Skip to content

vkd3d: aligned fields for 64-bit platform move/copy struct optimization#2072

Open
GermanAizek wants to merge 2 commits intoHansKristian-Work:masterfrom
GermanAizek:align-structures-64bit
Open

vkd3d: aligned fields for 64-bit platform move/copy struct optimization#2072
GermanAizek wants to merge 2 commits intoHansKristian-Work:masterfrom
GermanAizek:align-structures-64bit

Conversation

@GermanAizek
Copy link
Copy Markdown

@GermanAizek GermanAizek commented Aug 18, 2024

@HansKristian-Work, @doitsujin , I tried to keep context structure fields and readability. PR changes is really useful, building configuration in Release, fps increase will be very inaccurate ~5%

  • vkd3d_instance_create_info (40 bytes -> 32 bytes)
  • vkd3d_instance_application_meta (40 bytes -> 32 bytes)
  • vkd3d_shader_transform_feedback_info (32 bytes -> 24 bytes)
  • vkd3d_shader_compile_arguments (80 bytes -> 72 bytes)
  • vkd3d_shader_library_subobject (64 bytes -> 56 bytes)
  • vkd3d_shader_register (88 bytes -> 80 bytes)
  • vkd3d_root_parameter1 (32 bytes -> 24 bytes)
  • vkd3d_root_parameter (32 bytes -> 24 bytes)
  • vkd3d_root_signature_desc1 (40 bytes -> 32 bytes)
  • vkd3d_root_signature_desc2 (40 bytes -> 32 bytes)
  • vkd3d_memory_transfer_info (56 bytes -> 48 bytes)
  • vkd3d_waiting_event (48 bytes -> 40 bytes)
  • pipeline (32 bytes -> 24 bytes)
  • local_static_sampler (56 bytes -> 48 bytes)
  • dxgi_vk_swap_chain_present_request (88 bytes -> 80 bytes)

- vkd3d_instance_create_info (40 bytes -> 32 bytes)
- vkd3d_instance_application_meta (40 bytes -> 32 bytes)
- vkd3d_shader_transform_feedback_info (32 bytes -> 24 bytes)
- vkd3d_shader_compile_arguments (80 bytes -> 72 bytes)
- vkd3d_shader_library_subobject (64 bytes -> 56 bytes)
- vkd3d_shader_register (88 bytes -> 80 bytes)
- vkd3d_root_parameter1 (32 bytes -> 24 bytes)
- vkd3d_root_parameter (32 bytes -> 24 bytes)
- vkd3d_root_signature_desc1 (40 bytes -> 32 bytes)
- vkd3d_root_signature_desc2 (40 bytes -> 32 bytes)
- vkd3d_memory_transfer_info (56 bytes -> 48 bytes)
- vkd3d_waiting_event (48 bytes -> 40 bytes)
- pipeline (32 bytes -> 24 bytes)
- local_static_sampler (56 bytes -> 48 bytes)
- dxgi_vk_swap_chain_present_request (88 bytes -> 80 bytes)
- D3D12_RESOURCE_DESC (56 bytes -> 48 bytes)
- D3D12_ROOT_PARAMETER (32 bytes -> 24 bytes)
- D3D12_ROOT_PARAMETER1 (32 bytes -> 24 bytes)
- D3D12_ROOT_SIGNATURE_DESC1 (40 bytes -> 32 bytes)
- D3D12_FEATURE_DATA_FEATURE_LEVELS (24 bytes -> 16 bytes)
- D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS (48 bytes -> 40 bytes)
- D3D12_VIEW_INSTANCING_DESC (24 bytes -> 16 bytes)
- D3D12_COMPUTE_PIPELINE_STATE_DESC (56 bytes -> 48 bytes)
- D3D12_GENERIC_PROGRAM_DESC (40 bytes -> 32 bytes)
- D3D12_HEAP_DESC (48 bytes -> 40 bytes)
@doitsujin
Copy link
Copy Markdown
Collaborator

Almost all of these are only used during initialization or when passing data to the shader compiler, there's really no reason why this would affect runtime performance in any way. We also cannot change D3D12 structures for obvious reasons, but the PR doesn't do that (anymore) despite those being mentioned in the description.

@GermanAizek
Copy link
Copy Markdown
Author

We also cannot change D3D12 structures for obvious reasons

I tried to change them, but I didn't commit them. I forgot to delete information about changes from commit.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants