Increasing the heap sizes and active batch count reduces flushing
churn when rendering runs out of descriptors.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20589>
IID_PPV_ARGS(&batch->cmdalloc))))
return false;
-
batch->sampler_heap =
d3d12_descriptor_heap_new(screen->dev,
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER,
D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
- 128);
+ 1024);
batch->view_heap =
d3d12_descriptor_heap_new(screen->dev,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
- 1024);
+ 8096);
if (!batch->sampler_heap && !batch->view_heap)
return false;
struct hash_table *compute_transform_cache;
struct hash_table_u64 *bo_state_table;
- struct d3d12_batch batches[4];
+ struct d3d12_batch batches[8];
unsigned current_batch_idx;
struct util_dynarray recently_destroyed_bos;