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GPU: Correctly recycle D3D12 descriptor heaps (#14234)
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@@ -980,6 +980,10 @@ struct D3D12CommandBuffer
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// Set at acquire time
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D3D12DescriptorHeap *gpuDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER + 1];
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D3D12DescriptorHeap **usedDescriptorHeaps;
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Uint32 usedDescriptorHeapCount;
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Uint32 usedDescriptorHeapCapacity;
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D3D12UniformBuffer **usedUniformBuffers;
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Uint32 usedUniformBufferCount;
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Uint32 usedUniformBufferCapacity;
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@@ -1565,6 +1569,7 @@ static void D3D12_INTERNAL_DestroyCommandBuffer(D3D12CommandBuffer *commandBuffe
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SDL_free(commandBuffer->usedSamplers);
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SDL_free(commandBuffer->usedGraphicsPipelines);
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SDL_free(commandBuffer->usedComputePipelines);
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SDL_free(commandBuffer->usedDescriptorHeaps);
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SDL_free(commandBuffer->usedUniformBuffers);
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SDL_free(commandBuffer->textureDownloads);
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SDL_free(commandBuffer);
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@@ -2268,6 +2273,28 @@ static bool D3D12_INTERNAL_ExpandStagingDescriptorPool(
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return true;
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}
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static void D3D12_INTERNAL_TrackGPUDescriptorHeap(
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D3D12CommandBuffer *commandBuffer,
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D3D12DescriptorHeap *descriptorHeap)
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{
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Uint32 i;
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for (i = 0; i < commandBuffer->usedDescriptorHeapCount; i += 1) {
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if (commandBuffer->usedDescriptorHeaps[i] == descriptorHeap) {
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return;
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}
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}
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if (commandBuffer->usedDescriptorHeapCount == commandBuffer->usedDescriptorHeapCapacity) {
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commandBuffer->usedDescriptorHeapCapacity += 1;
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commandBuffer->usedDescriptorHeaps = (D3D12DescriptorHeap **)SDL_realloc(
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commandBuffer->usedDescriptorHeaps,
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commandBuffer->usedDescriptorHeapCapacity * sizeof(D3D12DescriptorHeap *));
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}
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commandBuffer->usedDescriptorHeaps[commandBuffer->usedDescriptorHeapCount] = descriptorHeap;
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commandBuffer->usedDescriptorHeapCount += 1;
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}
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static D3D12DescriptorHeap *D3D12_INTERNAL_AcquireGPUDescriptorHeapFromPool(
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D3D12CommandBuffer *commandBuffer,
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D3D12_DESCRIPTOR_HEAP_TYPE descriptorHeapType)
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@@ -2289,6 +2316,7 @@ static D3D12DescriptorHeap *D3D12_INTERNAL_AcquireGPUDescriptorHeapFromPool(
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}
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SDL_UnlockMutex(pool->lock);
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D3D12_INTERNAL_TrackGPUDescriptorHeap(commandBuffer, result);
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return result;
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}
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@@ -4885,14 +4913,7 @@ static void D3D12_INTERNAL_SetGPUDescriptorHeaps(D3D12CommandBuffer *commandBuff
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viewHeap = D3D12_INTERNAL_AcquireGPUDescriptorHeapFromPool(commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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samplerHeap = D3D12_INTERNAL_AcquireGPUDescriptorHeapFromPool(commandBuffer, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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if (commandBuffer->gpuDescriptorHeaps[0] != NULL) {
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D3D12_INTERNAL_ReturnGPUDescriptorHeapToPool(commandBuffer->renderer, commandBuffer->gpuDescriptorHeaps[0]);
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}
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commandBuffer->gpuDescriptorHeaps[0] = viewHeap;
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if (commandBuffer->gpuDescriptorHeaps[1] != NULL) {
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D3D12_INTERNAL_ReturnGPUDescriptorHeapToPool(commandBuffer->renderer, commandBuffer->gpuDescriptorHeaps[1]);
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}
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commandBuffer->gpuDescriptorHeaps[1] = samplerHeap;
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heaps[0] = viewHeap->handle;
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@@ -7284,6 +7305,11 @@ static bool D3D12_INTERNAL_AllocateCommandBuffer(
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commandBuffer->usedComputePipelines = (D3D12ComputePipeline **)SDL_calloc(
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commandBuffer->usedComputePipelineCapacity, sizeof(D3D12ComputePipeline *));
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commandBuffer->usedDescriptorHeapCapacity = 4;
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commandBuffer->usedDescriptorHeapCount = 0;
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commandBuffer->usedDescriptorHeaps = (D3D12DescriptorHeap **)SDL_calloc(
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commandBuffer->usedDescriptorHeapCapacity, sizeof(D3D12DescriptorHeap *));
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commandBuffer->usedUniformBufferCapacity = 4;
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commandBuffer->usedUniformBufferCount = 0;
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commandBuffer->usedUniformBuffers = (D3D12UniformBuffer **)SDL_calloc(
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@@ -7702,13 +7728,13 @@ static bool D3D12_INTERNAL_CleanCommandBuffer(
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NULL);
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CHECK_D3D12_ERROR_AND_RETURN("Could not reset command list", false);
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// Return descriptor heaps to pool
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D3D12_INTERNAL_ReturnGPUDescriptorHeapToPool(
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renderer,
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commandBuffer->gpuDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV]);
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D3D12_INTERNAL_ReturnGPUDescriptorHeapToPool(
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renderer,
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commandBuffer->gpuDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER]);
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// Return descriptor heaps to pool, pools own their own locks
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for (i = 0; i < commandBuffer->usedDescriptorHeapCount; i += 1) {
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D3D12_INTERNAL_ReturnGPUDescriptorHeapToPool(
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renderer,
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commandBuffer->usedDescriptorHeaps[i]);
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}
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commandBuffer->usedDescriptorHeapCount = 0;
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commandBuffer->gpuDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV] = NULL;
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commandBuffer->gpuDescriptorHeaps[D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER] = NULL;
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