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https://github.com/GreemDev/Ryujinx
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Vulkan: add situational "Fast Flush" mode (#4667)
* Flush in the middle of long command buffers. * Vulkan: add situational "Fast Flush" mode The AutoFlushCounter class was added to periodically flush Vulkan command buffers throughout a frame, which reduces latency to the GPU as commands are submitted and processed much sooner. This was done by allowing command buffers to flush when framebuffer attachments changed. However, some games have incredibly long render passes with a large number of draws, and really aggressive data access that forces GPU sync. The Vulkan backend could potentially end up building a single command buffer for 4-5ms if a pass has enough draws, such as in BOTW. In the scenario where sync is waited on immediately after submission, this would have to wait for the completion of a much longer command buffer than usual. The solution is to force command buffer submission periodically in a "fast flush" mode. This will end up splitting render passes, but it will only enable if sync is aggressive enough. This should improve performance in GPU limited scenarios, or in games that aggressively wait on synchronization. In some games, it may only kick in when res scaling. It won't trigger in games like SMO where sync is not an issue. Improves performance in Pokemon Scarlet/Violet (res scaled) and BOTW (in general). * Add conversions in milliseconds next to flush timers.
This commit is contained in:
parent
9ef94c8292
commit
a64fee29dc
4 changed files with 96 additions and 10 deletions
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@ -1,4 +1,5 @@
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using System;
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using Ryujinx.Common.Logging;
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using System;
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using System.Diagnostics;
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using System.Diagnostics;
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using System.Linq;
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using System.Linq;
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@ -7,12 +8,26 @@ namespace Ryujinx.Graphics.Vulkan
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internal class AutoFlushCounter
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internal class AutoFlushCounter
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{
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{
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// How often to flush on framebuffer change.
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// How often to flush on framebuffer change.
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private readonly static long FramebufferFlushTimer = Stopwatch.Frequency / 1000;
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private readonly static long FramebufferFlushTimer = Stopwatch.Frequency / 1000; // (1ms)
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// How often to flush on draw when fast flush mode is enabled.
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private readonly static long DrawFlushTimer = Stopwatch.Frequency / 666; // (1.5ms)
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// Average wait time that triggers fast flush mode to be entered.
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private readonly static long FastFlushEnterThreshold = Stopwatch.Frequency / 666; // (1.5ms)
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// Average wait time that triggers fast flush mode to be exited.
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private readonly static long FastFlushExitThreshold = Stopwatch.Frequency / 10000; // (0.1ms)
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// Number of frames to average waiting times over.
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private const int SyncWaitAverageCount = 20;
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private const int MinDrawCountForFlush = 10;
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private const int MinDrawCountForFlush = 10;
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private const int MinConsecutiveQueryForFlush = 10;
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private const int MinConsecutiveQueryForFlush = 10;
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private const int InitialQueryCountForFlush = 32;
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private const int InitialQueryCountForFlush = 32;
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private readonly VulkanRenderer _gd;
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private long _lastFlush;
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private long _lastFlush;
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private ulong _lastDrawCount;
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private ulong _lastDrawCount;
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private bool _hasPendingQuery;
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private bool _hasPendingQuery;
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@ -23,6 +38,16 @@ namespace Ryujinx.Graphics.Vulkan
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private int _queryCountHistoryIndex;
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private int _queryCountHistoryIndex;
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private int _remainingQueries;
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private int _remainingQueries;
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private long[] _syncWaitHistory = new long[SyncWaitAverageCount];
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private int _syncWaitHistoryIndex;
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private bool _fastFlushMode;
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public AutoFlushCounter(VulkanRenderer gd)
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{
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_gd = gd;
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}
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public void RegisterFlush(ulong drawCount)
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public void RegisterFlush(ulong drawCount)
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{
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{
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_lastFlush = Stopwatch.GetTimestamp();
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_lastFlush = Stopwatch.GetTimestamp();
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@ -69,6 +94,32 @@ namespace Ryujinx.Graphics.Vulkan
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return _hasPendingQuery;
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return _hasPendingQuery;
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}
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}
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public bool ShouldFlushDraw(ulong drawCount)
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{
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if (_fastFlushMode)
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{
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long draws = (long)(drawCount - _lastDrawCount);
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if (draws < MinDrawCountForFlush)
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{
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if (draws == 0)
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{
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_lastFlush = Stopwatch.GetTimestamp();
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}
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return false;
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}
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long flushTimeout = DrawFlushTimer;
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long now = Stopwatch.GetTimestamp();
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return now > _lastFlush + flushTimeout;
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}
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return false;
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}
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public bool ShouldFlushAttachmentChange(ulong drawCount)
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public bool ShouldFlushAttachmentChange(ulong drawCount)
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{
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{
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_queryCount = 0;
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_queryCount = 0;
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@ -102,11 +153,27 @@ namespace Ryujinx.Graphics.Vulkan
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public void Present()
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public void Present()
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{
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{
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// Query flush prediction.
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_queryCountHistoryIndex = (_queryCountHistoryIndex + 1) % 3;
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_queryCountHistoryIndex = (_queryCountHistoryIndex + 1) % 3;
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_remainingQueries = _queryCountHistory.Max() + 10;
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_remainingQueries = _queryCountHistory.Max() + 10;
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_queryCountHistory[_queryCountHistoryIndex] = 0;
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_queryCountHistory[_queryCountHistoryIndex] = 0;
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// Fast flush mode toggle.
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_syncWaitHistory[_syncWaitHistoryIndex] = _gd.SyncManager.GetAndResetWaitTicks();
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_syncWaitHistoryIndex = (_syncWaitHistoryIndex + 1) % SyncWaitAverageCount;
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long averageWait = (long)_syncWaitHistory.Average();
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if (_fastFlushMode ? averageWait < FastFlushExitThreshold : averageWait > FastFlushEnterThreshold)
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{
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_fastFlushMode = !_fastFlushMode;
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Logger.Debug?.PrintMsg(LogClass.Gpu, $"Switched fast flush mode: ({_fastFlushMode})");
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}
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}
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}
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}
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}
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}
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}
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@ -86,7 +86,7 @@ namespace Ryujinx.Graphics.Vulkan
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Gd = gd;
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Gd = gd;
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Device = device;
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Device = device;
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AutoFlush = new AutoFlushCounter();
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AutoFlush = new AutoFlushCounter(gd);
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var pipelineCacheCreateInfo = new PipelineCacheCreateInfo()
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var pipelineCacheCreateInfo = new PipelineCacheCreateInfo()
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{
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{
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@ -1562,6 +1562,11 @@ namespace Ryujinx.Graphics.Vulkan
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private void RecreatePipelineIfNeeded(PipelineBindPoint pbp)
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private void RecreatePipelineIfNeeded(PipelineBindPoint pbp)
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{
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{
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if (AutoFlush.ShouldFlushDraw(DrawCount))
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{
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Gd.FlushAllCommands();
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}
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DynamicState.ReplayIfDirty(Gd.Api, CommandBuffer);
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DynamicState.ReplayIfDirty(Gd.Api, CommandBuffer);
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// Commit changes to the support buffer before drawing.
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// Commit changes to the support buffer before drawing.
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@ -1,6 +1,7 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Common.Logging;
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using Silk.NET.Vulkan;
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using Silk.NET.Vulkan;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Linq;
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namespace Ryujinx.Graphics.Vulkan
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namespace Ryujinx.Graphics.Vulkan
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@ -26,6 +27,7 @@ namespace Ryujinx.Graphics.Vulkan
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private readonly Device _device;
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private readonly Device _device;
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private List<SyncHandle> _handles;
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private List<SyncHandle> _handles;
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private ulong FlushId;
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private ulong FlushId;
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private long WaitTicks;
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public SyncManager(VulkanRenderer gd, Device device)
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public SyncManager(VulkanRenderer gd, Device device)
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{
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{
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@ -130,6 +132,8 @@ namespace Ryujinx.Graphics.Vulkan
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return;
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return;
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}
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}
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long beforeTicks = Stopwatch.GetTimestamp();
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if (result.NeedsFlush(FlushId))
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if (result.NeedsFlush(FlushId))
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{
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{
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_gd.InterruptAction(() =>
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_gd.InterruptAction(() =>
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@ -142,12 +146,14 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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bool signaled = result.Signalled || result.Waitable.WaitForFences(_gd.Api, _device, 1000000000);
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bool signaled = result.Signalled || result.Waitable.WaitForFences(_gd.Api, _device, 1000000000);
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if (!signaled)
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if (!signaled)
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{
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, $"VK Sync Object {result.ID} failed to signal within 1000ms. Continuing...");
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Logger.Error?.PrintMsg(LogClass.Gpu, $"VK Sync Object {result.ID} failed to signal within 1000ms. Continuing...");
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}
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}
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else
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else
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{
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{
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WaitTicks += Stopwatch.GetTimestamp() - beforeTicks;
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result.Signalled = true;
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result.Signalled = true;
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}
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}
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}
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}
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@ -188,5 +194,13 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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}
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}
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}
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}
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public long GetAndResetWaitTicks()
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{
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long result = WaitTicks;
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WaitTicks = 0;
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return result;
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}
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}
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}
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}
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}
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internal PipelineLayoutCache PipelineLayoutCache { get; private set; }
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internal PipelineLayoutCache PipelineLayoutCache { get; private set; }
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internal BackgroundResources BackgroundResources { get; private set; }
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internal BackgroundResources BackgroundResources { get; private set; }
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internal Action<Action> InterruptAction { get; private set; }
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internal Action<Action> InterruptAction { get; private set; }
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internal SyncManager SyncManager { get; private set; }
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internal BufferManager BufferManager { get; private set; }
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internal BufferManager BufferManager { get; private set; }
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private VulkanDebugMessenger _debugMessenger;
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private VulkanDebugMessenger _debugMessenger;
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private Counters _counters;
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private Counters _counters;
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private SyncManager _syncManager;
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private PipelineFull _pipeline;
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private PipelineFull _pipeline;
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BufferManager = new BufferManager(this, _device);
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BufferManager = new BufferManager(this, _device);
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_syncManager = new SyncManager(this, _device);
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SyncManager = new SyncManager(this, _device);
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_pipeline = new PipelineFull(this, _device);
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_pipeline = new PipelineFull(this, _device);
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_pipeline.Initialize();
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_pipeline.Initialize();
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@ -436,7 +436,7 @@ namespace Ryujinx.Graphics.Vulkan
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internal void RegisterFlush()
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internal void RegisterFlush()
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{
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{
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_syncManager.RegisterFlush();
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SyncManager.RegisterFlush();
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}
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}
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public PinnedSpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
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public PinnedSpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
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public void PreFrame()
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public void PreFrame()
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{
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{
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_syncManager.Cleanup();
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SyncManager.Cleanup();
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}
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}
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public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
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public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, bool hostReserved)
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@ -736,7 +736,7 @@ namespace Ryujinx.Graphics.Vulkan
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public void CreateSync(ulong id, bool strict)
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public void CreateSync(ulong id, bool strict)
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{
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{
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_syncManager.Create(id, strict);
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SyncManager.Create(id, strict);
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}
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}
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public IProgram LoadProgramBinary(byte[] programBinary, bool isFragment, ShaderInfo info)
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public IProgram LoadProgramBinary(byte[] programBinary, bool isFragment, ShaderInfo info)
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@ -746,12 +746,12 @@ namespace Ryujinx.Graphics.Vulkan
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public void WaitSync(ulong id)
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public void WaitSync(ulong id)
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{
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{
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_syncManager.Wait(id);
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SyncManager.Wait(id);
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}
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}
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public ulong GetCurrentSync()
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public ulong GetCurrentSync()
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{
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{
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return _syncManager.GetCurrent();
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return SyncManager.GetCurrent();
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}
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}
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public void SetInterruptAction(Action<Action> interruptAction)
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public void SetInterruptAction(Action<Action> interruptAction)
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