mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-29 05:11:21 -08:00
e7cf4e6eaf
* Reset queries on same command buffer Vulkan seems to complain when the queries are reset on another command buffer. No idea why, the spec really could be written better in this regard. This fixes complaints, and hopefully any implementations that care extensively about them. This change _guesses_ how many queries need to be reset and resets as many as possible at the same time to avoid splitting render passes. If it resets too many queries, we didn't waste too much time - if it runs out of resets it will batch reset 10 more. The number of queries reset is the maximum number of queries in the last 3 frames. This has been worked into the AutoFlushCounter so that it only resets up to 32 if it is yet to force a command buffer submission in this attachment. This is only done for samples passed queries right now, as they have by far the most resets. * Address Feedback
286 lines
9.3 KiB
C#
286 lines
9.3 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Vulkan.Queries;
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using Silk.NET.Vulkan;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Vulkan
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{
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class PipelineFull : PipelineBase, IPipeline
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{
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private const ulong MinByteWeightForFlush = 256 * 1024 * 1024; // MiB
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private readonly List<QueryPool> _activeQueries;
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private CounterQueueEvent _activeConditionalRender;
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private readonly List<BufferedQuery> _pendingQueryCopies;
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private ulong _byteWeight;
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public PipelineFull(VulkanRenderer gd, Device device) : base(gd, device)
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{
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_activeQueries = new List<QueryPool>();
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_pendingQueryCopies = new();
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CommandBuffer = (Cbs = gd.CommandBufferPool.Rent()).CommandBuffer;
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}
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private void CopyPendingQuery()
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{
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foreach (var query in _pendingQueryCopies)
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{
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query.PoolCopy(Cbs);
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}
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_pendingQueryCopies.Clear();
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}
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public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
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{
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if (FramebufferParams == null)
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{
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return;
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}
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if (componentMask != 0xf)
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{
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// We can't use CmdClearAttachments if not writing all components,
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// because on Vulkan, the pipeline state does not affect clears.
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var dstTexture = FramebufferParams.GetAttachment(index);
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if (dstTexture == null)
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{
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return;
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}
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Span<float> clearColor = stackalloc float[4];
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clearColor[0] = color.Red;
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clearColor[1] = color.Green;
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clearColor[2] = color.Blue;
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clearColor[3] = color.Alpha;
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// TODO: Clear only the specified layer.
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Gd.HelperShader.Clear(
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Gd,
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dstTexture,
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clearColor,
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componentMask,
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(int)FramebufferParams.Width,
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(int)FramebufferParams.Height,
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FramebufferParams.AttachmentFormats[index],
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FramebufferParams.GetAttachmentComponentType(index),
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ClearScissor);
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}
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else
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{
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ClearRenderTargetColor(index, layer, layerCount, color);
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}
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}
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public void EndHostConditionalRendering()
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{
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if (Gd.Capabilities.SupportsConditionalRendering)
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{
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// Gd.ConditionalRenderingApi.CmdEndConditionalRendering(CommandBuffer);
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}
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else
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{
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// throw new NotSupportedException();
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}
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_activeConditionalRender?.ReleaseHostAccess();
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_activeConditionalRender = null;
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}
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public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
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{
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// Compare an event and a constant value.
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if (value is CounterQueueEvent evt)
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{
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// Easy host conditional rendering when the check matches what GL can do:
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// - Event is of type samples passed.
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// - Result is not a combination of multiple queries.
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// - Comparing against 0.
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// - Event has not already been flushed.
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if (compare == 0 && evt.Type == CounterType.SamplesPassed && evt.ClearCounter)
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{
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if (!value.ReserveForHostAccess())
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{
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// If the event has been flushed, then just use the values on the CPU.
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// The query object may already be repurposed for another draw (eg. begin + end).
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return false;
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}
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if (Gd.Capabilities.SupportsConditionalRendering)
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{
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var buffer = evt.GetBuffer().Get(Cbs, 0, sizeof(long)).Value;
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var flags = isEqual ? ConditionalRenderingFlagsEXT.InvertedBitExt : 0;
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var conditionalRenderingBeginInfo = new ConditionalRenderingBeginInfoEXT()
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{
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SType = StructureType.ConditionalRenderingBeginInfoExt,
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Buffer = buffer,
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Flags = flags
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};
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// Gd.ConditionalRenderingApi.CmdBeginConditionalRendering(CommandBuffer, conditionalRenderingBeginInfo);
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}
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_activeConditionalRender = evt;
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return true;
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}
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}
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// The GPU will flush the queries to CPU and evaluate the condition there instead.
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FlushPendingQuery(); // The thread will be stalled manually flushing the counter, so flush commands now.
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return false;
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}
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public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
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{
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FlushPendingQuery(); // The thread will be stalled manually flushing the counter, so flush commands now.
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return false;
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}
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private void FlushPendingQuery()
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{
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if (AutoFlush.ShouldFlushQuery())
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{
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FlushCommandsImpl();
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}
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}
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public CommandBufferScoped GetPreloadCommandBuffer()
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{
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if (PreloadCbs == null)
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{
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PreloadCbs = Gd.CommandBufferPool.Rent();
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}
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return PreloadCbs.Value;
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}
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public void FlushCommandsIfWeightExceeding(IAuto disposedResource, ulong byteWeight)
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{
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bool usedByCurrentCb = disposedResource.HasCommandBufferDependency(Cbs);
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if (PreloadCbs != null && !usedByCurrentCb)
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{
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usedByCurrentCb = disposedResource.HasCommandBufferDependency(PreloadCbs.Value);
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}
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if (usedByCurrentCb)
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{
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// Since we can only free memory after the command buffer that uses a given resource was executed,
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// keeping the command buffer might cause a high amount of memory to be in use.
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// To prevent that, we force submit command buffers if the memory usage by resources
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// in use by the current command buffer is above a given limit, and those resources were disposed.
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_byteWeight += byteWeight;
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if (_byteWeight >= MinByteWeightForFlush)
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{
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FlushCommandsImpl();
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}
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}
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}
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public void Restore()
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{
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if (Pipeline != null)
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{
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Gd.Api.CmdBindPipeline(CommandBuffer, Pbp, Pipeline.Get(Cbs).Value);
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}
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SignalCommandBufferChange();
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DynamicState.ReplayIfDirty(Gd.Api, CommandBuffer);
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}
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public void FlushCommandsImpl()
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{
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AutoFlush.RegisterFlush(DrawCount);
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EndRenderPass();
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foreach (var queryPool in _activeQueries)
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{
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Gd.Api.CmdEndQuery(CommandBuffer, queryPool, 0);
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}
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_byteWeight = 0;
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if (PreloadCbs != null)
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{
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PreloadCbs.Value.Dispose();
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PreloadCbs = null;
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}
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CommandBuffer = (Cbs = Gd.CommandBufferPool.ReturnAndRent(Cbs)).CommandBuffer;
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Gd.RegisterFlush();
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// Restore per-command buffer state.
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foreach (var queryPool in _activeQueries)
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{
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Gd.Api.CmdResetQueryPool(CommandBuffer, queryPool, 0, 1);
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Gd.Api.CmdBeginQuery(CommandBuffer, queryPool, 0, Gd.Capabilities.SupportsPreciseOcclusionQueries ? QueryControlFlags.PreciseBit : 0);
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}
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Gd.ResetCounterPool();
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Restore();
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}
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public void BeginQuery(BufferedQuery query, QueryPool pool, bool needsReset, bool fromSamplePool)
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{
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if (needsReset)
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{
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EndRenderPass();
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Gd.Api.CmdResetQueryPool(CommandBuffer, pool, 0, 1);
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if (fromSamplePool)
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{
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// Try reset some additional queries in advance.
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Gd.ResetFutureCounters(CommandBuffer, AutoFlush.GetRemainingQueries());
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}
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}
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Gd.Api.CmdBeginQuery(CommandBuffer, pool, 0, Gd.Capabilities.SupportsPreciseOcclusionQueries ? QueryControlFlags.PreciseBit : 0);
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_activeQueries.Add(pool);
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}
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public void EndQuery(QueryPool pool)
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{
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Gd.Api.CmdEndQuery(CommandBuffer, pool, 0);
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_activeQueries.Remove(pool);
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}
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public void CopyQueryResults(BufferedQuery query)
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{
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_pendingQueryCopies.Add(query);
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if (AutoFlush.RegisterPendingQuery())
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{
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FlushCommandsImpl();
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}
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}
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protected override void SignalAttachmentChange()
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{
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if (AutoFlush.ShouldFlush(DrawCount))
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{
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FlushCommandsImpl();
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}
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}
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protected override void SignalRenderPassEnd()
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{
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CopyPendingQuery();
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}
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}
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}
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