vk_staging_buffer_pool: Fall back to host memory when allocation fails
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@ -61,12 +61,16 @@ std::optional<u32> FindMemoryTypeIndex(const VkPhysicalDeviceMemoryProperties& p
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return std::nullopt;
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}
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u32 FindMemoryTypeIndex(const VkPhysicalDeviceMemoryProperties& props, u32 type_mask) {
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u32 FindMemoryTypeIndex(const VkPhysicalDeviceMemoryProperties& props, u32 type_mask,
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bool try_device_local) {
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std::optional<u32> type;
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if (try_device_local) {
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// Try to find a DEVICE_LOCAL_BIT type, Nvidia and AMD have a dedicated heap for this
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std::optional<u32> type = FindMemoryTypeIndex(props, type_mask, STREAM_FLAGS);
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type = FindMemoryTypeIndex(props, type_mask, STREAM_FLAGS);
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if (type) {
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return *type;
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}
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}
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// Otherwise try without the DEVICE_LOCAL_BIT
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type = FindMemoryTypeIndex(props, type_mask, HOST_FLAGS);
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if (type) {
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@ -115,12 +119,21 @@ StagingBufferPool::StagingBufferPool(const Device& device_, MemoryAllocator& mem
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.buffer = *stream_buffer,
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};
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const auto memory_properties = device.GetPhysical().GetMemoryProperties();
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stream_memory = dev.AllocateMemory(VkMemoryAllocateInfo{
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VkMemoryAllocateInfo stream_memory_info{
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.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
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.pNext = make_dedicated ? &dedicated_info : nullptr,
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.allocationSize = requirements.size,
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.memoryTypeIndex = FindMemoryTypeIndex(memory_properties, requirements.memoryTypeBits),
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});
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.memoryTypeIndex =
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FindMemoryTypeIndex(memory_properties, requirements.memoryTypeBits, true),
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};
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stream_memory = dev.TryAllocateMemory(stream_memory_info);
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if (!stream_memory) {
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LOG_INFO(Render_Vulkan, "Dynamic memory allocation failed, trying with system memory");
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stream_memory_info.memoryTypeIndex =
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FindMemoryTypeIndex(memory_properties, requirements.memoryTypeBits, false);
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stream_memory = dev.AllocateMemory(stream_memory_info);
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}
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if (device.HasDebuggingToolAttached()) {
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stream_memory.SetObjectNameEXT("Stream Buffer Memory");
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}
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