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https://github.com/skyline-emu/skyline.git
synced 2024-11-04 23:55:08 +01:00
Implement access-driven Buffer synchronization
Similar to constant redundant synchronization for textures, there is a lot of redundant synchronization of buffers. Albeit, buffer synchronization is far cheaper than texture synchronization it still has associated costs which have now been reduced by only synchronizing on access.
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7532eaf050
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@ -45,20 +45,39 @@ namespace skyline::gpu {
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alignedMirror = gpu.state.process->memory.CreateMirrors(alignedMappings);
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mirror = alignedMirror.subspan(static_cast<size_t>(frontMapping.data() - alignedData), totalSize);
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}
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trapHandle = gpu.state.nce->TrapRegions(mappings, true, [this] {
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std::lock_guard lock(*this);
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SynchronizeGuest(true); // We can skip trapping since the caller will do it
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WaitOnFence();
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}, [this] {
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std::lock_guard lock(*this);
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SynchronizeGuest(true);
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dirtyState = DirtyState::CpuDirty; // We need to assume the buffer is dirty since we don't know what the guest is writing
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WaitOnFence();
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});
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}
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Buffer::Buffer(GPU &gpu, GuestBuffer guest) : gpu(gpu), size(guest.BufferSize()), backing(gpu.memory.AllocateBuffer(size)), guest(std::move(guest)) {
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SetupGuestMappings();
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SynchronizeHost();
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}
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Buffer::~Buffer() {
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std::lock_guard lock(*this);
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if (trapHandle)
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gpu.state.nce->DeleteTrap(*trapHandle);
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SynchronizeGuest(true);
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if (alignedMirror.valid())
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munmap(alignedMirror.data(), alignedMirror.size());
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}
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void Buffer::MarkGpuDirty() {
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if (dirtyState == DirtyState::GpuDirty)
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return;
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gpu.state.nce->RetrapRegions(*trapHandle, false);
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dirtyState = DirtyState::GpuDirty;
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}
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void Buffer::WaitOnFence() {
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TRACE_EVENT("gpu", "Buffer::WaitOnFence");
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@ -69,44 +88,58 @@ namespace skyline::gpu {
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}
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}
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void Buffer::SynchronizeHost() {
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void Buffer::SynchronizeHost(bool rwTrap) {
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if (dirtyState != DirtyState::CpuDirty)
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return; // If the buffer has not been modified on the CPU, there is no need to synchronize it
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WaitOnFence();
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TRACE_EVENT("gpu", "Buffer::SynchronizeHost");
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auto host{backing.data()};
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for (auto &mapping : guest.mappings) {
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auto mappingSize{mapping.size_bytes()};
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std::memcpy(host, mapping.data(), mappingSize);
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host += mappingSize;
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std::memcpy(backing.data(), mirror.data(), mirror.size());
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if (rwTrap) {
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gpu.state.nce->RetrapRegions(*trapHandle, false);
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dirtyState = DirtyState::GpuDirty;
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} else {
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gpu.state.nce->RetrapRegions(*trapHandle, true);
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dirtyState = DirtyState::Clean;
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}
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}
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void Buffer::SynchronizeHostWithCycle(const std::shared_ptr<FenceCycle> &pCycle) {
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void Buffer::SynchronizeHostWithCycle(const std::shared_ptr<FenceCycle> &pCycle, bool rwTrap) {
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if (dirtyState != DirtyState::CpuDirty)
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return;
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if (pCycle != cycle.lock())
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WaitOnFence();
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TRACE_EVENT("gpu", "Buffer::SynchronizeHostWithCycle");
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auto host{backing.data()};
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for (auto &mapping : guest.mappings) {
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auto mappingSize{mapping.size_bytes()};
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std::memcpy(host, mapping.data(), mappingSize);
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host += mappingSize;
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std::memcpy(backing.data(), mirror.data(), mirror.size());
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if (rwTrap) {
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gpu.state.nce->RetrapRegions(*trapHandle, false);
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dirtyState = DirtyState::GpuDirty;
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} else {
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gpu.state.nce->RetrapRegions(*trapHandle, true);
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dirtyState = DirtyState::Clean;
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}
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}
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void Buffer::SynchronizeGuest() {
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void Buffer::SynchronizeGuest(bool skipTrap) {
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if (dirtyState != DirtyState::GpuDirty)
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return; // If the buffer has not been used on the GPU, there is no need to synchronize it
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WaitOnFence();
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TRACE_EVENT("gpu", "Buffer::SynchronizeGuest");
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auto host{backing.data()};
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for (auto &mapping : guest.mappings) {
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auto mappingSize{mapping.size_bytes()};
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std::memcpy(mapping.data(), host, mappingSize);
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host += mappingSize;
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}
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std::memcpy(mirror.data(), backing.data(), mirror.size());
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if (!skipTrap)
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gpu.state.nce->RetrapRegions(*trapHandle, true);
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dirtyState = DirtyState::Clean;
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}
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/**
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@ -132,7 +165,10 @@ namespace skyline::gpu {
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}
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void Buffer::Write(span<u8> data, vk::DeviceSize offset) {
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std::memcpy(mirror.data() + offset, data.data(), data.size());
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if (dirtyState == DirtyState::CpuDirty || dirtyState == DirtyState::Clean)
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std::memcpy(mirror.data() + offset, data.data(), data.size());
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if (dirtyState == DirtyState::GpuDirty || dirtyState == DirtyState::Clean)
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std::memcpy(backing.data() + offset, data.data(), data.size());
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}
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std::shared_ptr<BufferView> Buffer::GetView(vk::DeviceSize offset, vk::DeviceSize range, vk::Format format) {
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@ -3,6 +3,7 @@
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#pragma once
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#include <nce.h>
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#include "memory_manager.h"
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namespace skyline::gpu {
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@ -36,6 +37,13 @@ namespace skyline::gpu {
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span<u8> mirror{}; //!< A contiguous mirror of all the guest mappings to allow linear access on the CPU
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span<u8> alignedMirror{}; //!< The mirror mapping aligned to page size to reflect the full mapping
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std::optional<nce::NCE::TrapHandle> trapHandle{}; //!< The handle of the traps for the guest mappings
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enum class DirtyState {
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Clean, //!< The CPU mappings are in sync with the GPU buffer
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CpuDirty, //!< The CPU mappings have been modified but the GPU buffer is not up to date
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GpuDirty, //!< The GPU buffer has been modified but the CPU mappings have not been updated
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} dirtyState{DirtyState::CpuDirty}; //!< The state of the CPU mappings with respect to the GPU buffer
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std::vector<std::weak_ptr<BufferView>> views; //!< BufferView(s) that are backed by this Buffer, used for repointing to a new Buffer on deletion
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friend BufferView;
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@ -81,6 +89,13 @@ namespace skyline::gpu {
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return mutex.try_lock();
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}
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/**
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* @brief Marks the buffer as dirty on the GPU, it will be synced on the next call to SynchronizeGuest
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* @note This **must** be called after syncing the buffer to the GPU not before
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* @note The buffer **must** be locked prior to calling this
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*/
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void MarkGpuDirty();
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/**
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* @brief Waits on a fence cycle if it exists till it's signalled and resets it after
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* @note The buffer **must** be locked prior to calling this
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@ -89,22 +104,25 @@ namespace skyline::gpu {
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/**
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* @brief Synchronizes the host buffer with the guest
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* @param rwTrap If true, the guest buffer will be read/write trapped rather than only being write trapped which is more efficient than calling MarkGpuDirty directly after
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* @note The buffer **must** be locked prior to calling this
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*/
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void SynchronizeHost();
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void SynchronizeHost(bool rwTrap = false);
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/**
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* @brief Synchronizes the host buffer with the guest
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* @param cycle A FenceCycle that is checked against the held one to skip waiting on it when equal
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* @param rwTrap If true, the guest buffer will be read/write trapped rather than only being write trapped which is more efficient than calling MarkGpuDirty directly after
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* @note The buffer **must** be locked prior to calling this
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*/
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void SynchronizeHostWithCycle(const std::shared_ptr<FenceCycle> &cycle);
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void SynchronizeHostWithCycle(const std::shared_ptr<FenceCycle> &cycle, bool rwTrap = false);
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/**
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* @brief Synchronizes the guest buffer with the host buffer
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* @param skipTrap If true, setting up a CPU trap will be skipped and the dirty state will be Clean/CpuDirty
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* @note The buffer **must** be locked prior to calling this
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*/
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void SynchronizeGuest();
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void SynchronizeGuest(bool skipTrap = false);
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/**
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* @brief Synchronizes the guest buffer with the host buffer when the FenceCycle is signalled
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@ -134,7 +134,7 @@ namespace skyline::gpu::interconnect {
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texture->SynchronizeHostWithBuffer(commandBuffer, cycle, true);
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for (auto buffer : syncBuffers)
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buffer->SynchronizeHostWithCycle(cycle);
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buffer->SynchronizeHostWithCycle(cycle, true);
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vk::RenderPass lRenderPass;
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u32 subpassIndex;
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@ -162,9 +162,6 @@ namespace skyline::gpu::interconnect {
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#undef NODE
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}
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for (auto buffer : syncBuffers)
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buffer->SynchronizeGuestWithCycle(cycle);
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commandBuffer.end();
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gpu.scheduler.SubmitCommandBuffer(commandBuffer, activeCommandBuffer.GetFence());
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