forked from Mirror/Ryujinx
492a046335
* Initial implementation of buffer mirrors Generally slower right now, goal is to reduce render passes in games that do inline updates Fix support buffer mirrors Reintroduce vertex buffer mirror Add storage buffer support Optimisation part 1 More optimisation Avoid useless data copies. Remove unused cbIndex stuff Properly set write flag for storage buffers. Fix minor issues Not sure why this was here. Fix BufferRangeList Fix some big issues Align storage buffers rather than getting full buffer as a range Improves mirrorability of read-only storage buffers Increase staging buffer size, as it now contains mirrors Fix some issues with buffers not updating Fix buffer SetDataUnchecked offset for one of the paths when using mirrors Fix buffer mirrors interaction with buffer textures Fix mirror rebinding Move GetBuffer calls on indirect draws before BeginRenderPass to avoid draws without render pass Fix mirrors rebase Fix rebase 2023 * Fix crash when using stale vertex buffer Similar to `Get` with a size that's too large, just treat it as a clamp. * Explicitly set support buffer as mirrorable * Address feedback * Remove unused fragment of MVK workaround * Replace logging for staging buffer OOM * Address format issues * Address more format issues * Mini cleanup * Address more things * Rename BufferRangeList * Support bounding range for ClearMirrors and UploadPendingData * Add maximum size for vertex buffer mirrors * Enable index buffer mirrors Enabled on all platforms for the IbStreamer. * Feedback * Remove mystery BufferCache change Probably macos related? * Fix mirrors not creating when staging buffer is empty. * Change log level to debug
260 lines
9.6 KiB
C#
260 lines
9.6 KiB
C#
using Silk.NET.Vulkan;
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using System;
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namespace Ryujinx.Graphics.Vulkan
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{
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/// <summary>
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/// Holder for multiple host GPU fences.
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/// </summary>
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class MultiFenceHolder
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{
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private const int BufferUsageTrackingGranularity = 4096;
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private readonly FenceHolder[] _fences;
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private readonly BufferUsageBitmap _bufferUsageBitmap;
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/// <summary>
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/// Creates a new instance of the multiple fence holder.
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/// </summary>
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public MultiFenceHolder()
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{
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_fences = new FenceHolder[CommandBufferPool.MaxCommandBuffers];
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}
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/// <summary>
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/// Creates a new instance of the multiple fence holder, with a given buffer size in mind.
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/// </summary>
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/// <param name="size">Size of the buffer</param>
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public MultiFenceHolder(int size)
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{
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_fences = new FenceHolder[CommandBufferPool.MaxCommandBuffers];
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_bufferUsageBitmap = new BufferUsageBitmap(size, BufferUsageTrackingGranularity);
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}
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/// <summary>
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/// Adds read/write buffer usage information to the uses list.
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/// </summary>
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/// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
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/// <param name="offset">Offset of the buffer being used</param>
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/// <param name="size">Size of the buffer region being used, in bytes</param>
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/// <param name="write">Whether the access is a write or not</param>
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public void AddBufferUse(int cbIndex, int offset, int size, bool write)
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{
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_bufferUsageBitmap.Add(cbIndex, offset, size, false);
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if (write)
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{
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_bufferUsageBitmap.Add(cbIndex, offset, size, true);
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}
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}
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/// <summary>
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/// Removes all buffer usage information for a given command buffer.
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/// </summary>
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/// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
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public void RemoveBufferUses(int cbIndex)
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{
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_bufferUsageBitmap?.Clear(cbIndex);
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}
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/// <summary>
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/// Checks if a given range of a buffer is being used by a command buffer still being processed by the GPU.
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/// </summary>
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/// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
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/// <param name="offset">Offset of the buffer being used</param>
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/// <param name="size">Size of the buffer region being used, in bytes</param>
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/// <returns>True if in use, false otherwise</returns>
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public bool IsBufferRangeInUse(int cbIndex, int offset, int size)
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{
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return _bufferUsageBitmap.OverlapsWith(cbIndex, offset, size);
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}
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/// <summary>
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/// Checks if a given range of a buffer is being used by any command buffer still being processed by the GPU.
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/// </summary>
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/// <param name="offset">Offset of the buffer being used</param>
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/// <param name="size">Size of the buffer region being used, in bytes</param>
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/// <param name="write">True if only write usages should count</param>
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/// <returns>True if in use, false otherwise</returns>
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public bool IsBufferRangeInUse(int offset, int size, bool write)
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{
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return _bufferUsageBitmap.OverlapsWith(offset, size, write);
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}
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/// <summary>
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/// Adds a fence to the holder.
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/// </summary>
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/// <param name="cbIndex">Command buffer index of the command buffer that owns the fence</param>
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/// <param name="fence">Fence to be added</param>
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/// <returns>True if the command buffer's previous fence value was null</returns>
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public bool AddFence(int cbIndex, FenceHolder fence)
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{
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ref FenceHolder fenceRef = ref _fences[cbIndex];
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if (fenceRef == null)
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{
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fenceRef = fence;
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return true;
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}
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return false;
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}
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/// <summary>
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/// Removes a fence from the holder.
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/// </summary>
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/// <param name="cbIndex">Command buffer index of the command buffer that owns the fence</param>
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public void RemoveFence(int cbIndex)
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{
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_fences[cbIndex] = null;
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}
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/// <summary>
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/// Determines if a fence referenced on the given command buffer.
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/// </summary>
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/// <param name="cbIndex">Index of the command buffer to check if it's used</param>
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/// <returns>True if referenced, false otherwise</returns>
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public bool HasFence(int cbIndex)
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{
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return _fences[cbIndex] != null;
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}
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/// <summary>
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/// Wait until all the fences on the holder are signaled.
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/// </summary>
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/// <param name="api">Vulkan API instance</param>
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/// <param name="device">GPU device that the fences belongs to</param>
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public void WaitForFences(Vk api, Device device)
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{
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WaitForFencesImpl(api, device, 0, 0, false, 0UL);
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}
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/// <summary>
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/// Wait until all the fences on the holder with buffer uses overlapping the specified range are signaled.
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/// </summary>
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/// <param name="api">Vulkan API instance</param>
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/// <param name="device">GPU device that the fences belongs to</param>
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/// <param name="offset">Start offset of the buffer range</param>
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/// <param name="size">Size of the buffer range in bytes</param>
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public void WaitForFences(Vk api, Device device, int offset, int size)
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{
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WaitForFencesImpl(api, device, offset, size, false, 0UL);
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}
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/// <summary>
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/// Wait until all the fences on the holder are signaled, or the timeout expires.
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/// </summary>
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/// <param name="api">Vulkan API instance</param>
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/// <param name="device">GPU device that the fences belongs to</param>
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/// <param name="timeout">Timeout in nanoseconds</param>
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/// <returns>True if all fences were signaled, false otherwise</returns>
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public bool WaitForFences(Vk api, Device device, ulong timeout)
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{
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return WaitForFencesImpl(api, device, 0, 0, true, timeout);
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}
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/// <summary>
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/// Wait until all the fences on the holder with buffer uses overlapping the specified range are signaled.
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/// </summary>
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/// <param name="api">Vulkan API instance</param>
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/// <param name="device">GPU device that the fences belongs to</param>
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/// <param name="offset">Start offset of the buffer range</param>
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/// <param name="size">Size of the buffer range in bytes</param>
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/// <param name="hasTimeout">Indicates if <paramref name="timeout"/> should be used</param>
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/// <param name="timeout">Timeout in nanoseconds</param>
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/// <returns>True if all fences were signaled before the timeout expired, false otherwise</returns>
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private bool WaitForFencesImpl(Vk api, Device device, int offset, int size, bool hasTimeout, ulong timeout)
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{
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Span<FenceHolder> fenceHolders = new FenceHolder[CommandBufferPool.MaxCommandBuffers];
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int count = size != 0 ? GetOverlappingFences(fenceHolders, offset, size) : GetFences(fenceHolders);
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Span<Fence> fences = stackalloc Fence[count];
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int fenceCount = 0;
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for (int i = 0; i < count; i++)
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{
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if (fenceHolders[i].TryGet(out Fence fence))
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{
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fences[fenceCount] = fence;
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if (fenceCount < i)
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{
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fenceHolders[fenceCount] = fenceHolders[i];
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}
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fenceCount++;
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}
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}
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if (fenceCount == 0)
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{
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return true;
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}
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bool signaled = true;
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if (hasTimeout)
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{
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signaled = FenceHelper.AllSignaled(api, device, fences[..fenceCount], timeout);
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}
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else
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{
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FenceHelper.WaitAllIndefinitely(api, device, fences[..fenceCount]);
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}
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for (int i = 0; i < fenceCount; i++)
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{
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fenceHolders[i].Put();
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}
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return signaled;
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}
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/// <summary>
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/// Gets fences to wait for.
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/// </summary>
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/// <param name="storage">Span to store fences in</param>
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/// <returns>Number of fences placed in storage</returns>
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private int GetFences(Span<FenceHolder> storage)
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{
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int count = 0;
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for (int i = 0; i < _fences.Length; i++)
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{
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var fence = _fences[i];
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if (fence != null)
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{
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storage[count++] = fence;
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}
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}
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return count;
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}
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/// <summary>
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/// Gets fences to wait for use of a given buffer region.
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/// </summary>
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/// <param name="storage">Span to store overlapping fences in</param>
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/// <param name="offset">Offset of the range</param>
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/// <param name="size">Size of the range in bytes</param>
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/// <returns>Number of fences for the specified region placed in storage</returns>
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private int GetOverlappingFences(Span<FenceHolder> storage, int offset, int size)
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{
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int count = 0;
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for (int i = 0; i < _fences.Length; i++)
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{
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var fence = _fences[i];
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if (fence != null && _bufferUsageBitmap.OverlapsWith(i, offset, size))
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{
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storage[count++] = fence;
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}
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}
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return count;
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}
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}
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}
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