vkd3d: Do not attempt to clear dedicated memory allocations.

We rely on zerovram behavior in drivers. Opt-in to this path where we
know implementation does what we want (backed up by testing).

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
This commit is contained in:
Hans-Kristian Arntzen 2022-06-15 12:10:15 +02:00
parent 3a19dea7c7
commit 2f6a9e0d55
1 changed files with 37 additions and 4 deletions

View File

@ -1392,13 +1392,34 @@ static HRESULT vkd3d_suballocate_memory(struct d3d12_device *device, struct vkd3
return hr;
}
static inline bool vkd3d_driver_implicitly_clears(VkDriverId driver_id)
{
switch (driver_id)
{
/* Known to pass test_stress_suballocation which hits this path. */
case VK_DRIVER_ID_MESA_RADV:
case VK_DRIVER_ID_NVIDIA_PROPRIETARY:
case VK_DRIVER_ID_INTEL_OPEN_SOURCE_MESA:
return true;
default:
return false;
}
}
HRESULT vkd3d_allocate_memory(struct d3d12_device *device, struct vkd3d_memory_allocator *allocator,
const struct vkd3d_allocate_memory_info *info, struct vkd3d_memory_allocation *allocation)
{
bool implementation_implicitly_clears;
bool needs_clear;
bool suballocate;
HRESULT hr;
if (!info->pNext && !info->host_ptr && info->memory_requirements.size < VKD3D_VA_BLOCK_SIZE &&
!(info->heap_flags & (D3D12_HEAP_FLAG_DENY_BUFFERS | D3D12_HEAP_FLAG_ALLOW_WRITE_WATCH)))
suballocate = !info->pNext && !info->host_ptr &&
info->memory_requirements.size < VKD3D_VA_BLOCK_SIZE &&
!(info->heap_flags & (D3D12_HEAP_FLAG_DENY_BUFFERS | D3D12_HEAP_FLAG_ALLOW_WRITE_WATCH));
if (suballocate)
hr = vkd3d_suballocate_memory(device, allocator, info, allocation);
else
hr = vkd3d_memory_allocation_init(allocation, device, allocator, info);
@ -1406,8 +1427,20 @@ HRESULT vkd3d_allocate_memory(struct d3d12_device *device, struct vkd3d_memory_a
if (FAILED(hr))
return hr;
if (!(info->heap_flags & D3D12_HEAP_FLAG_CREATE_NOT_ZEROED) &&
!(vkd3d_config_flags & VKD3D_CONFIG_FLAG_MEMORY_ALLOCATOR_SKIP_CLEAR))
/* If we're allocating Vulkan memory directly,
* we can rely on the driver doing this for us.
* This is relying on implementation details.
* RADV definitely does this, and it seems like NV also does it.
* TODO: an extension for this would be nice. */
implementation_implicitly_clears =
vkd3d_driver_implicitly_clears(device->device_info.driver_properties.driverID) &&
!suballocate;
needs_clear = !implementation_implicitly_clears &&
!(info->heap_flags & D3D12_HEAP_FLAG_CREATE_NOT_ZEROED) &&
!(vkd3d_config_flags & VKD3D_CONFIG_FLAG_MEMORY_ALLOCATOR_SKIP_CLEAR);
if (needs_clear)
vkd3d_memory_allocator_clear_allocation(allocator, device, allocation);
return hr;