d3d12: Use buffer pipe usage to inform allocation
For non-CPU-accessible pipe resource types (DEFAULT/IMMUTABLE), allocate non-CPU-accessible buffers directly from the cache_bufmgr. Update the d3d12_bo creation to handle nonmappable buffers. For CPU-write-only (DYNAMIC/STREAM), use the upload slab_bufmgr. Update this slab manager to use CPU_WRITE | GPU_READ PB usage. For CPU-read-write (STAGING), use the readback_slab_bufmgr. Reviewed-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8095>
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@@ -863,7 +863,7 @@ d3d12_init_screen(struct d3d12_screen *screen, struct sw_winsys *winsys, IUnknow
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struct pb_desc desc;
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desc.alignment = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
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desc.usage = (pb_usage_flags)PB_USAGE_ALL;
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desc.usage = (pb_usage_flags)(PB_USAGE_CPU_WRITE | PB_USAGE_GPU_READ);
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screen->bufmgr = d3d12_bufmgr_create(screen);
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screen->cache_bufmgr = pb_cache_manager_create(screen->bufmgr, 0xfffff, 2, 0, 64 * 1024 * 1024);
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