suyu/src/video_core/renderer_vulkan/vk_command_pool.cpp
ReinUsesLisp aae399c1a8 vk_command_pool: Reduce the command pool size from 4096 to 4
This allows drivers to reuse memory more easily and preallocate less.
The optimal number has been measured booting Pokémon Sword.
2021-02-23 19:08:24 -03:00

46 lines
1.6 KiB
C++

// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cstddef>
#include "video_core/renderer_vulkan/vk_command_pool.h"
#include "video_core/vulkan_common/vulkan_device.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
namespace Vulkan {
constexpr size_t COMMAND_BUFFER_POOL_SIZE = 4;
struct CommandPool::Pool {
vk::CommandPool handle;
vk::CommandBuffers cmdbufs;
};
CommandPool::CommandPool(MasterSemaphore& master_semaphore_, const Device& device_)
: ResourcePool(master_semaphore_, COMMAND_BUFFER_POOL_SIZE), device{device_} {}
CommandPool::~CommandPool() = default;
void CommandPool::Allocate(size_t begin, size_t end) {
// Command buffers are going to be commited, recorded, executed every single usage cycle.
// They are also going to be reseted when commited.
Pool& pool = pools.emplace_back();
pool.handle = device.GetLogical().CreateCommandPool({
.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO,
.pNext = nullptr,
.flags =
VK_COMMAND_POOL_CREATE_TRANSIENT_BIT | VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT,
.queueFamilyIndex = device.GetGraphicsFamily(),
});
pool.cmdbufs = pool.handle.Allocate(COMMAND_BUFFER_POOL_SIZE);
}
VkCommandBuffer CommandPool::Commit() {
const size_t index = CommitResource();
const auto pool_index = index / COMMAND_BUFFER_POOL_SIZE;
const auto sub_index = index % COMMAND_BUFFER_POOL_SIZE;
return pools[pool_index].cmdbufs[sub_index];
}
} // namespace Vulkan