Fixed D3D12 renderer not working with batching, and got rid of the vertex buffer size limit

This commit is contained in:
chalonverse 2022-06-30 00:25:26 -07:00 committed by Sam Lantinga
parent 24251fb544
commit 4f73219794
1 changed files with 56 additions and 51 deletions

View File

@ -27,7 +27,6 @@
#define SDL_D3D12_NUM_BUFFERS 2
#define SDL_D3D12_NUM_VERTEX_BUFFERS 256
#define SDL_D3D12_VERTEX_BUFFER_MAX_TRIS 2048
#define SDL_D3D12_MAX_NUM_TEXTURES 16384
#define SDL_D3D12_NUM_UPLOAD_BUFFERS 32
@ -139,6 +138,7 @@ typedef struct
{
ID3D12Resource *resource;
D3D12_VERTEX_BUFFER_VIEW view;
size_t size;
} D3D12_VertexBuffer;
/* For SRV pool allocator */
@ -189,7 +189,6 @@ typedef struct
D3D12_PipelineState *currentPipelineState;
D3D12_VertexBuffer vertexBuffers[SDL_D3D12_NUM_VERTEX_BUFFERS];
ID3D12Heap *vertexBufferHeap;
D3D12_CPU_DESCRIPTOR_HANDLE nearestPixelSampler;
D3D12_CPU_DESCRIPTOR_HANDLE linearSampler;
@ -320,7 +319,6 @@ D3D12_ReleaseAll(SDL_Renderer * renderer)
SAFE_RELEASE(data->samplerDescriptorHeap);
SAFE_RELEASE(data->swapChain);
SAFE_RELEASE(data->fence);
SAFE_RELEASE(data->vertexBufferHeap);
for (i = 0; i < SDL_D3D12_NUM_BUFFERS; ++i) {
SAFE_RELEASE(data->commandAllocators[i]);
@ -649,6 +647,55 @@ D3D12_CreatePipelineState(SDL_Renderer * renderer,
return &pipelineStates[data->pipelineStateCount - 1];
}
static HRESULT
D3D12_CreateVertexBuffer(D3D12_RenderData *data, size_t vbidx, size_t size)
{
D3D12_HEAP_PROPERTIES vbufferHeapProps;
D3D12_RESOURCE_DESC vbufferDesc;
HRESULT result;
SAFE_RELEASE(data->vertexBuffers[vbidx].resource);
SDL_zero(vbufferHeapProps);
vbufferHeapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
vbufferHeapProps.CreationNodeMask = 1;
vbufferHeapProps.VisibleNodeMask = 1;
SDL_zero(vbufferDesc);
vbufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
vbufferDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
vbufferDesc.Width = size;
vbufferDesc.Height = 1;
vbufferDesc.DepthOrArraySize = 1;
vbufferDesc.MipLevels = 1;
vbufferDesc.Format = DXGI_FORMAT_UNKNOWN;
vbufferDesc.SampleDesc.Count = 1;
vbufferDesc.SampleDesc.Quality = 0;
vbufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
vbufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
result = D3D_CALL(data->d3dDevice, CreateCommittedResource,
&vbufferHeapProps,
D3D12_HEAP_FLAG_NONE,
&vbufferDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **) &data->vertexBuffers[vbidx].resource
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreatePlacedResource [vertex buffer]"), result);
return result;
}
data->vertexBuffers[vbidx].view.BufferLocation = D3D_CALL(data->vertexBuffers[vbidx].resource, GetGPUVirtualAddress);
data->vertexBuffers[vbidx].view.StrideInBytes = sizeof(VertexPositionColor);
data->vertexBuffers[vbidx].size = size;
return result;
}
/* Create resources that depend on the device. */
static HRESULT
D3D12_CreateDeviceResources(SDL_Renderer* renderer)
@ -665,8 +712,6 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
D3D12_COMMAND_QUEUE_DESC queueDesc;
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc;
D3D12_HEAP_DESC vbufferHeapDesc;
D3D12_RESOURCE_DESC vbufferDesc;
D3D12_SAMPLER_DESC samplerDesc;
ID3D12DescriptorHeap *rootDescriptorHeaps[2];
@ -965,49 +1010,9 @@ D3D12_CreateDeviceResources(SDL_Renderer* renderer)
}
}
/* Create a vertex buffer heap and populate it with resources */
SDL_zero(vbufferHeapDesc);
vbufferHeapDesc.SizeInBytes = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT * SDL_D3D12_NUM_VERTEX_BUFFERS;
D3D_CALL_RET(data->d3dDevice, GetCustomHeapProperties, &vbufferHeapDesc.Properties, 0, D3D12_HEAP_TYPE_UPLOAD);
vbufferHeapDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
vbufferHeapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
result = D3D_CALL(data->d3dDevice, CreateHeap, &vbufferHeapDesc, D3D_GUID(SDL_IID_ID3D12Heap), (void **)&data->vertexBufferHeap);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateHeap"), result);
goto done;
}
SDL_zero(vbufferDesc);
vbufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
vbufferDesc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
vbufferDesc.Width = sizeof(VertexPositionColor) * SDL_D3D12_VERTEX_BUFFER_MAX_TRIS;
vbufferDesc.Height = 1;
vbufferDesc.DepthOrArraySize = 1;
vbufferDesc.MipLevels = 1;
vbufferDesc.Format = DXGI_FORMAT_UNKNOWN;
vbufferDesc.SampleDesc.Count = 1;
vbufferDesc.SampleDesc.Quality = 0;
vbufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
vbufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
/* Create default vertex buffers */
for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) {
result = D3D_CALL(data->d3dDevice, CreatePlacedResource,
data->vertexBufferHeap,
i * D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT,
&vbufferDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&data->vertexBuffers[i].resource
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreatePlacedResource [vertex buffer]"), result);
goto done;
}
data->vertexBuffers[i].view.BufferLocation = D3D_CALL(data->vertexBuffers[i].resource, GetGPUVirtualAddress);
data->vertexBuffers[i].view.StrideInBytes = sizeof(VertexPositionColor);
D3D12_CreateVertexBuffer(data, i, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT);
}
/* Create samplers to use when drawing textures: */
@ -2223,9 +2228,9 @@ D3D12_UpdateVertexBuffer(SDL_Renderer *renderer,
}
}
if (dataSizeInBytes > SDL_D3D12_VERTEX_BUFFER_MAX_TRIS * stride) {
SDL_SetError("d3d12 renderer does not support more than %d verts in a vertex buffer", SDL_D3D12_VERTEX_BUFFER_MAX_TRIS);
return E_FAIL;
/* If the existing vertex buffer isn't big enough, we need to recreate a big enough one */
if (dataSizeInBytes > rendererData->vertexBuffers[vbidx].size) {
D3D12_CreateVertexBuffer(rendererData, vbidx, dataSizeInBytes);
}
vertexBuffer = rendererData->vertexBuffers[vbidx].resource;
@ -2578,7 +2583,7 @@ D3D12_DrawPrimitives(SDL_Renderer * renderer, D3D12_PRIMITIVE_TOPOLOGY primitive
{
D3D12_RenderData *rendererData = (D3D12_RenderData *) renderer->driverdata;
D3D_CALL(rendererData->commandList, IASetPrimitiveTopology, primitiveTopology);
D3D_CALL(rendererData->commandList, DrawInstanced, (UINT)vertexCount, 1, 0, 0);
D3D_CALL(rendererData->commandList, DrawInstanced, (UINT)vertexCount, 1, (UINT)vertexStart, 0);
}
static int