[VK]Improve query reset before use so that now queries are reset outside render pass and are batched #264
5 changed files with 46 additions and 7 deletions
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@ -27,7 +27,7 @@
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#include "video_core/query_cache/query_cache_base.h"
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#include "video_core/query_cache/query_stream.h"
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#include "video_core/query_cache/types.h"
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namespace Vulkan { class Scheduler; }
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namespace VideoCommon {
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using Maxwell = Tegra::Engines::Maxwell3D;
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@ -222,6 +222,12 @@ void QueryCacheBase<Traits>::CounterReset(QueryType counter_type) {
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streamer->ResetCounter();
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}
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// Called at frame start to batch vkCmdResetQueryPool outside render passes.
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template <typename Traits>
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void QueryCacheBase<Traits>::FramePrologueResets(Vulkan::Scheduler& scheduler) {
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impl->runtime.FramePrologueResets(scheduler);
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}
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template <typename Traits>
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void QueryCacheBase<Traits>::BindToChannel(s32 id) {
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VideoCommon::ChannelSetupCaches<VideoCommon::ChannelInfo>::BindToChannel(id);
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@ -1,3 +1,6 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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@ -21,7 +24,9 @@
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namespace VideoCore {
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class RasterizerInterface;
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}
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namespace Vulkan {
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class Scheduler;
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}
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namespace Tegra {
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class GPU;
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}
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@ -53,7 +58,7 @@ public:
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RuntimeType& runtime_);
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~QueryCacheBase();
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void FramePrologueResets(Vulkan::Scheduler& scheduler);
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void InvalidateRegion(VAddr addr, std::size_t size) {
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IterateCache<true>(addr, size,
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[this](QueryLocation location) { InvalidateQuery(location); });
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@ -156,7 +156,7 @@ public:
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ReserveHostQuery();
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// Ensure outside render pass
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/* Ensure outside render pass
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scheduler.RequestOutsideRenderPassOperationContext();
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// Reset query pool outside render pass
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@ -167,7 +167,7 @@ public:
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// Manually restart the render pass (required for vkCmdClearAttachments, etc.)
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scheduler.RequestRenderpass(texture_cache.GetFramebuffer());
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*/
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// Begin query inside the newly started render pass
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scheduler.Record([query_pool = current_query_pool,
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query_index = current_bank_slot](vk::CommandBuffer cmdbuf) {
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@ -402,6 +402,13 @@ public:
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}
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}
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VkQueryPool GetOrCreateCurrentPoolForPrologue() {
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if (!current_bank || current_bank->IsClosed()) {
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ReserveBank();
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}
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return current_query_pool;
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}
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private:
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template <typename Func>
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void ApplyBankOp(VideoCommon::HostQueryBase* query, Func&& func) {
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@ -1305,6 +1312,19 @@ void QueryCacheRuntime::ResumeHostConditionalRendering() {
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impl->is_hcr_running = true;
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}
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void QueryCacheRuntime::FramePrologueResets(Scheduler& scheduler) {
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// Reset the occlusion queries we plan to use this frame in one go.
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// Ensure this is recorded OUTSIDE any render pass.
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const VkQueryPool pool = impl->sample_streamer.GetOrCreateCurrentPoolForPrologue();
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scheduler.RequestOutsideRenderPassOperationContext();
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scheduler.Record([pool](vk::CommandBuffer cmdbuf) {
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// Reset the whole bank so subsequent BeginQuery calls don't need per-slot resets.
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cmdbuf.ResetQueryPool(pool,
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/*first*/ 0,
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/*count*/ SamplesQueryBank::BANK_SIZE);
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});
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}
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void QueryCacheRuntime::HostConditionalRenderingCompareValueImpl(VideoCommon::LookupData object,
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bool is_equal) {
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{
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@ -1,3 +1,6 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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@ -20,7 +23,7 @@ namespace Vulkan {
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class Device;
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class Scheduler;
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class StagingBufferPool;
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class Scheduler;
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struct QueryCacheRuntimeImpl;
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class QueryCacheRuntime {
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@ -33,7 +36,7 @@ public:
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ComputePassDescriptorQueue& compute_pass_descriptor_queue,
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DescriptorPool& descriptor_pool, TextureCache& texture_cache_);
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~QueryCacheRuntime();
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void FramePrologueResets(Scheduler& scheduler);
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template <typename SyncValuesType>
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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
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void Scheduler::AllocateNewContext() {
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// Enable counters once again. These are disabled when a command buffer is finished.
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// Record per frame query resets outside any render pass, before the first draw.
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if (query_cache) {
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query_cache->FramePrologueResets(*this);
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}
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}
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void Scheduler::InvalidateState() {
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