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https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator.git
synced 2024-11-24 21:10:11 +00:00
Add ALLOCATOR_FLAG_ALWAYS_COMMITTED, remove debug macro D3D12MA_DEBUG_ALWAYS_COMMITTED
Also fixed nasty bug with uninitialized member of Allocation class.
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@ -51,14 +51,6 @@
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#endif
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#endif
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#ifndef D3D12MA_DEBUG_ALWAYS_COMMITTED
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/*
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Every allocation will have its own memory block.
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Define to 1 for debugging purposes only.
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*/
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#define D3D12MA_DEBUG_ALWAYS_COMMITTED (0)
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#endif
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#ifndef D3D12MA_DEBUG_ALIGNMENT
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/*
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Minimum alignment of all allocations, in bytes.
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@ -2139,7 +2131,8 @@ private:
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*/
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static bool PrefersCommittedAllocation(const D3D12_RESOURCE_DESC& resourceDesc);
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bool m_UseMutex;
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const bool m_UseMutex;
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const bool m_AlwaysCommitted;
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ID3D12Device* m_Device;
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UINT64 m_PreferredBlockSize;
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ALLOCATION_CALLBACKS m_AllocationCallbacks;
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@ -3239,6 +3232,7 @@ void BlockVector::WriteBlockInfoToJson(JsonWriter& json)
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AllocatorPimpl::AllocatorPimpl(const ALLOCATION_CALLBACKS& allocationCallbacks, const ALLOCATOR_DESC& desc) :
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m_UseMutex((desc.Flags & ALLOCATOR_FLAG_SINGLETHREADED) == 0),
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m_AlwaysCommitted((desc.Flags & ALLOCATOR_FLAG_ALWAYS_COMMITTED) != 0),
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m_Device(desc.pDevice),
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m_PreferredBlockSize(desc.PreferredBlockSize != 0 ? desc.PreferredBlockSize : D3D12MA_DEFAULT_BLOCK_SIZE),
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m_AllocationCallbacks(allocationCallbacks),
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@ -3338,7 +3332,7 @@ HRESULT AllocatorPimpl::CreateResource(
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const UINT64 preferredBlockSize = blockVector->GetPreferredBlockSize();
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bool preferCommittedMemory =
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D3D12MA_DEBUG_ALWAYS_COMMITTED ||
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m_AlwaysCommitted ||
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PrefersCommittedAllocation(*pResourceDesc) ||
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// Heuristics: Allocate committed memory if requested size if greater than half of preferred block size.
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resAllocInfo.SizeInBytes > preferredBlockSize / 2;
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@ -3433,7 +3427,7 @@ HRESULT AllocatorPimpl::AllocateMemory(
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const UINT64 preferredBlockSize = blockVector->GetPreferredBlockSize();
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bool preferCommittedMemory =
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D3D12MA_DEBUG_ALWAYS_COMMITTED ||
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m_AlwaysCommitted ||
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// Heuristics: Allocate committed memory if requested size if greater than half of preferred block size.
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pAllocInfo->SizeInBytes > preferredBlockSize / 2;
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if(preferCommittedMemory &&
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@ -4039,6 +4033,7 @@ void Allocation::InitHeap(AllocatorPimpl* allocator, UINT64 size, D3D12_HEAP_TYP
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m_Allocator = allocator;
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m_Type = TYPE_HEAP;
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m_Size = size;
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m_Resource = NULL;
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m_Name = NULL;
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m_Heap.heapType = heapType;
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m_Heap.heap = heap;
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@ -539,6 +539,12 @@ typedef enum ALLOCATOR_FLAGS
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Using this flag may increase performance because internal mutexes are not used.
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*/
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ALLOCATOR_FLAG_SINGLETHREADED = 0x1,
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/**
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Every allocation will have its own memory block.
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To be used for debugging purposes.
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*/
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ALLOCATOR_FLAG_ALWAYS_COMMITTED = 0x2,
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} ALLOCATOR_FLAGS;
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/// \brief Parameters of created Allocator object. To be used with CreateAllocator().
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@ -48,6 +48,7 @@ static const D3D_FEATURE_LEVEL MY_D3D_FEATURE_LEVEL = D3D_FEATURE_LEVEL_12_0;
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static const bool ENABLE_DEBUG_LAYER = true;
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static const bool ENABLE_CPU_ALLOCATION_CALLBACKS = true;
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static const bool ENABLE_CPU_ALLOCATION_CALLBACKS_PRINT = false;
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static constexpr D3D12MA::ALLOCATOR_FLAGS g_AllocatorFlags = D3D12MA::ALLOCATOR_FLAG_NONE;
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static HINSTANCE g_Instance;
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static HWND g_Wnd;
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@ -417,7 +418,7 @@ void InitD3D() // initializes direct3d 12
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{
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D3D12MA::ALLOCATOR_DESC desc = {};
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desc.Flags = D3D12MA::ALLOCATOR_FLAG_NONE;
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desc.Flags = g_AllocatorFlags;
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desc.pDevice = device;
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D3D12MA::ALLOCATION_CALLBACKS allocationCallbacks = {};
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@ -1376,6 +1377,7 @@ static void ExecuteTests()
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TestContext ctx = {};
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ctx.device = g_Device;
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ctx.allocator = g_Allocator;
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ctx.allocatorFlags = g_AllocatorFlags;
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Test(ctx);
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}
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catch(const std::exception& ex)
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@ -217,6 +217,8 @@ static void TestPlacedResources(const TestContext& ctx)
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{
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wprintf(L"Test placed resources\n");
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const bool alwaysCommitted = (ctx.allocatorFlags & D3D12MA::ALLOCATOR_FLAG_ALWAYS_COMMITTED) != 0;
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const UINT count = 4;
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const UINT64 bufSize = 32ull * 1024;
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ResourceWithAllocation resources[count];
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@ -240,8 +242,11 @@ static void TestPlacedResources(const TestContext& ctx)
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resources[i].allocation.reset(alloc);
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// Make sure it doesn't have implicit heap.
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if(!alwaysCommitted)
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{
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CHECK_BOOL( resources[i].allocation->GetHeap() != NULL );
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}
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}
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// Make sure at least some of the resources belong to the same heap, but their memory ranges don't overlap.
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bool sameHeapFound = false;
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@ -260,7 +265,10 @@ static void TestPlacedResources(const TestContext& ctx)
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}
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}
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}
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if(!alwaysCommitted)
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{
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CHECK_BOOL(sameHeapFound);
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}
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// Additionally create a texture to see if no error occurs due to bad handling of Resource Tier.
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resourceDesc = {};
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@ -347,7 +355,7 @@ static void TestAliasingMemory(const TestContext& ctx)
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D3D12_RESOURCE_ALLOCATION_INFO allocInfo = {};
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allocInfo.Alignment = std::max(allocInfo1.Alignment, allocInfo2.Alignment);
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allocInfo.SizeInBytes = std::max(allocInfo1.SizeInBytes, allocInfo2.SizeInBytes);
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allocInfo.SizeInBytes = AlignUp(std::max(allocInfo1.SizeInBytes, allocInfo2.SizeInBytes), 64ull * 1024);
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D3D12MA::Allocation* allocPtr = NULL;
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CHECK_HR( ctx.allocator->AllocateMemory(
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@ -28,6 +28,7 @@ struct TestContext
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{
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ID3D12Device* device;
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D3D12MA::Allocator* allocator;
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D3D12MA::ALLOCATOR_FLAGS allocatorFlags;
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};
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void Test(const TestContext& ctx);
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