Keep track of how often textures/buffers are locked on the CPU

For the upcoming preserve attachment optimisation, which will keep buffers/textures locked on the GPU between executions, we don't want to preserve any which are frequently locked on the CPU as that would result in lots of needless waiting for a resource to be unlocked by the GPU when it occasionally frees all preserve attachments when it could have been done much sooner.  By checking if a resource has ever been locked on the CPU and using that to choose whether we preserve it we can avoid such waiting.
This commit is contained in:
Billy Laws 2022-10-09 12:57:59 +01:00
parent 993ffb56f4
commit 6719572b3b
4 changed files with 33 additions and 2 deletions

View File

@ -331,6 +331,7 @@ namespace skyline::gpu {
void Buffer::lock() {
mutex.lock();
accumulatedCpuLockCounter++;
}
bool Buffer::LockWithTag(ContextTag pTag) {
@ -349,7 +350,11 @@ namespace skyline::gpu {
}
bool Buffer::try_lock() {
return mutex.try_lock();
if (mutex.try_lock()) {
accumulatedCpuLockCounter++;
return true;
}
return false;
}
BufferDelegate::BufferDelegate(Buffer *buffer) : buffer{buffer} {}

View File

@ -89,6 +89,9 @@ namespace skyline::gpu {
int megaBufferTableShift; //!< Shift to apply to buffer offsets to get their megabuffer table index
std::vector<MegaBufferTableEntry> megaBufferTable; //!< Table of megabuffer allocations for regions of the buffer
static constexpr size_t FrequentlyLockedThreshold{2}; //!< Threshold for the number of times a buffer can be locked (not from context locks, only normal) before it should be considered frequently locked
size_t accumulatedCpuLockCounter{}; //!< Number of times buffer has been locked through non-ContextLocks
private:
BufferDelegate *delegate;
@ -214,6 +217,13 @@ namespace skyline::gpu {
return SequencedCpuBackingWritesBlocked();
}
/**
* @return If the buffer is frequently locked by threads using non-ContextLocks
*/
bool FrequentlyLocked() {
return accumulatedCpuLockCounter >= FrequentlyLockedThreshold;
}
/**
* @brief Waits on a fence cycle if it exists till it's signalled and resets it after
* @note The buffer **must** be locked prior to calling this

View File

@ -614,6 +614,7 @@ namespace skyline::gpu {
void Texture::lock() {
mutex.lock();
accumulatedCpuLockCounter++;
}
bool Texture::LockWithTag(ContextTag pTag) {
@ -631,7 +632,12 @@ namespace skyline::gpu {
}
bool Texture::try_lock() {
return mutex.try_lock();
if (mutex.try_lock()) {
accumulatedCpuLockCounter++;
return true;
}
return false;
}
bool Texture::WaitOnBacking() {

View File

@ -423,6 +423,9 @@ namespace skyline::gpu {
*/
boost::container::small_vector<vk::BufferImageCopy, 10> GetBufferImageCopies();
static constexpr size_t FrequentlyLockedThreshold{2}; //!< Threshold for the number of times a texture can be locked (not from context locks, only normal) before it should be considered frequently locked
size_t accumulatedCpuLockCounter{};
public:
std::shared_ptr<FenceCycle> cycle; //!< A fence cycle for when any host operation mutating the texture has completed, it must be waited on prior to any mutations to the backing
std::optional<GuestTexture> guest;
@ -555,5 +558,12 @@ namespace skyline::gpu {
.levelCount = VK_REMAINING_MIP_LEVELS,
.layerCount = VK_REMAINING_ARRAY_LAYERS,
});
/**
* @return If the texture is frequently locked by threads using non-ContextLocks
*/
bool FrequentlyLocked() {
return accumulatedCpuLockCounter >= FrequentlyLockedThreshold;
}
};
}