diff --git a/src/render/direct3d12/SDL_render_d3d12.c b/src/render/direct3d12/SDL_render_d3d12.c index 24c29f759..9642b40a8 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