mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-04 20:47:56 +01:00
e20abbf9cc
* Vulkan: Don't flush commands when creating most sync When the WaitForIdle method is called, we create sync as some internal GPU method may read back written buffer data. Some games randomly intersperse compute dispatch into their render passes, which result in this happening an unbounded number of times depending on how many times they run compute. Creating sync in Vulkan is expensive, as we need to flush the current command buffer so that it can be waited on. We have a limited number of active command buffers due to how we track resource usage, so submitting too many command buffers will force us to wait for them to return to the pool. This PR allows less "important" sync (things which are less likely to be waited on) to wait on a command buffer's result without submitting it, instead relying on AutoFlush or another, more important sync to flush it later on. Because of the possibility of us waiting for a command buffer that hasn't submitted yet, any thread needs to be able to force the active command buffer to submit. The ability to do this has been added to the backend multithreading via an "Interrupt", though it is not supported without multithreading. OpenGL drivers should already be doing something similar so they don't blow up when creating lots of sync, which is why this hasn't been a problem for these games over there. Improves Vulkan performance on Xenoblade DE, Pokemon Scarlet/Violet, and Zelda BOTW (still another large issue here) * Add strict argument This is technically a separate concern from whether the sync is a host syncpoint. * Remove _interrupted variable * Actually wait for the invoke This is required by AMD GPUs, and also may have caused some issues on other GPUs. * Remove unused using. * I don't know why it added these ones. * Address Feedback * Fix typo
193 lines
5.5 KiB
C#
193 lines
5.5 KiB
C#
using Ryujinx.Common.Logging;
|
|
using Silk.NET.Vulkan;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
namespace Ryujinx.Graphics.Vulkan
|
|
{
|
|
class SyncManager
|
|
{
|
|
private class SyncHandle
|
|
{
|
|
public ulong ID;
|
|
public MultiFenceHolder Waitable;
|
|
public ulong FlushId;
|
|
public bool Signalled;
|
|
|
|
public bool NeedsFlush(ulong currentFlushId)
|
|
{
|
|
return (long)(FlushId - currentFlushId) >= 0;
|
|
}
|
|
}
|
|
|
|
private ulong _firstHandle = 0;
|
|
|
|
private readonly VulkanRenderer _gd;
|
|
private readonly Device _device;
|
|
private List<SyncHandle> _handles;
|
|
private ulong FlushId;
|
|
|
|
public SyncManager(VulkanRenderer gd, Device device)
|
|
{
|
|
_gd = gd;
|
|
_device = device;
|
|
_handles = new List<SyncHandle>();
|
|
}
|
|
|
|
public void RegisterFlush()
|
|
{
|
|
FlushId++;
|
|
}
|
|
|
|
public void Create(ulong id, bool strict)
|
|
{
|
|
ulong flushId = FlushId;
|
|
MultiFenceHolder waitable = new MultiFenceHolder();
|
|
if (strict || _gd.InterruptAction == null)
|
|
{
|
|
_gd.FlushAllCommands();
|
|
_gd.CommandBufferPool.AddWaitable(waitable);
|
|
}
|
|
else
|
|
{
|
|
// Don't flush commands, instead wait for the current command buffer to finish.
|
|
// If this sync is waited on before the command buffer is submitted, interrupt the gpu thread and flush it manually.
|
|
|
|
_gd.CommandBufferPool.AddInUseWaitable(waitable);
|
|
}
|
|
|
|
SyncHandle handle = new SyncHandle
|
|
{
|
|
ID = id,
|
|
Waitable = waitable,
|
|
FlushId = flushId
|
|
};
|
|
|
|
lock (_handles)
|
|
{
|
|
_handles.Add(handle);
|
|
}
|
|
}
|
|
|
|
public ulong GetCurrent()
|
|
{
|
|
lock (_handles)
|
|
{
|
|
ulong lastHandle = _firstHandle;
|
|
|
|
foreach (SyncHandle handle in _handles)
|
|
{
|
|
lock (handle)
|
|
{
|
|
if (handle.Waitable == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (handle.ID > lastHandle)
|
|
{
|
|
bool signaled = handle.Signalled || handle.Waitable.WaitForFences(_gd.Api, _device, 0);
|
|
if (signaled)
|
|
{
|
|
lastHandle = handle.ID;
|
|
handle.Signalled = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return lastHandle;
|
|
}
|
|
}
|
|
|
|
public void Wait(ulong id)
|
|
{
|
|
SyncHandle result = null;
|
|
|
|
lock (_handles)
|
|
{
|
|
if ((long)(_firstHandle - id) > 0)
|
|
{
|
|
return; // The handle has already been signalled or deleted.
|
|
}
|
|
|
|
foreach (SyncHandle handle in _handles)
|
|
{
|
|
if (handle.ID == id)
|
|
{
|
|
result = handle;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (result != null)
|
|
{
|
|
lock (result)
|
|
{
|
|
if (result.Waitable == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (result.NeedsFlush(FlushId))
|
|
{
|
|
_gd.InterruptAction(() =>
|
|
{
|
|
if (result.NeedsFlush(FlushId))
|
|
{
|
|
_gd.FlushAllCommands();
|
|
}
|
|
});
|
|
}
|
|
|
|
bool signaled = result.Signalled || result.Waitable.WaitForFences(_gd.Api, _device, 1000000000);
|
|
if (!signaled)
|
|
{
|
|
Logger.Error?.PrintMsg(LogClass.Gpu, $"VK Sync Object {result.ID} failed to signal within 1000ms. Continuing...");
|
|
}
|
|
else
|
|
{
|
|
result.Signalled = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Cleanup()
|
|
{
|
|
// Iterate through handles and remove any that have already been signalled.
|
|
|
|
while (true)
|
|
{
|
|
SyncHandle first = null;
|
|
lock (_handles)
|
|
{
|
|
first = _handles.FirstOrDefault();
|
|
}
|
|
|
|
if (first == null || first.NeedsFlush(FlushId)) break;
|
|
|
|
bool signaled = first.Waitable.WaitForFences(_gd.Api, _device, 0);
|
|
if (signaled)
|
|
{
|
|
// Delete the sync object.
|
|
lock (_handles)
|
|
{
|
|
lock (first)
|
|
{
|
|
_firstHandle = first.ID + 1;
|
|
_handles.RemoveAt(0);
|
|
first.Waitable = null;
|
|
}
|
|
}
|
|
} else
|
|
{
|
|
// This sync handle and any following have not been reached yet.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|