Metal: Buffers Take 2 (#21)
* Basic BufferManager * Start Scoped Command Buffers * Fences stuff * Remember to cleanup sync manager * Auto, Command Buffer Dependants * Cleanup * Cleanup + Fix Texture->Buffer Copies * Slow buffer upload * Cleanup + Rework TextureBuffer * Don’t get unsafe * Cleanup * Goddamn it * Staging Buffer + Interrupt Action + Flush
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24 changed files with 2380 additions and 205 deletions
214
src/Ryujinx.Graphics.Metal/SyncManager.cs
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214
src/Ryujinx.Graphics.Metal/SyncManager.cs
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using Ryujinx.Common.Logging;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Runtime.Versioning;
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namespace Ryujinx.Graphics.Metal
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{
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[SupportedOSPlatform("macos")]
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public class SyncManager
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{
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private class SyncHandle
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{
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public ulong ID;
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public MultiFenceHolder Waitable;
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public ulong FlushId;
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public bool Signalled;
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public bool NeedsFlush(ulong currentFlushId)
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{
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return (long)(FlushId - currentFlushId) >= 0;
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}
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}
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private ulong _firstHandle;
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private readonly MetalRenderer _renderer;
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private readonly List<SyncHandle> _handles;
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private ulong _flushId;
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private long _waitTicks;
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public SyncManager(MetalRenderer renderer)
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{
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_renderer = renderer;
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_handles = new List<SyncHandle>();
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}
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public void RegisterFlush()
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{
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_flushId++;
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}
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public void Create(ulong id, bool strict)
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{
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ulong flushId = _flushId;
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MultiFenceHolder waitable = new();
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if (strict || _renderer.InterruptAction == null)
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{
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_renderer.FlushAllCommands();
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_renderer.CommandBufferPool.AddWaitable(waitable);
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}
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else
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{
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// Don't flush commands, instead wait for the current command buffer to finish.
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// If this sync is waited on before the command buffer is submitted, interrupt the gpu thread and flush it manually.
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_renderer.CommandBufferPool.AddInUseWaitable(waitable);
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}
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SyncHandle handle = new()
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{
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ID = id,
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Waitable = waitable,
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FlushId = flushId,
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};
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lock (_handles)
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{
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_handles.Add(handle);
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}
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}
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public ulong GetCurrent()
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{
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lock (_handles)
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{
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ulong lastHandle = _firstHandle;
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foreach (SyncHandle handle in _handles)
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{
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lock (handle)
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{
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if (handle.Waitable == null)
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{
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continue;
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}
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if (handle.ID > lastHandle)
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{
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bool signaled = handle.Signalled || handle.Waitable.WaitForFences(false);
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if (signaled)
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{
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lastHandle = handle.ID;
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handle.Signalled = true;
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}
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}
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}
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}
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return lastHandle;
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}
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}
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public void Wait(ulong id)
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{
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SyncHandle result = null;
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lock (_handles)
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{
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if ((long)(_firstHandle - id) > 0)
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{
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return; // The handle has already been signalled or deleted.
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}
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foreach (SyncHandle handle in _handles)
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{
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if (handle.ID == id)
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{
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result = handle;
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break;
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}
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}
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}
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if (result != null)
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{
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if (result.Waitable == null)
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{
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return;
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}
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long beforeTicks = Stopwatch.GetTimestamp();
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if (result.NeedsFlush(_flushId))
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{
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_renderer.InterruptAction(() =>
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{
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if (result.NeedsFlush(_flushId))
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{
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_renderer.FlushAllCommands();
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}
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});
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}
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lock (result)
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{
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if (result.Waitable == null)
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{
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return;
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}
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bool signaled = result.Signalled || result.Waitable.WaitForFences(false);
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if (!signaled)
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, $"VK Sync Object {result.ID} failed to signal within 1000ms. Continuing...");
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}
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else
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{
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_waitTicks += Stopwatch.GetTimestamp() - beforeTicks;
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result.Signalled = true;
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}
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}
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}
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}
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public void Cleanup()
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{
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// Iterate through handles and remove any that have already been signalled.
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while (true)
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{
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SyncHandle first = null;
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lock (_handles)
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{
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first = _handles.FirstOrDefault();
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}
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if (first == null || first.NeedsFlush(_flushId))
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{
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break;
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}
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bool signaled = first.Waitable.WaitForFences(false);
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if (signaled)
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{
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// Delete the sync object.
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lock (_handles)
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{
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lock (first)
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{
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_firstHandle = first.ID + 1;
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_handles.RemoveAt(0);
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first.Waitable = null;
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}
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}
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}
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else
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{
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// This sync handle and any following have not been reached yet.
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break;
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}
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}
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}
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public long GetAndResetWaitTicks()
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{
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long result = _waitTicks;
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_waitTicks = 0;
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return result;
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}
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}
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}
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