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:
parent
67b4e63cff
commit
9f1cf6458c
35 changed files with 660 additions and 167 deletions
|
@ -80,6 +80,7 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
internal bool IsAmdGcn { get; private set; }
|
||||
internal bool IsMoltenVk { get; private set; }
|
||||
internal bool IsTBDR { get; private set; }
|
||||
internal bool IsSharedMemory { get; private set; }
|
||||
public string GpuVendor { get; private set; }
|
||||
public string GpuRenderer { get; private set; }
|
||||
public string GpuVersion { get; private set; }
|
||||
|
@ -313,6 +314,8 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
portabilityFlags,
|
||||
vertexBufferAlignment);
|
||||
|
||||
IsSharedMemory = MemoryAllocator.IsDeviceMemoryShared(Api, _physicalDevice);
|
||||
|
||||
MemoryAllocator = new MemoryAllocator(Api, _physicalDevice, _device, properties.Limits.MaxMemoryAllocationCount);
|
||||
|
||||
CommandBufferPool = VulkanInitialization.CreateCommandBufferPool(Api, _device, Queue, QueueLock, queueFamilyIndex);
|
||||
|
@ -373,9 +376,9 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
_initialized = true;
|
||||
}
|
||||
|
||||
public BufferHandle CreateBuffer(int size)
|
||||
public BufferHandle CreateBuffer(int size, BufferHandle storageHint)
|
||||
{
|
||||
return BufferManager.CreateWithHandle(this, size, false);
|
||||
return BufferManager.CreateWithHandle(this, size, BufferAllocationType.Auto, storageHint);
|
||||
}
|
||||
|
||||
public IProgram CreateProgram(ShaderSource[] sources, ShaderInfo info)
|
||||
|
@ -439,7 +442,7 @@ namespace Ryujinx.Graphics.Vulkan
|
|||
_syncManager.RegisterFlush();
|
||||
}
|
||||
|
||||
public ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
|
||||
public PinnedSpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
|
||||
{
|
||||
return BufferManager.GetData(buffer, offset, size);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue