fixed CRP PSO caches running out of memory

This commit is contained in:
myT 2024-01-22 01:40:31 +01:00
parent 0e692f6fed
commit 68c28996e1
6 changed files with 22 additions and 17 deletions

View File

@ -157,9 +157,10 @@ int PSOCache::AddPipeline(const GraphicsPipelineDesc& desc, const char* name)
GraphicsPipelineDesc namedDesc = desc;
namedDesc.name = name;
// @NOTE: we keep the original desc and its padding bytes for proper comparison results
const uint32_t index = entryCount++;
Entry& entry = entries[index];
entry.desc = desc; // keep the original desc for proper comparison results
memcpy(&entry.desc, &desc, sizeof(entry.desc));
entry.handle = CreateGraphicsPipeline(namedDesc);
return (int)index;

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@ -168,14 +168,13 @@ void WorldOpaque::ProcessShader(shader_t& shader)
const unsigned int stateBits = stage.stateBits & (~GLS_POLYMODE_LINE);
int a = 0;
// @NOTE: we are not using any CTOR because we deliberately want to 0-init the struct
// this is necessary for padding bytes not to mess up comparisons in the PSO cache
// @NOTE: we 0-init the struct so that padding bytes don't mess up comparisons in the PSO cache
GraphicsPipelineDesc desc = {};
desc.name = "opaque";
desc.rootSignature = RHI_MAKE_NULL_HANDLE();
desc.shortLifeTime = true; // the PSO cache is only valid for this map!
desc.vertexShader = g_opaque_vs;
desc.pixelShader = g_opaque_ps;
desc.vertexShader.Set(g_opaque_vs);
desc.pixelShader.Set(g_opaque_ps);
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Position, DataType::Float32, 3, 0);
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Normal, DataType::Float32, 3, 0);
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::TexCoord, DataType::Float32, 2, 0);

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@ -169,14 +169,13 @@ void Prepass::ProcessShader(shader_t& shader)
Q_assert((stateBits & GLS_DEPTHFUNC_EQUAL) == 0); // depth comparison GE
#endif
// @NOTE: we are not using any CTOR because we deliberately want to 0-init the struct
// this is necessary for padding bytes not to mess up comparisons in the PSO cache
// @NOTE: we 0-init the struct so that padding bytes don't mess up comparisons in the PSO cache
GraphicsPipelineDesc desc = {};
desc.name = "pre-pass";
desc.rootSignature = RHI_MAKE_NULL_HANDLE();
desc.shortLifeTime = true; // the PSO cache is only valid for this map!
desc.vertexShader = g_prepass_vs;
desc.pixelShader = g_prepass_ps;
desc.vertexShader.Set(g_prepass_vs);
desc.pixelShader.Set(g_prepass_ps);
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Position, DataType::Float32, 3, 0);
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Normal, DataType::Float32, 3, 0);
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::TexCoord, DataType::Float32, 2, 0);

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@ -185,14 +185,13 @@ void WorldTransp::ProcessShader(shader_t& shader)
{
int a = 0;
// @NOTE: we are not using any CTOR because we deliberately want to 0-init the struct
// this is necessary for padding bytes not to mess up comparisons in the PSO cache
// @NOTE: we 0-init the struct so that padding bytes don't mess up comparisons in the PSO cache
GraphicsPipelineDesc desc = {};
desc.name = "transp";
desc.rootSignature = RHI_MAKE_NULL_HANDLE();
desc.shortLifeTime = true; // the PSO cache is only valid for this map!
desc.vertexShader = g_transp_draw_vs;
desc.pixelShader = g_transp_draw_ps;
desc.vertexShader.Set(g_transp_draw_vs);
desc.pixelShader.Set(g_transp_draw_ps);
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Position, DataType::Float32, 3, 0);
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Normal, DataType::Float32, 3, 0);
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::TexCoord, DataType::Float32, 2, 0);

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@ -4139,13 +4139,13 @@ namespace RHI
{
ASSERT_DR_DISABLED();
RootSignature rhiSignature = { 0 };
RootSignature rhiSignature = {};
rhiSignature.genericTableIndex = UINT32_MAX;
rhiSignature.samplerTableIndex = UINT32_MAX;
rhiSignature.genericDescCount = 0;
rhiSignature.samplerDescCount = rhiDesc.samplerCount;
bool shaderVis[ShaderStage::Count] = { 0 };
bool shaderVis[ShaderStage::Count] = {};
//
// root constants

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@ -262,7 +262,7 @@ namespace RHI
struct RootSignatureDesc
{
RootSignatureDesc() = default;
RootSignatureDesc(const char* name_)
explicit RootSignatureDesc(const char* name_)
{
name = name_;
}
@ -308,7 +308,14 @@ namespace RHI
}
template<uint32_t N>
ShaderByteCode(const uint8_t (&byteCode)[N])
explicit ShaderByteCode(const uint8_t (&byteCode)[N])
{
data = byteCode;
byteCount = N;
}
template<uint32_t N>
void Set(const uint8_t (&byteCode)[N])
{
data = byteCode;
byteCount = N;