Use NO_OVERWRITE on uniform buffers after the initial WRITE_DISCARD + SetBufferData cleanup

d3d11
Caleb Cornett 2024-02-09 11:19:51 -06:00 committed by cosmonaut
parent c9b98c6e2b
commit dcac27b5d8
1 changed files with 57 additions and 80 deletions

View File

@ -440,6 +440,7 @@ typedef struct D3D11UniformBuffer
{
D3D11Buffer *d3d11Buffer;
uint32_t offset;
uint8_t hasDiscarded;
} D3D11UniformBuffer;
typedef struct D3D11Fence
@ -1795,65 +1796,6 @@ static void D3D11_CopyTextureToBuffer(
/* Buffer Data */
static void D3D11_INTERNAL_SetBufferData(
D3D11Renderer *renderer,
D3D11CommandBuffer *commandBuffer,
D3D11Buffer *buffer,
uint32_t offsetInBytes,
void* data,
uint32_t dataLength,
uint8_t isUniformBuffer
) {
D3D11_BOX dstBox;
D3D11_MAPPED_SUBRESOURCE subres;
HRESULT res;
if (isUniformBuffer)
{
res = ID3D11DeviceContext_Map(
commandBuffer->context,
(ID3D11Resource*) buffer->handle,
0,
D3D11_MAP_WRITE_DISCARD, /* FIXME: Use NoOverwrite for subsequent writes! */
0,
&subres
);
ERROR_CHECK_RETURN("Could not map buffer for writing!", );
SDL_memcpy(
(uint8_t*) subres.pData + offsetInBytes,
data,
dataLength
);
ID3D11DeviceContext_Unmap(
commandBuffer->context,
(ID3D11Resource*) buffer->handle,
0
);
}
else
{
dstBox.left = offsetInBytes;
dstBox.right = offsetInBytes + dataLength;
dstBox.top = 0;
dstBox.bottom = 1;
dstBox.front = 0;
dstBox.back = 1;
ID3D11DeviceContext1_UpdateSubresource1(
commandBuffer->context,
(ID3D11Resource*) buffer->handle,
0,
&dstBox,
data,
dataLength,
1,
dataLength == buffer->size ? D3D11_COPY_DISCARD : 0
);
}
}
static void D3D11_SetBufferData(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
@ -1862,14 +1804,19 @@ static void D3D11_SetBufferData(
void* data,
uint32_t dataLength
) {
D3D11_INTERNAL_SetBufferData(
(D3D11Renderer*) driverData,
(D3D11CommandBuffer*) commandBuffer,
(D3D11Buffer*) buffer,
offsetInBytes,
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer;
D3D11_BOX dstBox = { offsetInBytes, 0, 0, offsetInBytes + dataLength, 1, 1 };
ID3D11DeviceContext1_UpdateSubresource1(
d3d11CommandBuffer->context,
(ID3D11Resource*) d3d11Buffer->handle,
0,
&dstBox,
data,
dataLength,
0
1,
dataLength == d3d11Buffer->size ? D3D11_COPY_DISCARD : 0
);
}
@ -1975,6 +1922,7 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
uniformBuffer = SDL_malloc(sizeof(D3D11UniformBuffer));
uniformBuffer->offset = 0;
uniformBuffer->hasDiscarded = 0;
uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
uniformBuffer->d3d11Buffer->handle = bufferHandle;
uniformBuffer->d3d11Buffer->size = UBO_BUFFER_SIZE;
@ -2024,6 +1972,7 @@ static uint8_t D3D11_INTERNAL_AcquireUniformBuffer(
SDL_UnlockMutex(renderer->uniformBufferLock);
/* Reset the uniform buffer */
uniformBuffer->hasDiscarded = 0;
uniformBuffer->offset = 0;
/* Bind the uniform buffer to the command buffer */
@ -2043,6 +1992,40 @@ static uint8_t D3D11_INTERNAL_AcquireUniformBuffer(
return 1;
}
static void D3D11_INTERNAL_SetUniformBufferData(
D3D11Renderer *renderer,
D3D11CommandBuffer *commandBuffer,
D3D11UniformBuffer *uniformBuffer,
void* data,
uint32_t dataLength
) {
D3D11_MAPPED_SUBRESOURCE subres;
HRESULT res = ID3D11DeviceContext_Map(
commandBuffer->context,
(ID3D11Resource*) uniformBuffer->d3d11Buffer->handle,
0,
uniformBuffer->hasDiscarded ? D3D11_MAP_WRITE_NO_OVERWRITE : D3D11_MAP_WRITE_DISCARD,
0,
&subres
);
ERROR_CHECK_RETURN("Could not map buffer for writing!", );
SDL_memcpy(
(uint8_t*) subres.pData + uniformBuffer->offset,
data,
dataLength
);
ID3D11DeviceContext_Unmap(
commandBuffer->context,
(ID3D11Resource*) uniformBuffer->d3d11Buffer->handle,
0
);
uniformBuffer->hasDiscarded = 1;
}
static uint32_t D3D11_PushVertexShaderUniforms(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
@ -2067,14 +2050,12 @@ static uint32_t D3D11_PushVertexShaderUniforms(
offset = d3d11CommandBuffer->vertexUniformBuffer->offset;
D3D11_INTERNAL_SetBufferData(
D3D11_INTERNAL_SetUniformBufferData(
renderer,
d3d11CommandBuffer,
d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer,
d3d11CommandBuffer->vertexUniformBuffer->offset,
d3d11CommandBuffer->vertexUniformBuffer,
data,
dataLengthInBytes,
1
dataLengthInBytes
);
d3d11CommandBuffer->vertexUniformBuffer->offset += graphicsPipeline->vertexUniformBlockSize;
@ -2106,14 +2087,12 @@ static uint32_t D3D11_PushFragmentShaderUniforms(
offset = d3d11CommandBuffer->fragmentUniformBuffer->offset;
D3D11_INTERNAL_SetBufferData(
D3D11_INTERNAL_SetUniformBufferData(
renderer,
d3d11CommandBuffer,
d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer,
d3d11CommandBuffer->fragmentUniformBuffer->offset,
d3d11CommandBuffer->fragmentUniformBuffer,
data,
dataLengthInBytes,
1
dataLengthInBytes
);
d3d11CommandBuffer->fragmentUniformBuffer->offset += graphicsPipeline->fragmentUniformBlockSize;
@ -2145,14 +2124,12 @@ static uint32_t D3D11_PushComputeShaderUniforms(
offset = d3d11CommandBuffer->computeUniformBuffer->offset;
D3D11_INTERNAL_SetBufferData(
D3D11_INTERNAL_SetUniformBufferData(
renderer,
d3d11CommandBuffer,
d3d11CommandBuffer->computeUniformBuffer->d3d11Buffer,
d3d11CommandBuffer->computeUniformBuffer->offset,
d3d11CommandBuffer->computeUniformBuffer,
data,
dataLengthInBytes,
1
dataLengthInBytes
);
d3d11CommandBuffer->computeUniformBuffer->offset += (uint32_t) computePipeline->computeUniformBlockSize; /* FIXME: Is this cast safe? */