Vulkan: Submit fewer command buffers in deferred EFB copies mode
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8e2c063d62
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@ -611,7 +611,7 @@ bool FramebufferManager::PopulateColorReadbackTexture()
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{
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// Can't be in our normal render pass.
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StateTracker::GetInstance()->EndRenderPass();
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StateTracker::GetInstance()->OnReadback();
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StateTracker::GetInstance()->OnCPUEFBAccess();
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// Issue a copy from framebuffer -> copy texture if we have >1xIR or MSAA on.
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VkRect2D src_region = {{0, 0}, {GetEFBWidth(), GetEFBHeight()}};
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@ -684,7 +684,7 @@ bool FramebufferManager::PopulateDepthReadbackTexture()
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{
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// Can't be in our normal render pass.
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StateTracker::GetInstance()->EndRenderPass();
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StateTracker::GetInstance()->OnReadback();
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StateTracker::GetInstance()->OnCPUEFBAccess();
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// Issue a copy from framebuffer -> copy texture if we have >1xIR or MSAA on.
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VkRect2D src_region = {{0, 0}, {GetEFBWidth(), GetEFBHeight()}};
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@ -513,7 +513,7 @@ void StateTracker::OnDraw()
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}
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}
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void StateTracker::OnReadback()
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void StateTracker::OnCPUEFBAccess()
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{
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// Check this isn't another access without any draws inbetween.
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if (!m_cpu_accesses_this_frame.empty() && m_cpu_accesses_this_frame.back() == m_draw_counter)
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@ -523,9 +523,28 @@ void StateTracker::OnReadback()
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m_cpu_accesses_this_frame.emplace_back(m_draw_counter);
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}
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void StateTracker::OnEFBCopyToRAM()
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{
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// If we're not deferring, try to preempt it next frame.
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if (!g_ActiveConfig.bDeferEFBCopies)
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{
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OnCPUEFBAccess();
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return;
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}
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// Otherwise, only execute if we have at least 10 objects between us and the last copy.
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const u32 diff = m_draw_counter - m_last_efb_copy_draw_counter;
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m_last_efb_copy_draw_counter = m_draw_counter;
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if (diff < MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK)
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return;
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Util::ExecuteCurrentCommandsAndRestoreState(true);
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}
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void StateTracker::OnEndFrame()
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{
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m_draw_counter = 0;
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m_last_efb_copy_draw_counter = 0;
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m_scheduled_command_buffer_kicks.clear();
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// If we have no CPU access at all, leave everything in the one command buffer for maximum
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@ -86,8 +86,10 @@ public:
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void OnDraw();
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// Call after CPU access is requested.
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// This can be via EFBCache or EFB2RAM.
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void OnReadback();
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void OnCPUEFBAccess();
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// Call after an EFB copy to RAM. If true, the current command buffer should be executed.
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void OnEFBCopyToRAM();
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// Call at the end of a frame.
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void OnEndFrame();
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@ -182,6 +184,7 @@ private:
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// CPU access tracking
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u32 m_draw_counter = 0;
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u32 m_last_efb_copy_draw_counter = 0;
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std::vector<u32> m_cpu_accesses_this_frame;
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std::vector<u32> m_scheduled_command_buffer_kicks;
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bool m_allow_background_execution = true;
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@ -126,7 +126,6 @@ void TextureCache::CopyEFB(AbstractStagingTexture* dst, const EFBCopyParams& par
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// The barrier has to happen after the render pass, not inside it, as we are going to be
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// reading from the texture immediately afterwards.
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StateTracker::GetInstance()->EndRenderPass();
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StateTracker::GetInstance()->OnReadback();
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// Transition to shader resource before reading.
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VkImageLayout original_layout = src_texture->GetLayout();
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@ -139,6 +138,8 @@ void TextureCache::CopyEFB(AbstractStagingTexture* dst, const EFBCopyParams& par
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// Transition back to original state
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src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), original_layout);
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StateTracker::GetInstance()->OnEFBCopyToRAM();
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}
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bool TextureCache::SupportsGPUTextureDecode(TextureFormat format, TLUTFormat palette_format)
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