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* Primary Support to compact shader visible Cbv/Srv/Uav heap if it fragments enough to run out of descriptor handles - Split the main heap into two sections - static handles and dynamic handles for descriptor tables - Add support to data drive number of allowed static handles - Add support to data drive ability to compact the relevant shader visible heap as there is overhead associated with compaction - If compaction is enabled we create two shader visible ehaps and ping pong between them since you can not compact an active heap as it needs to stay active for 3 frames atleast - As part of compaction we copy over the static handles as is but recreate all the dynamic section(i.e descriptaor tables) by tracking all the active SRGs, reallocating the descriptor tables and updating them from the non-shader visible heap - Enabled 3 fences for cpu/gpu synchronization so that cpu can get 3 frames ahead of gpu - Use fixed_wstring for commandlist name as a perf optimization Signed-off-by: moudgils <moudgils@amazon.com> * - Disable Heap compaction by default - Disable PSO caching when WARP is enabled - Misc cleanup Signed-off-by: moudgils <moudgils@amazon.com> * Address Feedback Signed-off-by: moudgils <moudgils@amazon.com> * Address feedback Signed-off-by: moudgils <moudgils@amazon.com> |
4 years ago | |
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| .. | ||
| BufferPoolDescriptor.cpp | 4 years ago | |
| PipelineLayoutDescriptor.cpp | 5 years ago | |
| PlatformLimitsDescriptor.cpp | 4 years ago | |
| ReflectSystemComponent.cpp | 5 years ago | |
| ShaderStageFunction.cpp | 5 years ago | |