vkd3d: Simplify vkd3d_allocate_buffer_memory helper.
This is still useful as a low-level memory allocation function when we don't want to bother with buffer offsets or D3D12 validation. Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
This commit is contained in:
parent
db2e0c7587
commit
ab2c190da5
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@ -214,8 +214,9 @@ HRESULT vkd3d_shader_debug_ring_init(struct vkd3d_shader_debug_ring *ring,
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&resource_desc, &ring->host_buffer)))
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goto err_free_buffers;
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if (FAILED(vkd3d_allocate_buffer_memory(device, ring->host_buffer, NULL,
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&heap_properties, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS, &ring->host_buffer_memory, NULL, NULL)))
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if (FAILED(vkd3d_allocate_buffer_memory(device, ring->host_buffer,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT,
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&ring->host_buffer_memory)))
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goto err_free_buffers;
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ring->ring_device_address = vkd3d_get_buffer_device_address(device, ring->host_buffer) + ring->ring_offset;
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@ -228,8 +229,8 @@ HRESULT vkd3d_shader_debug_ring_init(struct vkd3d_shader_debug_ring *ring,
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&resource_desc, &ring->device_atomic_buffer)))
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goto err_free_buffers;
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if (FAILED(vkd3d_allocate_buffer_memory(device, ring->device_atomic_buffer, NULL,
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&heap_properties, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS, &ring->device_atomic_buffer_memory, NULL, NULL)))
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if (FAILED(vkd3d_allocate_buffer_memory(device, ring->device_atomic_buffer,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &ring->device_atomic_buffer_memory)))
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goto err_free_buffers;
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if (VK_CALL(vkMapMemory(device->vk_device, ring->host_buffer_memory, 0, VK_WHOLE_SIZE, 0, &ring->mapped)) != VK_SUCCESS)
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@ -1246,3 +1246,31 @@ HRESULT vkd3d_allocate_resource_memory_2(struct d3d12_device *device, struct vkd
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return S_OK;
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}
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HRESULT vkd3d_allocate_buffer_memory(struct d3d12_device *device, VkBuffer vk_buffer,
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VkMemoryPropertyFlags type_flags, VkDeviceMemory *vk_memory)
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{
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const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
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VkMemoryRequirements memory_requirements;
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VkMemoryAllocateFlagsInfo flags_info;
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VkResult vr;
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HRESULT hr;
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flags_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_FLAGS_INFO;
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flags_info.pNext = NULL;
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flags_info.flags = 0;
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if (device->device_info.buffer_device_address_features.bufferDeviceAddress)
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flags_info.flags |= VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT_KHR;
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VK_CALL(vkGetBufferMemoryRequirements(device->vk_device, vk_buffer, &memory_requirements));
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if (FAILED(hr = vkd3d_allocate_device_memory_2(device, memory_requirements.size,
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type_flags, memory_requirements.memoryTypeBits, &flags_info, vk_memory, NULL)))
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return hr;
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if (FAILED(vr = VK_CALL(vkBindBufferMemory(device->vk_device, vk_buffer, *vk_memory, 0))))
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return hresult_from_vk_result(vr);
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return hr;
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}
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@ -51,29 +51,6 @@ static inline bool is_cpu_accessible_heap(const D3D12_HEAP_PROPERTIES *propertie
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return true;
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}
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static uint32_t vkd3d_select_memory_types(struct d3d12_device *device, const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags)
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{
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const VkPhysicalDeviceMemoryProperties *memory_info = &device->memory_properties;
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uint32_t type_mask = (1 << memory_info->memoryTypeCount) - 1;
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if (!(heap_flags & D3D12_HEAP_FLAG_DENY_BUFFERS))
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type_mask &= device->memory_info.buffer_type_mask;
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if (!(heap_flags & D3D12_HEAP_FLAG_DENY_NON_RT_DS_TEXTURES))
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type_mask &= device->memory_info.sampled_type_mask;
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/* Render targets are not allowed on UPLOAD and READBACK heaps */
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if (!(heap_flags & D3D12_HEAP_FLAG_DENY_RT_DS_TEXTURES) &&
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heap_properties->Type != D3D12_HEAP_TYPE_UPLOAD &&
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heap_properties->Type != D3D12_HEAP_TYPE_READBACK)
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type_mask &= device->memory_info.rt_ds_type_mask;
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if (!type_mask)
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ERR("No memory type found for heap flags %#x.\n", heap_flags);
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return type_mask;
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}
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static HRESULT vkd3d_select_memory_flags(struct d3d12_device *device, const D3D12_HEAP_PROPERTIES *heap_properties, VkMemoryPropertyFlags *type_flags)
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{
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switch (heap_properties->Type)
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@ -186,131 +163,6 @@ static HRESULT vkd3d_allocate_memory(struct d3d12_device *device,
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return hr;
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}
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static HRESULT vkd3d_import_host_memory(struct d3d12_device *device,
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void *host_address, VkDeviceSize size, VkMemoryPropertyFlags type_flags, uint32_t type_mask,
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void *pNext, VkDeviceMemory *vk_memory, uint32_t *vk_memory_type)
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{
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VkImportMemoryHostPointerInfoEXT import_info;
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HRESULT hr;
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import_info.sType = VK_STRUCTURE_TYPE_IMPORT_MEMORY_HOST_POINTER_INFO_EXT;
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import_info.pNext = pNext;
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import_info.handleType = VK_EXTERNAL_MEMORY_HANDLE_TYPE_HOST_ALLOCATION_BIT_EXT;
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import_info.pHostPointer = host_address;
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if (SUCCEEDED(hr = vkd3d_try_allocate_memory(device, size, type_flags, type_mask, &import_info, vk_memory, vk_memory_type)))
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return hr;
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/* If we failed, fall back to just being host visible / coherent (NVIDIA).
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* Generally the app will access the memory thorugh the main host pointer, so it's fine. */
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return vkd3d_try_allocate_memory(device, size,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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type_mask, &import_info, vk_memory, vk_memory_type);
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}
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HRESULT vkd3d_allocate_buffer_memory(struct d3d12_device *device, VkBuffer vk_buffer, void *host_memory,
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const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags,
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VkDeviceMemory *vk_memory, uint32_t *vk_memory_type, VkDeviceSize *vk_memory_size)
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{
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const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
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VkMemoryDedicatedRequirements dedicated_requirements;
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VkMemoryHostPointerPropertiesEXT host_properties;
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VkMemoryDedicatedAllocateInfo dedicated_info;
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VkMemoryRequirements2 memory_requirements2;
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VkMemoryRequirements *memory_requirements;
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VkBufferMemoryRequirementsInfo2 info;
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VkMemoryAllocateFlagsInfo flags_info;
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VkMemoryPropertyFlags type_flags;
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VkResult vr;
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HRESULT hr;
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memory_requirements = &memory_requirements2.memoryRequirements;
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info.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_REQUIREMENTS_INFO_2;
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info.pNext = NULL;
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info.buffer = vk_buffer;
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dedicated_requirements.sType = VK_STRUCTURE_TYPE_MEMORY_DEDICATED_REQUIREMENTS;
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dedicated_requirements.pNext = NULL;
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memory_requirements2.sType = VK_STRUCTURE_TYPE_MEMORY_REQUIREMENTS_2;
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memory_requirements2.pNext = &dedicated_requirements;
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VK_CALL(vkGetBufferMemoryRequirements2(device->vk_device, &info, &memory_requirements2));
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if (host_memory)
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{
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if (((uintptr_t)host_memory) &
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(device->device_info.external_memory_host_properties.minImportedHostPointerAlignment - 1))
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{
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FIXME("Imported host memory is misaligned.\n");
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return E_INVALIDARG;
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}
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host_properties.sType = VK_STRUCTURE_TYPE_MEMORY_HOST_POINTER_PROPERTIES_EXT;
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host_properties.pNext = NULL;
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if (VK_CALL(vkGetMemoryHostPointerPropertiesEXT(device->vk_device,
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VK_EXTERNAL_MEMORY_HANDLE_TYPE_HOST_ALLOCATION_BIT_EXT,
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host_memory, &host_properties)) != VK_SUCCESS)
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return E_INVALIDARG;
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memory_requirements->memoryTypeBits &= host_properties.memoryTypeBits;
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}
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if (heap_flags != D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS)
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memory_requirements->memoryTypeBits &= vkd3d_select_memory_types(device, heap_properties, heap_flags);
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flags_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_FLAGS_INFO;
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flags_info.pNext = NULL;
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flags_info.flags = 0;
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if (device->device_info.buffer_device_address_features.bufferDeviceAddress)
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flags_info.flags |= VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT_KHR;
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if (heap_flags == D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS && dedicated_requirements.prefersDedicatedAllocation)
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{
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dedicated_info.sType = VK_STRUCTURE_TYPE_MEMORY_DEDICATED_ALLOCATE_INFO;
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dedicated_info.pNext = NULL;
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dedicated_info.image = VK_NULL_HANDLE;
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dedicated_info.buffer = vk_buffer;
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flags_info.pNext = &dedicated_info;
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}
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if (FAILED(hr = vkd3d_select_memory_flags(device, heap_properties, &type_flags)))
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return hr;
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if (host_memory)
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{
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if (FAILED(hr = vkd3d_import_host_memory(device, host_memory, memory_requirements->size, type_flags,
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memory_requirements->memoryTypeBits, &flags_info, vk_memory,
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vk_memory_type)))
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{
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return hr;
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}
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}
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else
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{
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if (FAILED(hr = vkd3d_allocate_memory(device, memory_requirements->size, type_flags,
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memory_requirements->memoryTypeBits, &flags_info, vk_memory,
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vk_memory_type)))
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{
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return hr;
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}
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}
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if ((vr = VK_CALL(vkBindBufferMemory(device->vk_device, vk_buffer, *vk_memory, 0))) < 0)
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{
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WARN("Failed to bind memory, vr %d.\n", vr);
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VK_CALL(vkFreeMemory(device->vk_device, *vk_memory, NULL));
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*vk_memory = VK_NULL_HANDLE;
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}
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if (vk_memory_size)
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*vk_memory_size = memory_requirements->size;
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return hresult_from_vk_result(vr);
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}
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static HRESULT vkd3d_allocate_image_memory(struct d3d12_device *device, VkImage vk_image,
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const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags,
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VkDeviceMemory *vk_memory, uint32_t *vk_memory_type, VkDeviceSize *vk_memory_size)
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@ -5271,8 +5123,9 @@ static HRESULT d3d12_descriptor_heap_init_data_buffer(struct d3d12_descriptor_he
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if (FAILED(hr = vkd3d_create_buffer(device, &heap_info, heap_flags, &buffer_desc, &descriptor_heap->vk_buffer)))
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return hr;
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if (FAILED(hr = vkd3d_allocate_buffer_memory(device, descriptor_heap->vk_buffer, NULL,
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&heap_info, heap_flags, &descriptor_heap->vk_memory, NULL, NULL)))
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if (FAILED(hr = vkd3d_allocate_buffer_memory(device, descriptor_heap->vk_buffer,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&descriptor_heap->vk_memory)))
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return hr;
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if ((vr = VK_CALL(vkMapMemory(device->vk_device, descriptor_heap->vk_memory,
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@ -5753,8 +5606,8 @@ HRESULT d3d12_query_heap_create(struct d3d12_device *device, const D3D12_QUERY_H
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return hr;
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}
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if (FAILED(hr = vkd3d_allocate_buffer_memory(device, object->vk_buffer, NULL,
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&heap_properties, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS, &object->vk_memory, NULL, NULL)))
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if (FAILED(hr = vkd3d_allocate_buffer_memory(device, object->vk_buffer,
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VK_MEMORY_HEAP_DEVICE_LOCAL_BIT, &object->vk_memory)))
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{
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VK_CALL(vkDestroyBuffer(device->vk_device, object->vk_buffer, NULL));
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vkd3d_free(object);
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@ -5997,8 +5850,8 @@ HRESULT vkd3d_init_null_resources(struct vkd3d_null_resources *null_resources,
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if (FAILED(hr = vkd3d_create_buffer(device, &heap_properties, D3D12_HEAP_FLAG_NONE,
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&resource_desc, &null_resources->vk_buffer)))
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goto fail;
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if (FAILED(hr = vkd3d_allocate_buffer_memory(device, null_resources->vk_buffer, NULL,
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&heap_properties, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS, &null_resources->vk_buffer_memory, NULL, NULL)))
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if (FAILED(hr = vkd3d_allocate_buffer_memory(device, null_resources->vk_buffer,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &null_resources->vk_buffer_memory)))
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goto fail;
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if (!vkd3d_create_vk_buffer_view(device, null_resources->vk_buffer,
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vkd3d_get_format(device, DXGI_FORMAT_R32_UINT, false),
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@ -6011,8 +5864,8 @@ HRESULT vkd3d_init_null_resources(struct vkd3d_null_resources *null_resources,
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if (FAILED(hr = vkd3d_create_buffer(device, use_sparse_resources ? NULL : &heap_properties, D3D12_HEAP_FLAG_NONE,
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&resource_desc, &null_resources->vk_storage_buffer)))
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goto fail;
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if (!use_sparse_resources && FAILED(hr = vkd3d_allocate_buffer_memory(device, null_resources->vk_storage_buffer, NULL,
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&heap_properties, D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS, &null_resources->vk_storage_buffer_memory, NULL, NULL)))
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if (!use_sparse_resources && FAILED(hr = vkd3d_allocate_buffer_memory(device, null_resources->vk_storage_buffer,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &null_resources->vk_storage_buffer_memory)))
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goto fail;
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if (!vkd3d_create_vk_buffer_view(device, null_resources->vk_storage_buffer,
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vkd3d_get_format(device, DXGI_FORMAT_R32_UINT, false),
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@ -746,9 +746,8 @@ HRESULT d3d12_resource_create_reserved_2(struct d3d12_device *device,
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const D3D12_CLEAR_VALUE *optimized_clear_value, struct d3d12_resource **resource);
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struct d3d12_resource *unsafe_impl_from_ID3D12Resource(ID3D12Resource *iface);
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HRESULT vkd3d_allocate_buffer_memory(struct d3d12_device *device, VkBuffer vk_buffer, void *host_memory,
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const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags,
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VkDeviceMemory *vk_memory, uint32_t *vk_memory_type, VkDeviceSize *vk_memory_size);
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HRESULT vkd3d_allocate_buffer_memory(struct d3d12_device *device, VkBuffer vk_buffer,
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VkMemoryPropertyFlags type_flags, VkDeviceMemory *vk_memory);
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HRESULT vkd3d_create_buffer(struct d3d12_device *device,
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const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags,
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const D3D12_RESOURCE_DESC *desc, VkBuffer *vk_buffer);
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