492a046335
* Initial implementation of buffer mirrors Generally slower right now, goal is to reduce render passes in games that do inline updates Fix support buffer mirrors Reintroduce vertex buffer mirror Add storage buffer support Optimisation part 1 More optimisation Avoid useless data copies. Remove unused cbIndex stuff Properly set write flag for storage buffers. Fix minor issues Not sure why this was here. Fix BufferRangeList Fix some big issues Align storage buffers rather than getting full buffer as a range Improves mirrorability of read-only storage buffers Increase staging buffer size, as it now contains mirrors Fix some issues with buffers not updating Fix buffer SetDataUnchecked offset for one of the paths when using mirrors Fix buffer mirrors interaction with buffer textures Fix mirror rebinding Move GetBuffer calls on indirect draws before BeginRenderPass to avoid draws without render pass Fix mirrors rebase Fix rebase 2023 * Fix crash when using stale vertex buffer Similar to `Get` with a size that's too large, just treat it as a clamp. * Explicitly set support buffer as mirrorable * Address feedback * Remove unused fragment of MVK workaround * Replace logging for staging buffer OOM * Address format issues * Address more format issues * Mini cleanup * Address more things * Rename BufferRangeList * Support bounding range for ClearMirrors and UploadPendingData * Add maximum size for vertex buffer mirrors * Enable index buffer mirrors Enabled on all platforms for the IbStreamer. * Feedback * Remove mystery BufferCache change Probably macos related? * Fix mirrors not creating when staging buffer is empty. * Change log level to debug
280 lines
8.8 KiB
C#
280 lines
8.8 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Common.Logging;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace Ryujinx.Graphics.Vulkan
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{
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readonly struct StagingBufferReserved
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{
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public readonly BufferHolder Buffer;
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public readonly int Offset;
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public readonly int Size;
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public StagingBufferReserved(BufferHolder buffer, int offset, int size)
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{
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Buffer = buffer;
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Offset = offset;
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Size = size;
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}
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}
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class StagingBuffer : IDisposable
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{
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private const int BufferSize = 32 * 1024 * 1024;
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private int _freeOffset;
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private int _freeSize;
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private readonly VulkanRenderer _gd;
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private readonly BufferHolder _buffer;
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private readonly struct PendingCopy
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{
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public FenceHolder Fence { get; }
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public int Size { get; }
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public PendingCopy(FenceHolder fence, int size)
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{
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Fence = fence;
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Size = size;
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fence.Get();
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}
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}
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private readonly Queue<PendingCopy> _pendingCopies;
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public StagingBuffer(VulkanRenderer gd, BufferManager bufferManager)
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{
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_gd = gd;
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_buffer = bufferManager.Create(gd, BufferSize);
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_pendingCopies = new Queue<PendingCopy>();
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_freeSize = BufferSize;
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}
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public void PushData(CommandBufferPool cbp, CommandBufferScoped? cbs, Action endRenderPass, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
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{
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bool isRender = cbs != null;
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CommandBufferScoped scoped = cbs ?? cbp.Rent();
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// Must push all data to the buffer. If it can't fit, split it up.
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endRenderPass?.Invoke();
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while (data.Length > 0)
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{
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if (_freeSize < data.Length)
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{
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FreeCompleted();
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}
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while (_freeSize == 0)
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{
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if (!WaitFreeCompleted(cbp))
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{
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if (isRender)
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{
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_gd.FlushAllCommands();
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scoped = cbp.Rent();
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isRender = false;
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}
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else
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{
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scoped = cbp.ReturnAndRent(scoped);
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}
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}
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}
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int chunkSize = Math.Min(_freeSize, data.Length);
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PushDataImpl(scoped, dst, dstOffset, data[..chunkSize]);
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dstOffset += chunkSize;
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data = data[chunkSize..];
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}
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if (!isRender)
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{
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scoped.Dispose();
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}
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}
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private void PushDataImpl(CommandBufferScoped cbs, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
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{
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var srcBuffer = _buffer.GetBuffer();
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var dstBuffer = dst.GetBuffer(cbs.CommandBuffer, dstOffset, data.Length, true);
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int offset = _freeOffset;
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int capacity = BufferSize - offset;
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if (capacity < data.Length)
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{
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_buffer.SetDataUnchecked(offset, data[..capacity]);
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_buffer.SetDataUnchecked(0, data[capacity..]);
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BufferHolder.Copy(_gd, cbs, srcBuffer, dstBuffer, offset, dstOffset, capacity);
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BufferHolder.Copy(_gd, cbs, srcBuffer, dstBuffer, 0, dstOffset + capacity, data.Length - capacity);
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}
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else
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{
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_buffer.SetDataUnchecked(offset, data);
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BufferHolder.Copy(_gd, cbs, srcBuffer, dstBuffer, offset, dstOffset, data.Length);
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}
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_freeOffset = (offset + data.Length) & (BufferSize - 1);
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_freeSize -= data.Length;
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Debug.Assert(_freeSize >= 0);
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_pendingCopies.Enqueue(new PendingCopy(cbs.GetFence(), data.Length));
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}
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public bool TryPushData(CommandBufferScoped cbs, Action endRenderPass, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
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{
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if (data.Length > BufferSize)
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{
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return false;
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}
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if (_freeSize < data.Length)
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{
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FreeCompleted();
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if (_freeSize < data.Length)
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{
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return false;
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}
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}
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endRenderPass?.Invoke();
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PushDataImpl(cbs, dst, dstOffset, data);
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return true;
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}
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private StagingBufferReserved ReserveDataImpl(CommandBufferScoped cbs, int size, int alignment)
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{
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// Assumes the caller has already determined that there is enough space.
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int offset = BitUtils.AlignUp(_freeOffset, alignment);
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int padding = offset - _freeOffset;
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int capacity = Math.Min(_freeSize, BufferSize - offset);
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int reservedLength = size + padding;
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if (capacity < size)
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{
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offset = 0; // Place at start.
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reservedLength += capacity;
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}
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_freeOffset = (_freeOffset + reservedLength) & (BufferSize - 1);
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_freeSize -= reservedLength;
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Debug.Assert(_freeSize >= 0);
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_pendingCopies.Enqueue(new PendingCopy(cbs.GetFence(), reservedLength));
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return new StagingBufferReserved(_buffer, offset, size);
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}
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private int GetContiguousFreeSize(int alignment)
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{
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int alignedFreeOffset = BitUtils.AlignUp(_freeOffset, alignment);
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int padding = alignedFreeOffset - _freeOffset;
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// Free regions:
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// - Aligned free offset to end (minimum free size - padding)
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// - 0 to _freeOffset + freeSize wrapped (only if free area contains 0)
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int endOffset = (_freeOffset + _freeSize) & (BufferSize - 1);
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return Math.Max(
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Math.Min(_freeSize - padding, BufferSize - alignedFreeOffset),
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endOffset <= _freeOffset ? Math.Min(_freeSize, endOffset) : 0
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);
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}
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/// <summary>
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/// Reserve a range on the staging buffer for the current command buffer and upload data to it.
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/// </summary>
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/// <param name="cbs">Command buffer to reserve the data on</param>
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/// <param name="data">The data to upload</param>
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/// <param name="alignment">The required alignment for the buffer offset</param>
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/// <returns>The reserved range of the staging buffer</returns>
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public unsafe StagingBufferReserved? TryReserveData(CommandBufferScoped cbs, int size, int alignment)
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{
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if (size > BufferSize)
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{
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return null;
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}
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// Temporary reserved data cannot be fragmented.
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if (GetContiguousFreeSize(alignment) < size)
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{
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FreeCompleted();
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if (GetContiguousFreeSize(alignment) < size)
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{
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Logger.Debug?.PrintMsg(LogClass.Gpu, $"Staging buffer out of space to reserve data of size {size}.");
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return null;
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}
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}
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return ReserveDataImpl(cbs, size, alignment);
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}
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private bool WaitFreeCompleted(CommandBufferPool cbp)
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{
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if (_pendingCopies.TryPeek(out var pc))
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{
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if (!pc.Fence.IsSignaled())
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{
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if (cbp.IsFenceOnRentedCommandBuffer(pc.Fence))
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{
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return false;
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}
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pc.Fence.Wait();
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}
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var dequeued = _pendingCopies.Dequeue();
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Debug.Assert(dequeued.Fence == pc.Fence);
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_freeSize += pc.Size;
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pc.Fence.Put();
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}
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return true;
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}
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private void FreeCompleted()
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{
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FenceHolder signalledFence = null;
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while (_pendingCopies.TryPeek(out var pc) && (pc.Fence == signalledFence || pc.Fence.IsSignaled()))
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{
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signalledFence = pc.Fence; // Already checked - don't need to do it again.
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var dequeued = _pendingCopies.Dequeue();
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Debug.Assert(dequeued.Fence == pc.Fence);
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_freeSize += pc.Size;
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pc.Fence.Put();
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}
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_buffer.Dispose();
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while (_pendingCopies.TryDequeue(out var pc))
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{
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pc.Fence.Put();
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}
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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}
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}
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