Ryujinx/Ryujinx.Graphics.GAL/Multithreading/Commands
riperiperi e20abbf9cc
Vulkan: Don't flush commands when creating most sync (#4087)
* Vulkan: Don't flush commands when creating most sync

When the WaitForIdle method is called, we create sync as some internal GPU method may read back written buffer data. Some games randomly intersperse compute dispatch into their render passes, which result in this happening an unbounded number of times depending on how many times they run compute.

Creating sync in Vulkan is expensive, as we need to flush the current command buffer so that it can be waited on. We have a limited number of active command buffers due to how we track resource usage, so submitting too many command buffers will force us to wait for them to return to the pool.

This PR allows less "important" sync (things which are less likely to be waited on) to wait on a command buffer's result without submitting it, instead relying on AutoFlush or another, more important sync to flush it later on.

Because of the possibility of us waiting for a command buffer that hasn't submitted yet, any thread needs to be able to force the active command buffer to submit. The ability to do this has been added to the backend multithreading via an "Interrupt", though it is not supported without multithreading.

OpenGL drivers should already be doing something similar so they don't blow up when creating lots of sync, which is why this hasn't been a problem for these games over there.

Improves Vulkan performance on Xenoblade DE, Pokemon Scarlet/Violet, and Zelda BOTW (still another large issue here)

* Add strict argument

This is technically a separate concern from whether the sync is a host syncpoint.

* Remove _interrupted variable

* Actually wait for the invoke

This is required by AMD GPUs, and also may have caused some issues on other GPUs.

* Remove unused using.

* I don't know why it added these ones.

* Address Feedback

* Fix typo
2022-12-29 15:39:04 +01:00
..
Buffer Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
CounterEvent Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
Program Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
Renderer Vulkan: Don't flush commands when creating most sync (#4087) 2022-12-29 15:39:04 +01:00
Sampler Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
Texture Fast path for Inline-to-Memory texture data transfers (#3610) 2022-08-26 02:16:41 +00:00
Window Avalonia - Use embedded window for avalonia (#3674) 2022-09-19 15:05:26 -03:00
BarrierCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
BeginTransformFeedbackCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
ClearBufferCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
ClearRenderTargetColorCommand.cs Implement HLE macros for render target clears (#3528) 2022-08-04 21:30:08 +00:00
ClearRenderTargetDepthStencilCommand.cs Implement HLE macros for render target clears (#3528) 2022-08-04 21:30:08 +00:00
CommandBufferBarrierCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
CopyBufferCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
DispatchComputeCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
DrawCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
DrawIndexedCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
DrawIndexedIndirectCommand.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
DrawIndexedIndirectCountCommand.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
DrawIndirectCommand.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
DrawIndirectCountCommand.cs Implement HLE macro for DrawElementsIndirect (#3748) 2022-11-16 14:53:04 -03:00
DrawTextureCommand.cs Implement DrawTexture functionality (#2747) 2021-11-10 15:37:49 -03:00
EndHostConditionalRenderingCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
EndTransformFeedbackCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
IGALCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetAlphaTestCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetBlendStateCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetDepthBiasCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetDepthClampCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetDepthModeCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetDepthTestCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetFaceCullingCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetFrontFaceCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetImageCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetIndexBufferCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetLineParametersCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetLogicOpStateCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetMultisampleStateCommand.cs Add support for alpha to coverage dithering (#3069) 2022-07-05 19:58:36 -03:00
SetPatchParametersCommand.cs Rename ToSpan to AsSpan (#3556) 2022-08-11 18:07:37 -03:00
SetPointParametersCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetPolygonModeCommand.cs Initial tessellation shader support (#2534) 2021-10-18 18:38:04 -03:00
SetPrimitiveRestartCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetPrimitiveTopologyCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetProgramCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetRasterizerDiscardCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetRenderTargetColorMasksCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetRenderTargetScaleCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetRenderTargetsCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetScissorsCommand.cs Vulkan backend (#2518) 2022-07-31 18:26:06 -03:00
SetStencilTestCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetStorageBuffersCommand.cs GAL: Send all buffer assignments at once rather than individually (#3881) 2022-11-24 07:50:59 +00:00
SetTextureAndSamplerCommand.cs Vulkan backend (#2518) 2022-07-31 18:26:06 -03:00
SetTransformFeedbackBuffersCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetUniformBuffersCommand.cs GAL: Send all buffer assignments at once rather than individually (#3881) 2022-11-24 07:50:59 +00:00
SetUserClipDistanceCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetVertexAttribsCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
SetVertexBuffersCommand.cs Removed unused usings. (#3593) 2022-08-18 18:04:54 +02:00
SetViewportsCommand.cs Removed unused usings. (#3593) 2022-08-18 18:04:54 +02:00
TextureBarrierCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
TextureBarrierTiledCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
TryHostConditionalRenderingCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
TryHostConditionalRenderingFlushCommand.cs Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501) 2021-08-27 00:31:29 +02:00
UpdateRenderScaleCommand.cs Removed unused usings. (#3593) 2022-08-18 18:04:54 +02:00