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vk_staging_buffer_pool: Fall back to host memory when allocation fails

This commit is contained in:
Robin Kertels 2021-07-26 23:01:25 +02:00
parent 7490117fa4
commit 75050c788c
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GPG key ID: 3824904F14D40757

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@ -61,11 +61,15 @@ std::optional<u32> FindMemoryTypeIndex(const VkPhysicalDeviceMemoryProperties& p
return std::nullopt;
}
u32 FindMemoryTypeIndex(const VkPhysicalDeviceMemoryProperties& props, u32 type_mask) {
// Try to find a DEVICE_LOCAL_BIT type, Nvidia and AMD have a dedicated heap for this
std::optional<u32> type = FindMemoryTypeIndex(props, type_mask, STREAM_FLAGS);
if (type) {
return *type;
u32 FindMemoryTypeIndex(const VkPhysicalDeviceMemoryProperties& props, u32 type_mask,
bool try_device_local) {
std::optional<u32> type;
if (try_device_local) {
// Try to find a DEVICE_LOCAL_BIT type, Nvidia and AMD have a dedicated heap for this
type = FindMemoryTypeIndex(props, type_mask, STREAM_FLAGS);
if (type) {
return *type;
}
}
// Otherwise try without the DEVICE_LOCAL_BIT
type = FindMemoryTypeIndex(props, type_mask, HOST_FLAGS);
@ -115,12 +119,21 @@ StagingBufferPool::StagingBufferPool(const Device& device_, MemoryAllocator& mem
.buffer = *stream_buffer,
};
const auto memory_properties = device.GetPhysical().GetMemoryProperties();
stream_memory = dev.AllocateMemory(VkMemoryAllocateInfo{
VkMemoryAllocateInfo stream_memory_info{
.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
.pNext = make_dedicated ? &dedicated_info : nullptr,
.allocationSize = requirements.size,
.memoryTypeIndex = FindMemoryTypeIndex(memory_properties, requirements.memoryTypeBits),
});
.memoryTypeIndex =
FindMemoryTypeIndex(memory_properties, requirements.memoryTypeBits, true),
};
stream_memory = dev.TryAllocateMemory(stream_memory_info);
if (!stream_memory) {
LOG_INFO(Render_Vulkan, "Dynamic memory allocation failed, trying with system memory");
stream_memory_info.memoryTypeIndex =
FindMemoryTypeIndex(memory_properties, requirements.memoryTypeBits, false);
stream_memory = dev.AllocateMemory(stream_memory_info);
}
if (device.HasDebuggingToolAttached()) {
stream_memory.SetObjectNameEXT("Stream Buffer Memory");
}