[VK]Improve query reset before use so that now queries are reset outside render pass and are batched #264

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wildcard wants to merge 3 commits from smartqueryreset into master
5 changed files with 46 additions and 7 deletions

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@ -27,7 +27,7 @@
#include "video_core/query_cache/query_cache_base.h"
#include "video_core/query_cache/query_stream.h"
#include "video_core/query_cache/types.h"
namespace Vulkan { class Scheduler; }
namespace VideoCommon {
using Maxwell = Tegra::Engines::Maxwell3D;
@ -222,6 +222,12 @@ void QueryCacheBase<Traits>::CounterReset(QueryType counter_type) {
streamer->ResetCounter();
}
// Called at frame start to batch vkCmdResetQueryPool outside render passes.
template <typename Traits>
void QueryCacheBase<Traits>::FramePrologueResets(Vulkan::Scheduler& scheduler) {
impl->runtime.FramePrologueResets(scheduler);
}
template <typename Traits>
void QueryCacheBase<Traits>::BindToChannel(s32 id) {
VideoCommon::ChannelSetupCaches<VideoCommon::ChannelInfo>::BindToChannel(id);

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@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
@ -21,7 +24,9 @@
namespace VideoCore {
class RasterizerInterface;
}
namespace Vulkan {
class Scheduler;
}
namespace Tegra {
class GPU;
}
@ -53,7 +58,7 @@ public:
RuntimeType& runtime_);
~QueryCacheBase();
void FramePrologueResets(Vulkan::Scheduler& scheduler);
void InvalidateRegion(VAddr addr, std::size_t size) {
IterateCache<true>(addr, size,
[this](QueryLocation location) { InvalidateQuery(location); });

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@ -156,7 +156,7 @@ public:
ReserveHostQuery();
// Ensure outside render pass
/* Ensure outside render pass
scheduler.RequestOutsideRenderPassOperationContext();
// Reset query pool outside render pass
@ -167,7 +167,7 @@ public:
// Manually restart the render pass (required for vkCmdClearAttachments, etc.)
scheduler.RequestRenderpass(texture_cache.GetFramebuffer());
*/
// Begin query inside the newly started render pass
scheduler.Record([query_pool = current_query_pool,
query_index = current_bank_slot](vk::CommandBuffer cmdbuf) {
@ -402,6 +402,13 @@ public:
}
}
VkQueryPool GetOrCreateCurrentPoolForPrologue() {
if (!current_bank || current_bank->IsClosed()) {
ReserveBank();
}
return current_query_pool;
}
private:
template <typename Func>
void ApplyBankOp(VideoCommon::HostQueryBase* query, Func&& func) {
@ -1305,6 +1312,19 @@ void QueryCacheRuntime::ResumeHostConditionalRendering() {
impl->is_hcr_running = true;
}
void QueryCacheRuntime::FramePrologueResets(Scheduler& scheduler) {
// Reset the occlusion queries we plan to use this frame in one go.
// Ensure this is recorded OUTSIDE any render pass.
const VkQueryPool pool = impl->sample_streamer.GetOrCreateCurrentPoolForPrologue();
scheduler.RequestOutsideRenderPassOperationContext();
scheduler.Record([pool](vk::CommandBuffer cmdbuf) {
// Reset the whole bank so subsequent BeginQuery calls don't need per-slot resets.
cmdbuf.ResetQueryPool(pool,
/*first*/ 0,
/*count*/ SamplesQueryBank::BANK_SIZE);
});
}
void QueryCacheRuntime::HostConditionalRenderingCompareValueImpl(VideoCommon::LookupData object,
bool is_equal) {
{

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@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
@ -20,7 +23,7 @@ namespace Vulkan {
class Device;
class Scheduler;
class StagingBufferPool;
class Scheduler;
struct QueryCacheRuntimeImpl;
class QueryCacheRuntime {
@ -33,7 +36,7 @@ public:
ComputePassDescriptorQueue& compute_pass_descriptor_queue,
DescriptorPool& descriptor_pool, TextureCache& texture_cache_);
~QueryCacheRuntime();
void FramePrologueResets(Scheduler& scheduler);
template <typename SyncValuesType>
void SyncValues(std::span<SyncValuesType> values, VkBuffer base_src_buffer = nullptr);

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@ -257,6 +257,11 @@ u64 Scheduler::SubmitExecution(VkSemaphore signal_semaphore, VkSemaphore wait_se
void Scheduler::AllocateNewContext() {
// Enable counters once again. These are disabled when a command buffer is finished.
// Record per frame query resets outside any render pass, before the first draw.
if (query_cache) {
query_cache->FramePrologueResets(*this);
}
}
void Scheduler::InvalidateState() {