataLength;
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dstBox.top = 0;
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dstBox.bottom = 1;
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dstBox.front = 0;
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dstBox.back = 1;
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ID3D11DeviceContext_UpdateSubresource(
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ID3D11DeviceContext1_UpdateSubresource1(
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commandBuffer->context,
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(ID3D11Resource*) buffer->handle,
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0,
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&dstBox,
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data,
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dataLength,
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1
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1,
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dataLength == buffer->size ? D3D11_COPY_DISCARD : 0
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);
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return;
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}
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res = ID3D11DeviceContext_Map(
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commandBuffer->context,
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(ID3D11Resource*) buffer->handle,
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0,
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noOverwrite ? 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 + offsetInBytes,
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data,
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dataLength
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);
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ID3D11DeviceContext_Unmap(
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commandBuffer->context,
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(ID3D11Resource*) buffer->handle,
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0
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);
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}
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static void D3D11_SetBufferData(
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@ -1983,7 +1978,6 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
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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->isDynamic = 1;
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uniformBuffer->d3d11Buffer->uav = NULL;
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/* Add it to the available pool */
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@ -2080,7 +2074,7 @@ static uint32_t D3D11_PushVertexShaderUniforms(
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d3d11CommandBuffer->vertexUniformBuffer->offset,
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data,
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dataLengthInBytes,
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0 /* FIXME: Should be NoOverwrite! */
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1
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);
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d3d11CommandBuffer->vertexUniformBuffer->offset += graphicsPipeline->vertexUniformBlockSize;
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@ -2119,7 +2113,7 @@ static uint32_t D3D11_PushFragmentShaderUniforms(
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d3d11CommandBuffer->fragmentUniformBuffer->offset,
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data,
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dataLengthInBytes,
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0 /* FIXME: Should be NoOverwrite! */
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1
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);
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d3d11CommandBuffer->fragmentUniformBuffer->offset += graphicsPipeline->fragmentUniformBlockSize;
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@ -2158,7 +2152,7 @@ static uint32_t D3D11_PushComputeShaderUniforms(
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d3d11CommandBuffer->computeUniformBuffer->offset,
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data,
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dataLengthInBytes,
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0 /* FIXME: Should be NoOverwrite! */
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1
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);
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d3d11CommandBuffer->computeUniformBuffer->offset += (uint32_t) computePipeline->computeUniformBlockSize; /* FIXME: Is this cast safe? */
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