suyu/src/video_core/renderer_vulkan/vk_fence_manager.h
ReinUsesLisp 82c2601555 video_core: Reimplement the buffer cache
Reimplement the buffer cache using cached bindings and page level
granularity for modification tracking. This also drops the usage of
shared pointers and virtual functions from the cache.

- Bindings are cached, allowing to skip work when the game changes few
  bits between draws.
- OpenGL Assembly shaders no longer copy when a region has been modified
  from the GPU to emulate constant buffers, instead GL_EXT_memory_object
  is used to alias sub-buffers within the same allocation.
- OpenGL Assembly shaders stream constant buffer data using
  glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In
  theory this should save one hash table resolve inside the driver
  compared to glBufferSubData.
- A new OpenGL stream buffer is implemented based on fences for drivers
  that are not Nvidia's proprietary, due to their low performance on
  partial glBufferSubData calls synchronized with 3D rendering (that
  some games use a lot).
- Most optimizations are shared between APIs now, allowing Vulkan to
  cache more bindings than before, skipping unnecesarry work.

This commit adds the necessary infrastructure to use Vulkan object from
OpenGL. Overall, it improves performance and fixes some bugs present on
the old cache. There are still some edge cases hit by some games that
harm performance on some vendors, this are planned to be fixed in later
commits.
2021-02-13 02:17:22 -03:00

67 lines
1.8 KiB
C++

// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "video_core/fence_manager.h"
#include "video_core/renderer_vulkan/vk_buffer_cache.h"
#include "video_core/renderer_vulkan/vk_texture_cache.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
namespace Core {
class System;
}
namespace VideoCore {
class RasterizerInterface;
}
namespace Vulkan {
class Device;
class VKQueryCache;
class VKScheduler;
class InnerFence : public VideoCommon::FenceBase {
public:
explicit InnerFence(VKScheduler& scheduler_, u32 payload_, bool is_stubbed_);
explicit InnerFence(VKScheduler& scheduler_, GPUVAddr address_, u32 payload_, bool is_stubbed_);
~InnerFence();
void Queue();
bool IsSignaled() const;
void Wait();
private:
VKScheduler& scheduler;
u64 wait_tick = 0;
};
using Fence = std::shared_ptr<InnerFence>;
using GenericFenceManager =
VideoCommon::FenceManager<Fence, TextureCache, BufferCache, VKQueryCache>;
class VKFenceManager final : public GenericFenceManager {
public:
explicit VKFenceManager(VideoCore::RasterizerInterface& rasterizer, Tegra::GPU& gpu,
TextureCache& texture_cache, BufferCache& buffer_cache,
VKQueryCache& query_cache, const Device& device,
VKScheduler& scheduler);
protected:
Fence CreateFence(u32 value, bool is_stubbed) override;
Fence CreateFence(GPUVAddr addr, u32 value, bool is_stubbed) override;
void QueueFence(Fence& fence) override;
bool IsFenceSignaled(Fence& fence) const override;
void WaitFence(Fence& fence) override;
private:
VKScheduler& scheduler;
};
} // namespace Vulkan