Merge pull request #4480 from stenzek/vulkan-streambuffer-reuse
Vulkan: Fix stream buffer re-use problems
This commit is contained in:
commit
e2018f2208
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@ -738,9 +738,7 @@ bool FramebufferManager::PopulateColorReadbackTexture()
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}
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// Wait until the copy is complete.
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g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->SetPendingRebind();
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Util::ExecuteCurrentCommandsAndRestoreState(false, true);
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// Map to host memory.
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if (!m_color_readback_texture->IsMapped() && !m_color_readback_texture->Map())
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@ -822,9 +820,7 @@ bool FramebufferManager::PopulateDepthReadbackTexture()
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}
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// Wait until the copy is complete.
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g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->SetPendingRebind();
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Util::ExecuteCurrentCommandsAndRestoreState(false, true);
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// Map to host memory.
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if (!m_depth_readback_texture->IsMapped() && !m_depth_readback_texture->Map())
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@ -1212,7 +1208,7 @@ void FramebufferManager::DrawPokeVertices(const EFBPokeVertex* vertices, size_t
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{
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// Kick a command buffer first.
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WARN_LOG(VIDEO, "Kicking command buffer due to no EFB poke space.");
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Util::ExecuteCurrentCommandsAndRestoreState(true);
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Util::ExecuteCurrentCommandsAndRestoreState(false);
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command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
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if (!m_poke_vertex_stream_buffer->ReserveMemory(vertices_size, sizeof(EfbPokeData), true, true,
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@ -326,6 +326,7 @@ void Renderer::BeginFrame()
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// Ensure that the state tracker rebinds everything, and allocates a new set
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// of descriptors out of the next pool.
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->InvalidateConstants();
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StateTracker::GetInstance()->SetPendingRebind();
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}
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@ -357,20 +357,9 @@ bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type, DSTALPHA_MODE ds
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void StateTracker::UpdateVertexShaderConstants()
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{
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if (!VertexShaderManager::dirty)
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if (!VertexShaderManager::dirty || !ReserveConstantStorage())
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return;
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// Since the other stages uniform buffers' may be still be using the earlier data,
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// we can't reuse the earlier part of the buffer without re-uploading everything.
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if (!m_uniform_stream_buffer->ReserveMemory(m_uniform_buffer_reserve_size,
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g_vulkan_context->GetUniformBufferAlignment(), false,
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false, false))
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{
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// Re-upload all constants to a new portion of the buffer.
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UploadAllConstants();
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return;
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}
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// Buffer allocation changed?
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if (m_uniform_stream_buffer->GetBuffer() !=
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m_bindings.uniform_buffer_bindings[UBO_DESCRIPTOR_SET_BINDING_VS].buffer)
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@ -394,17 +383,9 @@ void StateTracker::UpdateVertexShaderConstants()
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void StateTracker::UpdateGeometryShaderConstants()
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{
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// Skip updating geometry shader constants if it's not in use.
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if (m_pipeline_state.gs == VK_NULL_HANDLE || !GeometryShaderManager::dirty)
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return;
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// Since the other stages uniform buffers' may be still be using the earlier data,
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// we can't reuse the earlier part of the buffer without re-uploading everything.
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if (!m_uniform_stream_buffer->ReserveMemory(m_uniform_buffer_reserve_size,
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g_vulkan_context->GetUniformBufferAlignment(), false,
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false, false))
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if (m_pipeline_state.gs == VK_NULL_HANDLE || !GeometryShaderManager::dirty ||
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!ReserveConstantStorage())
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{
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// Re-upload all constants to a new portion of the buffer.
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UploadAllConstants();
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return;
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}
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@ -430,20 +411,9 @@ void StateTracker::UpdateGeometryShaderConstants()
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void StateTracker::UpdatePixelShaderConstants()
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{
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if (!PixelShaderManager::dirty)
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if (!PixelShaderManager::dirty || !ReserveConstantStorage())
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return;
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// Since the other stages uniform buffers' may be still be using the earlier data,
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// we can't reuse the earlier part of the buffer without re-uploading everything.
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if (!m_uniform_stream_buffer->ReserveMemory(m_uniform_buffer_reserve_size,
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g_vulkan_context->GetUniformBufferAlignment(), false,
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false, false))
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{
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// Re-upload all constants to a new portion of the buffer.
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UploadAllConstants();
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return;
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}
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// Buffer allocation changed?
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if (m_uniform_stream_buffer->GetBuffer() !=
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m_bindings.uniform_buffer_bindings[UBO_DESCRIPTOR_SET_BINDING_PS].buffer)
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@ -464,33 +434,44 @@ void StateTracker::UpdatePixelShaderConstants()
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PixelShaderManager::dirty = false;
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}
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bool StateTracker::ReserveConstantStorage()
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{
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// Since we invalidate all constants on command buffer execution, it doesn't matter if this
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// causes the stream buffer to be resized.
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if (m_uniform_stream_buffer->ReserveMemory(m_uniform_buffer_reserve_size,
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g_vulkan_context->GetUniformBufferAlignment(), true,
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true, false))
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{
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return true;
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}
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// The only places that call constant updates are safe to have state restored.
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WARN_LOG(VIDEO, "Executing command buffer while waiting for space in uniform buffer");
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Util::ExecuteCurrentCommandsAndRestoreState(false);
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// Since we are on a new command buffer, all constants have been invalidated, and we need
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// to reupload them. We may as well do this now, since we're issuing a draw anyway.
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UploadAllConstants();
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return false;
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}
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void StateTracker::UploadAllConstants()
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{
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// We are free to re-use parts of the buffer now since we're uploading all constants.
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size_t ub_alignment = g_vulkan_context->GetUniformBufferAlignment();
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size_t pixel_constants_offset = 0;
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size_t vertex_constants_offset =
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Util::AlignValue(pixel_constants_offset + sizeof(PixelShaderConstants),
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g_vulkan_context->GetUniformBufferAlignment());
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Util::AlignValue(pixel_constants_offset + sizeof(PixelShaderConstants), ub_alignment);
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size_t geometry_constants_offset =
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Util::AlignValue(vertex_constants_offset + sizeof(VertexShaderConstants),
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g_vulkan_context->GetUniformBufferAlignment());
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size_t total_allocation_size = geometry_constants_offset + sizeof(GeometryShaderConstants);
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Util::AlignValue(vertex_constants_offset + sizeof(VertexShaderConstants), ub_alignment);
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size_t allocation_size = geometry_constants_offset + sizeof(GeometryShaderConstants);
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// Allocate everything at once.
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if (!m_uniform_stream_buffer->ReserveMemory(
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total_allocation_size, g_vulkan_context->GetUniformBufferAlignment(), true, true, false))
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// We should only be here if the buffer was full and a command buffer was submitted anyway.
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if (!m_uniform_stream_buffer->ReserveMemory(allocation_size, ub_alignment, true, true, false))
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{
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// If this fails, wait until the GPU has caught up.
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// The only places that call constant updates are safe to have state restored.
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WARN_LOG(VIDEO, "Executing command list while waiting for space in uniform buffer");
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Util::ExecuteCurrentCommandsAndRestoreState(false);
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if (!m_uniform_stream_buffer->ReserveMemory(total_allocation_size,
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g_vulkan_context->GetUniformBufferAlignment(), true,
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true, false))
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{
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PanicAlert("Failed to allocate space for constants in streaming buffer");
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return;
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}
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PanicAlert("Failed to allocate space for constants in streaming buffer");
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return;
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}
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// Update bindings
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@ -528,7 +509,7 @@ void StateTracker::UploadAllConstants()
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&GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
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// Finally, flush buffer memory after copying
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m_uniform_stream_buffer->CommitMemory(total_allocation_size);
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m_uniform_stream_buffer->CommitMemory(allocation_size);
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// Clear dirty flags
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VertexShaderManager::dirty = false;
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@ -616,6 +597,13 @@ void StateTracker::InvalidateDescriptorSets()
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m_dirty_flags &= ~DIRTY_FLAG_PS_SSBO;
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}
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void StateTracker::InvalidateConstants()
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{
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VertexShaderManager::dirty = true;
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GeometryShaderManager::dirty = true;
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PixelShaderManager::dirty = true;
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}
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void StateTracker::SetPendingRebind()
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{
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m_dirty_flags |= DIRTY_FLAG_DYNAMIC_OFFSETS | DIRTY_FLAG_DESCRIPTOR_SET_BINDING |
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@ -708,11 +696,7 @@ bool StateTracker::Bind(bool rebind_all /*= false*/)
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{
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// We can fail to allocate descriptors if we exhaust the pool for this command buffer.
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WARN_LOG(VIDEO, "Failed to get a descriptor set, executing buffer");
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// Try again after executing the current buffer.
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g_command_buffer_mgr->ExecuteCommandBuffer(false, false);
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InvalidateDescriptorSets();
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SetPendingRebind();
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Util::ExecuteCurrentCommandsAndRestoreState(false, false);
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if (!UpdateDescriptorSet())
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{
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// Something strange going on.
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@ -775,10 +759,7 @@ void StateTracker::OnDraw()
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m_scheduled_command_buffer_kicks.end(), m_draw_counter))
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{
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// Kick a command buffer on the background thread.
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EndRenderPass();
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g_command_buffer_mgr->ExecuteCommandBuffer(true, false);
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InvalidateDescriptorSets();
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SetPendingRebind();
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Util::ExecuteCurrentCommandsAndRestoreState(true);
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}
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}
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@ -76,6 +76,9 @@ public:
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// now be in a different pool for the new command buffer.
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void InvalidateDescriptorSets();
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// Same with the uniforms, as the current storage will belong to the previous command buffer.
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void InvalidateConstants();
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// Set dirty flags on everything to force re-bind at next draw time.
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void SetPendingRebind();
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@ -171,6 +174,11 @@ private:
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bool UpdatePipeline();
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bool UpdateDescriptorSet();
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// Allocates storage in the uniform buffer of the specified size. If this storage cannot be
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// allocated immediately, the current command buffer will be submitted and all stage's
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// constants will be re-uploaded. false will be returned in this case, otherwise true.
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bool ReserveConstantStorage();
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void UploadAllConstants();
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// Which bindings/state has to be updated before the next draw.
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@ -286,8 +286,11 @@ bool StreamBuffer::WaitForClearSpace(size_t num_bytes)
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for (; iter != m_tracked_fences.end(); iter++)
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{
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// Would this fence bring us in line with the GPU?
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// This is the "last resort" case, where a command buffer execution has been forced
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// after no additional data has been written to it, so we can assume that after the
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// fence has been signaled the entire buffer is now consumed.
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size_t gpu_position = iter->second;
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if (gpu_position == m_current_offset)
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if (m_current_offset == gpu_position)
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{
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// Start at the start of the buffer again.
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new_offset = 0;
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@ -295,12 +298,12 @@ bool StreamBuffer::WaitForClearSpace(size_t num_bytes)
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break;
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}
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// We can wrap around to the start, behind the GPU, if there is enough space.
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// We use > here because otherwise we'd end up lining up with the GPU, and then the
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// allocator would assume that the GPU has consumed what we just wrote.
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if (m_current_offset >= m_current_gpu_position)
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// Assuming that we wait for this fence, are we allocating in front of the GPU?
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if (m_current_offset > gpu_position)
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{
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// Wrap around to the start (behind the GPU) if there is sufficient space.
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// We can wrap around to the start, behind the GPU, if there is enough space.
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// We use > here because otherwise we'd end up lining up with the GPU, and then the
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// allocator would assume that the GPU has consumed what we just wrote.
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if (gpu_position > num_bytes)
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{
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new_offset = 0;
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@ -310,19 +313,16 @@ bool StreamBuffer::WaitForClearSpace(size_t num_bytes)
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}
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else
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{
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// We're currently allocating behind the GPU. Therefore, if this fence is behind us,
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// and it's the last fence in the list (no data has been written after it), we can
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// move back to allocating in front of the GPU.
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if (gpu_position < m_current_offset)
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// We're currently allocating behind the GPU. This would give us between the current
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// offset and the GPU position worth of space to work with. Again, > because we can't
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// align the GPU position with the buffer offset.
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size_t available_space_inbetween = m_current_offset - gpu_position;
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if (available_space_inbetween > num_bytes)
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{
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if (std::none_of(iter, m_tracked_fences.end(),
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[gpu_position](const auto& it) { return it.second > gpu_position; }))
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{
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// Wait for this fence to complete, then allocate directly after it.
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new_offset = gpu_position;
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new_gpu_position = gpu_position;
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break;
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}
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// Leave the offset as-is, but update the GPU position.
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new_offset = m_current_offset;
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new_gpu_position = gpu_position;
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break;
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}
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}
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}
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@ -145,10 +145,10 @@ void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_
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else
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src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
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// End render pass before barrier (since we have no self-dependencies)
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// End render pass before barrier (since we have no self-dependencies).
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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()->SetPendingRebind();
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->OnReadback();
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// Transition to shader resource before reading.
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@ -666,9 +666,7 @@ bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int l
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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// Block until the GPU has finished copying to the staging texture.
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g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->SetPendingRebind();
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Util::ExecuteCurrentCommandsAndRestoreState(false, true);
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// Map the staging texture so we can copy the contents out.
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if (staging_texture->Map())
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@ -121,9 +121,7 @@ void TextureEncoder::EncodeTextureToRam(VkImageView src_texture, u8* dest_ptr, u
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render_width, render_height, 0, 0);
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// Block until the GPU has finished copying to the staging texture.
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g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->SetPendingRebind();
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Util::ExecuteCurrentCommandsAndRestoreState(false, true);
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// Copy from staging texture to the final destination, adjusting pitch if necessary.
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m_download_texture->ReadTexels(0, 0, render_width, render_height, dest_ptr, memory_stride);
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@ -200,6 +200,7 @@ void ExecuteCurrentCommandsAndRestoreState(bool execute_off_thread, bool wait_fo
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StateTracker::GetInstance()->EndRenderPass();
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g_command_buffer_mgr->ExecuteCommandBuffer(execute_off_thread, wait_for_completion);
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->InvalidateConstants();
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StateTracker::GetInstance()->SetPendingRebind();
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}
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@ -130,9 +130,6 @@ void VertexManager::vFlush(bool use_dst_alpha)
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static_cast<VertexFormat*>(VertexLoaderManager::GetCurrentVertexFormat());
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u32 vertex_stride = vertex_format->GetVertexStride();
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// Commit memory to device
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PrepareDrawBuffers(vertex_stride);
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// Figure out the number of indices to draw
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u32 index_count = IndexGenerator::GetIndexLen();
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@ -169,6 +166,12 @@ void VertexManager::vFlush(bool use_dst_alpha)
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StateTracker::GetInstance()->UpdateGeometryShaderConstants();
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StateTracker::GetInstance()->UpdatePixelShaderConstants();
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// Commit memory to device.
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// NOTE: This must be done after constant upload, as a constant buffer overrun can cause
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// the current command buffer to be executed, and we want the buffer space to be associated
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// with the command buffer that has the corresponding draw.
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PrepareDrawBuffers(vertex_stride);
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// Flush all EFB pokes and invalidate the peek cache.
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FramebufferManager::GetInstance()->InvalidatePeekCache();
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FramebufferManager::GetInstance()->FlushEFBPokes();
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