Ryujinx/src/Ryujinx.Graphics.Vulkan/SyncManager.cs
riperiperi e18d258fa0
GPU: Pre-emptively flush textures that are flushed often (to imported memory when available) (#4711)
* WIP texture pre-flush

Improve performance of TextureView GetData to buffer

Fix copy/sync ordering

Fix minor bug

Make this actually work

WIP host mapping stuff

* Fix usage flags

* message

* Cleanup 1

* Fix rebase

* Fix

* Improve pre-flush rules

* Fix pre-flush

* A lot of cleanup

* Use the host memory bits

* Select the correct memory type

* Cleanup TextureGroupHandle

* Missing comment

* Remove debugging logs

* Revert BufferHandle _value access modifier

* One interrupt action at a time.

* Support D32S8 to D24S8 conversion, safeguards

* Interrupt cannot happen in sync handle's lock

Waitable needs to be checked twice now, but this should stop it from deadlocking.

* Remove unused using

* Address some feedback

* Address feedback

* Address more feedback

* Address more feedback

* Improve sync rules

Should allow for faster sync in some cases.
2023-05-01 16:05:12 -03:00

211 lines
5.9 KiB
C#

using Ryujinx.Common.Logging;
using Silk.NET.Vulkan;
using System.Collections.Generic;
using System.Diagnostics;
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;
private long WaitTicks;
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)
{
if (result.Waitable == null)
{
return;
}
long beforeTicks = Stopwatch.GetTimestamp();
if (result.NeedsFlush(FlushId))
{
_gd.InterruptAction(() =>
{
if (result.NeedsFlush(FlushId))
{
_gd.FlushAllCommands();
}
});
}
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
{
WaitTicks += Stopwatch.GetTimestamp() - beforeTicks;
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;
}
}
}
public long GetAndResetWaitTicks()
{
long result = WaitTicks;
WaitTicks = 0;
return result;
}
}
}