Fix preload cbs optimization (for real) (#34)

* Mostly fix preload cbs. There seems to be some random flickering...

* fix index buffer usage range

* fix missing preflush submit before present
This commit is contained in:
riperiperi 2024-07-05 09:35:17 +01:00 committed by Isaac Marovitz
parent 6f440f53f4
commit 8369f15bf5
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GPG Key ID: 97250B2B09A132E1
2 changed files with 21 additions and 9 deletions

View File

@ -191,14 +191,14 @@ namespace Ryujinx.Graphics.Metal
}
if (cbs != null &&
_pipeline.RenderPassActive &&
cbs.Value.Encoders.CurrentEncoderType == EncoderType.Render &&
!(_buffer.HasCommandBufferDependency(cbs.Value) &&
_waitable.IsBufferRangeInUse(cbs.Value.CommandBufferIndex, offset, dataSize)))
{
// If the buffer hasn't been used on the command buffer yet, try to preload the data.
// This avoids ending and beginning render passes on each buffer data upload.
cbs = _pipeline.PreloadCbs;
cbs = _pipeline.GetPreloadCommandBuffer();
}
if (allowCbsWait)

View File

@ -36,7 +36,6 @@ namespace Ryujinx.Graphics.Metal
internal CommandBufferScoped Cbs { get; private set; }
internal CommandBufferEncoder Encoders => Cbs.Encoders;
internal EncoderType CurrentEncoderType => Encoders.CurrentEncoderType;
internal bool RenderPassActive { get; private set; }
public Pipeline(MTLDevice device, MetalRenderer renderer)
{
@ -137,7 +136,7 @@ namespace Ryujinx.Graphics.Metal
Cbs.CommandBuffer.PresentDrawable(drawable);
CommandBuffer = (Cbs = _renderer.CommandBufferPool.ReturnAndRent(Cbs)).CommandBuffer;
FlushCommandsImpl();
// TODO: Auto flush counting
_renderer.SyncManager.GetAndResetWaitTicks();
@ -146,6 +145,13 @@ namespace Ryujinx.Graphics.Metal
dst.Dispose();
}
public CommandBufferScoped GetPreloadCommandBuffer()
{
PreloadCbs ??= _renderer.CommandBufferPool.Rent();
return PreloadCbs.Value;
}
public void FlushCommandsIfWeightExceeding(IAuto disposedResource, ulong byteWeight)
{
bool usedByCurrentCb = disposedResource.HasCommandBufferDependency(Cbs);
@ -383,12 +389,16 @@ namespace Ryujinx.Graphics.Metal
var indexBuffer = _encoderStateManager.IndexBuffer;
ulong offset = _encoderStateManager.IndexBufferOffset;
MTLIndexType type = _encoderStateManager.IndexType;
int indexSize = type == MTLIndexType.UInt32 ? sizeof(int) : sizeof(short);
renderCommandEncoder.DrawIndexedPrimitives(
primitiveType,
(ulong)indexCount,
_encoderStateManager.IndexType,
indexBuffer.Get(Cbs, 0, indexCount * sizeof(int)).Value,
_encoderStateManager.IndexBufferOffset,
type,
indexBuffer.Get(Cbs, (int)offset, indexCount * indexSize).Value,
offset,
(ulong)instanceCount,
firstVertex,
(ulong)firstInstance);
@ -533,11 +543,13 @@ namespace Ryujinx.Graphics.Metal
public void SetPrimitiveRestart(bool enable, int index)
{
// TODO: Supported for LineStrip and TriangleStrip
// Always active for LineStrip and TriangleStrip
// https://github.com/gpuweb/gpuweb/issues/1220#issuecomment-732483263
// https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1515520-drawindexedprimitives
// https://stackoverflow.com/questions/70813665/how-to-render-multiple-trianglestrips-using-metal
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
// Emulating disabling this is very difficult. It's unlikely for an index buffer to use the largest possible index,
// so it's fine nearly all of the time.
}
public void SetPrimitiveTopology(PrimitiveTopology topology)