Ryujinx-git/Ryujinx.Graphics.Vulkan/MemoryAllocator.cs
riperiperi 9f1cf6458c
Vulkan: Migrate buffers between memory types to improve GPU performance (#4540)
* Initial implementation of migration between memory heaps

- Missing OOM handling
- Missing `_map` data safety when remapping
  - Copy may not have completed yet (needs some kind of fence)
  - Map may be unmapped before it is done being used. (needs scoped access)
- SSBO accesses are all "writes" - maybe pass info in another way.
- Missing keeping map type when resizing buffers (should this be done?)

* Ensure migrated data is in place before flushing.

* Fix issue where old waitable would be signalled.

- There is a real issue where existing Auto<> references need to be replaced.

* Swap bound Auto<> instances when swapping buffer backing

* Fix conversion buffers

* Don't try move buffers if the host has shared memory.

* Make GPU methods return PinnedSpan with scope

* Storage Hint

* Fix stupidity

* Fix rebase

* Tweak rules

Attempt to sidestep BOTW slowdown

* Remove line

* Migrate only when command buffers flush

* Change backing swap log to debug

* Address some feedback

* Disallow backing swap when the flush lock is held by the current thread

* Make PinnedSpan from ReadOnlySpan explicitly unsafe

* Fix some small issues

- Index buffer swap fixed
- Allocate DeviceLocal buffers using a separate block list to images.

* Remove alternative flags

* Address feedback
2023-03-19 17:56:48 -03:00

108 lines
3.7 KiB
C#

using Silk.NET.Vulkan;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Vulkan
{
class MemoryAllocator : IDisposable
{
private ulong MaxDeviceMemoryUsageEstimate = 16UL * 1024 * 1024 * 1024;
private readonly Vk _api;
private readonly PhysicalDevice _physicalDevice;
private readonly Device _device;
private readonly List<MemoryAllocatorBlockList> _blockLists;
private readonly int _blockAlignment;
private readonly PhysicalDeviceMemoryProperties _physicalDeviceMemoryProperties;
public MemoryAllocator(Vk api, PhysicalDevice physicalDevice, Device device, uint maxMemoryAllocationCount)
{
_api = api;
_physicalDevice = physicalDevice;
_device = device;
_blockLists = new List<MemoryAllocatorBlockList>();
_blockAlignment = (int)Math.Min(int.MaxValue, MaxDeviceMemoryUsageEstimate / (ulong)maxMemoryAllocationCount);
_api.GetPhysicalDeviceMemoryProperties(_physicalDevice, out _physicalDeviceMemoryProperties);
}
public MemoryAllocation AllocateDeviceMemory(
MemoryRequirements requirements,
MemoryPropertyFlags flags = 0,
bool isBuffer = false)
{
int memoryTypeIndex = FindSuitableMemoryTypeIndex(requirements.MemoryTypeBits, flags);
if (memoryTypeIndex < 0)
{
return default;
}
bool map = flags.HasFlag(MemoryPropertyFlags.HostVisibleBit);
return Allocate(memoryTypeIndex, requirements.Size, requirements.Alignment, map, isBuffer);
}
private MemoryAllocation Allocate(int memoryTypeIndex, ulong size, ulong alignment, bool map, bool isBuffer)
{
for (int i = 0; i < _blockLists.Count; i++)
{
var bl = _blockLists[i];
if (bl.MemoryTypeIndex == memoryTypeIndex && bl.ForBuffer == isBuffer)
{
lock (bl)
{
return bl.Allocate(size, alignment, map);
}
}
}
var newBl = new MemoryAllocatorBlockList(_api, _device, memoryTypeIndex, _blockAlignment, isBuffer);
_blockLists.Add(newBl);
return newBl.Allocate(size, alignment, map);
}
private int FindSuitableMemoryTypeIndex(
uint memoryTypeBits,
MemoryPropertyFlags flags)
{
for (int i = 0; i < _physicalDeviceMemoryProperties.MemoryTypeCount; i++)
{
var type = _physicalDeviceMemoryProperties.MemoryTypes[i];
if ((memoryTypeBits & (1 << i)) != 0)
{
if (type.PropertyFlags.HasFlag(flags))
{
return i;
}
}
}
return -1;
}
public static bool IsDeviceMemoryShared(Vk api, PhysicalDevice physicalDevice)
{
// The device is regarded as having shared memory if all heaps have the device local bit.
api.GetPhysicalDeviceMemoryProperties(physicalDevice, out var properties);
for (int i = 0; i < properties.MemoryHeapCount; i++)
{
if (!properties.MemoryHeaps[i].Flags.HasFlag(MemoryHeapFlags.DeviceLocalBit))
{
return false;
}
}
return true;
}
public void Dispose()
{
for (int i = 0; i < _blockLists.Count; i++)
{
_blockLists[i].Dispose();
}
}
}
}