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https://github.com/PCSX2/pcsx2.git
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3rdparty: Update D3D12MA to v3.2.0
This commit is contained in:
+12
-3
@@ -24,7 +24,7 @@
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/** \mainpage D3D12 Memory Allocator
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<b>Version 3.1.0</b> (2026-02-23)
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<b>Version 3.2.0</b> (2026-06-05)
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Copyright (c) 2019-2026 Advanced Micro Devices, Inc. All rights reserved. \n
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License: MIT
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@@ -889,10 +889,17 @@ enum POOL_FLAGS
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*/
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POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED = 0x2,
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/** Every allocation made in this pool will be created as a committed resource - will have its own memory block.
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There is also an equivalent flag for the entire allocator: D3D12MA::ALLOCATOR_FLAG_ALWAYS_COMMITTED.
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*/
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POOL_FLAG_ALWAYS_COMMITTED = 0x4,
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/** Disables tight resource alignment for all resources created from this pool.
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When tight alignment is supported and enabled for the allocator, resources created from custom pools
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normally use it automatically. Specify this flag to restore pre-tight-alignment behavior for this pool:
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tight alignment won't be requested and small buffers may again be preferred as committed resources.
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*/
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POOL_FLAG_DONT_USE_TIGHT_ALIGNMENT = 0x8,
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// Bit mask to extract only `ALGORITHM` bits from entire set of flags.
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POOL_FLAG_ALGORITHM_MASK = POOL_FLAG_ALGORITHM_LINEAR
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@@ -1114,7 +1121,8 @@ enum ALLOCATOR_FLAGS
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It can also be disabled for a single allocation by using #ALLOCATION_FLAG_STRATEGY_MIN_TIME.
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If the tight resource alignment feature is used by the library (which happens automatically whenever supported,
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unless you use flag #ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT), then small buffers are not preferred as committed.
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unless you use flag #ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT or
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#POOL_FLAG_DONT_USE_TIGHT_ALIGNMENT on a custom pool), then small buffers are not preferred as committed.
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Long story short, you don't need to specify any of these flags.
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The library chooses the most optimal method automatically.
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*/
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@@ -2892,6 +2900,7 @@ as it is no longer needed.
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You can check if the tight alignment it is available in the current system by calling D3D12MA::Allocator::IsTightAlignmentSupported().
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You can tell the library to not use it by specifying D3D12MA::ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT.
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Custom pools can opt out independently by specifying D3D12MA::POOL_FLAG_DONT_USE_TIGHT_ALIGNMENT.
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Typically, you don't need to do any of those.
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The library automatically aligns all buffers to at least 256 B, even when the system supports smaller alignment.
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+249
-57
@@ -163,6 +163,14 @@ especially to test compatibility with D3D12_RESOURCE_HEAP_TIER_1 on modern GPUs.
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#endif
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#endif
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#ifndef D3D12MA_OPTIONS4_SUPPORTED
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#ifdef __ID3D12Device5_INTERFACE_DEFINED__
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#define D3D12MA_OPTIONS4_SUPPORTED 1
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#else
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#define D3D12MA_OPTIONS4_SUPPORTED 0
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#endif
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#endif
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#ifndef D3D12MA_DEBUG_LOG
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#define D3D12MA_DEBUG_LOG(format, ...)
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/*
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@@ -703,6 +711,13 @@ static UINT GetBitsPerPixel(DXGI_FORMAT format)
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case DXGI_FORMAT_R24_UNORM_X8_TYPELESS:
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case DXGI_FORMAT_X24_TYPELESS_G8_UINT:
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return 32;
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case DXGI_FORMAT_B8G8R8A8_UNORM:
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case DXGI_FORMAT_B8G8R8X8_UNORM:
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case DXGI_FORMAT_B8G8R8A8_TYPELESS:
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case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB:
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case DXGI_FORMAT_B8G8R8X8_TYPELESS:
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case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB:
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return 32;
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case DXGI_FORMAT_R8G8_TYPELESS:
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case DXGI_FORMAT_R8G8_UNORM:
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case DXGI_FORMAT_R8G8_UINT:
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@@ -717,6 +732,9 @@ static UINT GetBitsPerPixel(DXGI_FORMAT format)
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case DXGI_FORMAT_R16_SNORM:
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case DXGI_FORMAT_R16_SINT:
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return 16;
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case DXGI_FORMAT_B5G6R5_UNORM:
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case DXGI_FORMAT_B5G5R5A1_UNORM:
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return 16;
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case DXGI_FORMAT_R8_TYPELESS:
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case DXGI_FORMAT_R8_UNORM:
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case DXGI_FORMAT_R8_UINT:
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@@ -767,46 +785,175 @@ static ResourceClass ResourceDescToResourceClass(const D3D12_RESOURCE_DESC_T& re
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(resDesc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) != 0;
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return isRenderTargetOrDepthStencil ? ResourceClass::RT_DS_Texture : ResourceClass::Non_RT_DS_Texture;
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}
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static bool ResourceDimensionIsTexture(D3D12_RESOURCE_DIMENSION dimension)
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{
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return dimension == D3D12_RESOURCE_DIMENSION_TEXTURE1D ||
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dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D ||
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dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D;
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}
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static bool ResourceFlagsContainRenderTargetOrDepthStencil(D3D12_RESOURCE_FLAGS flags)
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{
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return (flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) != 0;
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}
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// This algorithm is overly conservative.
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struct SmallAlignmentTileShape
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{
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UINT Width;
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UINT Height;
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UINT Depth;
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};
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static bool GetSmallAlignmentTileShape(
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D3D12_RESOURCE_DIMENSION dimension,
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bool isMsaa,
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UINT bitsPerUnit,
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SmallAlignmentTileShape& outTileShape)
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{
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if (isMsaa)
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{
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if (dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D)
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return false;
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switch (bitsPerUnit)
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{
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case 8: outTileShape = { 256, 256, 1 }; return true;
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case 16: outTileShape = { 256, 128, 1 }; return true;
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case 32: outTileShape = { 128, 128, 1 }; return true;
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case 64: outTileShape = { 128, 64, 1 }; return true;
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case 128: outTileShape = { 64, 64, 1 }; return true;
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case 256: outTileShape = { 64, 32, 1 }; return true;
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case 512: outTileShape = { 32, 32, 1 }; return true;
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case 1024: outTileShape = { 32, 16, 1 }; return true;
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case 2048: outTileShape = { 16, 16, 1 }; return true;
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default: return false;
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}
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}
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switch (dimension)
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{
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case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
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switch (bitsPerUnit)
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{
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case 8: outTileShape = { 4096, 1, 1 }; return true;
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case 16: outTileShape = { 2048, 1, 1 }; return true;
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case 32: outTileShape = { 1024, 1, 1 }; return true;
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case 64: outTileShape = { 512, 1, 1 }; return true;
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case 128: outTileShape = { 256, 1, 1 }; return true;
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default: return false;
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}
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case D3D12_RESOURCE_DIMENSION_TEXTURE2D:
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switch (bitsPerUnit)
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{
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case 8: outTileShape = { 64, 64, 1 }; return true;
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case 16: outTileShape = { 64, 32, 1 }; return true;
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case 32: outTileShape = { 32, 32, 1 }; return true;
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case 64: outTileShape = { 32, 16, 1 }; return true;
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case 128: outTileShape = { 16, 16, 1 }; return true;
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default: return false;
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}
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case D3D12_RESOURCE_DIMENSION_TEXTURE3D:
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// 4 KB counterparts of the documented 64 KB volume-tile shapes.
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switch (bitsPerUnit)
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{
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case 8: outTileShape = { 16, 16, 16 }; return true;
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case 16: outTileShape = { 16, 16, 8 }; return true;
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case 32: outTileShape = { 16, 8, 8 }; return true;
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case 64: outTileShape = { 8, 8, 8 }; return true;
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case 128: outTileShape = { 8, 8, 4 }; return true;
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default: return false;
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}
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default:
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return false;
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}
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}
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// This algorithm is overly conservative and applies only to the legacy small-alignment heuristic path.
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template<typename D3D12_RESOURCE_DESC_T>
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static bool CanUseSmallAlignment(const D3D12_RESOURCE_DESC_T& resourceDesc)
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{
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if (resourceDesc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D)
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if (resourceDesc.SampleDesc.Count == 0 ||
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resourceDesc.Layout != D3D12_TEXTURE_LAYOUT_UNKNOWN ||
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resourceDesc.Width > UINT_MAX)
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{
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return false;
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if ((resourceDesc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) != 0)
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}
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const bool isMsaa = resourceDesc.SampleDesc.Count > 1;
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const bool isRtDs = ResourceFlagsContainRenderTargetOrDepthStencil(resourceDesc.Flags);
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if (isMsaa && !isRtDs)
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{
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return false;
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if (resourceDesc.SampleDesc.Count > 1)
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return false;
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if (resourceDesc.DepthOrArraySize != 1)
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}
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if (!isMsaa &&
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isRtDs)
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{
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return false;
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}
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UINT sizeX = (UINT)resourceDesc.Width;
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UINT sizeY = resourceDesc.Height;
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UINT bitsPerPixel = GetBitsPerPixel(resourceDesc.Format);
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if (bitsPerPixel == 0)
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UINT sizeY = 1;
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UINT sizeZ = 1;
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UINT bitsPerUnit = GetBitsPerPixel(resourceDesc.Format);
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if (bitsPerUnit == 0)
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return false;
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if (IsFormatCompressed(resourceDesc.Format))
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switch (resourceDesc.Dimension)
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{
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sizeX = DivideRoundingUp(sizeX, 4u);
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sizeY = DivideRoundingUp(sizeY, 4u);
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bitsPerPixel *= 16;
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case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
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if (isMsaa)
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return false;
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// For 1D arrays, small-alignment eligibility depends on the mip0 slice size, not array size.
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if (IsFormatCompressed(resourceDesc.Format))
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return false;
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break;
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case D3D12_RESOURCE_DIMENSION_TEXTURE2D:
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// For 2D arrays, small-alignment eligibility depends on mip0 width/height, not array size.
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sizeY = resourceDesc.Height;
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if (isMsaa && IsFormatCompressed(resourceDesc.Format))
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return false;
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if (IsFormatCompressed(resourceDesc.Format))
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{
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sizeX = DivideRoundingUp(sizeX, 4u);
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sizeY = DivideRoundingUp(sizeY, 4u);
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bitsPerUnit *= 16;
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}
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break;
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case D3D12_RESOURCE_DIMENSION_TEXTURE3D:
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if (isMsaa)
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return false;
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sizeY = resourceDesc.Height;
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sizeZ = resourceDesc.DepthOrArraySize;
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if (IsFormatCompressed(resourceDesc.Format))
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{
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sizeX = DivideRoundingUp(sizeX, 4u);
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sizeY = DivideRoundingUp(sizeY, 4u);
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bitsPerUnit *= 16;
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}
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break;
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default:
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return false;
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}
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UINT tileSizeX = 0, tileSizeY = 0;
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switch (bitsPerPixel)
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{
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case 8: tileSizeX = 64; tileSizeY = 64; break;
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case 16: tileSizeX = 64; tileSizeY = 32; break;
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case 32: tileSizeX = 32; tileSizeY = 32; break;
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case 64: tileSizeX = 32; tileSizeY = 16; break;
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case 128: tileSizeX = 16; tileSizeY = 16; break;
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default: return false;
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}
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bitsPerUnit *= resourceDesc.SampleDesc.Count;
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const UINT tileCount = DivideRoundingUp(sizeX, tileSizeX) * DivideRoundingUp(sizeY, tileSizeY);
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return tileCount <= 16;
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SmallAlignmentTileShape tileShape = {};
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if (!GetSmallAlignmentTileShape(resourceDesc.Dimension, isMsaa, bitsPerUnit, tileShape))
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return false;
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const UINT64 tileCount =
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UINT64(DivideRoundingUp(sizeX, tileShape.Width)) *
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UINT64(DivideRoundingUp(sizeY, tileShape.Height)) *
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UINT64(DivideRoundingUp(sizeZ, tileShape.Depth));
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// Non-MSAA compares 64 KB against 4 KB tiles => 16 pages. MSAA compares 4 MB against 64 KB tiles => 64 pages.
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return tileCount <= (isMsaa ? 64 : 16);
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}
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static bool ValidateAllocateMemoryParameters(
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@@ -5988,6 +6135,7 @@ public:
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BOOL IsCacheCoherentUMA() const { return m_D3D12Architecture.CacheCoherentUMA; }
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bool SupportsResourceHeapTier2() const { return m_D3D12Options.ResourceHeapTier >= D3D12_RESOURCE_HEAP_TIER_2; }
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bool IsGPUUploadHeapSupported() const { return m_GPUUploadHeapSupported != FALSE; }
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bool IsMsaa64KBAlignedTextureSupported() const { return m_MSAA64KBAlignedTextureSupported != FALSE; }
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bool IsTightAlignmentSupported() const { return m_TightAlignmentSupported != FALSE; }
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bool IsTightAlignmentEnabled() const { return IsTightAlignmentSupported() && m_UseTightAlignment; }
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bool UseMutex() const { return m_UseMutex; }
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@@ -6076,7 +6224,7 @@ private:
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const bool m_UseMutex;
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const bool m_AlwaysCommitted;
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const bool m_MsaaAlwaysCommitted;
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bool m_PreferSmallBuffersCommitted;
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const bool m_PreferSmallBuffersCommitted;
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const bool m_UseTightAlignment;
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bool m_DefaultPoolsNotZeroed = false;
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ID3D12Device* m_Device; // AddRef
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@@ -6105,6 +6253,7 @@ private:
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DXGI_ADAPTER_DESC m_AdapterDesc;
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D3D12_FEATURE_DATA_D3D12_OPTIONS m_D3D12Options;
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BOOL m_GPUUploadHeapSupported = FALSE;
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BOOL m_MSAA64KBAlignedTextureSupported = FALSE;
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BOOL m_TightAlignmentSupported = FALSE;
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D3D12_FEATURE_DATA_ARCHITECTURE m_D3D12Architecture;
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AllocationObjectAllocator m_AllocationObjectAllocator;
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@@ -6121,7 +6270,7 @@ private:
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*/
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template<typename D3D12_RESOURCE_DESC_T>
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bool PrefersCommittedAllocation(const D3D12_RESOURCE_DESC_T& resourceDesc,
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ALLOCATION_FLAGS strategy);
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ALLOCATION_FLAGS strategy, bool useTightAlignment) const;
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// Allocates and registers new committed resource with implicit heap, as dedicated allocation.
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// Creates and returns Allocation object and optionally D3D12 resource.
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@@ -6141,6 +6290,7 @@ private:
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template<typename D3D12_RESOURCE_DESC_T>
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HRESULT CalcAllocationParams(const ALLOCATION_DESC& allocDesc, UINT64 allocSize,
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const D3D12_RESOURCE_DESC_T* resDesc, // Optional
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bool useTightAlignment,
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BlockVector*& outBlockVector, CommittedAllocationParameters& outCommittedAllocationParams, bool& outPreferCommitted);
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// Returns UINT32_MAX if index cannot be calculcated.
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@@ -6174,7 +6324,10 @@ private:
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template<typename D3D12_RESOURCE_DESC_T>
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HRESULT GetResourceAllocationInfo(D3D12_RESOURCE_DESC_T& inOutResourceDesc,
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UINT32 NumCastableFormats, const DXGI_FORMAT* pCastableFormats,
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D3D12_RESOURCE_ALLOCATION_INFO& outAllocInfo) const;
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D3D12_RESOURCE_ALLOCATION_INFO& outAllocInfo,
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bool useTightAlignment) const;
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bool IsTightAlignmentEnabled(const ALLOCATION_DESC& allocDesc) const;
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bool NewAllocationWithinBudget(D3D12_HEAP_TYPE heapType, UINT64 size);
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@@ -6277,6 +6430,17 @@ HRESULT AllocatorPimpl::Init(const ALLOCATOR_DESC& desc)
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}
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#endif // #if D3D12MA_OPTIONS16_SUPPORTED
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#if D3D12MA_OPTIONS4_SUPPORTED
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{
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D3D12_FEATURE_DATA_D3D12_OPTIONS4 options4 = {};
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hr = m_Device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS4, &options4, sizeof(options4));
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if (SUCCEEDED(hr))
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{
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m_MSAA64KBAlignedTextureSupported = options4.MSAA64KBAlignedTextureSupported;
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}
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}
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#endif // #if D3D12MA_OPTIONS4_SUPPORTED
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#if D3D12MA_TIGHT_ALIGNMENT_SUPPORTED
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{
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D3D12_FEATURE_DATA_TIGHT_ALIGNMENT tightAlignment = {};
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@@ -6285,13 +6449,6 @@ HRESULT AllocatorPimpl::Init(const ALLOCATOR_DESC& desc)
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{
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m_TightAlignmentSupported = tightAlignment.SupportTier >= D3D12_TIGHT_ALIGNMENT_TIER_1;
|
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// If tight alignment is supported (checked by the code above) and wasn't disabled by the developer
|
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// (with ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT), disable the preference for creating small buffers as committed,
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// as if ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED was specified.
|
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if (IsTightAlignmentEnabled())
|
||||
{
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m_PreferSmallBuffersCommitted = false;
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||||
}
|
||||
}
|
||||
}
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#endif // #if D3D12MA_TIGHT_ALIGNMENT_SUPPORTED
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@@ -6490,6 +6647,7 @@ HRESULT AllocatorPimpl::CreateResource(
|
||||
}
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|
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HRESULT hr = E_NOINTERFACE;
|
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const bool useTightAlignment = IsTightAlignmentEnabled(*pAllocDesc);
|
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CREATE_RESOURCE_PARAMS finalCreateParams = createParams;
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D3D12_RESOURCE_DESC finalResourceDesc;
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#ifdef __ID3D12Device8_INTERFACE_DEFINED__
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@@ -6500,7 +6658,7 @@ HRESULT AllocatorPimpl::CreateResource(
|
||||
{
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||||
finalResourceDesc = *createParams.GetResourceDesc();
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||||
finalCreateParams.AccessResourceDesc() = &finalResourceDesc;
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||||
hr = GetResourceAllocationInfo(finalResourceDesc, 0, NULL, resAllocInfo);
|
||||
hr = GetResourceAllocationInfo(finalResourceDesc, 0, NULL, resAllocInfo, useTightAlignment);
|
||||
}
|
||||
#ifdef __ID3D12Device8_INTERFACE_DEFINED__
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else if (createParams.Variant == CREATE_RESOURCE_PARAMS::VARIANT_WITH_STATE_AND_DESC1)
|
||||
@@ -6509,7 +6667,7 @@ HRESULT AllocatorPimpl::CreateResource(
|
||||
{
|
||||
finalResourceDesc1 = *createParams.GetResourceDesc1();
|
||||
finalCreateParams.AccessResourceDesc1() = &finalResourceDesc1;
|
||||
hr = GetResourceAllocationInfo(finalResourceDesc1, 0, NULL, resAllocInfo);
|
||||
hr = GetResourceAllocationInfo(finalResourceDesc1, 0, NULL, resAllocInfo, useTightAlignment);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -6521,7 +6679,7 @@ HRESULT AllocatorPimpl::CreateResource(
|
||||
finalResourceDesc1 = *createParams.GetResourceDesc1();
|
||||
finalCreateParams.AccessResourceDesc1() = &finalResourceDesc1;
|
||||
hr = GetResourceAllocationInfo(finalResourceDesc1,
|
||||
createParams.GetNumCastableFormats(), createParams.GetCastableFormats(), resAllocInfo);
|
||||
createParams.GetNumCastableFormats(), createParams.GetCastableFormats(), resAllocInfo, useTightAlignment);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -6547,14 +6705,14 @@ HRESULT AllocatorPimpl::CreateResource(
|
||||
if (createParams.Variant >= CREATE_RESOURCE_PARAMS::VARIANT_WITH_STATE_AND_DESC1)
|
||||
{
|
||||
hr = CalcAllocationParams<D3D12_RESOURCE_DESC1>(*pAllocDesc, resAllocInfo.SizeInBytes,
|
||||
createParams.GetResourceDesc1(),
|
||||
createParams.GetResourceDesc1(), useTightAlignment,
|
||||
blockVector, committedAllocationParams, preferCommitted);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
hr = CalcAllocationParams<D3D12_RESOURCE_DESC>(*pAllocDesc, resAllocInfo.SizeInBytes,
|
||||
createParams.GetResourceDesc(),
|
||||
createParams.GetResourceDesc(), useTightAlignment,
|
||||
blockVector, committedAllocationParams, preferCommitted);
|
||||
}
|
||||
if (FAILED(hr))
|
||||
@@ -6601,6 +6759,7 @@ HRESULT AllocatorPimpl::AllocateMemory(
|
||||
bool preferCommitted = false;
|
||||
HRESULT hr = CalcAllocationParams<D3D12_RESOURCE_DESC>(*pAllocDesc, pAllocInfo->SizeInBytes,
|
||||
NULL, // pResDesc
|
||||
false, // useTightAlignment - irrelevant for AllocateMemory
|
||||
blockVector, committedAllocationParams, preferCommitted);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
@@ -6649,7 +6808,7 @@ HRESULT AllocatorPimpl::CreateAliasingResource(
|
||||
{
|
||||
finalResourceDesc = *createParams.GetResourceDesc();
|
||||
finalCreateParams.AccessResourceDesc() = &finalResourceDesc;
|
||||
hr = GetResourceAllocationInfo(finalResourceDesc, 0, NULL, resAllocInfo);
|
||||
hr = GetResourceAllocationInfo(finalResourceDesc, 0, NULL, resAllocInfo, IsTightAlignmentEnabled());
|
||||
}
|
||||
#ifdef __ID3D12Device8_INTERFACE_DEFINED__
|
||||
else if (createParams.Variant == CREATE_RESOURCE_PARAMS::VARIANT_WITH_STATE_AND_DESC1)
|
||||
@@ -6658,7 +6817,7 @@ HRESULT AllocatorPimpl::CreateAliasingResource(
|
||||
{
|
||||
finalResourceDesc1 = *createParams.GetResourceDesc1();
|
||||
finalCreateParams.AccessResourceDesc1() = &finalResourceDesc1;
|
||||
hr = GetResourceAllocationInfo(finalResourceDesc1, 0, NULL, resAllocInfo);
|
||||
hr = GetResourceAllocationInfo(finalResourceDesc1, 0, NULL, resAllocInfo, IsTightAlignmentEnabled());
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -6670,7 +6829,7 @@ HRESULT AllocatorPimpl::CreateAliasingResource(
|
||||
finalResourceDesc1 = *createParams.GetResourceDesc1();
|
||||
finalCreateParams.AccessResourceDesc1() = &finalResourceDesc1;
|
||||
hr = GetResourceAllocationInfo(finalResourceDesc1,
|
||||
createParams.GetNumCastableFormats(), createParams.GetCastableFormats(), resAllocInfo);
|
||||
createParams.GetNumCastableFormats(), createParams.GetCastableFormats(), resAllocInfo, IsTightAlignmentEnabled());
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -7305,13 +7464,14 @@ void AllocatorPimpl::FreeStatsString(WCHAR* pStatsString)
|
||||
|
||||
template<typename D3D12_RESOURCE_DESC_T>
|
||||
bool AllocatorPimpl::PrefersCommittedAllocation(const D3D12_RESOURCE_DESC_T& resourceDesc,
|
||||
ALLOCATION_FLAGS strategy)
|
||||
ALLOCATION_FLAGS strategy, bool useTightAlignment) const
|
||||
{
|
||||
// Prefer creating small buffers <= 32 KB as committed, because drivers pack them better,
|
||||
// while placed buffers require 64 KB alignment.
|
||||
if(resourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER &&
|
||||
resourceDesc.Width <= D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT / 2 &&
|
||||
strategy != ALLOCATION_FLAG_STRATEGY_MIN_TIME && // Creating as committed would be slower.
|
||||
!useTightAlignment &&
|
||||
m_PreferSmallBuffersCommitted)
|
||||
{
|
||||
return true;
|
||||
@@ -7526,7 +7686,7 @@ HRESULT AllocatorPimpl::AllocateHeap(
|
||||
|
||||
template<typename D3D12_RESOURCE_DESC_T>
|
||||
HRESULT AllocatorPimpl::CalcAllocationParams(const ALLOCATION_DESC& allocDesc, UINT64 allocSize,
|
||||
const D3D12_RESOURCE_DESC_T* resDesc,
|
||||
const D3D12_RESOURCE_DESC_T* resDesc, bool useTightAlignment,
|
||||
BlockVector*& outBlockVector, CommittedAllocationParameters& outCommittedAllocationParams, bool& outPreferCommitted)
|
||||
{
|
||||
outBlockVector = NULL;
|
||||
@@ -7599,7 +7759,7 @@ HRESULT AllocatorPimpl::CalcAllocationParams(const ALLOCATION_DESC& allocDesc, U
|
||||
{
|
||||
if (resDesc->SampleDesc.Count > 1 && msaaAlwaysCommitted)
|
||||
outBlockVector = NULL;
|
||||
if (!outPreferCommitted && PrefersCommittedAllocation(*resDesc, allocDesc.Flags & ALLOCATION_FLAG_STRATEGY_MASK))
|
||||
if (!outPreferCommitted && PrefersCommittedAllocation(*resDesc, allocDesc.Flags & ALLOCATION_FLAG_STRATEGY_MASK, useTightAlignment))
|
||||
outPreferCommitted = true;
|
||||
}
|
||||
|
||||
@@ -7810,12 +7970,13 @@ template<typename D3D12_RESOURCE_DESC_T>
|
||||
HRESULT AllocatorPimpl::GetResourceAllocationInfo(
|
||||
D3D12_RESOURCE_DESC_T& inOutResourceDesc,
|
||||
UINT32 NumCastableFormats, const DXGI_FORMAT* pCastableFormats,
|
||||
D3D12_RESOURCE_ALLOCATION_INFO& outAllocInfo) const
|
||||
D3D12_RESOURCE_ALLOCATION_INFO& outAllocInfo,
|
||||
bool useTightAlignment) const
|
||||
{
|
||||
#ifdef __ID3D12Device1_INTERFACE_DEFINED__
|
||||
|
||||
#if D3D12MA_TIGHT_ALIGNMENT_SUPPORTED
|
||||
if (IsTightAlignmentEnabled())
|
||||
if (useTightAlignment)
|
||||
{
|
||||
// Don't allow USE_TIGHT_ALIGNMENT together with ALLOW_CROSS_ADAPTER as there is a D3D Debug Layer error:
|
||||
// D3D12 ERROR: ID3D12Device::GetResourceAllocationInfo: D3D12_RESOURCE_DESC::Flag D3D12_RESOURCE_FLAG_USE_TIGHT_ALIGNMENT will be ignored since D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER is set. [ STATE_CREATION ERROR #599: CREATERESOURCE_INVALIDMISCFLAGS]
|
||||
@@ -7839,7 +8000,7 @@ HRESULT AllocatorPimpl::GetResourceAllocationInfo(
|
||||
*/
|
||||
if (inOutResourceDesc.Alignment == 0 &&
|
||||
inOutResourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER &&
|
||||
!IsTightAlignmentEnabled())
|
||||
!useTightAlignment)
|
||||
{
|
||||
outAllocInfo = {
|
||||
AlignUp<UINT64>(inOutResourceDesc.Width, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT), // SizeInBytes
|
||||
@@ -7852,16 +8013,33 @@ HRESULT AllocatorPimpl::GetResourceAllocationInfo(
|
||||
HRESULT hr = S_OK;
|
||||
|
||||
#if D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT
|
||||
if (inOutResourceDesc.Alignment == 0 &&
|
||||
(inOutResourceDesc.Flags & D3D12_RESOURCE_FLAG_USE_TIGHT_ALIGNMENT_COPY) == 0 &&
|
||||
(inOutResourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE1D ||
|
||||
inOutResourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D ||
|
||||
inOutResourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D) &&
|
||||
(inOutResourceDesc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) == 0
|
||||
bool trySmallAlignment = false;
|
||||
|
||||
if (inOutResourceDesc.Alignment == 0
|
||||
&& (inOutResourceDesc.Flags & D3D12_RESOURCE_FLAG_USE_TIGHT_ALIGNMENT_COPY) == 0
|
||||
&& inOutResourceDesc.Layout == D3D12_TEXTURE_LAYOUT_UNKNOWN
|
||||
&& ResourceDimensionIsTexture(inOutResourceDesc.Dimension))
|
||||
{
|
||||
// MSAA texture.
|
||||
if(inOutResourceDesc.SampleDesc.Count > 1)
|
||||
{
|
||||
trySmallAlignment = IsMsaa64KBAlignedTextureSupported()
|
||||
&& ResourceFlagsContainRenderTargetOrDepthStencil(inOutResourceDesc.Flags)
|
||||
&& inOutResourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
||||
}
|
||||
// Non-MSAA texture.
|
||||
else
|
||||
{
|
||||
trySmallAlignment = !ResourceFlagsContainRenderTargetOrDepthStencil(inOutResourceDesc.Flags);
|
||||
}
|
||||
}
|
||||
|
||||
#if D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT == 1
|
||||
&& CanUseSmallAlignment(inOutResourceDesc)
|
||||
if(trySmallAlignment)
|
||||
trySmallAlignment = CanUseSmallAlignment(inOutResourceDesc);
|
||||
#endif
|
||||
)
|
||||
|
||||
if (trySmallAlignment)
|
||||
{
|
||||
/*
|
||||
The algorithm here is based on Microsoft sample: "Small Resources Sample"
|
||||
@@ -7886,6 +8064,20 @@ HRESULT AllocatorPimpl::GetResourceAllocationInfo(
|
||||
inOutResourceDesc, NumCastableFormats, pCastableFormats, outAllocInfo);
|
||||
}
|
||||
|
||||
bool AllocatorPimpl::IsTightAlignmentEnabled(const ALLOCATION_DESC& allocDesc) const
|
||||
{
|
||||
if (!IsTightAlignmentEnabled())
|
||||
return false;
|
||||
|
||||
if (allocDesc.CustomPool != NULL &&
|
||||
(allocDesc.CustomPool->m_Pimpl->GetDesc().Flags & POOL_FLAG_DONT_USE_TIGHT_ALIGNMENT) != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AllocatorPimpl::NewAllocationWithinBudget(D3D12_HEAP_TYPE heapType, UINT64 size)
|
||||
{
|
||||
Budget budget = {};
|
||||
|
||||
Reference in New Issue
Block a user