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Fix preload cbs optimization (for real) (#34)
* Mostly fix preload cbs. There seems to be some random flickering... * fix index buffer usage range * fix missing preflush submit before present
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parent
e3468d35b6
commit
ea30e543e6
2 changed files with 21 additions and 9 deletions
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@ -191,14 +191,14 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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if (cbs != null &&
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if (cbs != null &&
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_pipeline.RenderPassActive &&
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cbs.Value.Encoders.CurrentEncoderType == EncoderType.Render &&
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!(_buffer.HasCommandBufferDependency(cbs.Value) &&
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!(_buffer.HasCommandBufferDependency(cbs.Value) &&
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_waitable.IsBufferRangeInUse(cbs.Value.CommandBufferIndex, offset, dataSize)))
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_waitable.IsBufferRangeInUse(cbs.Value.CommandBufferIndex, offset, dataSize)))
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{
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{
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// If the buffer hasn't been used on the command buffer yet, try to preload the data.
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// If the buffer hasn't been used on the command buffer yet, try to preload the data.
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// This avoids ending and beginning render passes on each buffer data upload.
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// This avoids ending and beginning render passes on each buffer data upload.
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cbs = _pipeline.PreloadCbs;
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cbs = _pipeline.GetPreloadCommandBuffer();
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}
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}
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if (allowCbsWait)
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if (allowCbsWait)
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@ -36,7 +36,6 @@ namespace Ryujinx.Graphics.Metal
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internal CommandBufferScoped Cbs { get; private set; }
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internal CommandBufferScoped Cbs { get; private set; }
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internal CommandBufferEncoder Encoders => Cbs.Encoders;
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internal CommandBufferEncoder Encoders => Cbs.Encoders;
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internal EncoderType CurrentEncoderType => Encoders.CurrentEncoderType;
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internal EncoderType CurrentEncoderType => Encoders.CurrentEncoderType;
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internal bool RenderPassActive { get; private set; }
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public Pipeline(MTLDevice device, MetalRenderer renderer)
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public Pipeline(MTLDevice device, MetalRenderer renderer)
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{
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{
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@ -137,7 +136,7 @@ namespace Ryujinx.Graphics.Metal
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Cbs.CommandBuffer.PresentDrawable(drawable);
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Cbs.CommandBuffer.PresentDrawable(drawable);
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CommandBuffer = (Cbs = _renderer.CommandBufferPool.ReturnAndRent(Cbs)).CommandBuffer;
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FlushCommandsImpl();
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// TODO: Auto flush counting
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// TODO: Auto flush counting
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_renderer.SyncManager.GetAndResetWaitTicks();
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_renderer.SyncManager.GetAndResetWaitTicks();
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@ -146,6 +145,13 @@ namespace Ryujinx.Graphics.Metal
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dst.Dispose();
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dst.Dispose();
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}
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}
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public CommandBufferScoped GetPreloadCommandBuffer()
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{
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PreloadCbs ??= _renderer.CommandBufferPool.Rent();
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return PreloadCbs.Value;
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}
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public void FlushCommandsIfWeightExceeding(IAuto disposedResource, ulong byteWeight)
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public void FlushCommandsIfWeightExceeding(IAuto disposedResource, ulong byteWeight)
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{
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{
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bool usedByCurrentCb = disposedResource.HasCommandBufferDependency(Cbs);
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bool usedByCurrentCb = disposedResource.HasCommandBufferDependency(Cbs);
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@ -383,12 +389,16 @@ namespace Ryujinx.Graphics.Metal
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var indexBuffer = _encoderStateManager.IndexBuffer;
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var indexBuffer = _encoderStateManager.IndexBuffer;
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ulong offset = _encoderStateManager.IndexBufferOffset;
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MTLIndexType type = _encoderStateManager.IndexType;
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int indexSize = type == MTLIndexType.UInt32 ? sizeof(int) : sizeof(short);
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renderCommandEncoder.DrawIndexedPrimitives(
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renderCommandEncoder.DrawIndexedPrimitives(
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primitiveType,
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primitiveType,
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(ulong)indexCount,
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(ulong)indexCount,
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_encoderStateManager.IndexType,
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type,
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indexBuffer.Get(Cbs, 0, indexCount * sizeof(int)).Value,
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indexBuffer.Get(Cbs, (int)offset, indexCount * indexSize).Value,
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_encoderStateManager.IndexBufferOffset,
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offset,
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(ulong)instanceCount,
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(ulong)instanceCount,
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firstVertex,
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firstVertex,
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(ulong)firstInstance);
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(ulong)firstInstance);
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@ -533,11 +543,13 @@ namespace Ryujinx.Graphics.Metal
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public void SetPrimitiveRestart(bool enable, int index)
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public void SetPrimitiveRestart(bool enable, int index)
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{
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{
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// TODO: Supported for LineStrip and TriangleStrip
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// Always active for LineStrip and TriangleStrip
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// https://github.com/gpuweb/gpuweb/issues/1220#issuecomment-732483263
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// https://github.com/gpuweb/gpuweb/issues/1220#issuecomment-732483263
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// https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1515520-drawindexedprimitives
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// https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1515520-drawindexedprimitives
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// https://stackoverflow.com/questions/70813665/how-to-render-multiple-trianglestrips-using-metal
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// https://stackoverflow.com/questions/70813665/how-to-render-multiple-trianglestrips-using-metal
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Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
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// Emulating disabling this is very difficult. It's unlikely for an index buffer to use the largest possible index,
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// so it's fine nearly all of the time.
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}
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}
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public void SetPrimitiveTopology(PrimitiveTopology topology)
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public void SetPrimitiveTopology(PrimitiveTopology topology)
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