Vulkan: Device map buffers written more than flushed (#4911)
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@ -56,6 +56,7 @@ namespace Ryujinx.Graphics.Vulkan
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private int _writeCount;
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private int _writeCount;
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private int _flushCount;
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private int _flushCount;
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private int _flushTemp;
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private int _flushTemp;
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private int _lastFlushWrite = -1;
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private ReaderWriterLock _flushLock;
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private ReaderWriterLock _flushLock;
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private FenceHolder _flushFence;
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private FenceHolder _flushFence;
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@ -200,14 +201,21 @@ namespace Ryujinx.Graphics.Vulkan
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{
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{
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if (_baseType == BufferAllocationType.Auto)
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if (_baseType == BufferAllocationType.Auto)
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{
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{
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if (_writeCount >= WriteCountThreshold || _setCount >= SetCountThreshold || _flushCount >= FlushCountThreshold)
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// When flushed, wait for a bit more info to make a decision.
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bool wasFlushed = _flushTemp > 0;
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int multiplier = wasFlushed ? 2 : 0;
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if (_writeCount >= (WriteCountThreshold << multiplier) || _setCount >= (SetCountThreshold << multiplier) || _flushCount >= (FlushCountThreshold << multiplier))
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{
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{
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if (_flushCount > 0 || _flushTemp-- > 0)
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if (_flushCount > 0 || _flushTemp-- > 0)
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{
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{
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// Buffers that flush should ideally be mapped in host address space for easy copies.
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// Buffers that flush should ideally be mapped in host address space for easy copies.
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// If the buffer is large it will do better on GPU memory, as there will be more writes than data flushes (typically individual pages).
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// If the buffer is large it will do better on GPU memory, as there will be more writes than data flushes (typically individual pages).
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// 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.
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// 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.
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DesiredType = Size > DeviceLocalSizeThreshold ? BufferAllocationType.DeviceLocalMapped : BufferAllocationType.HostMapped;
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bool hostMappingSensitive = _gd.Vendor == Vendor.Nvidia;
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bool deviceLocalMapped = Size > DeviceLocalSizeThreshold || (wasFlushed && _writeCount > _flushCount * 10 && hostMappingSensitive) || _currentType == BufferAllocationType.DeviceLocalMapped;
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DesiredType = deviceLocalMapped ? BufferAllocationType.DeviceLocalMapped : BufferAllocationType.HostMapped;
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// It's harder for a buffer that is flushed to revert to another type of mapping.
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// It's harder for a buffer that is flushed to revert to another type of mapping.
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if (_flushCount > 0)
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if (_flushCount > 0)
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@ -215,17 +223,18 @@ namespace Ryujinx.Graphics.Vulkan
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_flushTemp = 1000;
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_flushTemp = 1000;
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}
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}
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}
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}
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else if (_writeCount >= WriteCountThreshold)
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else if (_writeCount >= (WriteCountThreshold << multiplier))
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{
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{
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// Buffers that are written often should ideally be in the device local heap. (Storage buffers)
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// Buffers that are written often should ideally be in the device local heap. (Storage buffers)
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DesiredType = BufferAllocationType.DeviceLocal;
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DesiredType = BufferAllocationType.DeviceLocal;
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}
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}
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else if (_setCount > SetCountThreshold)
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else if (_setCount > (SetCountThreshold << multiplier))
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{
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{
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// Buffers that have their data set often should ideally be host mapped. (Constant buffers)
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// Buffers that have their data set often should ideally be host mapped. (Constant buffers)
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DesiredType = BufferAllocationType.HostMapped;
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DesiredType = BufferAllocationType.HostMapped;
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}
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}
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_lastFlushWrite = -1;
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_flushCount = 0;
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_flushCount = 0;
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_writeCount = 0;
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_writeCount = 0;
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_setCount = 0;
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_setCount = 0;
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@ -418,7 +427,12 @@ namespace Ryujinx.Graphics.Vulkan
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WaitForFlushFence();
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WaitForFlushFence();
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if (_lastFlushWrite != _writeCount)
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{
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// If it's on the same page as the last flush, ignore it.
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_lastFlushWrite = _writeCount;
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_flushCount++;
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_flushCount++;
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}
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Span<byte> result;
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Span<byte> result;
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