buffer_cache: Reduce uniform buffer size from shader usage

Increases performance significantly on certain titles.
This commit is contained in:
ReinUsesLisp 2021-06-02 02:15:07 -03:00 committed by ameerj
parent e57ee3b7fd
commit 4a2361a1e2
11 changed files with 78 additions and 38 deletions

View file

@ -2,6 +2,7 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <vector>
#include <boost/container/small_vector.hpp>
@ -27,6 +28,9 @@ ComputePipeline::ComputePipeline(const Device& device_, DescriptorPool& descript
vk::ShaderModule spv_module_)
: device{device_}, update_descriptor_queue{update_descriptor_queue_}, info{info_},
spv_module(std::move(spv_module_)) {
std::copy_n(info.constant_buffer_used_sizes.begin(), uniform_buffer_sizes.size(),
uniform_buffer_sizes.begin());
auto func{[this, &descriptor_pool] {
DescriptorLayoutBuilder builder{device.GetLogical()};
builder.Add(info, VK_SHADER_STAGE_COMPUTE_BIT);
@ -75,7 +79,7 @@ void ComputePipeline::Configure(Tegra::Engines::KeplerCompute& kepler_compute,
BufferCache& buffer_cache, TextureCache& texture_cache) {
update_descriptor_queue.Acquire();
buffer_cache.SetEnabledComputeUniformBuffers(info.constant_buffer_mask);
buffer_cache.SetComputeUniformBufferState(info.constant_buffer_mask, &uniform_buffer_sizes);
buffer_cache.UnbindComputeStorageBuffers();
size_t ssbo_index{};
for (const auto& desc : info.storage_buffers_descriptors) {

View file

@ -44,6 +44,8 @@ private:
VKUpdateDescriptorQueue& update_descriptor_queue;
Shader::Info info;
VideoCommon::ComputeUniformBufferSizes uniform_buffer_sizes{};
vk::ShaderModule spv_module;
vk::DescriptorSetLayout descriptor_set_layout;
DescriptorAllocator descriptor_allocator;

View file

@ -218,10 +218,14 @@ GraphicsPipeline::GraphicsPipeline(Tegra::Engines::Maxwell3D& maxwell3d_,
update_descriptor_queue{update_descriptor_queue_}, spv_modules{std::move(stages)} {
std::ranges::transform(infos, stage_infos.begin(),
[](const Shader::Info* info) { return info ? *info : Shader::Info{}; });
std::ranges::transform(infos, enabled_uniform_buffers.begin(), [](const Shader::Info* info) {
return info ? info->constant_buffer_mask : 0;
});
for (size_t stage = 0; stage < NUM_STAGES; ++stage) {
const Shader::Info* const info{infos[stage]};
if (!info) {
continue;
}
enabled_uniform_buffer_masks[stage] = info->constant_buffer_mask;
std::ranges::copy(info->constant_buffer_used_sizes, uniform_buffer_sizes[stage].begin());
}
auto func{[this, &render_pass_cache, &descriptor_pool] {
DescriptorLayoutBuilder builder{MakeBuilder(device, stage_infos)};
descriptor_set_layout = builder.CreateDescriptorSetLayout();
@ -262,7 +266,7 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
texture_cache.SynchronizeGraphicsDescriptors();
buffer_cache.SetEnabledUniformBuffers(enabled_uniform_buffers);
buffer_cache.SetUniformBuffersState(enabled_uniform_buffer_masks, &uniform_buffer_sizes);
const auto& regs{maxwell3d.regs};
const bool via_header_index{regs.sampler_index == Maxwell::SamplerIndex::ViaHeaderIndex};

View file

@ -130,7 +130,8 @@ private:
std::array<vk::ShaderModule, NUM_STAGES> spv_modules;
std::array<Shader::Info, NUM_STAGES> stage_infos;
std::array<u32, 5> enabled_uniform_buffers{};
std::array<u32, 5> enabled_uniform_buffer_masks{};
VideoCommon::UniformBufferSizes uniform_buffer_sizes{};
vk::DescriptorSetLayout descriptor_set_layout;
DescriptorAllocator descriptor_allocator;