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Ryujinx/Ryujinx.Graphics.GAL/Multithreading/BufferMap.cs
riperiperi ece36b274d
GAL: Send all buffer assignments at once rather than individually (#3881)
* GAL: Send all buffer assignments at once rather than individually

The `(int first, BufferRange[] ranges)` method call has very significant performance implications when the bindings are spread out, which they generally always are in Vulkan. This change makes it so that these methods are only called a maximum of one time per draw.

Significantly improves GPU thread performance in Pokemon Scarlet/Violet.

* Address Feedback

Removed SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
2022-11-24 07:50:59 +00:00

194 lines
5.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Threading;
namespace Ryujinx.Graphics.GAL.Multithreading
{
/// <summary>
/// Buffer handles given to the client are not the same as those provided by the backend,
/// as their handle is created at a later point on the queue.
/// The handle returned is a unique identifier that will map to the real buffer when it is available.
/// Note that any uses within the queue should be safe, but outside you must use MapBufferBlocking.
/// </summary>
class BufferMap
{
private ulong _bufferHandle = 0;
private Dictionary<BufferHandle, BufferHandle> _bufferMap = new Dictionary<BufferHandle, BufferHandle>();
private HashSet<BufferHandle> _inFlight = new HashSet<BufferHandle>();
private AutoResetEvent _inFlightChanged = new AutoResetEvent(false);
internal BufferHandle CreateBufferHandle()
{
ulong handle64 = Interlocked.Increment(ref _bufferHandle);
BufferHandle threadedHandle = Unsafe.As<ulong, BufferHandle>(ref handle64);
lock (_inFlight)
{
_inFlight.Add(threadedHandle);
}
return threadedHandle;
}
internal void AssignBuffer(BufferHandle threadedHandle, BufferHandle realHandle)
{
lock (_bufferMap)
{
_bufferMap[threadedHandle] = realHandle;
}
lock (_inFlight)
{
_inFlight.Remove(threadedHandle);
}
_inFlightChanged.Set();
}
internal void UnassignBuffer(BufferHandle threadedHandle)
{
lock (_bufferMap)
{
_bufferMap.Remove(threadedHandle);
}
}
internal BufferHandle MapBuffer(BufferHandle handle)
{
// Maps a threaded buffer to a backend one.
// Threaded buffers are returned on creation as the buffer
// isn't actually created until the queue runs the command.
BufferHandle result;
lock (_bufferMap)
{
if (!_bufferMap.TryGetValue(handle, out result))
{
result = BufferHandle.Null;
}
return result;
}
}
internal BufferHandle MapBufferBlocking(BufferHandle handle)
{
// Blocks until the handle is available.
BufferHandle result;
lock (_bufferMap)
{
if (_bufferMap.TryGetValue(handle, out result))
{
return result;
}
}
bool signal = false;
while (true)
{
lock (_inFlight)
{
if (!_inFlight.Contains(handle))
{
break;
}
}
_inFlightChanged.WaitOne();
signal = true;
}
if (signal)
{
// Signal other threads which might still be waiting.
_inFlightChanged.Set();
}
return MapBuffer(handle);
}
internal BufferRange MapBufferRange(BufferRange range)
{
return new BufferRange(MapBuffer(range.Handle), range.Offset, range.Size);
}
internal Span<BufferRange> MapBufferRanges(Span<BufferRange> ranges)
{
// Rewrite the buffer ranges to point to the mapped handles.
lock (_bufferMap)
{
for (int i = 0; i < ranges.Length; i++)
{
ref BufferRange range = ref ranges[i];
BufferHandle result;
if (!_bufferMap.TryGetValue(range.Handle, out result))
{
result = BufferHandle.Null;
}
range = new BufferRange(result, range.Offset, range.Size);
}
}
return ranges;
}
internal Span<BufferAssignment> MapBufferRanges(Span<BufferAssignment> ranges)
{
// Rewrite the buffer ranges to point to the mapped handles.
lock (_bufferMap)
{
for (int i = 0; i < ranges.Length; i++)
{
ref BufferAssignment assignment = ref ranges[i];
BufferRange range = assignment.Range;
BufferHandle result;
if (!_bufferMap.TryGetValue(range.Handle, out result))
{
result = BufferHandle.Null;
}
assignment = new BufferAssignment(ranges[i].Binding, new BufferRange(result, range.Offset, range.Size));
}
}
return ranges;
}
internal Span<VertexBufferDescriptor> MapBufferRanges(Span<VertexBufferDescriptor> ranges)
{
// Rewrite the buffer ranges to point to the mapped handles.
lock (_bufferMap)
{
for (int i = 0; i < ranges.Length; i++)
{
BufferRange range = ranges[i].Buffer;
BufferHandle result;
if (!_bufferMap.TryGetValue(range.Handle, out result))
{
result = BufferHandle.Null;
}
range = new BufferRange(result, range.Offset, range.Size);
ranges[i] = new VertexBufferDescriptor(range, ranges[i].Stride, ranges[i].Divisor);
}
}
return ranges;
}
}
}