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
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35 changed files with 660 additions and 167 deletions
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@ -1297,6 +1297,25 @@ namespace Ryujinx.Graphics.Vulkan
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SignalStateChange();
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}
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public void SwapBuffer(Auto<DisposableBuffer> from, Auto<DisposableBuffer> to)
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{
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_indexBuffer.Swap(from, to);
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for (int i = 0; i < _vertexBuffers.Length; i++)
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{
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_vertexBuffers[i].Swap(from, to);
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}
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for (int i = 0; i < _transformFeedbackBuffers.Length; i++)
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{
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_transformFeedbackBuffers[i].Swap(from, to);
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}
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_descriptorSetUpdater.SwapBuffer(from, to);
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SignalCommandBufferChange();
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}
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public unsafe void TextureBarrier()
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{
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MemoryBarrier memoryBarrier = new MemoryBarrier()
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