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https://github.com/skyline-emu/skyline.git
synced 2024-11-22 21:19:17 +01:00
Implement batch constant buffer updates
Avoids spamming the driver with hundreds of cbuf updates per frame by batching all consecutive updates into one.
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parent
02f99273ac
commit
32fe01e145
@ -698,7 +698,7 @@ namespace skyline::gpu::interconnect {
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return constantBufferSelector;
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}
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void ConstantBufferUpdate(u32 data, u32 offset) {
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void ConstantBufferUpdate(std::vector<u32> data, u32 offset) {
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auto constantBuffer{GetConstantBufferSelector().value()};
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auto& constantBufferView{constantBuffer.view};
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{
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@ -708,9 +708,9 @@ namespace skyline::gpu::interconnect {
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constantBufferView.Write(span<u32>(data).cast<u8>(), offset);
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}
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executor.AddOutsideRpCommand([constantBufferView, data, offset](vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &) {
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executor.AddOutsideRpCommand([constantBufferView, data = std::move(data), offset](vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &) {
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std::scoped_lock lock{constantBufferView};
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commandBuffer.updateBuffer<u32>(constantBufferView->buffer->GetBacking(), constantBufferView->view->offset + offset, vk::ArrayProxy(1, &data));
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commandBuffer.updateBuffer<u32>(constantBufferView->buffer->GetBacking(), constantBufferView->view->offset + offset, vk::ArrayProxy(static_cast<u32>(data.size()), data.data()));
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});
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}
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@ -41,6 +41,27 @@ namespace skyline::soc::gm20b::engine::maxwell3d {
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bool redundant{registers.raw[method] == argument};
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registers.raw[method] = argument;
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if (batchConstantBufferUpdate.Active()) {
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switch (method) {
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// Add to the batch constant buffer update buffer
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// Return early here so that any code below can rely on the fact that any cbuf updates will always be the first of a batch
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#define CBUF_UPDATE_CALLBACKS(z, index, data_) \
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ENGINE_STRUCT_ARRAY_CASE(constantBufferUpdate, data, index, { \
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batchConstantBufferUpdate.buffer.push_back(data); \
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registers.constantBufferUpdate->offset += 4; \
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return; \
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})
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BOOST_PP_REPEAT(16, CBUF_UPDATE_CALLBACKS, 0)
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#undef CBUF_UPDATE_CALLBACKS
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default:
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// When a method other than constant buffer update is called submit our submit the previously built-up update as a batch
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context.ConstantBufferUpdate(std::move(batchConstantBufferUpdate.buffer), batchConstantBufferUpdate.startOffset);
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batchConstantBufferUpdate.Reset();
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break; // Continue on here to handle the actual method
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}
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}
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if (!redundant) {
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switch (method) {
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ENGINE_STRUCT_CASE(mme, shadowRamControl, {
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@ -651,9 +672,11 @@ namespace skyline::soc::gm20b::engine::maxwell3d {
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registers.raw[0xD00] = 1;
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})
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// Begin a batch constant buffer update, this case will never be reached if a batch update is currently active
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#define CBUF_UPDATE_CALLBACKS(z, index, data_) \
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ENGINE_STRUCT_ARRAY_CASE(constantBufferUpdate, data, index, { \
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context.ConstantBufferUpdate(data, registers.constantBufferUpdate->offset); \
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batchConstantBufferUpdate.startOffset = registers.constantBufferUpdate->offset; \
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batchConstantBufferUpdate.buffer.push_back(data); \
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registers.constantBufferUpdate->offset += 4; \
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})
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@ -22,6 +22,20 @@ namespace skyline::soc::gm20b::engine::maxwell3d {
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gpu::interconnect::GraphicsContext context;
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Inline2MemoryBackend i2m;
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struct BatchConstantBufferUpdateState {
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std::vector<u32> buffer;
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u32 startOffset{std::numeric_limits<u32>::max()};
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bool Active() {
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return startOffset != std::numeric_limits<u32>::max();
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}
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void Reset() {
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buffer.clear();
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startOffset = std::numeric_limits<u32>::max();
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}
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} batchConstantBufferUpdate; //!< Holds state for updating constant buffer data in a batch rather than word by word
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/**
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* @brief Calls the appropriate function corresponding to a certain method with the supplied argument
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*/
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