[Vulkan] Hash and track vertex descriptor sets (similar to texture cache)
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@ -543,9 +543,46 @@ std::pair<VkBuffer, VkDeviceSize> BufferCache::UploadVertexBuffer(
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return {transient_buffer_->gpu_buffer(), offset + source_offset};
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}
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void BufferCache::HashVertexBindings(
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XXH64_state_t* hash_state,
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const std::vector<Shader::VertexBinding>& vertex_bindings) {
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auto& regs = *register_file_;
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for (const auto& vertex_binding : vertex_bindings) {
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int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 +
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(vertex_binding.fetch_constant / 3) * 6;
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const auto group = reinterpret_cast<xe_gpu_fetch_group_t*>(®s.values[r]);
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const xe_gpu_vertex_fetch_t* fetch = nullptr;
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switch (vertex_binding.fetch_constant % 3) {
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case 0:
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fetch = &group->vertex_fetch_0;
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break;
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case 1:
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fetch = &group->vertex_fetch_1;
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break;
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case 2:
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fetch = &group->vertex_fetch_2;
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break;
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}
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XXH64_update(hash_state, fetch, sizeof(fetch));
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}
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}
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VkDescriptorSet BufferCache::PrepareVertexSet(
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VkCommandBuffer command_buffer, VkFence fence,
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std::vector<Shader::VertexBinding> vertex_bindings) {
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const std::vector<Shader::VertexBinding>& vertex_bindings) {
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// (quickly) Generate a hash.
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XXH64_state_t hash_state;
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XXH64_reset(&hash_state, 0);
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// (quickly) Generate a hash.
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HashVertexBindings(&hash_state, vertex_bindings);
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uint64_t hash = XXH64_digest(&hash_state);
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for (auto it = vertex_sets_.find(hash); it != vertex_sets_.end(); ++it) {
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// TODO(DrChat): We need to compare the bindings and ensure they're equal.
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return it->second;
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}
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if (!vertex_descriptor_pool_->has_open_batch()) {
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vertex_descriptor_pool_->BeginBatch(fence);
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}
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@ -621,6 +658,7 @@ VkDescriptorSet BufferCache::PrepareVertexSet(
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}
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vkUpdateDescriptorSets(*device_, 1, &descriptor_write, 0, nullptr);
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vertex_sets_[hash] = set;
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return set;
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}
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@ -718,6 +756,10 @@ void BufferCache::ClearCache() { transient_cache_.clear(); }
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void BufferCache::Scavenge() {
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transient_cache_.clear();
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transient_buffer_->Scavenge();
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// TODO(DrChat): These could persist across frames, we just need a smart way
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// to delete unused ones.
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vertex_sets_.clear();
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if (vertex_descriptor_pool_->has_open_batch()) {
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vertex_descriptor_pool_->EndBatch();
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}
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@ -20,8 +20,10 @@
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#include "xenia/ui/vulkan/vulkan_device.h"
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#include "third_party/vulkan/vk_mem_alloc.h"
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#include "third_party/xxhash/xxhash.h"
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#include <map>
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#include <unordered_map>
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namespace xe {
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namespace gpu {
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@ -89,7 +91,7 @@ class BufferCache {
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// Prepares and returns a vertex descriptor set.
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VkDescriptorSet PrepareVertexSet(
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VkCommandBuffer setup_buffer, VkFence fence,
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std::vector<Shader::VertexBinding> vertex_bindings);
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const std::vector<Shader::VertexBinding>& vertex_bindings);
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// Flushes all pending data to the GPU.
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// Until this is called the GPU is not guaranteed to see any data.
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@ -124,6 +126,10 @@ class BufferCache {
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VkResult CreateConstantDescriptorSet();
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void FreeConstantDescriptorSet();
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void HashVertexBindings(
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XXH64_state_t* hash_state,
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const std::vector<Shader::VertexBinding>& vertex_bindings);
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// Allocates a block of memory in the transient buffer.
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// When memory is not available fences are checked and space is reclaimed.
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// Returns VK_WHOLE_SIZE if requested amount of memory is not available.
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@ -155,6 +161,9 @@ class BufferCache {
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std::unique_ptr<ui::vulkan::DescriptorPool> vertex_descriptor_pool_ = nullptr;
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VkDescriptorSetLayout vertex_descriptor_set_layout_ = nullptr;
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// Current frame vertex sets.
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std::unordered_map<uint64_t, VkDescriptorSet> vertex_sets_;
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// Descriptor set used to hold vertex/pixel shader float constants
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VkDescriptorPool constant_descriptor_pool_ = nullptr;
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VkDescriptorSetLayout constant_descriptor_set_layout_ = nullptr;
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