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https://github.com/GreemDev/Ryujinx.git
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Create command buffers when rented rather than in advance (#31)
* Make it less likely to freeze, but the creation of the command buffer should probably be moved * Create command buffers as they're rented rather than in advance
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@ -26,7 +26,7 @@ namespace Ryujinx.Graphics.Metal
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if (_pool == null)
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{
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MTLCommandQueue queue = _renderer.BackgroundQueue;
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_pool = new CommandBufferPool(queue);
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_pool = new CommandBufferPool(queue, true);
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_pool.Initialize(null); // TODO: Proper encoder factory for background render/compute
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}
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@ -33,22 +33,21 @@ namespace Ryujinx.Graphics.Metal
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public List<IAuto> Dependants;
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public List<MultiFenceHolder> Waitables;
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public void Reinitialize(MTLCommandQueue queue, IEncoderFactory stateManager)
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public void Use(MTLCommandQueue queue, IEncoderFactory stateManager)
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{
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CommandBuffer = queue.CommandBuffer();
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Fence = new FenceHolder(CommandBuffer);
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Encoders.Initialize(CommandBuffer, stateManager);
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InUse = true;
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}
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public void Initialize(MTLCommandQueue queue, IEncoderFactory stateManager)
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public void Initialize()
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{
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CommandBuffer = queue.CommandBuffer();
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Dependants = new List<IAuto>();
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Waitables = new List<MultiFenceHolder>();
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Encoders = new CommandBufferEncoder();
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Encoders.Initialize(CommandBuffer, stateManager);
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}
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}
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@ -59,12 +58,12 @@ namespace Ryujinx.Graphics.Metal
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private int _queuedCount;
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private int _inUseCount;
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public CommandBufferPool(MTLCommandQueue queue)
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public CommandBufferPool(MTLCommandQueue queue, bool isLight = false)
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{
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_queue = queue;
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_owner = Thread.CurrentThread;
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_totalCommandBuffers = MaxCommandBuffers;
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_totalCommandBuffers = isLight ? 2 : MaxCommandBuffers;
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_totalCommandBuffersMask = _totalCommandBuffers - 1;
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_commandBuffers = new ReservedCommandBuffer[_totalCommandBuffers];
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@ -80,7 +79,7 @@ namespace Ryujinx.Graphics.Metal
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for (int i = 0; i < _totalCommandBuffers; i++)
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{
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_commandBuffers[i].Initialize(_queue, _defaultEncoderFactory);
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_commandBuffers[i].Initialize();
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WaitAndDecrementRef(i);
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}
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}
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@ -207,7 +206,7 @@ namespace Ryujinx.Graphics.Metal
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if (!entry.InUse && !entry.InConsumption)
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{
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entry.InUse = true;
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entry.Use(_queue, _defaultEncoderFactory);
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_inUseCount++;
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@ -242,16 +241,13 @@ namespace Ryujinx.Graphics.Metal
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var commandBuffer = entry.CommandBuffer;
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commandBuffer.Commit();
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// Replace entry with new MTLCommandBuffer
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entry.Reinitialize(_queue, _defaultEncoderFactory);
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int ptr = (_queuedIndexesPtr + _queuedCount) % _totalCommandBuffers;
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_queuedIndexes[ptr] = cbIndex;
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_queuedCount++;
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}
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}
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private void WaitAndDecrementRef(int cbIndex, bool refreshFence = true)
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private void WaitAndDecrementRef(int cbIndex)
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{
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ref var entry = ref _commandBuffers[cbIndex];
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@ -275,22 +271,13 @@ namespace Ryujinx.Graphics.Metal
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entry.Dependants.Clear();
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entry.Waitables.Clear();
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entry.Fence?.Dispose();
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if (refreshFence)
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{
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entry.Fence = new FenceHolder(entry.CommandBuffer);
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}
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else
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{
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entry.Fence = null;
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}
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}
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public void Dispose()
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{
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for (int i = 0; i < _totalCommandBuffers; i++)
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{
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WaitAndDecrementRef(i, refreshFence: false);
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WaitAndDecrementRef(i);
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}
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}
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}
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@ -41,7 +41,7 @@ namespace Ryujinx.Graphics.Metal
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throw new NotSupportedException("Metal backend requires Tier 2 Argument Buffer support.");
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}
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_queue = _device.NewCommandQueue(CommandBufferPool.MaxCommandBuffers);
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_queue = _device.NewCommandQueue(CommandBufferPool.MaxCommandBuffers + 1);
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BackgroundQueue = _device.NewCommandQueue(CommandBufferPool.MaxCommandBuffers);
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_getMetalLayer = metalLayer;
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