Ryujinx/Ryujinx.Graphics.Vulkan/SyncManager.cs
riperiperi 458452279c
GPU: Track buffer migrations and flush source on incomplete copy (#3952)
* Track buffer migrations and flush source on incomplete copy

Makes sure that the modified range list is always from the latest iteration of the buffer, and flushes earlier iterations of a buffer if the data has not been migrated yet.

* Cleanup 1

* Reduce cost for redundant signal checks on Vulkan

* Only inherit the range list if there are pending ranges.

* Fix OpenGL

* Address Feedback

* Whoops
2022-12-01 16:30:13 +01:00

159 lines
4.3 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 bool Signalled;
}
private ulong _firstHandle = 0;
private readonly VulkanRenderer _gd;
private readonly Device _device;
private List<SyncHandle> _handles;
public SyncManager(VulkanRenderer gd, Device device)
{
_gd = gd;
_device = device;
_handles = new List<SyncHandle>();
}
public void Create(ulong id)
{
MultiFenceHolder waitable = new MultiFenceHolder();
_gd.FlushAllCommands();
_gd.CommandBufferPool.AddWaitable(waitable);
SyncHandle handle = new SyncHandle
{
ID = id,
Waitable = waitable
};
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;
}
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) 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;
}
}
}
}
}