VideoBackends:Vulkan: Only synchronize with submission thread when necessary
We only need to synchronize with the submission thread when submitting on the GPU thread or when waiting for a command buffer.
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2e6d8d6575
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e8fa867f14
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@ -15,7 +15,7 @@
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namespace Vulkan
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{
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CommandBufferManager::CommandBufferManager(bool use_threaded_submission)
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: m_submit_semaphore(1, 1), m_use_threaded_submission(use_threaded_submission)
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: m_use_threaded_submission(use_threaded_submission)
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{
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}
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@ -24,6 +24,7 @@ CommandBufferManager::~CommandBufferManager()
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// If the worker thread is enabled, stop and block until it exits.
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if (m_use_threaded_submission)
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{
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WaitForWorkerThreadIdle();
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m_submit_loop->Stop();
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m_submit_thread.join();
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}
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@ -194,6 +195,8 @@ bool CommandBufferManager::CreateSubmitThread()
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if (m_pending_submits.empty())
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{
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m_submit_loop->AllowSleep();
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m_submit_worker_idle = true;
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m_submit_worker_condvar.notify_all();
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return;
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}
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@ -203,6 +206,15 @@ bool CommandBufferManager::CreateSubmitThread()
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SubmitCommandBuffer(submit.command_buffer_index, submit.present_swap_chain,
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submit.present_image_index);
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{
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std::lock_guard<std::mutex> guard(m_pending_submit_lock);
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if (m_pending_submits.empty())
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{
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m_submit_worker_idle = true;
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m_submit_worker_condvar.notify_all();
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}
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}
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});
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});
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@ -211,9 +223,11 @@ bool CommandBufferManager::CreateSubmitThread()
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void CommandBufferManager::WaitForWorkerThreadIdle()
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{
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// Drain the semaphore, then allow another request in the future.
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m_submit_semaphore.Wait();
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m_submit_semaphore.Post();
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if (!m_use_threaded_submission)
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return;
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std::unique_lock lock{m_pending_submit_lock};
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m_submit_worker_condvar.wait(lock, [&] { return m_submit_worker_idle; });
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}
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void CommandBufferManager::WaitForFenceCounter(u64 fence_counter)
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@ -286,17 +300,13 @@ void CommandBufferManager::SubmitCommandBuffer(bool submit_on_worker_thread,
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}
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}
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// Grab the semaphore before submitting command buffer either on-thread or off-thread.
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// This prevents a race from occurring where a second command buffer is executed
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// before the worker thread has woken and executed the first one yet.
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m_submit_semaphore.Wait();
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// Submitting off-thread?
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if (m_use_threaded_submission && submit_on_worker_thread && !wait_for_completion)
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{
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// Push to the pending submit queue.
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{
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std::lock_guard<std::mutex> guard(m_pending_submit_lock);
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m_submit_worker_idle = false;
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m_pending_submits.push_back({present_swap_chain, present_image_index, m_current_frame});
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}
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@ -305,6 +315,8 @@ void CommandBufferManager::SubmitCommandBuffer(bool submit_on_worker_thread,
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}
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else
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{
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WaitForWorkerThreadIdle();
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// Pass through to normal submission path.
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SubmitCommandBuffer(m_current_frame, present_swap_chain, present_image_index);
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if (wait_for_completion)
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@ -394,9 +406,6 @@ void CommandBufferManager::SubmitCommandBuffer(u32 command_buffer_index,
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#endif
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}
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}
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// Command buffer has been queued, so permit the next one.
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m_submit_semaphore.Post();
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}
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void CommandBufferManager::BeginCommandBuffer()
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@ -123,8 +123,6 @@ private:
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u32 m_current_frame = 0;
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// Threaded command buffer execution
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// Semaphore determines when a command buffer can be queued
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Common::Semaphore m_submit_semaphore;
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std::thread m_submit_thread;
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std::unique_ptr<Common::BlockingLoop> m_submit_loop;
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struct PendingCommandBufferSubmit
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@ -136,6 +134,8 @@ private:
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VkSemaphore m_present_semaphore = VK_NULL_HANDLE;
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std::deque<PendingCommandBufferSubmit> m_pending_submits;
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std::mutex m_pending_submit_lock;
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std::condition_variable m_submit_worker_condvar;
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bool m_submit_worker_idle = true;
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Common::Flag m_last_present_failed;
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VkResult m_last_present_result = VK_SUCCESS;
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bool m_use_threaded_submission = false;
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