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Disable suballocation on Iris(R) Xe gpu (#3668)
Co-authored-by: Connor Fitzgerald <connorwadefitzgerald@gmail.com>
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@ -83,6 +83,10 @@ Bottom level categories:
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#### Vulkan
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- Fix incorrect aspect in barriers when using emulated Stencil8 textures. By @cwfitzgerald in [#3833](https://github.com/gfx-rs/wgpu/pull/3833).
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#### DX12
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- Disable suballocation on Intel Iris(R) Xe. By @xiaopengli89 in [#3668](https://github.com/gfx-rs/wgpu/pull/3668)
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### Examples
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#### General
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@ -200,6 +200,8 @@ impl super::Adapter {
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},
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heap_create_not_zeroed: false, //TODO: winapi support for Options7
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casting_fully_typed_format_supported,
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// See https://github.com/gfx-rs/wgpu/issues/3552
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suballocation_supported: !info.name.contains("Iris(R) Xe"),
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};
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// Theoretically vram limited, but in practice 2^20 is the limit
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@ -20,7 +20,11 @@ impl super::Device {
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library: &Arc<d3d12::D3D12Lib>,
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dx12_shader_compiler: wgt::Dx12Compiler,
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) -> Result<Self, crate::DeviceError> {
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let mem_allocator = super::suballocation::create_allocator_wrapper(&raw)?;
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let mem_allocator = if private_caps.suballocation_supported {
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super::suballocation::create_allocator_wrapper(&raw)?
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} else {
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None
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};
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let dxc_container = match dx12_shader_compiler {
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wgt::Dx12Compiler::Dxc {
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@ -176,6 +176,7 @@ struct PrivateCapabilities {
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#[allow(unused)] // TODO: Exists until windows-rs is standard, then it can probably be removed?
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heap_create_not_zeroed: bool,
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casting_fully_typed_format_supported: bool,
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suballocation_supported: bool,
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}
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#[derive(Default)]
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@ -3,6 +3,11 @@ pub(crate) use allocation::{
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free_buffer_allocation, free_texture_allocation, AllocationWrapper, GpuAllocatorWrapper,
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};
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#[cfg(not(feature = "windows_rs"))]
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use committed as allocation;
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#[cfg(feature = "windows_rs")]
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use placed as allocation;
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// This exists to work around https://github.com/gfx-rs/wgpu/issues/3207
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// Currently this will work the older, slower way if the windows_rs feature is disabled,
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// and will use the fast path of suballocating buffers and textures using gpu_allocator if
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@ -10,7 +15,7 @@ pub(crate) use allocation::{
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// This is the fast path using gpu_allocator to suballocate buffers and textures.
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#[cfg(feature = "windows_rs")]
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mod allocation {
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mod placed {
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use d3d12::WeakPtr;
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use parking_lot::Mutex;
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use std::ptr;
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@ -63,6 +68,13 @@ mod allocation {
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) -> Result<(HRESULT, Option<AllocationWrapper>), crate::DeviceError> {
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let is_cpu_read = desc.usage.contains(crate::BufferUses::MAP_READ);
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let is_cpu_write = desc.usage.contains(crate::BufferUses::MAP_WRITE);
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// It's a workaround for Intel Xe drivers.
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if !device.private_caps.suballocation_supported {
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return super::committed::create_buffer_resource(device, desc, raw_desc, resource)
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.map(|(hr, _)| (hr, None));
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}
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let location = match (is_cpu_read, is_cpu_write) {
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(true, true) => MemoryLocation::CpuToGpu,
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(true, false) => MemoryLocation::GpuToCpu,
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@ -111,6 +123,12 @@ mod allocation {
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raw_desc: d3d12_ty::D3D12_RESOURCE_DESC,
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resource: &mut WeakPtr<ID3D12Resource>,
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) -> Result<(HRESULT, Option<AllocationWrapper>), crate::DeviceError> {
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// It's a workaround for Intel Xe drivers.
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if !device.private_caps.suballocation_supported {
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return super::committed::create_texture_resource(device, desc, raw_desc, resource)
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.map(|(hr, _)| (hr, None));
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}
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let location = MemoryLocation::GpuOnly;
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let name = desc.label.unwrap_or("Unlabeled texture");
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@ -168,7 +186,6 @@ mod allocation {
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};
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}
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#[cfg(feature = "windows_rs")]
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impl From<gpu_allocator::AllocationError> for crate::DeviceError {
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fn from(result: gpu_allocator::AllocationError) -> Self {
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match result {
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@ -203,8 +220,7 @@ mod allocation {
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// This is the older, slower path where it doesn't suballocate buffers.
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// Tracking issue for when it can be removed: https://github.com/gfx-rs/wgpu/issues/3207
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#[cfg(not(feature = "windows_rs"))]
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mod allocation {
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mod committed {
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use d3d12::WeakPtr;
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use parking_lot::Mutex;
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use std::ptr;
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@ -216,7 +232,8 @@ mod allocation {
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Interface,
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};
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const D3D12_HEAP_FLAG_CREATE_NOT_ZEROED: u32 = d3d12_ty::D3D12_HEAP_FLAG_NONE; // TODO: find the exact value
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// https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_heap_flags
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const D3D12_HEAP_FLAG_CREATE_NOT_ZEROED: d3d12_ty::D3D12_HEAP_FLAGS = 0x1000;
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// Allocator isn't needed when not suballocating with gpu_allocator
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#[derive(Debug)]
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@ -226,6 +243,7 @@ mod allocation {
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#[derive(Debug)]
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pub(crate) struct AllocationWrapper {}
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#[allow(unused)]
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pub(crate) fn create_allocator_wrapper(
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_raw: &d3d12::Device,
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) -> Result<Option<Mutex<GpuAllocatorWrapper>>, crate::DeviceError> {
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@ -315,6 +333,7 @@ mod allocation {
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Ok((hr, None))
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}
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#[allow(unused)]
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pub(crate) fn free_buffer_allocation(
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_allocation: AllocationWrapper,
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_allocator: &Mutex<GpuAllocatorWrapper>,
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@ -322,6 +341,7 @@ mod allocation {
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// No-op when not using gpu-allocator
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}
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#[allow(unused)]
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pub(crate) fn free_texture_allocation(
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_allocation: AllocationWrapper,
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_allocator: &Mutex<GpuAllocatorWrapper>,
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