d3d12: Don't allocate mappable textures
authorJesse Natalie <jenatali@microsoft.com>
Mon, 14 Dec 2020 19:59:53 +0000 (11:59 -0800)
committerJesse Natalie <jenatali@microsoft.com>
Tue, 5 Jan 2021 22:51:00 +0000 (14:51 -0800)
There's not really a reason to directly map textures. Doing so
requires the texture to be allocated in system RAM instead of
video RAM, which means all GPU access to it would be needlessly slow.

Notably, the one texture type that was allocated this way is the
display target texture for the software driver path. Instead, use
pipe_transfer_map to be able to copy the texture to system RAM.

Reviewed-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8095>

src/gallium/drivers/d3d12/d3d12_resource.cpp
src/gallium/drivers/d3d12/d3d12_screen.cpp

index 8fc90c7..76e50b0 100644 (file)
 static bool
 can_map_directly(struct pipe_resource *pres)
 {
-   return pres->bind & (PIPE_BIND_SCANOUT | PIPE_BIND_SHARED | PIPE_BIND_LINEAR) ||
-         (pres->target == PIPE_BUFFER &&
+   return pres->target == PIPE_BUFFER &&
           pres->usage != PIPE_USAGE_DEFAULT &&
-          pres->usage != PIPE_USAGE_IMMUTABLE);
+          pres->usage != PIPE_USAGE_IMMUTABLE;
 }
 
 static void
@@ -217,16 +216,7 @@ init_texture(struct d3d12_screen *screen,
                       PIPE_BIND_SHARED | PIPE_BIND_LINEAR))
       desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
 
-   D3D12_HEAP_TYPE heap_type = D3D12_HEAP_TYPE_DEFAULT;
-
-   if (templ->bind & (PIPE_BIND_DISPLAY_TARGET |
-                      PIPE_BIND_SCANOUT |
-                      PIPE_BIND_SHARED))
-      heap_type = D3D12_HEAP_TYPE_READBACK;
-   else if (templ->usage == PIPE_USAGE_STAGING)
-      heap_type = D3D12_HEAP_TYPE_UPLOAD;
-
-   D3D12_HEAP_PROPERTIES heap_pris = screen->dev->GetCustomHeapProperties(0, heap_type);
+   D3D12_HEAP_PROPERTIES heap_pris = screen->dev->GetCustomHeapProperties(0, D3D12_HEAP_TYPE_DEFAULT);
 
    HRESULT hres = screen->dev->CreateCommittedResource(&heap_pris,
                                                    D3D12_HEAP_FLAG_NONE,
@@ -237,9 +227,7 @@ init_texture(struct d3d12_screen *screen,
    if (FAILED(hres))
       return false;
 
-   if (screen->winsys && (templ->bind & (PIPE_BIND_DISPLAY_TARGET |
-                                         PIPE_BIND_SCANOUT |
-                                         PIPE_BIND_SHARED))) {
+   if (screen->winsys && (templ->bind & PIPE_BIND_DISPLAY_TARGET)) {
       struct sw_winsys *winsys = screen->winsys;
       res->dt = winsys->displaytarget_create(screen->winsys,
                                              res->base.bind,
index 44e4472..ab091af 100644 (file)
@@ -621,27 +621,35 @@ d3d12_flush_frontbuffer(struct pipe_screen * pscreen,
    struct d3d12_screen *screen = d3d12_screen(pscreen);
    struct sw_winsys *winsys = screen->winsys;
    struct d3d12_resource *res = d3d12_resource(pres);
-   ID3D12Resource *d3d12_res = d3d12_resource_resource(res);
 
-   if (!winsys)
+   if (!winsys || !pctx)
      return;
 
-   if (pctx)
-      d3d12_flush_cmdlist_and_wait(d3d12_context(pctx));
-
    assert(res->dt);
    void *map = winsys->displaytarget_map(winsys, res->dt, 0);
 
    if (map) {
-      d3d12_res->ReadFromSubresource(map, res->dt_stride, 0, 0, NULL);
+      pipe_transfer *transfer = nullptr;
+      void *res_map = pipe_transfer_map(pctx, pres, level, layer, PIPE_MAP_READ, 0, 0,
+                                        u_minify(pres->width0, level),
+                                        u_minify(pres->height0, level),
+                                        &transfer);
+      if (res_map) {
+         util_copy_rect((ubyte*)map, pres->format, res->dt_stride, 0, 0,
+                        transfer->box.width, transfer->box.height,
+                        (const ubyte*)res_map, transfer->stride, 0, 0);
+         pipe_transfer_unmap(pctx, transfer);
+      }
       winsys->displaytarget_unmap(winsys, res->dt);
    }
 
 #ifdef _WIN32
    // WindowFromDC is Windows-only, and this method requires an HWND, so only use it on Windows
    ID3D12SharingContract *sharing_contract;
-   if (SUCCEEDED(screen->cmdqueue->QueryInterface(IID_PPV_ARGS(&sharing_contract))))
+   if (SUCCEEDED(screen->cmdqueue->QueryInterface(IID_PPV_ARGS(&sharing_contract)))) {
+      ID3D12Resource *d3d12_res = d3d12_resource_resource(res);
       sharing_contract->Present(d3d12_res, 0, WindowFromDC((HDC)winsys_drawable_handle));
+   }
 #endif
 
    winsys->displaytarget_display(winsys, res->dt, winsys_drawable_handle, sub_box);