Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
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using Ryujinx.Common.Pools;
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using Ryujinx.Memory.Range;
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2021-01-17 21:08:06 +01:00
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using System;
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using System.Linq;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// A range within a buffer that has been modified by the GPU.
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/// </summary>
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class BufferModifiedRange : IRange
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{
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/// <summary>
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/// Start address of the range in guest memory.
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/// </summary>
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public ulong Address { get; }
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/// <summary>
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/// Size of the range in bytes.
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/// </summary>
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public ulong Size { get; }
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/// <summary>
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/// End address of the range in guest memory.
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/// </summary>
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public ulong EndAddress => Address + Size;
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/// <summary>
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/// The GPU sync number at the time of the last modification.
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/// </summary>
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public ulong SyncNumber { get; internal set; }
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/// <summary>
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/// Creates a new instance of a modified range.
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/// </summary>
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/// <param name="address">Start address of the range</param>
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/// <param name="size">Size of the range in bytes</param>
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/// <param name="syncNumber">The GPU sync number at the time of creation</param>
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public BufferModifiedRange(ulong address, ulong size, ulong syncNumber)
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{
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Address = address;
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Size = size;
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SyncNumber = syncNumber;
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}
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/// <summary>
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/// Checks if a given range overlaps with the modified range.
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/// </summary>
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/// <param name="address">Start address of the range</param>
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/// <param name="size">Size in bytes of the range</param>
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/// <returns>True if the range overlaps, false otherwise</returns>
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public bool OverlapsWith(ulong address, ulong size)
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{
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return Address < address + size && address < EndAddress;
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}
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}
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/// <summary>
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/// A structure used to track GPU modified ranges within a buffer.
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/// </summary>
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class BufferModifiedRangeList : RangeList<BufferModifiedRange>
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{
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private GpuContext _context;
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private object _lock = new object();
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/// <summary>
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/// Creates a new instance of a modified range list.
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/// </summary>
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/// <param name="context">GPU context that the buffer range list belongs to</param>
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public BufferModifiedRangeList(GpuContext context)
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{
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_context = context;
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}
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/// <summary>
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/// Given an input range, calls the given action with sub-ranges which exclude any of the modified regions.
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/// </summary>
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/// <param name="address">Start address of the query range</param>
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/// <param name="size">Size of the query range in bytes</param>
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/// <param name="action">Action to perform for each remaining sub-range of the input range</param>
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public void ExcludeModifiedRegions(ulong address, ulong size, Action<ulong, ulong> action)
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{
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lock (_lock)
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{
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// Slices a given region using the modified regions in the list. Calls the action for the new slices.
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Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
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ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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int count = FindOverlapsNonOverlapping(address, size, ref overlaps);
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2021-01-17 21:08:06 +01:00
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for (int i = 0; i < count; i++)
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{
|
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
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BufferModifiedRange overlap = overlaps[i];
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2021-01-17 21:08:06 +01:00
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if (overlap.Address > address)
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{
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// The start of the remaining region is uncovered by this overlap. Call the action for it.
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action(address, overlap.Address - address);
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}
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// Remaining region is after this overlap.
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size -= overlap.EndAddress - address;
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address = overlap.EndAddress;
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}
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if ((long)size > 0)
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{
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// If there is any region left after removing the overlaps, signal it.
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action(address, size);
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}
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}
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}
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/// <summary>
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/// Signal that a region of the buffer has been modified, and add the new region to the range list.
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/// Any overlapping ranges will be (partially) removed.
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/// </summary>
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/// <param name="address">Start address of the modified region</param>
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/// <param name="size">Size of the modified region in bytes</param>
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public void SignalModified(ulong address, ulong size)
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{
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// Must lock, as this can affect flushes from the background thread.
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lock (_lock)
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{
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// We may overlap with some existing modified regions. They must be cut into by the new entry.
|
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
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ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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int count = FindOverlapsNonOverlapping(address, size, ref overlaps);
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2021-01-17 21:08:06 +01:00
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ulong endAddress = address + size;
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ulong syncNumber = _context.SyncNumber;
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for (int i = 0; i < count; i++)
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{
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// The overlaps must be removed or split.
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|
|
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
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BufferModifiedRange overlap = overlaps[i];
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2021-01-17 21:08:06 +01:00
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if (overlap.Address == address && overlap.Size == size)
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{
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// Region already exists. Just update the existing sync number.
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overlap.SyncNumber = syncNumber;
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return;
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}
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Remove(overlap);
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if (overlap.Address < address && overlap.EndAddress > address)
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{
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// A split item must be created behind this overlap.
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Add(new BufferModifiedRange(overlap.Address, address - overlap.Address, overlap.SyncNumber));
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}
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if (overlap.Address < endAddress && overlap.EndAddress > endAddress)
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{
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// A split item must be created after this overlap.
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Add(new BufferModifiedRange(endAddress, overlap.EndAddress - endAddress, overlap.SyncNumber));
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}
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}
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Add(new BufferModifiedRange(address, size, syncNumber));
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}
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}
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/// <summary>
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/// Gets modified ranges within the specified region, and then fires the given action for each range individually.
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/// </summary>
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/// <param name="address">Start address to query</param>
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/// <param name="size">Size to query</param>
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/// <param name="rangeAction">The action to call for each modified range</param>
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public void GetRanges(ulong address, ulong size, Action<ulong, ulong> rangeAction)
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{
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int count = 0;
|
|
|
|
|
|
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
|
|
|
|
ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
|
|
|
|
|
|
2021-01-17 21:08:06 +01:00
|
|
|
|
// Range list must be consistent for this operation.
|
|
|
|
|
lock (_lock)
|
|
|
|
|
{
|
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
|
|
|
|
count = FindOverlapsNonOverlapping(address, size, ref overlaps);
|
2021-01-17 21:08:06 +01:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < count; i++)
|
|
|
|
|
{
|
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
|
|
|
|
BufferModifiedRange overlap = overlaps[i];
|
2021-01-17 21:08:06 +01:00
|
|
|
|
rangeAction(overlap.Address, overlap.Size);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Queries if a range exists within the specified region.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="address">Start address to query</param>
|
|
|
|
|
/// <param name="size">Size to query</param>
|
|
|
|
|
/// <returns>True if a range exists in the specified region, false otherwise</returns>
|
|
|
|
|
public bool HasRange(ulong address, ulong size)
|
|
|
|
|
{
|
|
|
|
|
// Range list must be consistent for this operation.
|
|
|
|
|
lock (_lock)
|
|
|
|
|
{
|
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
|
|
|
|
return FindOverlapsNonOverlapping(address, size, ref ThreadStaticArray<BufferModifiedRange>.Get()) > 0;
|
2021-01-17 21:08:06 +01:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Gets modified ranges within the specified region, waits on ones from a previous sync number,
|
|
|
|
|
/// and then fires the given action for each range individually.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <remarks>
|
|
|
|
|
/// This function assumes it is called from the background thread.
|
|
|
|
|
/// Modifications from the current sync number are ignored because the guest should not expect them to be available yet.
|
|
|
|
|
/// They will remain reserved, so that any data sync prioritizes the data in the GPU.
|
|
|
|
|
/// </remarks>
|
|
|
|
|
/// <param name="address">Start address to query</param>
|
|
|
|
|
/// <param name="size">Size to query</param>
|
|
|
|
|
/// <param name="rangeAction">The action to call for each modified range</param>
|
|
|
|
|
public void WaitForAndGetRanges(ulong address, ulong size, Action<ulong, ulong> rangeAction)
|
|
|
|
|
{
|
|
|
|
|
ulong endAddress = address + size;
|
|
|
|
|
ulong currentSync = _context.SyncNumber;
|
|
|
|
|
|
|
|
|
|
int rangeCount = 0;
|
|
|
|
|
|
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
|
|
|
|
ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
|
|
|
|
|
|
2021-01-17 21:08:06 +01:00
|
|
|
|
// Range list must be consistent for this operation
|
|
|
|
|
lock (_lock)
|
|
|
|
|
{
|
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
|
|
|
|
rangeCount = FindOverlapsNonOverlapping(address, size, ref overlaps);
|
2021-01-17 21:08:06 +01:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (rangeCount == 0)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// First, determine which syncpoint to wait on.
|
|
|
|
|
// This is the latest syncpoint that is not equal to the current sync.
|
|
|
|
|
|
|
|
|
|
long highestDiff = long.MinValue;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < rangeCount; i++)
|
|
|
|
|
{
|
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
|
|
|
|
BufferModifiedRange overlap = overlaps[i];
|
2021-01-17 21:08:06 +01:00
|
|
|
|
|
|
|
|
|
long diff = (long)(overlap.SyncNumber - currentSync);
|
|
|
|
|
|
|
|
|
|
if (diff < 0 && diff > highestDiff)
|
|
|
|
|
{
|
|
|
|
|
highestDiff = diff;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (highestDiff == long.MinValue)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Wait for the syncpoint.
|
|
|
|
|
_context.Renderer.WaitSync(currentSync + (ulong)highestDiff);
|
|
|
|
|
|
|
|
|
|
// Flush and remove all regions with the older syncpoint.
|
|
|
|
|
lock (_lock)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < rangeCount; i++)
|
|
|
|
|
{
|
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
|
|
|
|
BufferModifiedRange overlap = overlaps[i];
|
2021-01-17 21:08:06 +01:00
|
|
|
|
|
|
|
|
|
long diff = (long)(overlap.SyncNumber - currentSync);
|
|
|
|
|
|
|
|
|
|
if (diff <= highestDiff)
|
|
|
|
|
{
|
|
|
|
|
ulong clampAddress = Math.Max(address, overlap.Address);
|
|
|
|
|
ulong clampEnd = Math.Min(endAddress, overlap.EndAddress);
|
|
|
|
|
|
|
|
|
|
ClearPart(overlap, clampAddress, clampEnd);
|
|
|
|
|
|
|
|
|
|
rangeAction(clampAddress, clampEnd - clampAddress);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Inherit ranges from another modified range list.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="ranges">The range list to inherit from</param>
|
|
|
|
|
/// <param name="rangeAction">The action to call for each modified range</param>
|
|
|
|
|
public void InheritRanges(BufferModifiedRangeList ranges, Action<ulong, ulong> rangeAction)
|
|
|
|
|
{
|
|
|
|
|
BufferModifiedRange[] inheritRanges;
|
|
|
|
|
|
|
|
|
|
lock (ranges._lock)
|
|
|
|
|
{
|
|
|
|
|
inheritRanges = ranges.ToArray();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
lock (_lock)
|
|
|
|
|
{
|
|
|
|
|
foreach (BufferModifiedRange range in inheritRanges)
|
|
|
|
|
{
|
|
|
|
|
Add(range);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ulong currentSync = _context.SyncNumber;
|
|
|
|
|
foreach (BufferModifiedRange range in inheritRanges)
|
|
|
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{
|
|
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|
if (range.SyncNumber != currentSync)
|
|
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|
{
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|
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|
|
rangeAction(range.Address, range.Size);
|
|
|
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}
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|
}
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|
}
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|
private void ClearPart(BufferModifiedRange overlap, ulong address, ulong endAddress)
|
|
|
|
|
{
|
|
|
|
|
Remove(overlap);
|
|
|
|
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|
|
|
// If the overlap extends outside of the clear range, make sure those parts still exist.
|
|
|
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|
|
if (overlap.Address < address)
|
|
|
|
|
{
|
|
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|
|
Add(new BufferModifiedRange(overlap.Address, address - overlap.Address, overlap.SyncNumber));
|
|
|
|
|
}
|
|
|
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|
|
if (overlap.EndAddress > endAddress)
|
|
|
|
|
{
|
|
|
|
|
Add(new BufferModifiedRange(endAddress, overlap.EndAddress - endAddress, overlap.SyncNumber));
|
|
|
|
|
}
|
|
|
|
|
}
|
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|
|
/// <summary>
|
|
|
|
|
/// Clear modified ranges within the specified area.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="address">Start address to clear</param>
|
|
|
|
|
/// <param name="size">Size to clear</param>
|
|
|
|
|
public void Clear(ulong address, ulong size)
|
|
|
|
|
{
|
|
|
|
|
lock (_lock)
|
|
|
|
|
{
|
|
|
|
|
// This function can be called from any thread, so it cannot use the arrays for background or foreground.
|
|
|
|
|
BufferModifiedRange[] toClear = new BufferModifiedRange[1];
|
|
|
|
|
|
|
|
|
|
int rangeCount = FindOverlapsNonOverlapping(address, size, ref toClear);
|
|
|
|
|
|
|
|
|
|
ulong endAddress = address + size;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < rangeCount; i++)
|
|
|
|
|
{
|
|
|
|
|
BufferModifiedRange overlap = toClear[i];
|
|
|
|
|
|
|
|
|
|
ClearPart(overlap, address, endAddress);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Clear all modified ranges.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public void Clear()
|
|
|
|
|
{
|
|
|
|
|
lock (_lock)
|
|
|
|
|
{
|
2021-09-19 14:22:26 +02:00
|
|
|
|
Count = 0;
|
2021-01-17 21:08:06 +01:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|