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:
riperiperi
2023-03-19 20:56:48 +00:00
committed by GitHub
parent 67b4e63cff
commit 9f1cf6458c
35 changed files with 660 additions and 167 deletions

View File

@ -17,10 +17,13 @@ namespace Ryujinx.Graphics.Vulkan
private ulong _byteWeight;
private List<BufferHolder> _backingSwaps;
public PipelineFull(VulkanRenderer gd, Device device) : base(gd, device)
{
_activeQueries = new List<(QueryPool, bool)>();
_pendingQueryCopies = new();
_backingSwaps = new();
CommandBuffer = (Cbs = gd.CommandBufferPool.Rent()).CommandBuffer;
}
@ -185,6 +188,20 @@ namespace Ryujinx.Graphics.Vulkan
}
}
private void TryBackingSwaps()
{
CommandBufferScoped? cbs = null;
_backingSwaps.RemoveAll((holder) => holder.TryBackingSwap(ref cbs));
cbs?.Dispose();
}
public void AddBackingSwap(BufferHolder holder)
{
_backingSwaps.Add(holder);
}
public void Restore()
{
if (Pipeline != null)
@ -230,6 +247,8 @@ namespace Ryujinx.Graphics.Vulkan
Gd.ResetCounterPool();
TryBackingSwaps();
Restore();
}