suyu/src/video_core/renderer_vulkan/vk_descriptor_pool.cpp
ReinUsesLisp 2f3c3dfc10 vulkan: Rework descriptor allocation algorithm
Create multiple descriptor pools on demand. There are some degrees of
freedom what is considered a compatible pool to avoid wasting large
pools on small descriptors.
2021-07-22 21:51:29 -04:00

163 lines
6.4 KiB
C++

// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <mutex>
#include <span>
#include <vector>
#include "common/common_types.h"
#include "video_core/renderer_vulkan/vk_descriptor_pool.h"
#include "video_core/renderer_vulkan/vk_resource_pool.h"
#include "video_core/renderer_vulkan/vk_scheduler.h"
#include "video_core/vulkan_common/vulkan_device.h"
#include "video_core/vulkan_common/vulkan_wrapper.h"
namespace Vulkan {
// Prefer small grow rates to avoid saturating the descriptor pool with barely used pipelines
constexpr size_t SETS_GROW_RATE = 16;
constexpr s32 SCORE_THRESHOLD = 3;
constexpr u32 SETS_PER_POOL = 64;
struct DescriptorBank {
DescriptorBankInfo info;
std::vector<vk::DescriptorPool> pools;
};
bool DescriptorBankInfo::IsSuperset(const DescriptorBankInfo& subset) const noexcept {
return uniform_buffers >= subset.uniform_buffers && storage_buffers >= subset.storage_buffers &&
texture_buffers >= subset.texture_buffers && image_buffers >= subset.image_buffers &&
textures >= subset.textures && images >= subset.image_buffers;
}
template <typename Descriptors>
static u32 Accumulate(const Descriptors& descriptors) {
u32 count = 0;
for (const auto& descriptor : descriptors) {
count += descriptor.count;
}
return count;
}
static DescriptorBankInfo MakeBankInfo(std::span<const Shader::Info> infos) {
DescriptorBankInfo bank;
for (const Shader::Info& info : infos) {
bank.uniform_buffers += Accumulate(info.constant_buffer_descriptors);
bank.storage_buffers += Accumulate(info.storage_buffers_descriptors);
bank.texture_buffers += Accumulate(info.texture_buffer_descriptors);
bank.image_buffers += Accumulate(info.image_buffer_descriptors);
bank.textures += Accumulate(info.texture_descriptors);
bank.images += Accumulate(info.image_descriptors);
}
bank.score = bank.uniform_buffers + bank.storage_buffers + bank.texture_buffers +
bank.image_buffers + bank.textures + bank.images;
return bank;
}
static void AllocatePool(const Device& device, DescriptorBank& bank) {
std::array<VkDescriptorPoolSize, 6> pool_sizes;
size_t pool_cursor{};
const auto add = [&](VkDescriptorType type, u32 count) {
if (count > 0) {
pool_sizes[pool_cursor++] = {
.type = type,
.descriptorCount = count * SETS_PER_POOL,
};
}
};
const auto& info{bank.info};
add(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, info.uniform_buffers);
add(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, info.storage_buffers);
add(VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, info.texture_buffers);
add(VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, info.image_buffers);
add(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, info.textures);
add(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, info.images);
bank.pools.push_back(device.GetLogical().CreateDescriptorPool({
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
.pNext = nullptr,
.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
.maxSets = SETS_PER_POOL,
.poolSizeCount = static_cast<u32>(pool_cursor),
.pPoolSizes = std::data(pool_sizes),
}));
}
DescriptorAllocator::DescriptorAllocator(const Device& device_, MasterSemaphore& master_semaphore_,
DescriptorBank& bank_, VkDescriptorSetLayout layout_)
: ResourcePool(master_semaphore_, SETS_GROW_RATE), device{&device_}, bank{&bank_},
layout{layout_} {}
VkDescriptorSet DescriptorAllocator::Commit() {
const size_t index = CommitResource();
return sets[index / SETS_GROW_RATE][index % SETS_GROW_RATE];
}
void DescriptorAllocator::Allocate(size_t begin, size_t end) {
sets.push_back(AllocateDescriptors(end - begin));
}
vk::DescriptorSets DescriptorAllocator::AllocateDescriptors(size_t count) {
const std::vector<VkDescriptorSetLayout> layouts(count, layout);
VkDescriptorSetAllocateInfo allocate_info{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
.pNext = nullptr,
.descriptorPool = *bank->pools.back(),
.descriptorSetCount = static_cast<u32>(count),
.pSetLayouts = layouts.data(),
};
vk::DescriptorSets new_sets = bank->pools.back().Allocate(allocate_info);
if (!new_sets.IsOutOfPoolMemory()) {
return new_sets;
}
// Our current pool is out of memory. Allocate a new one and retry
AllocatePool(*device, *bank);
allocate_info.descriptorPool = *bank->pools.back();
new_sets = bank->pools.back().Allocate(allocate_info);
if (!new_sets.IsOutOfPoolMemory()) {
return new_sets;
}
// After allocating a new pool, we are out of memory again. We can't handle this from here.
throw vk::Exception(VK_ERROR_OUT_OF_POOL_MEMORY);
}
DescriptorPool::DescriptorPool(const Device& device_, VKScheduler& scheduler)
: device{device_}, master_semaphore{scheduler.GetMasterSemaphore()} {}
DescriptorPool::~DescriptorPool() = default;
DescriptorAllocator DescriptorPool::Allocator(VkDescriptorSetLayout layout,
std::span<const Shader::Info> infos) {
return Allocator(layout, MakeBankInfo(infos));
}
DescriptorAllocator DescriptorPool::Allocator(VkDescriptorSetLayout layout,
const Shader::Info& info) {
return Allocator(layout, MakeBankInfo(std::array{info}));
}
DescriptorAllocator DescriptorPool::Allocator(VkDescriptorSetLayout layout,
const DescriptorBankInfo& info) {
return DescriptorAllocator(device, master_semaphore, Bank(info), layout);
}
DescriptorBank& DescriptorPool::Bank(const DescriptorBankInfo& reqs) {
std::shared_lock read_lock{banks_mutex};
const auto it = std::ranges::find_if(bank_infos, [&reqs](const DescriptorBankInfo& bank) {
return std::abs(bank.score - reqs.score) < SCORE_THRESHOLD && bank.IsSuperset(reqs);
});
if (it != bank_infos.end()) {
return *banks[std::distance(bank_infos.begin(), it)].get();
}
read_lock.unlock();
std::unique_lock write_lock{banks_mutex};
bank_infos.push_back(reqs);
auto& bank = *banks.emplace_back(std::make_unique<DescriptorBank>());
bank.info = reqs;
AllocatePool(device, bank);
return bank;
}
} // namespace Vulkan