Fixed bug in BuildStatsString when Resource Heap Tier 2 is not supported

Other changes pulled from branch feature-gpu-upload-heaps (without pulling the main feature).
This commit is contained in:
Adam Sawicki 2023-07-05 10:20:41 +02:00
commit 8730bb40bb
4 changed files with 67 additions and 25 deletions

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@ -24,9 +24,9 @@
/** \mainpage D3D12 Memory Allocator
<b>Version 2.1.0-development</b> (2022-12-15)
<b>Version 2.1.0-development</b> (2023-07-05)
Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved. \n
Copyright (c) 2019-2023 Advanced Micro Devices, Inc. All rights reserved. \n
License: MIT
Documentation of all members: D3D12MemAlloc.h

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@ -126,3 +126,27 @@ if(D3D12MA_BUILD_SAMPLE)
message(STATUS "D3D12Sample application is not supported to Linux")
endif()
endif()
set(D3D12MA_AGILITY_SDK_DIRECTORY "" CACHE STRING "Path to unpacked DX12 Agility SDK. Leave empty to compile without it.")
option(D3D12MA_AGILITY_SDK_PREVIEW "Set if DX12 Agility SDK is preview version." OFF)
if(D3D12MA_AGILITY_SDK_DIRECTORY)
if(EXISTS "${D3D12MA_AGILITY_SDK_DIRECTORY}/build/native/include/d3d12.h")
message(STATUS "DX12 Agility SDK used from \"${D3D12MA_AGILITY_SDK_DIRECTORY}\".")
target_compile_definitions(D3D12MemoryAllocator PRIVATE D3D12MA_USE_AGILITY_SDK=1)
target_include_directories(D3D12MemoryAllocator BEFORE PRIVATE "${D3D12MA_AGILITY_SDK_DIRECTORY}/build/native/include")
if(D3D12MA_AGILITY_SDK_PREVIEW)
target_compile_definitions(D3D12MemoryAllocator PRIVATE D3D12MA_USE_AGILITY_SDK_PREVIEW=1)
endif()
if(${D3D12MA_BUILD_SAMPLE} AND ${WIN32})
target_compile_definitions(D3D12Sample PRIVATE D3D12MA_USE_AGILITY_SDK=1)
target_include_directories(D3D12Sample BEFORE PRIVATE "${D3D12MA_AGILITY_SDK_DIRECTORY}/build/native/include")
if(D3D12MA_AGILITY_SDK_PREVIEW)
target_compile_definitions(D3D12Sample PRIVATE D3D12MA_USE_AGILITY_SDK_PREVIEW=1)
endif()
endif()
else()
message(FATAL_ERROR "DX12 Agility SDK not found - cannot find file \"${D3D12MA_AGILITY_SDK_DIRECTORY}/build/native/include/d3d12.h\".")
endif()
else()
message(STATUS "DX12 Agility SDK not used.")
endif()

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@ -148,6 +148,12 @@ static const WCHAR* const HeapTypeNames[] =
L"READBACK",
L"CUSTOM",
};
static const WCHAR* const StandardHeapTypeNames[] =
{
L"DEFAULT",
L"UPLOAD",
L"READBACK",
};
static const D3D12_HEAP_FLAGS RESOURCE_CLASS_HEAP_FLAGS =
D3D12_HEAP_FLAG_DENY_BUFFERS | D3D12_HEAP_FLAG_DENY_RT_DS_TEXTURES | D3D12_HEAP_FLAG_DENY_NON_RT_DS_TEXTURES;
@ -452,23 +458,26 @@ static IterT BinaryFindSorted(const IterT& beg, const IterT& end, const KeyT& va
return end;
}
static UINT HeapTypeToIndex(D3D12_HEAP_TYPE type)
static UINT StandardHeapTypeToIndex(D3D12_HEAP_TYPE type)
{
switch (type)
{
case D3D12_HEAP_TYPE_DEFAULT: return 0;
case D3D12_HEAP_TYPE_UPLOAD: return 1;
case D3D12_HEAP_TYPE_READBACK: return 2;
case D3D12_HEAP_TYPE_CUSTOM: return 3;
default: D3D12MA_ASSERT(0); return UINT_MAX;
}
}
static D3D12_HEAP_TYPE IndexToHeapType(UINT heapTypeIndex)
static D3D12_HEAP_TYPE IndexToStandardHeapType(UINT heapTypeIndex)
{
D3D12MA_ASSERT(heapTypeIndex < 4);
// D3D12_HEAP_TYPE_DEFAULT starts at 1.
return (D3D12_HEAP_TYPE)(heapTypeIndex + 1);
switch(heapTypeIndex)
{
case 0: return D3D12_HEAP_TYPE_DEFAULT;
case 1: return D3D12_HEAP_TYPE_UPLOAD;
case 2: return D3D12_HEAP_TYPE_READBACK;
default: D3D12MA_ASSERT(0); return D3D12_HEAP_TYPE_CUSTOM;
}
}
static UINT64 HeapFlagsToAlignment(D3D12_HEAP_FLAGS flags, bool denyMsaaTextures)
@ -6625,8 +6634,8 @@ public:
void SetResidencyPriority(ID3D12Pageable* obj, D3D12_RESIDENCY_PRIORITY priority) const;
void SetCurrentFrameIndex(UINT frameIndex);
// For more deailed stats use outCutomHeaps to access statistics divided into L0 and L1 group
void CalculateStatistics(TotalStatistics& outStats, DetailedStatistics outCutomHeaps[2] = NULL);
// For more deailed stats use outCustomHeaps to access statistics divided into L0 and L1 group
void CalculateStatistics(TotalStatistics& outStats, DetailedStatistics outCustomHeaps[2] = NULL);
void GetBudget(Budget* outLocalBudget, Budget* outNonLocalBudget);
void GetBudgetForHeapType(Budget& outBudget, D3D12_HEAP_TYPE heapType);
@ -6747,7 +6756,7 @@ AllocatorPimpl::AllocatorPimpl(const ALLOCATION_CALLBACKS& allocationCallbacks,
{
m_CommittedAllocations[i].Init(
m_UseMutex,
(D3D12_HEAP_TYPE)(D3D12_HEAP_TYPE_DEFAULT + i),
IndexToStandardHeapType(i),
NULL); // pool
}
@ -7253,7 +7262,7 @@ void AllocatorPimpl::SetCurrentFrameIndex(UINT frameIndex)
#endif
}
void AllocatorPimpl::CalculateStatistics(TotalStatistics& outStats, DetailedStatistics outCutomHeaps[2])
void AllocatorPimpl::CalculateStatistics(TotalStatistics& outStats, DetailedStatistics outCustomHeaps[2])
{
// Init stats
for (size_t i = 0; i < HEAP_TYPE_COUNT; i++)
@ -7261,10 +7270,10 @@ void AllocatorPimpl::CalculateStatistics(TotalStatistics& outStats, DetailedStat
for (size_t i = 0; i < DXGI_MEMORY_SEGMENT_GROUP_COUNT; i++)
ClearDetailedStatistics(outStats.MemorySegmentGroup[i]);
ClearDetailedStatistics(outStats.Total);
if (outCutomHeaps)
if (outCustomHeaps)
{
ClearDetailedStatistics(outCutomHeaps[0]);
ClearDetailedStatistics(outCutomHeaps[1]);
ClearDetailedStatistics(outCustomHeaps[0]);
ClearDetailedStatistics(outCustomHeaps[1]);
}
// Process default pools. 3 standard heap types only. Add them to outStats.HeapType[i].
@ -7321,8 +7330,8 @@ void AllocatorPimpl::CalculateStatistics(TotalStatistics& outStats, DetailedStat
AddDetailedStatistics(
outStats.MemorySegmentGroup[memorySegment], tmpStats);
if (outCutomHeaps)
AddDetailedStatistics(outCutomHeaps[memorySegment], tmpStats);
if (outCustomHeaps)
AddDetailedStatistics(outCustomHeaps[memorySegment], tmpStats);
}
}
@ -7334,7 +7343,7 @@ void AllocatorPimpl::CalculateStatistics(TotalStatistics& outStats, DetailedStat
AddDetailedStatistics(
outStats.HeapType[heapTypeIndex], tmpStats);
AddDetailedStatistics(
outStats.MemorySegmentGroup[StandardHeapTypeToMemorySegmentGroup(IndexToHeapType(heapTypeIndex))], tmpStats);
outStats.MemorySegmentGroup[StandardHeapTypeToMemorySegmentGroup(IndexToStandardHeapType(heapTypeIndex))], tmpStats);
}
// Sum up memory segment groups to totals.
@ -7678,7 +7687,7 @@ void AllocatorPimpl::BuildStatsString(WCHAR** ppStatsString, BOOL detailedMap)
{
for (uint8_t heapType = 0; heapType < STANDARD_HEAP_TYPE_COUNT; ++heapType)
{
json.WriteString(HeapTypeNames[heapType]);
json.WriteString(StandardHeapTypeNames[heapType]);
json.BeginObject();
writeHeapInfo(m_BlockVectors[heapType], m_CommittedAllocations + heapType, false);
json.EndObject();
@ -7695,11 +7704,11 @@ void AllocatorPimpl::BuildStatsString(WCHAR** ppStatsString, BOOL detailedMap)
L" - Textures",
L" - Textures RT/DS",
};
json.BeginString(HeapTypeNames[heapType]);
json.BeginString(StandardHeapTypeNames[heapType]);
json.EndString(heapSubTypeName[heapSubType]);
json.BeginObject();
writeHeapInfo(m_BlockVectors[heapType + heapSubType], m_CommittedAllocations + heapType, false);
writeHeapInfo(m_BlockVectors[heapType * 3 + heapSubType], m_CommittedAllocations + heapType, false);
json.EndObject();
}
}
@ -8014,7 +8023,7 @@ HRESULT AllocatorPimpl::CalcAllocationParams(const ALLOCATION_DESC& allocDesc, U
outCommittedAllocationParams.m_HeapProperties = StandardHeapTypeToHeapProperties(allocDesc.HeapType);
outCommittedAllocationParams.m_HeapFlags = allocDesc.ExtraHeapFlags;
outCommittedAllocationParams.m_List = &m_CommittedAllocations[HeapTypeToIndex(allocDesc.HeapType)];
outCommittedAllocationParams.m_List = &m_CommittedAllocations[StandardHeapTypeToIndex(allocDesc.HeapType)];
// outCommittedAllocationParams.m_ResidencyPriority intentionally left with default value.
const ResourceClass resourceClass = (resDesc != NULL) ?
@ -8150,7 +8159,7 @@ void AllocatorPimpl::CalcDefaultPoolParams(D3D12_HEAP_TYPE& outHeapType, D3D12_H
void AllocatorPimpl::RegisterPool(Pool* pool, D3D12_HEAP_TYPE heapType)
{
const UINT heapTypeIndex = HeapTypeToIndex(heapType);
const UINT heapTypeIndex = (UINT)heapType - 1;
MutexLockWrite lock(m_PoolsMutex[heapTypeIndex], m_UseMutex);
m_Pools[heapTypeIndex].PushBack(pool->m_Pimpl);
@ -8158,7 +8167,7 @@ void AllocatorPimpl::RegisterPool(Pool* pool, D3D12_HEAP_TYPE heapType)
void AllocatorPimpl::UnregisterPool(Pool* pool, D3D12_HEAP_TYPE heapType)
{
const UINT heapTypeIndex = HeapTypeToIndex(heapType);
const UINT heapTypeIndex = (UINT)heapType - 1;
MutexLockWrite lock(m_PoolsMutex[heapTypeIndex], m_UseMutex);
m_Pools[heapTypeIndex].Remove(pool->m_Pimpl);

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@ -35,6 +35,15 @@ namespace PS
#include "Shaders\PS_Compiled.h"
}
#if D3D12MA_USE_AGILITY_SDK
#if D3D12MA_USE_AGILITY_SDK_PREVIEW
extern "C" { __declspec(dllexport) extern const UINT D3D12SDKVersion = D3D12_PREVIEW_SDK_VERSION; }
#else
extern "C" { __declspec(dllexport) extern const UINT D3D12SDKVersion = D3D12_SDK_VERSION; }
#endif
extern "C" { __declspec(dllexport) extern const char* D3D12SDKPath = u8".\\D3D12\\"; }
#endif
enum class ExitCode : int
{
GPUList = 2,