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a64fee29dc
* Flush in the middle of long command buffers. * Vulkan: add situational "Fast Flush" mode The AutoFlushCounter class was added to periodically flush Vulkan command buffers throughout a frame, which reduces latency to the GPU as commands are submitted and processed much sooner. This was done by allowing command buffers to flush when framebuffer attachments changed. However, some games have incredibly long render passes with a large number of draws, and really aggressive data access that forces GPU sync. The Vulkan backend could potentially end up building a single command buffer for 4-5ms if a pass has enough draws, such as in BOTW. In the scenario where sync is waited on immediately after submission, this would have to wait for the completion of a much longer command buffer than usual. The solution is to force command buffer submission periodically in a "fast flush" mode. This will end up splitting render passes, but it will only enable if sync is aggressive enough. This should improve performance in GPU limited scenarios, or in games that aggressively wait on synchronization. In some games, it may only kick in when res scaling. It won't trigger in games like SMO where sync is not an issue. Improves performance in Pokemon Scarlet/Violet (res scaled) and BOTW (in general). * Add conversions in milliseconds next to flush timers.
180 lines
5.2 KiB
C#
180 lines
5.2 KiB
C#
using Ryujinx.Common.Logging;
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using System;
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using System.Diagnostics;
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using System.Linq;
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namespace Ryujinx.Graphics.Vulkan
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{
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internal class AutoFlushCounter
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{
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// How often to flush on framebuffer change.
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private readonly static long FramebufferFlushTimer = Stopwatch.Frequency / 1000; // (1ms)
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// How often to flush on draw when fast flush mode is enabled.
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private readonly static long DrawFlushTimer = Stopwatch.Frequency / 666; // (1.5ms)
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// Average wait time that triggers fast flush mode to be entered.
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private readonly static long FastFlushEnterThreshold = Stopwatch.Frequency / 666; // (1.5ms)
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// Average wait time that triggers fast flush mode to be exited.
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private readonly static long FastFlushExitThreshold = Stopwatch.Frequency / 10000; // (0.1ms)
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// Number of frames to average waiting times over.
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private const int SyncWaitAverageCount = 20;
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private const int MinDrawCountForFlush = 10;
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private const int MinConsecutiveQueryForFlush = 10;
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private const int InitialQueryCountForFlush = 32;
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private readonly VulkanRenderer _gd;
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private long _lastFlush;
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private ulong _lastDrawCount;
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private bool _hasPendingQuery;
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private int _consecutiveQueries;
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private int _queryCount;
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private int[] _queryCountHistory = new int[3];
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private int _queryCountHistoryIndex;
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private int _remainingQueries;
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private long[] _syncWaitHistory = new long[SyncWaitAverageCount];
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private int _syncWaitHistoryIndex;
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private bool _fastFlushMode;
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public AutoFlushCounter(VulkanRenderer gd)
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{
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_gd = gd;
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}
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public void RegisterFlush(ulong drawCount)
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{
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_lastFlush = Stopwatch.GetTimestamp();
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_lastDrawCount = drawCount;
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_hasPendingQuery = false;
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_consecutiveQueries = 0;
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}
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public bool RegisterPendingQuery()
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{
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_hasPendingQuery = true;
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_consecutiveQueries++;
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_remainingQueries--;
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_queryCountHistory[_queryCountHistoryIndex]++;
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// Interrupt render passes to flush queries, so that early results arrive sooner.
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if (++_queryCount == InitialQueryCountForFlush)
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{
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return true;
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}
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return false;
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}
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public int GetRemainingQueries()
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{
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if (_remainingQueries <= 0)
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{
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_remainingQueries = 16;
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}
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if (_queryCount < InitialQueryCountForFlush)
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{
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return Math.Min(InitialQueryCountForFlush - _queryCount, _remainingQueries);
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}
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return _remainingQueries;
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}
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public bool ShouldFlushQuery()
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{
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return _hasPendingQuery;
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}
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public bool ShouldFlushDraw(ulong drawCount)
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{
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if (_fastFlushMode)
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{
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long draws = (long)(drawCount - _lastDrawCount);
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if (draws < MinDrawCountForFlush)
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{
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if (draws == 0)
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{
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_lastFlush = Stopwatch.GetTimestamp();
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}
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return false;
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}
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long flushTimeout = DrawFlushTimer;
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long now = Stopwatch.GetTimestamp();
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return now > _lastFlush + flushTimeout;
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}
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return false;
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}
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public bool ShouldFlushAttachmentChange(ulong drawCount)
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{
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_queryCount = 0;
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// Flush when there's an attachment change out of a large block of queries.
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if (_consecutiveQueries > MinConsecutiveQueryForFlush)
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{
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return true;
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}
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_consecutiveQueries = 0;
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long draws = (long)(drawCount - _lastDrawCount);
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if (draws < MinDrawCountForFlush)
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{
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if (draws == 0)
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{
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_lastFlush = Stopwatch.GetTimestamp();
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}
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return false;
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}
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long flushTimeout = FramebufferFlushTimer;
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long now = Stopwatch.GetTimestamp();
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return now > _lastFlush + flushTimeout;
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}
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public void Present()
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{
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// Query flush prediction.
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_queryCountHistoryIndex = (_queryCountHistoryIndex + 1) % 3;
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_remainingQueries = _queryCountHistory.Max() + 10;
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_queryCountHistory[_queryCountHistoryIndex] = 0;
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// Fast flush mode toggle.
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_syncWaitHistory[_syncWaitHistoryIndex] = _gd.SyncManager.GetAndResetWaitTicks();
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_syncWaitHistoryIndex = (_syncWaitHistoryIndex + 1) % SyncWaitAverageCount;
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long averageWait = (long)_syncWaitHistory.Average();
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if (_fastFlushMode ? averageWait < FastFlushExitThreshold : averageWait > FastFlushEnterThreshold)
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{
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_fastFlushMode = !_fastFlushMode;
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Logger.Debug?.PrintMsg(LogClass.Gpu, $"Switched fast flush mode: ({_fastFlushMode})");
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}
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}
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}
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}
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