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https://github.com/skyline-emu/skyline.git
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Address CR comments
Note: CR comments regarding `ShaderSet` and `PipelineStages` will be addressed at a later date with a common class for associative enum arrays.
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@ -6,7 +6,7 @@
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#include "descriptor_allocator.h"
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namespace skyline::gpu {
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DescriptorAllocator::DescriptorPool::DescriptorPool(const vk::raii::Device &device, const vk::DescriptorPoolCreateInfo &createInfo) : vk::raii::DescriptorPool(device, createInfo), setCount(createInfo.maxSets) {}
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DescriptorAllocator::DescriptorPool::DescriptorPool(const vk::raii::Device &device, const vk::DescriptorPoolCreateInfo &createInfo) : vk::raii::DescriptorPool(device, createInfo), freeSetCount(createInfo.maxSets) {}
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void DescriptorAllocator::AllocateDescriptorPool() {
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namespace maxwell3d = soc::gm20b::engine::maxwell3d::type; // We use Maxwell3D as reference for base descriptor counts
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@ -31,13 +31,13 @@ namespace skyline::gpu {
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}
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DescriptorAllocator::ActiveDescriptorSet::ActiveDescriptorSet(std::shared_ptr<DescriptorPool> pPool, vk::DescriptorSet set) : pool(std::move(pPool)), DescriptorSet(set) {
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pool->setCount--;
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pool->freeSetCount--;
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}
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DescriptorAllocator::ActiveDescriptorSet::~ActiveDescriptorSet() {
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std::scoped_lock lock(*pool);
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pool->getDevice().freeDescriptorSets(**pool, 1, this, *pool->getDispatcher());
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pool->setCount++;
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pool->freeSetCount++;
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}
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DescriptorAllocator::DescriptorAllocator(GPU &gpu) : gpu(gpu) {
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@ -61,9 +61,9 @@ namespace skyline::gpu {
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if (result == vk::Result::eSuccess) {
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return ActiveDescriptorSet(pool, set);
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} else if (result == vk::Result::eErrorOutOfPoolMemory) {
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if (pool->setCount == 0)
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if (pool->freeSetCount == 0)
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// The amount of maximum descriptor sets is insufficient
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descriptorSetCount += BaseDescriptorSetCount;
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descriptorSetCount += DescriptorSetCountIncrement;
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else
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// The amount of maximum descriptors is insufficient
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descriptorMultiplier++;
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@ -14,15 +14,15 @@ namespace skyline::gpu {
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GPU &gpu;
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std::mutex mutex; //!< Synchronizes the creation and replacement of the pool object
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static constexpr u32 BaseDescriptorSetCount{64}; //!< An arbitrary amount of descriptor sets that we allocate in multiples of
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u32 descriptorSetCount{BaseDescriptorSetCount}; //!< The maximum amount of descriptor sets in the pool
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static constexpr u32 DescriptorSetCountIncrement{64}; //!< The amount of descriptor sets that we allocate in increments of
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u32 descriptorSetCount{DescriptorSetCountIncrement}; //!< The maximum amount of descriptor sets in the pool
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u32 descriptorMultiplier{1}; //!< A multiplier for the maximum amount of descriptors in the pool
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/**
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* @brief A lockable VkDescriptorPool for maintaining external synchronization requirements
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*/
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struct DescriptorPool : public std::mutex, public vk::raii::DescriptorPool {
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u64 setCount{}; //!< The amount of sets free to allocate from this pool
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u64 freeSetCount{}; //!< The amount of sets free to allocate from this pool
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DescriptorPool(vk::raii::Device const &device, vk::DescriptorPoolCreateInfo const &createInfo);
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};
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@ -30,14 +30,14 @@ namespace skyline::gpu {
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std::shared_ptr<DescriptorPool> pool; //!< The current pool used by any allocations in the class, replaced when an error is ran into
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/**
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* @brief (Re-)Allocates the descriptor pool with the current multiplier applied to the base counts
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* @brief (Re-)Allocates the descriptor pool with the current multiplier applied to the descriptor counts and the current descriptor set count
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* @note `DescriptorAllocator::mutex` **must** be locked prior to calling this
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*/
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void AllocateDescriptorPool();
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public:
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/**
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* @brief A RAII-bound descriptor set that automatically frees of resources into the pool on destruction while respecting external synchronization requirements
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* @brief A RAII-bound descriptor set that automatically frees resources into the pool on destruction while respecting external synchronization requirements
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*/
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struct ActiveDescriptorSet : public vk::DescriptorSet {
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private:
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@ -56,7 +56,7 @@ namespace skyline::gpu {
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DescriptorAllocator(GPU &gpu);
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/**
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* @note It is UB to allocate a set with a descriptor type that isn't in the pool
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* @note It is UB to allocate a set with a descriptor type that isn't in the pool as defined in AllocateDescriptorPool
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*/
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ActiveDescriptorSet AllocateSet(vk::DescriptorSetLayout layout);
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};
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@ -592,8 +592,8 @@ namespace skyline::gpu::interconnect {
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}
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};
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struct Shaders : public std::array<Shader, maxwell3d::ShaderStageCount> {
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Shaders() : array({
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struct ShaderSet : public std::array<Shader, maxwell3d::ShaderStageCount> {
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ShaderSet() : array({
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Shader{ShaderCompiler::Stage::VertexA},
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Shader{ShaderCompiler::Stage::VertexB},
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Shader{ShaderCompiler::Stage::TessellationControl},
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@ -646,7 +646,7 @@ namespace skyline::gpu::interconnect {
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};
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IOVA shaderBaseIova{}; //!< The base IOVA that shaders are located at an offset from
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Shaders shaders;
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ShaderSet shaders;
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PipelineStages pipelineStages;
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std::array<vk::PipelineShaderStageCreateInfo, maxwell3d::PipelineStageCount> shaderStagesInfo{}; //!< Storage backing for the pipeline shader stage information for all shaders aside from 'VertexA' which uses the same stage as 'VertexB'
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@ -688,7 +688,7 @@ namespace skyline::gpu::interconnect {
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auto setStageRecompile{[this](maxwell3d::PipelineStage stage) {
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pipelineStages[stage].needsRecompile = true;
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}};
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((void) setStageRecompile(stages), ...);
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(setStageRecompile(stages), ...);
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}
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}
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@ -704,24 +704,26 @@ namespace skyline::gpu::interconnect {
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if (shader.invalidated) {
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// If a shader is invalidated, we need to reparse the program (given that it has changed)
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bool shouldParseShader{true};
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bool shouldParseShader{[&]() {
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if (!shader.data.empty() && shader.shouldCheckSame) {
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// A fast path to check if the shader is the same as before to avoid reparsing the shader
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auto newIovaRanges{channelCtx.asCtx->gmmu.TranslateRange(shaderBaseIova + shader.offset, shader.data.size())};
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auto originalShader{shader.data.data()};
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shouldParseShader = false;
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for (auto &range : newIovaRanges) {
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if (range.data() && std::memcmp(range.data(), originalShader, range.size()) == 0) {
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originalShader += range.size();
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} else {
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shouldParseShader = true;
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break;
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return true;
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}
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}
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shader.shouldCheckSame = true;
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return false;
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} else {
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shader.shouldCheckSame = true; // We want to reset the value and check for it being same the next time
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return true;
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}
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}()};
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if (shouldParseShader) {
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// A pass to check if the shader has a BRA infloop opcode ending (On most commercial games)
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@ -117,11 +117,11 @@ namespace skyline::gpu {
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}
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[[nodiscard]] u32 SharedMemorySize() const final {
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return 0; // Shared memory size is only relevant for compute shaders
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return 0; // Only relevant for compute shaders
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}
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[[nodiscard]] std::array<u32, 3> WorkgroupSize() const final {
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return {0, 0, 0}; // Workgroup size is only relevant for compute shaders
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return {0, 0, 0}; // Only relevant for compute shaders
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}
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};
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@ -156,11 +156,11 @@ namespace skyline::gpu {
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}
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[[nodiscard]] u32 SharedMemorySize() const final {
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return 0;
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return 0; // Only relevant for compute shaders
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}
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[[nodiscard]] std::array<u32, 3> WorkgroupSize() const final {
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return {0, 0, 0};
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return {0, 0, 0}; // Only relevant for compute shaders
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}
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};
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