Vulkan: Combine frame dumping and present into one command buffer.

Small optimization that should make things slightly more efficient when
frame dumping is enabled.
This commit is contained in:
Stenzek 2016-11-03 22:50:31 +11:00
parent 690a6deeb3
commit 9aed27cdcf
2 changed files with 35 additions and 13 deletions

View File

@ -491,15 +491,15 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
StateTracker::GetInstance()->OnEndFrame();
// Draw to the screenshot buffer if needed.
if (IsFrameDumping() &&
DrawScreenshot(rc, xfb_addr, xfb_sources, xfb_count, fb_width, fb_stride, fb_height))
{
DumpFrameData(reinterpret_cast<const u8*>(m_screenshot_readback_texture->GetMapPointer()),
static_cast<int>(m_screenshot_render_texture->GetWidth()),
static_cast<int>(m_screenshot_render_texture->GetHeight()),
static_cast<int>(m_screenshot_readback_texture->GetRowStride()), ticks);
FinishFrameData();
}
// We don't actually copy it to the frame dump here, instead we submit the present to the screen
// and the readback in one command buffer, wait for it, and then dump the frame. This allows us
// to render to the screen and dump the frame in one command buffer instead of two.
VkFence frame_dump_fence = g_command_buffer_mgr->GetCurrentCommandBufferFence();
bool dump_this_frame = IsFrameDumping() && DrawScreenshot(rc, xfb_addr, xfb_sources, xfb_count,
fb_width, fb_stride, fb_height);
// If we're dumping frames, don't bother waking the worker thread, since we have to wait anyway.
bool submit_on_background_thread = !dump_this_frame;
// Ensure the worker thread is not still submitting a previous command buffer.
// In other words, the last frame has been submitted (otherwise the next call would
@ -516,13 +516,23 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
// the available semaphore to be signaled before executing the buffer. This final submission
// can happen off-thread in the background while we're preparing the next frame.
g_command_buffer_mgr->SubmitCommandBuffer(
true, m_image_available_semaphore, m_rendering_finished_semaphore,
submit_on_background_thread, m_image_available_semaphore, m_rendering_finished_semaphore,
m_swap_chain->GetSwapChain(), m_swap_chain->GetCurrentImageIndex());
}
else
{
// No swap chain, just execute command buffer.
g_command_buffer_mgr->SubmitCommandBuffer(true);
g_command_buffer_mgr->SubmitCommandBuffer(submit_on_background_thread);
}
// If we're dumping frames, wait for the GPU to complete these commands, and then copy the image.
// NOTE: This call must come immediately after submitting the command buffer. Placing any other
// function calls between the submit and wait could cause another command buffer to be submitted,
// making frame_dump_fence refer to an incorrect fence.
if (dump_this_frame)
{
g_command_buffer_mgr->WaitForFence(frame_dump_fence);
DumpScreenshot(ticks);
}
// NOTE: It is important that no rendering calls are made to the EFB between submitting the
@ -732,11 +742,18 @@ bool Renderer::DrawScreenshot(const EFBRectangle& rc, u32 xfb_addr,
g_command_buffer_mgr->GetCurrentCommandBuffer(), m_screenshot_render_texture->GetImage(),
VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, width, height, 0, 0);
// Wait for the command buffer to complete.
g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
return true;
}
void Renderer::DumpScreenshot(u64 ticks)
{
DumpFrameData(reinterpret_cast<const u8*>(m_screenshot_readback_texture->GetMapPointer()),
static_cast<int>(m_screenshot_render_texture->GetWidth()),
static_cast<int>(m_screenshot_render_texture->GetHeight()),
static_cast<int>(m_screenshot_readback_texture->GetRowStride()), ticks);
FinishFrameData();
}
void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
const TargetRectangle& src_rect, const Texture2D* src_tex,
bool linear_filter)

View File

@ -109,6 +109,11 @@ private:
bool DrawScreenshot(const EFBRectangle& rc, u32 xfb_addr, const XFBSourceBase* const* xfb_sources,
u32 xfb_count, u32 fb_width, u32 fb_stride, u32 fb_height);
// Copies the screenshot readback texture to the frame dumping buffer.
// NOTE: This assumes that DrawScreenshot has been called prior, and the fence associated
// with the command buffer where the readback buffer was populated has been reached.
void DumpScreenshot(u64 ticks);
// Copies/scales an image to the currently-bound framebuffer.
void BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
const TargetRectangle& src_rect, const Texture2D* src_tex, bool linear_filter);