diff options
author | riperiperi <rhy3756547@hotmail.com> | 2021-08-26 23:31:29 +0100 |
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committer | GitHub <noreply@github.com> | 2021-08-27 00:31:29 +0200 |
commit | ec3e848d7998038ce22c41acdbf81032bf47991f (patch) | |
tree | 3eb60fbeeae87a5df9549e205e1df1782f9c02b4 /Ryujinx.Graphics.Gpu/Memory/BufferModifiedRangeList.cs | |
parent | 501c3d5cea6b96f991453cc6f8d395d358d0d4c3 (diff) |
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation
About as fast as nvidia GL multithreading, can be improved with faster command queuing.
* Struct based command list
Speeds up a bit. Still a lot of time lost to resource copy.
* Do shader init while the render thread is active.
* Introduce circular span pool V1
Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.
* Refactor SpanRef some more
Use a struct to represent SpanRef, rather than a reference.
* Flush buffers on background thread
* Use a span for UpdateRenderScale.
Much faster than copying the array.
* Calculate command size using reflection
* WIP parallel shaders
* Some minor optimisation
* Only 2 max refs per command now.
The command with 3 refs is gone. :relieved:
* Don't cast on the GPU side
* Remove redundant casts, force sync on window present
* Fix Shader Cache
* Fix host shader save.
* Fixup to work with new renderer stuff
* Make command Run static, use array of delegates as lookup
Profile says this takes less time than the previous way.
* Bring up to date
* Add settings toggle. Fix Muiltithreading Off mode.
* Fix warning.
* Release tracking lock for flushes
* Fix Conditional Render fast path with threaded gal
* Make handle iteration safe when releasing the lock
This is mostly temporary.
* Attempt to set backend threading on driver
Only really works on nvidia before launching a game.
* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions
* Update buffer set commands
* Some cleanup
* Only use stutter workaround when using opengl renderer non-threaded
* Add host-conditional reservation of counter events
There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.
* Address Feedback
* Make counter flush tracked again.
Hopefully does not cause any issues this time.
* Wait for FlushTo on the main queue thread.
Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)
* Add SDL2 headless integration
* Add HLE macro commands.
Co-authored-by: Mary <mary@mary.zone>
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Memory/BufferModifiedRangeList.cs')
-rw-r--r-- | Ryujinx.Graphics.Gpu/Memory/BufferModifiedRangeList.cs | 35 |
1 files changed, 20 insertions, 15 deletions
diff --git a/Ryujinx.Graphics.Gpu/Memory/BufferModifiedRangeList.cs b/Ryujinx.Graphics.Gpu/Memory/BufferModifiedRangeList.cs index 594dd066..9e5c5e84 100644 --- a/Ryujinx.Graphics.Gpu/Memory/BufferModifiedRangeList.cs +++ b/Ryujinx.Graphics.Gpu/Memory/BufferModifiedRangeList.cs @@ -1,4 +1,5 @@ -using Ryujinx.Memory.Range; +using Ryujinx.Common.Pools; +using Ryujinx.Memory.Range; using System; using System.Linq; @@ -63,10 +64,6 @@ namespace Ryujinx.Graphics.Gpu.Memory private object _lock = new object(); - // The list can be accessed from both the GPU thread, and a background thread. - private BufferModifiedRange[] _foregroundOverlaps = new BufferModifiedRange[1]; - private BufferModifiedRange[] _backgroundOverlaps = new BufferModifiedRange[1]; - /// <summary> /// Creates a new instance of a modified range list. /// </summary> @@ -87,11 +84,13 @@ namespace Ryujinx.Graphics.Gpu.Memory lock (_lock) { // Slices a given region using the modified regions in the list. Calls the action for the new slices. - int count = FindOverlapsNonOverlapping(address, size, ref _foregroundOverlaps); + ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get(); + + int count = FindOverlapsNonOverlapping(address, size, ref overlaps); for (int i = 0; i < count; i++) { - BufferModifiedRange overlap = _foregroundOverlaps[i]; + BufferModifiedRange overlap = overlaps[i]; if (overlap.Address > address) { @@ -124,7 +123,9 @@ namespace Ryujinx.Graphics.Gpu.Memory lock (_lock) { // We may overlap with some existing modified regions. They must be cut into by the new entry. - int count = FindOverlapsNonOverlapping(address, size, ref _foregroundOverlaps); + ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get(); + + int count = FindOverlapsNonOverlapping(address, size, ref overlaps); ulong endAddress = address + size; ulong syncNumber = _context.SyncNumber; @@ -133,7 +134,7 @@ namespace Ryujinx.Graphics.Gpu.Memory { // The overlaps must be removed or split. - BufferModifiedRange overlap = _foregroundOverlaps[i]; + BufferModifiedRange overlap = overlaps[i]; if (overlap.Address == address && overlap.Size == size) { @@ -174,15 +175,17 @@ namespace Ryujinx.Graphics.Gpu.Memory { int count = 0; + ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get(); + // Range list must be consistent for this operation. lock (_lock) { - count = FindOverlapsNonOverlapping(address, size, ref _foregroundOverlaps); + count = FindOverlapsNonOverlapping(address, size, ref overlaps); } for (int i = 0; i < count; i++) { - BufferModifiedRange overlap = _foregroundOverlaps[i]; + BufferModifiedRange overlap = overlaps[i]; rangeAction(overlap.Address, overlap.Size); } } @@ -198,7 +201,7 @@ namespace Ryujinx.Graphics.Gpu.Memory // Range list must be consistent for this operation. lock (_lock) { - return FindOverlapsNonOverlapping(address, size, ref _foregroundOverlaps) > 0; + return FindOverlapsNonOverlapping(address, size, ref ThreadStaticArray<BufferModifiedRange>.Get()) > 0; } } @@ -221,10 +224,12 @@ namespace Ryujinx.Graphics.Gpu.Memory int rangeCount = 0; + ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get(); + // Range list must be consistent for this operation lock (_lock) { - rangeCount = FindOverlapsNonOverlapping(address, size, ref _backgroundOverlaps); + rangeCount = FindOverlapsNonOverlapping(address, size, ref overlaps); } if (rangeCount == 0) @@ -239,7 +244,7 @@ namespace Ryujinx.Graphics.Gpu.Memory for (int i = 0; i < rangeCount; i++) { - BufferModifiedRange overlap = _backgroundOverlaps[i]; + BufferModifiedRange overlap = overlaps[i]; long diff = (long)(overlap.SyncNumber - currentSync); @@ -262,7 +267,7 @@ namespace Ryujinx.Graphics.Gpu.Memory { for (int i = 0; i < rangeCount; i++) { - BufferModifiedRange overlap = _backgroundOverlaps[i]; + BufferModifiedRange overlap = overlaps[i]; long diff = (long)(overlap.SyncNumber - currentSync); |