Merge commit '4f732197947d39cf13b4e3de1811d9bcace3798c' into main
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diff --git a/src/render/direct3d12/SDL_render_d3d12.c b/src/render/direct3d12/SDL_render_d3d12.c
index 24c29f7..9642b40 100644
--- a/src/render/direct3d12/SDL_render_d3d12.c
+++ b/src/render/direct3d12/SDL_render_d3d12.c
@@ -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