Implement Counter Queue and Partial Host Conditional Rendering (#1167)
* Implementation of query queue and host conditional rendering * Resolve some comments. * Use overloads instead of passing object. * Wake the consumer threads when incrementing syncpoints. Also, do a busy loop when awaiting the counter for a blocking flush, rather than potentially sleeping the thread. * Ensure there's a command between begin and end query.
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17 changed files with 724 additions and 136 deletions
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@ -1,26 +1,34 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.State;
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namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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enum ConditionalRenderEnabled
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{
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False,
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True,
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Host
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}
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/// <summary>
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/// Checks if draws and clears should be performed, according
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/// to currently set conditional rendering conditions.
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/// </summary>
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/// <param name="state">GPU state</param>
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/// <returns>True if rendering is enabled, false otherwise</returns>
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private bool GetRenderEnable(GpuState state)
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private ConditionalRenderEnabled GetRenderEnable(GpuState state)
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{
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ConditionState condState = state.Get<ConditionState>(MethodOffset.ConditionState);
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switch (condState.Condition)
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{
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case Condition.Always:
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return true;
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return ConditionalRenderEnabled.True;
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case Condition.Never:
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return false;
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return ConditionalRenderEnabled.False;
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case Condition.ResultNonZero:
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return CounterNonZero(condState.Address.Pack());
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case Condition.Equal:
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@ -31,22 +39,32 @@ namespace Ryujinx.Graphics.Gpu.Engine
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Logger.PrintWarning(LogClass.Gpu, $"Invalid conditional render condition \"{condState.Condition}\".");
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return true;
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return ConditionalRenderEnabled.True;
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}
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/// <summary>
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/// Checks if the counter value at a given GPU memory address is non-zero.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address of the counter value</param>
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/// <returns>True if the value is not zero, false otherwise</returns>
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private bool CounterNonZero(ulong gpuVa)
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/// <returns>True if the value is not zero, false otherwise. Returns host if handling with host conditional rendering</returns>
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private ConditionalRenderEnabled CounterNonZero(ulong gpuVa)
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{
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if (!FindAndFlush(gpuVa))
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ICounterEvent evt = _counterCache.FindEvent(gpuVa);
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if (evt == null)
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{
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return false;
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return ConditionalRenderEnabled.False;
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}
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return _context.MemoryAccessor.ReadUInt64(gpuVa) != 0;
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if (_context.Renderer.Pipeline.TryHostConditionalRendering(evt, 0L, false))
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{
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return ConditionalRenderEnabled.Host;
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}
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else
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{
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evt.Flush();
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return (_context.MemoryAccessor.ReadUInt64(gpuVa) != 0) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
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}
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}
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/// <summary>
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@ -54,29 +72,57 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// </summary>
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/// <param name="gpuVa">GPU virtual address</param>
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/// <param name="isEqual">True to check if the values are equal, false to check if they are not equal</param>
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/// <returns>True if the condition is met, false otherwise</returns>
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private bool CounterCompare(ulong gpuVa, bool isEqual)
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/// <returns>True if the condition is met, false otherwise. Returns host if handling with host conditional rendering</returns>
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private ConditionalRenderEnabled CounterCompare(ulong gpuVa, bool isEqual)
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{
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if (!FindAndFlush(gpuVa) && !FindAndFlush(gpuVa + 16))
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ICounterEvent evt = FindEvent(gpuVa);
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ICounterEvent evt2 = FindEvent(gpuVa + 16);
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if (evt == null && evt2 == null)
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{
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return false;
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return ConditionalRenderEnabled.False;
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}
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ulong x = _context.MemoryAccessor.ReadUInt64(gpuVa);
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ulong y = _context.MemoryAccessor.ReadUInt64(gpuVa + 16);
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bool useHost;
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return isEqual ? x == y : x != y;
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if (evt != null && evt2 == null)
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{
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useHost = _context.Renderer.Pipeline.TryHostConditionalRendering(evt, _context.MemoryAccessor.ReadUInt64(gpuVa + 16), isEqual);
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}
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else if (evt == null && evt2 != null)
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{
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useHost = _context.Renderer.Pipeline.TryHostConditionalRendering(evt2, _context.MemoryAccessor.ReadUInt64(gpuVa), isEqual);
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}
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else
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{
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useHost = _context.Renderer.Pipeline.TryHostConditionalRendering(evt, evt2, isEqual);
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}
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if (useHost)
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{
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return ConditionalRenderEnabled.Host;
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}
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else
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{
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evt?.Flush();
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evt2?.Flush();
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ulong x = _context.MemoryAccessor.ReadUInt64(gpuVa);
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ulong y = _context.MemoryAccessor.ReadUInt64(gpuVa + 16);
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return (isEqual ? x == y : x != y) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
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}
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}
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/// <summary>
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/// Tries to find a counter that is supposed to be written at the specified address,
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/// flushing if necessary.
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/// returning the related event.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the counter is supposed to be written</param>
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/// <returns>True if a counter value is found at the specified address, false otherwise</returns>
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private bool FindAndFlush(ulong gpuVa)
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/// <returns>The counter event, or null if not present</returns>
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private ICounterEvent FindEvent(ulong gpuVa)
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{
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return _counterCache.Contains(gpuVa);
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return _counterCache.FindEvent(gpuVa);
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}
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}
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}
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