diff --git a/src/Ryujinx.Graphics.Vulkan/BufferHolder.cs b/src/Ryujinx.Graphics.Vulkan/BufferHolder.cs index 9a23280d..6e10fad0 100644 --- a/src/Ryujinx.Graphics.Vulkan/BufferHolder.cs +++ b/src/Ryujinx.Graphics.Vulkan/BufferHolder.cs @@ -56,6 +56,7 @@ namespace Ryujinx.Graphics.Vulkan private int _writeCount; private int _flushCount; private int _flushTemp; + private int _lastFlushWrite = -1; private ReaderWriterLock _flushLock; private FenceHolder _flushFence; @@ -200,14 +201,21 @@ namespace Ryujinx.Graphics.Vulkan { if (_baseType == BufferAllocationType.Auto) { - if (_writeCount >= WriteCountThreshold || _setCount >= SetCountThreshold || _flushCount >= FlushCountThreshold) + // When flushed, wait for a bit more info to make a decision. + bool wasFlushed = _flushTemp > 0; + int multiplier = wasFlushed ? 2 : 0; + if (_writeCount >= (WriteCountThreshold << multiplier) || _setCount >= (SetCountThreshold << multiplier) || _flushCount >= (FlushCountThreshold << multiplier)) { if (_flushCount > 0 || _flushTemp-- > 0) { // Buffers that flush should ideally be mapped in host address space for easy copies. // If the buffer is large it will do better on GPU memory, as there will be more writes than data flushes (typically individual pages). // If it is small, then it's likely most of the buffer will be flushed so we want it on host memory, as access is cached. - DesiredType = Size > DeviceLocalSizeThreshold ? BufferAllocationType.DeviceLocalMapped : BufferAllocationType.HostMapped; + + bool hostMappingSensitive = _gd.Vendor == Vendor.Nvidia; + bool deviceLocalMapped = Size > DeviceLocalSizeThreshold || (wasFlushed && _writeCount > _flushCount * 10 && hostMappingSensitive) || _currentType == BufferAllocationType.DeviceLocalMapped; + + DesiredType = deviceLocalMapped ? BufferAllocationType.DeviceLocalMapped : BufferAllocationType.HostMapped; // It's harder for a buffer that is flushed to revert to another type of mapping. if (_flushCount > 0) @@ -215,17 +223,18 @@ namespace Ryujinx.Graphics.Vulkan _flushTemp = 1000; } } - else if (_writeCount >= WriteCountThreshold) + else if (_writeCount >= (WriteCountThreshold << multiplier)) { // Buffers that are written often should ideally be in the device local heap. (Storage buffers) DesiredType = BufferAllocationType.DeviceLocal; } - else if (_setCount > SetCountThreshold) + else if (_setCount > (SetCountThreshold << multiplier)) { // Buffers that have their data set often should ideally be host mapped. (Constant buffers) DesiredType = BufferAllocationType.HostMapped; } + _lastFlushWrite = -1; _flushCount = 0; _writeCount = 0; _setCount = 0; @@ -418,7 +427,12 @@ namespace Ryujinx.Graphics.Vulkan WaitForFlushFence(); - _flushCount++; + if (_lastFlushWrite != _writeCount) + { + // If it's on the same page as the last flush, ignore it. + _lastFlushWrite = _writeCount; + _flushCount++; + } Span result;