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https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator.git
synced 2024-11-09 22:20:06 +00:00
Fixes in usage of Map/Unmap to fix D3D Debug Layer EXECUTION WARNING #930: MAP_INVALID_NULLRANGE
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@ -82,6 +82,8 @@ inline constexpr T AlignUp(T val, T align)
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static const float PI = 3.14159265358979323846264338327950288419716939937510582f;
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static const D3D12_RANGE EMPTY_RANGE = {0, 0};
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struct vec2
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{
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float x, y;
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@ -282,7 +282,7 @@ inline UINT64 UpdateSubresources(
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}
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BYTE* pData;
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HRESULT hr = pIntermediate->Map(0, NULL, reinterpret_cast<void**>(&pData));
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HRESULT hr = pIntermediate->Map(0, &EMPTY_RANGE, reinterpret_cast<void**>(&pData));
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if (FAILED(hr))
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{
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return 0;
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@ -704,8 +704,7 @@ void InitD3D() // initializes direct3d 12
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cbvDesc.SizeInBytes = AlignUp<UINT>(sizeof(ConstantBuffer0_PS), 256);
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g_Device->CreateConstantBufferView(&cbvDesc, g_MainDescriptorHeap[i]->GetCPUDescriptorHandleForHeapStart());
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D3D12_RANGE readRange{0, 0};
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CHECK_HR( g_ConstantBufferUploadHeap[i]->Map(0, &readRange, &g_ConstantBufferAddress[i]) );
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CHECK_HR( g_ConstantBufferUploadHeap[i]->Map(0, &EMPTY_RANGE, &g_ConstantBufferAddress[i]) );
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}
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// create input layout
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@ -1019,9 +1018,7 @@ void InitD3D() // initializes direct3d 12
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IID_PPV_ARGS(&g_CbPerObjectUploadHeaps[i])) );
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g_CbPerObjectUploadHeaps[i]->SetName(L"Constant Buffer Upload Resource Heap");
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D3D12_RANGE readRange{0, 0}; // We do not intend to read from this resource on the CPU. (so end is less than or equal to begin)
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// map the resource heap to get a gpu virtual address to the beginning of the heap
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CHECK_HR( g_CbPerObjectUploadHeaps[i]->Map(0, &readRange, &g_CbPerObjectAddress[i]) );
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CHECK_HR( g_CbPerObjectUploadHeaps[i]->Map(0, &EMPTY_RANGE, &g_CbPerObjectAddress[i]) );
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}
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// # TEXTURE
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@ -677,7 +677,7 @@ static void TestMapping(const TestContext& ctx)
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resources[i].allocation.reset(alloc);
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void* mappedPtr = NULL;
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CHECK_HR( resources[i].resource->Map(0, NULL, &mappedPtr) );
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CHECK_HR( resources[i].resource->Map(0, &EMPTY_RANGE, &mappedPtr) );
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FillData(mappedPtr, bufSize, i);
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@ -849,7 +849,7 @@ static void TestTransfer(const TestContext& ctx)
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for(UINT i = 0; i < count; ++i)
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{
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void* mappedPtr = nullptr;
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CHECK_HR( resourcesUpload[i].resource->Map(0, NULL, &mappedPtr) );
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CHECK_HR( resourcesUpload[i].resource->Map(0, &EMPTY_RANGE, &mappedPtr) );
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FillData(mappedPtr, bufSize, i);
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@ -894,8 +894,7 @@ static void TestTransfer(const TestContext& ctx)
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// Unmap every 3rd resource, leave others mapped.
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if((i % 3) != 0)
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{
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const D3D12_RANGE writtenRange = {0, 0};
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resourcesReadback[i].resource->Unmap(0, &writtenRange);
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resourcesReadback[i].resource->Unmap(0, &EMPTY_RANGE);
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}
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}
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}
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@ -927,7 +926,7 @@ static void TestZeroInitialized(const TestContext& ctx)
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{
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void* mappedPtr = nullptr;
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CHECK_HR( bufUpload.resource->Map(0, NULL, &mappedPtr) );
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CHECK_HR( bufUpload.resource->Map(0, &EMPTY_RANGE, &mappedPtr) );
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FillData(mappedPtr, bufSize, 5236245);
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bufUpload.resource->Unmap(0, NULL);
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}
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@ -959,10 +958,11 @@ static void TestZeroInitialized(const TestContext& ctx)
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bool isZero = false;
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{
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const D3D12_RANGE readRange{0, bufSize}; // I could pass pReadRange = NULL but it generates D3D Debug layer warning: EXECUTION WARNING #930: MAP_INVALID_NULLRANGE
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void* mappedPtr = nullptr;
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CHECK_HR( bufReadback.resource->Map(0, NULL, &mappedPtr) );
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CHECK_HR( bufReadback.resource->Map(0, &readRange, &mappedPtr) );
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isZero = ValidateDataZero(mappedPtr, bufSize);
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bufReadback.resource->Unmap(0, NULL);
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bufReadback.resource->Unmap(0, &EMPTY_RANGE);
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}
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wprintf(L"Should be zero: %u, is zero: %u\n", shouldBeZero ? 1 : 0, isZero ? 1 : 0);
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@ -1087,7 +1087,7 @@ static void TestMultithreading(const TestContext& ctx)
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res.allocation.reset(alloc);
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void* mappedPtr = nullptr;
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CHECK_HR( res.resource->Map(0, NULL, &mappedPtr) );
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CHECK_HR( res.resource->Map(0, &EMPTY_RANGE, &mappedPtr) );
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FillData(mappedPtr, res.size, res.dataSeed);
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@ -1159,8 +1159,7 @@ static void TestMultithreading(const TestContext& ctx)
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// Unmap some of them, leave others mapped.
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if((resIndex % 3) == 1)
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{
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D3D12_RANGE writtenRange = {0, 0};
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resources[resIndex].resource->Unmap(0, &writtenRange);
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resources[resIndex].resource->Unmap(0, &EMPTY_RANGE);
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}
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resources.pop_back();
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