Greatly reduce VA allocations we have to make and makes returned VA more sensible, and better matches returned VAs we see on native drivers. D3D12 usage flags for buffers seem generic enough that there is no obvious benefit to place smaller VkBuffers on top of VkDeviceMemory. Ideally, physical_buffer_address is used here, but this works as a good fallback if that path is added later. With this patch and previous VA optimization, I'm observing a 2.0-2.5% FPS uplift on SOTTR when CPU bound. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no> |
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.. | ||
command.c | ||
device.c | ||
libvkd3d.pc.in | ||
resource.c | ||
state.c | ||
utils.c | ||
vkd3d.map | ||
vkd3d_main.c | ||
vkd3d_private.h | ||
vulkan_procs.h |