Vulkan: Migrate buffers between memory types to improve GPU performance (#4540)
* Initial implementation of migration between memory heaps - Missing OOM handling - Missing `_map` data safety when remapping - Copy may not have completed yet (needs some kind of fence) - Map may be unmapped before it is done being used. (needs scoped access) - SSBO accesses are all "writes" - maybe pass info in another way. - Missing keeping map type when resizing buffers (should this be done?) * Ensure migrated data is in place before flushing. * Fix issue where old waitable would be signalled. - There is a real issue where existing Auto<> references need to be replaced. * Swap bound Auto<> instances when swapping buffer backing * Fix conversion buffers * Don't try move buffers if the host has shared memory. * Make GPU methods return PinnedSpan with scope * Storage Hint * Fix stupidity * Fix rebase * Tweak rules Attempt to sidestep BOTW slowdown * Remove line * Migrate only when command buffers flush * Change backing swap log to debug * Address some feedback * Disallow backing swap when the flush lock is held by the current thread * Make PinnedSpan from ReadOnlySpan explicitly unsafe * Fix some small issues - Index buffer swap fixed - Allocate DeviceLocal buffers using a separate block list to images. * Remove alternative flags * Address feedback
This commit is contained in:
parent
67b4e63cff
commit
9f1cf6458c
35 changed files with 660 additions and 167 deletions
|
@ -94,7 +94,7 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
else
|
||||
{
|
||||
// If null descriptors are not supported, we need to pass the handle of a dummy buffer on unused bindings.
|
||||
_dummyBuffer = gd.BufferManager.Create(gd, 0x10000, forConditionalRendering: false, deviceLocal: true);
|
||||
_dummyBuffer = gd.BufferManager.Create(gd, 0x10000, forConditionalRendering: false, baseType: BufferAllocationType.DeviceLocal);
|
||||
}
|
||||
|
||||
_dummyTexture = gd.CreateTextureView(new TextureCreateInfo(
|
||||
|
@ -178,7 +178,7 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
var buffer = assignment.Range;
|
||||
int index = assignment.Binding;
|
||||
|
||||
Auto<DisposableBuffer> vkBuffer = _gd.BufferManager.GetBuffer(commandBuffer, buffer.Handle, false);
|
||||
Auto<DisposableBuffer> vkBuffer = _gd.BufferManager.GetBuffer(commandBuffer, buffer.Handle, false, isSSBO: true);
|
||||
ref Auto<DisposableBuffer> currentVkBuffer = ref _storageBufferRefs[index];
|
||||
|
||||
DescriptorBufferInfo info = new DescriptorBufferInfo()
|
||||
|
@ -640,6 +640,23 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
Array.Clear(_storageSet);
|
||||
}
|
||||
|
||||
private void SwapBuffer(Auto<DisposableBuffer>[] list, Auto<DisposableBuffer> from, Auto<DisposableBuffer> to)
|
||||
{
|
||||
for (int i = 0; i < list.Length; i++)
|
||||
{
|
||||
if (list[i] == from)
|
||||
{
|
||||
list[i] = to;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SwapBuffer(Auto<DisposableBuffer> from, Auto<DisposableBuffer> to)
|
||||
{
|
||||
SwapBuffer(_uniformBufferRefs, from, to);
|
||||
SwapBuffer(_storageBufferRefs, from, to);
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue