Set DONT_PREFER_SMALL_BUFFERS_COMMITTED when initializing D3D12MA. #112152
+1
−1
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Fixes performance regression introduced in #111183.
This is new behavior in latest D3D12MA. For buffers smaller than 64 KB, D3D12MA creates them as committed resources by default to take advantage of the driver tightly packing them. However, since committed resources can take a long time to create, and the canvas renderer in Godot does a lot of small vertex buffer allocations per frame, D3D12MA version upgrade introduced a huge performance hit. We can disable this unintended behavior by setting the
D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTEDflag.