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GPU Upload Heap & UMA. (#1421)
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* Initial work for GPU upload heap & UMA. * Finish D3D12 Support. * Rework the logic for the GPU Upload Heap fallback. * Only enable UMA on Vulkan on integrated GPUs. * Fix D3D12 fallback condition. --------- Co-authored-by: Dario <dariosamo@gmail.com>
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1c1dc09006
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6 changed files with 114 additions and 37 deletions
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@ -310,7 +310,11 @@ endif()
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if (UNLEASHED_RECOMP_D3D12)
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find_package(directx-headers CONFIG REQUIRED)
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find_package(directx12-agility CONFIG REQUIRED)
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target_compile_definitions(UnleashedRecomp PRIVATE UNLEASHED_RECOMP_D3D12)
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target_compile_definitions(UnleashedRecomp PRIVATE
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UNLEASHED_RECOMP_D3D12
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D3D12MA_USING_DIRECTX_HEADERS
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D3D12MA_OPTIONS16_SUPPORTED
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)
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endif()
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if (CMAKE_SYSTEM_NAME MATCHES "Linux")
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@ -442,6 +442,8 @@ namespace plume {
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return D3D12_HEAP_TYPE_UPLOAD;
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case RenderHeapType::READBACK:
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return D3D12_HEAP_TYPE_READBACK;
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case RenderHeapType::GPU_UPLOAD:
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return D3D12_HEAP_TYPE_GPU_UPLOAD;
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default:
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assert(false && "Unknown heap type.");
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return D3D12_HEAP_TYPE_DEFAULT;
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@ -2385,7 +2387,7 @@ namespace plume {
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range.End = readRange->end;
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}
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void *outputData;
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void *outputData = nullptr;
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d3d->Map(subresource, (readRange != nullptr) ? &range : nullptr, &outputData);
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return outputData;
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}
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@ -2629,14 +2631,22 @@ namespace plume {
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// D3D12Pool
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D3D12Pool::D3D12Pool(D3D12Device *device, const RenderPoolDesc &desc) {
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D3D12Pool::D3D12Pool(D3D12Device *device, const RenderPoolDesc &desc, bool gpuUploadHeapFallback) {
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assert(device != nullptr);
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this->device = device;
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this->desc = desc;
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D3D12MA::POOL_DESC poolDesc = {};
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// When using an UMA architecture without explicit support for GPU Upload heaps, we instead just make a custom heap with the same properties as Upload heaps.
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if ((desc.heapType == RenderHeapType::GPU_UPLOAD) && gpuUploadHeapFallback) {
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poolDesc.HeapProperties = device->d3d->GetCustomHeapProperties(0, D3D12_HEAP_TYPE_UPLOAD);
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}
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else {
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poolDesc.HeapProperties.Type = toD3D12(desc.heapType);
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}
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poolDesc.MinBlockCount = desc.minBlockCount;
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poolDesc.MaxBlockCount = desc.maxBlockCount;
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poolDesc.Flags |= desc.useLinearAlgorithm ? D3D12MA::POOL_FLAG_ALGORITHM_LINEAR : D3D12MA::POOL_FLAG_NONE;
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@ -3391,12 +3401,14 @@ namespace plume {
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triangleFanSupportOption = d3d12Options15.TriangleFanSupported;
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}
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// Check if dynamic depth bias is supported.
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// Check if dynamic depth bias and GPU upload heap are supported.
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bool dynamicDepthBiasOption = false;
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bool gpuUploadHeapOption = false;
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D3D12_FEATURE_DATA_D3D12_OPTIONS16 d3d12Options16 = {};
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res = deviceOption->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS16, &d3d12Options16, sizeof(d3d12Options16));
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if (SUCCEEDED(res)) {
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dynamicDepthBiasOption = d3d12Options16.DynamicDepthBiasSupported;
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gpuUploadHeapOption = d3d12Options16.GPUUploadHeapSupported;
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}
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// Check if the architecture has UMA.
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@ -3431,6 +3443,11 @@ namespace plume {
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capabilities.triangleFan = triangleFanSupportOption;
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capabilities.dynamicDepthBias = dynamicDepthBiasOption;
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capabilities.uma = uma;
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// Pretend GPU Upload heaps are supported if UMA is supported, as the backend has a workaround using a custom pool for it.
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capabilities.gpuUploadHeap = uma || gpuUploadHeapOption;
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gpuUploadHeapFallback = uma && !gpuUploadHeapOption;
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description.name = deviceName;
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description.dedicatedVideoMemory = adapterDesc.DedicatedVideoMemory;
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description.vendor = RenderDeviceVendor(adapterDesc.VendorId);
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@ -3528,6 +3545,13 @@ namespace plume {
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colorTargetHeapAllocator = std::make_unique<D3D12DescriptorHeapAllocator>(this, TargetDescriptorHeapSize, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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depthTargetHeapAllocator = std::make_unique<D3D12DescriptorHeapAllocator>(this, TargetDescriptorHeapSize, D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
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// Create the custom upload pool that will be used as the fallback when using an UMA architecture without explicit support for GPU Upload heaps.
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if (gpuUploadHeapFallback) {
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RenderPoolDesc poolDesc;
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poolDesc.heapType = RenderHeapType::GPU_UPLOAD;
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customUploadPool = std::make_unique<D3D12Pool>(this, poolDesc, true);
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}
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// Create a command queue only for retrieving the timestamp frequency. Delete it immediately afterwards.
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std::unique_ptr<D3D12CommandQueue> timestampCommandQueue = std::make_unique<D3D12CommandQueue>(this, RenderCommandListType::DIRECT);
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res = timestampCommandQueue->d3d->GetTimestampFrequency(×tampFrequency);
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@ -3577,8 +3601,13 @@ namespace plume {
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}
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std::unique_ptr<RenderBuffer> D3D12Device::createBuffer(const RenderBufferDesc &desc) {
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if ((desc.heapType == RenderHeapType::GPU_UPLOAD) && gpuUploadHeapFallback) {
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return std::make_unique<D3D12Buffer>(this, customUploadPool.get(), desc);
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}
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else {
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return std::make_unique<D3D12Buffer>(this, nullptr, desc);
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}
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}
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std::unique_ptr<RenderTexture> D3D12Device::createTexture(const RenderTextureDesc &desc) {
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return std::make_unique<D3D12Texture>(this, nullptr, desc);
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@ -3589,7 +3618,7 @@ namespace plume {
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}
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std::unique_ptr<RenderPool> D3D12Device::createPool(const RenderPoolDesc &desc) {
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return std::make_unique<D3D12Pool>(this, desc);
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return std::make_unique<D3D12Pool>(this, desc, gpuUploadHeapFallback);
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}
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std::unique_ptr<RenderPipelineLayout> D3D12Device::createPipelineLayout(const RenderPipelineLayoutDesc &desc) {
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@ -329,7 +329,7 @@ namespace plume {
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D3D12Device *device = nullptr;
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RenderPoolDesc desc;
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D3D12Pool(D3D12Device *device, const RenderPoolDesc &desc);
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D3D12Pool(D3D12Device *device, const RenderPoolDesc &desc, bool gpuUploadHeapFallback);
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~D3D12Pool() override;
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std::unique_ptr<RenderBuffer> createBuffer(const RenderBufferDesc &desc) override;
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std::unique_ptr<RenderTexture> createTexture(const RenderTextureDesc &desc) override;
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@ -430,9 +430,11 @@ namespace plume {
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std::unique_ptr<D3D12DescriptorHeapAllocator> samplerHeapAllocator;
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std::unique_ptr<D3D12DescriptorHeapAllocator> colorTargetHeapAllocator;
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std::unique_ptr<D3D12DescriptorHeapAllocator> depthTargetHeapAllocator;
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std::unique_ptr<D3D12Pool> customUploadPool;
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RenderDeviceCapabilities capabilities;
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RenderDeviceDescription description;
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uint64_t timestampFrequency = 1;
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bool gpuUploadHeapFallback = false;
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D3D12Device(D3D12Interface *renderInterface, const std::string &preferredDeviceName);
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~D3D12Device() override;
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@ -351,7 +351,8 @@ namespace plume {
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UNKNOWN,
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DEFAULT,
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UPLOAD,
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READBACK
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READBACK,
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GPU_UPLOAD
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};
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enum class RenderTextureArrangement {
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@ -1807,6 +1808,9 @@ namespace plume {
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// UMA.
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bool uma = false;
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// GPU Upload heap.
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bool gpuUploadHeap = false;
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};
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struct RenderInterfaceCapabilities {
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@ -808,6 +808,12 @@ namespace plume {
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bufferInfo.usage |= VK_BUFFER_USAGE_TRANSFER_DST_BIT;
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createInfo.flags |= VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT;
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break;
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case RenderHeapType::GPU_UPLOAD:
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bufferInfo.usage |= VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
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bufferInfo.usage |= VK_BUFFER_USAGE_TRANSFER_DST_BIT;
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createInfo.flags |= VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT;
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createInfo.requiredFlags |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT | VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
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break;
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default:
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assert(false && "Unknown heap type.");
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break;
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@ -833,7 +839,7 @@ namespace plume {
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}
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if (res != VK_SUCCESS) {
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fprintf(stderr, "vkCreateBuffer failed with error code 0x%X.\n", res);
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fprintf(stderr, "vmaCreateBuffer failed with error code 0x%X.\n", res);
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return;
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}
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}
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@ -3887,6 +3893,15 @@ namespace plume {
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VkDeviceSize memoryHeapSize = 0;
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const VkPhysicalDeviceMemoryProperties *memoryProps = nullptr;
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vmaGetMemoryProperties(allocator, &memoryProps);
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constexpr VkMemoryPropertyFlags uploadHeapPropertyFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
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bool hasHostVisibleDeviceLocalMemory = false;
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for (uint32_t i = 0; i < memoryProps->memoryTypeCount; i++) {
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if ((memoryProps->memoryTypes[i].propertyFlags & uploadHeapPropertyFlags) == uploadHeapPropertyFlags) {
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hasHostVisibleDeviceLocalMemory = true;
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}
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}
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for (uint32_t i = 0; i < memoryProps->memoryHeapCount; i++) {
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if (memoryProps->memoryHeaps[i].flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT) {
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memoryHeapSize = std::max(memoryProps->memoryHeaps[i].size, memoryHeapSize);
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@ -3907,6 +3922,8 @@ namespace plume {
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capabilities.preferHDR = memoryHeapSize > (512 * 1024 * 1024);
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capabilities.triangleFan = true;
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capabilities.dynamicDepthBias = true;
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capabilities.uma = (description.type == RenderDeviceType::INTEGRATED) && hasHostVisibleDeviceLocalMemory;
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capabilities.gpuUploadHeap = capabilities.uma;
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// Fill Vulkan-only capabilities.
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loadStoreOpNoneSupported = supportedOptionalExtensions.find(VK_EXT_LOAD_STORE_OP_NONE_EXTENSION_NAME) != supportedOptionalExtensions.end();
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@ -2114,12 +2114,13 @@ static void* LockVertexBuffer(GuestBuffer* buffer, uint32_t, uint32_t, uint32_t
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return LockBuffer(buffer, flags);
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}
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static std::atomic<uint32_t> g_bufferUploadCount = 0;
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template<typename T>
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static void UnlockBuffer(GuestBuffer* buffer, bool useCopyQueue)
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{
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auto uploadBuffer = g_device->createBuffer(RenderBufferDesc::UploadBuffer(buffer->dataSize));
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auto dest = reinterpret_cast<T*>(uploadBuffer->map());
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auto copyBuffer = [&](T* dest)
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{
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auto src = reinterpret_cast<const T*>(buffer->mappedMemory);
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for (size_t i = 0; i < buffer->dataSize; i += sizeof(T))
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++dest;
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++src;
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}
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};
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if (useCopyQueue && g_capabilities.gpuUploadHeap)
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{
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copyBuffer(reinterpret_cast<T*>(buffer->buffer->map()));
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buffer->buffer->unmap();
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}
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else
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{
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auto uploadBuffer = g_device->createBuffer(RenderBufferDesc::UploadBuffer(buffer->dataSize));
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copyBuffer(reinterpret_cast<T*>(uploadBuffer->map()));
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uploadBuffer->unmap();
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if (useCopyQueue)
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}
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}
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g_bufferUploadCount++;
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}
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template<typename T>
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static void UnlockBuffer(GuestBuffer* buffer)
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{
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@ -2329,6 +2343,7 @@ static void DrawProfiler()
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ImGui::Text("Heap Allocated: %d MB", int32_t(diagnostics.allocated / (1024 * 1024)));
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ImGui::Text("Physical Heap Allocated: %d MB", int32_t(physicalDiagnostics.allocated / (1024 * 1024)));
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ImGui::Text("GPU Waits: %d", int32_t(g_waitForGPUCount));
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ImGui::Text("Buffer Uploads: %d", int32_t(g_bufferUploadCount));
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ImGui::NewLine();
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ImGui::Text("Present Wait: %s", g_capabilities.presentWait ? "Supported" : "Unsupported");
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ImGui::Text("Device Type: %s", DeviceTypeName(g_device->getDescription().type));
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ImGui::Text("VRAM: %.2f MiB", (double)(g_device->getDescription().dedicatedVideoMemory) / (1024.0 * 1024.0));
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ImGui::Text("UMA: %s", g_capabilities.uma ? "Supported" : "Unsupported");
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ImGui::Text("GPU Upload Heap: %s", g_capabilities.gpuUploadHeap ? "Supported" : "Unsupported");
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const char* sdlVideoDriver = SDL_GetCurrentVideoDriver();
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if (sdlVideoDriver != nullptr)
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return texture;
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}
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static RenderHeapType GetBufferHeapType()
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{
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return g_capabilities.gpuUploadHeap ? RenderHeapType::GPU_UPLOAD : RenderHeapType::DEFAULT;
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}
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static GuestBuffer* CreateVertexBuffer(uint32_t length)
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{
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auto buffer = g_userHeap.AllocPhysical<GuestBuffer>(ResourceType::VertexBuffer);
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buffer->buffer = g_device->createBuffer(RenderBufferDesc::VertexBuffer(length, RenderHeapType::DEFAULT, RenderBufferFlag::INDEX));
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buffer->buffer = g_device->createBuffer(RenderBufferDesc::VertexBuffer(length, GetBufferHeapType(), RenderBufferFlag::INDEX));
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buffer->dataSize = length;
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#ifdef _DEBUG
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buffer->buffer->setName(fmt::format("Vertex Buffer {:X}", g_memory.MapVirtual(buffer)));
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static GuestBuffer* CreateIndexBuffer(uint32_t length, uint32_t, uint32_t format)
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{
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auto buffer = g_userHeap.AllocPhysical<GuestBuffer>(ResourceType::IndexBuffer);
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buffer->buffer = g_device->createBuffer(RenderBufferDesc::IndexBuffer(length, RenderHeapType::DEFAULT));
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buffer->buffer = g_device->createBuffer(RenderBufferDesc::IndexBuffer(length, GetBufferHeapType()));
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buffer->dataSize = length;
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buffer->format = ConvertFormat(format);
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buffer->guestFormat = format;
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