yuzu/src/video_core/renderer_vulkan/vk_stream_buffer.cpp
ReinUsesLisp a7b6bd56d7 vk_stream_buffer: Fix out of memory on boot on recent Nvidia drivers
Nvidia recently introduced a new memory type for data streaming
(awesome!), but yuzu was assuming that all heaps had enough memory
for the assumed stream buffer size (256 MiB).

This worked fine on AMD but Nvidia's new memory heap was smaller than
256 MiB. This commit changes this assumption and allocates a bit less
than the size of the preferred heap, with a maximum of 256 MiB (to avoid
allocating all system memory on integrated devices).

- Fixes a crash on NVIDIA 450.82.0.0
2020-04-17 18:12:48 -03:00

168 lines
5.8 KiB
C++

// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <limits>
#include <optional>
#include <tuple>
#include <vector>
#include "common/alignment.h"
#include "common/assert.h"
#include "video_core/renderer_vulkan/vk_device.h"
#include "video_core/renderer_vulkan/vk_resource_manager.h"
#include "video_core/renderer_vulkan/vk_scheduler.h"
#include "video_core/renderer_vulkan/vk_stream_buffer.h"
#include "video_core/renderer_vulkan/wrapper.h"
namespace Vulkan {
namespace {
constexpr u64 WATCHES_INITIAL_RESERVE = 0x4000;
constexpr u64 WATCHES_RESERVE_CHUNK = 0x1000;
constexpr u64 PREFERRED_STREAM_BUFFER_SIZE = 256 * 1024 * 1024;
/// Find a memory type with the passed requirements
std::optional<u32> FindMemoryType(const VkPhysicalDeviceMemoryProperties& properties,
VkMemoryPropertyFlags wanted,
u32 filter = std::numeric_limits<u32>::max()) {
for (u32 i = 0; i < properties.memoryTypeCount; ++i) {
const auto flags = properties.memoryTypes[i].propertyFlags;
if ((flags & wanted) == wanted && (filter & (1U << i)) != 0) {
return i;
}
}
return std::nullopt;
}
/// Get the preferred host visible memory type.
u32 GetMemoryType(const VkPhysicalDeviceMemoryProperties& properties,
u32 filter = std::numeric_limits<u32>::max()) {
// Prefer device local host visible allocations. Both AMD and Nvidia now provide one.
// Otherwise search for a host visible allocation.
static constexpr auto HOST_MEMORY =
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
static constexpr auto DYNAMIC_MEMORY = HOST_MEMORY | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
std::optional preferred_type = FindMemoryType(properties, DYNAMIC_MEMORY);
if (!preferred_type) {
preferred_type = FindMemoryType(properties, HOST_MEMORY);
ASSERT_MSG(preferred_type, "No host visible and coherent memory type found");
}
return preferred_type.value_or(0);
}
} // Anonymous namespace
VKStreamBuffer::VKStreamBuffer(const VKDevice& device, VKScheduler& scheduler,
VkBufferUsageFlags usage)
: device{device}, scheduler{scheduler} {
CreateBuffers(usage);
ReserveWatches(current_watches, WATCHES_INITIAL_RESERVE);
ReserveWatches(previous_watches, WATCHES_INITIAL_RESERVE);
}
VKStreamBuffer::~VKStreamBuffer() = default;
std::tuple<u8*, u64, bool> VKStreamBuffer::Map(u64 size, u64 alignment) {
ASSERT(size <= stream_buffer_size);
mapped_size = size;
if (alignment > 0) {
offset = Common::AlignUp(offset, alignment);
}
WaitPendingOperations(offset);
bool invalidated = false;
if (offset + size > stream_buffer_size) {
// The buffer would overflow, save the amount of used watches and reset the state.
invalidation_mark = current_watch_cursor;
current_watch_cursor = 0;
offset = 0;
// Swap watches and reset waiting cursors.
std::swap(previous_watches, current_watches);
wait_cursor = 0;
wait_bound = 0;
// Ensure that we don't wait for uncommitted fences.
scheduler.Flush();
invalidated = true;
}
return {memory.Map(offset, size), offset, invalidated};
}
void VKStreamBuffer::Unmap(u64 size) {
ASSERT_MSG(size <= mapped_size, "Reserved size is too small");
memory.Unmap();
offset += size;
if (current_watch_cursor + 1 >= current_watches.size()) {
// Ensure that there are enough watches.
ReserveWatches(current_watches, WATCHES_RESERVE_CHUNK);
}
auto& watch = current_watches[current_watch_cursor++];
watch.upper_bound = offset;
watch.fence.Watch(scheduler.GetFence());
}
void VKStreamBuffer::CreateBuffers(VkBufferUsageFlags usage) {
const auto memory_properties = device.GetPhysical().GetMemoryProperties();
const u32 preferred_type = GetMemoryType(memory_properties);
const u32 preferred_heap = memory_properties.memoryTypes[preferred_type].heapIndex;
// Substract from the preferred heap size some bytes to avoid getting out of memory.
const VkDeviceSize heap_size = memory_properties.memoryHeaps[preferred_heap].size;
const VkDeviceSize allocable_size = heap_size - 4 * 1024 * 1024;
VkBufferCreateInfo buffer_ci;
buffer_ci.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
buffer_ci.pNext = nullptr;
buffer_ci.flags = 0;
buffer_ci.size = std::min(PREFERRED_STREAM_BUFFER_SIZE, allocable_size);
buffer_ci.usage = usage;
buffer_ci.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
buffer_ci.queueFamilyIndexCount = 0;
buffer_ci.pQueueFamilyIndices = nullptr;
buffer = device.GetLogical().CreateBuffer(buffer_ci);
const auto requirements = device.GetLogical().GetBufferMemoryRequirements(*buffer);
const u32 required_flags = requirements.memoryTypeBits;
stream_buffer_size = static_cast<u64>(requirements.size);
VkMemoryAllocateInfo memory_ai;
memory_ai.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
memory_ai.pNext = nullptr;
memory_ai.allocationSize = requirements.size;
memory_ai.memoryTypeIndex = GetMemoryType(memory_properties, required_flags);
memory = device.GetLogical().AllocateMemory(memory_ai);
buffer.BindMemory(*memory, 0);
}
void VKStreamBuffer::ReserveWatches(std::vector<Watch>& watches, std::size_t grow_size) {
watches.resize(watches.size() + grow_size);
}
void VKStreamBuffer::WaitPendingOperations(u64 requested_upper_bound) {
if (!invalidation_mark) {
return;
}
while (requested_upper_bound < wait_bound && wait_cursor < *invalidation_mark) {
auto& watch = previous_watches[wait_cursor];
wait_bound = watch.upper_bound;
watch.fence.Wait();
++wait_cursor;
}
}
} // namespace Vulkan