renderer_vulkan: Add single-thread record ability to the scheduler
* Async is pretty nice but games that do a lot of flushes might have worse performance due to thread synchronization overhead * I haven't noticed any cases of this yet but it doesn't hurt making this a UI option
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@ -485,6 +485,7 @@ void Config::ReadRendererValues() {
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ReadSetting(QStringLiteral("graphics_api"), static_cast<u32>(Settings::GraphicsAPI::OpenGL))
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.toUInt());
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Settings::values.physical_device = ReadSetting(QStringLiteral("physical_device"), 0).toUInt();
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Settings::values.async_command_recording = ReadSetting(QStringLiteral("async_command_recording"), true).toBool();
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Settings::values.use_hw_renderer =
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ReadSetting(QStringLiteral("use_hw_renderer"), true).toBool();
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Settings::values.use_hw_shader = ReadSetting(QStringLiteral("use_hw_shader"), true).toBool();
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@ -1004,6 +1005,7 @@ void Config::SaveRendererValues() {
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WriteSetting(QStringLiteral("graphics_api"), static_cast<u32>(Settings::values.graphics_api),
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static_cast<u32>(Settings::GraphicsAPI::OpenGL));
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WriteSetting(QStringLiteral("physical_device"), Settings::values.physical_device, 0);
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WriteSetting(QStringLiteral("async_command_recording"), Settings::values.async_command_recording, true);
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WriteSetting(QStringLiteral("use_hw_renderer"), Settings::values.use_hw_renderer, true);
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WriteSetting(QStringLiteral("use_hw_shader"), Settings::values.use_hw_shader, true);
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#ifdef __APPLE__
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@ -83,6 +83,7 @@ void ConfigureGraphics::SetConfiguration() {
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ui->toggle_vsync_new->setChecked(Settings::values.use_vsync_new);
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ui->graphics_api_combo->setCurrentIndex(static_cast<int>(Settings::values.graphics_api));
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ui->physical_device_combo->setCurrentIndex(static_cast<int>(Settings::values.physical_device));
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ui->toggle_async_recording->setChecked(Settings::values.async_command_recording);
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}
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void ConfigureGraphics::ApplyConfiguration() {
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@ -96,6 +97,7 @@ void ConfigureGraphics::ApplyConfiguration() {
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Settings::values.graphics_api =
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static_cast<Settings::GraphicsAPI>(ui->graphics_api_combo->currentIndex());
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Settings::values.physical_device = static_cast<u16>(ui->physical_device_combo->currentIndex());
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Settings::values.async_command_recording = ui->toggle_async_recording->isChecked();
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}
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void ConfigureGraphics::RetranslateUI() {
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@ -171,6 +171,16 @@
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<string>Advanced</string>
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</property>
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<layout class="QVBoxLayout" name="verticalLayout_2">
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<item>
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<widget class="QCheckBox" name="toggle_async_recording">
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<property name="toolTip">
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<string><html><head/><body><p>Offloads command buffer recording and fragment shader generation to a worker thread. Can improve performance especially on weaker systems. Disable if you notice better performance. If unsure leave it enabled,</p></body></html></string>
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</property>
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<property name="text">
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<string>Async Command Recording</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="toggle_disk_shader_cache">
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<property name="toolTip">
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@ -90,6 +90,7 @@ void LogSettings() {
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LogSetting("Core_UseCpuJit", values.use_cpu_jit);
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LogSetting("Core_CPUClockPercentage", values.cpu_clock_percentage);
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LogSetting("Renderer_GraphicsAPI", GetAPIName(values.graphics_api));
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LogSetting("Renderer_AsyncRecording", values.async_command_recording);
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LogSetting("Renderer_UseHwRenderer", values.use_hw_renderer);
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LogSetting("Renderer_UseHwShader", values.use_hw_shader);
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LogSetting("Renderer_SeparableShader", values.separable_shader);
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@ -169,6 +169,7 @@ struct Values {
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u16 physical_device;
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bool renderer_debug;
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bool dump_command_buffers;
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bool async_command_recording;
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bool use_hw_renderer;
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bool use_hw_shader;
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bool separable_shader;
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@ -4,7 +4,7 @@
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#include <mutex>
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#include <utility>
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#include "common/microprofile.h"
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#include "common/thread.h"
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#include "core/settings.h"
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#include "video_core/renderer_vulkan/vk_scheduler.h"
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#include "video_core/renderer_vulkan/vk_instance.h"
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#include "video_core/renderer_vulkan/renderer_vulkan.h"
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@ -16,7 +16,7 @@ void Scheduler::CommandChunk::ExecuteAll(vk::CommandBuffer render_cmdbuf, vk::Co
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while (command != nullptr) {
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auto next = command->GetNext();
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command->Execute(render_cmdbuf, upload_cmdbuf);
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command->~Command();
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std::destroy_at(command);
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command = next;
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}
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submit = false;
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@ -26,10 +26,13 @@ void Scheduler::CommandChunk::ExecuteAll(vk::CommandBuffer render_cmdbuf, vk::Co
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}
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Scheduler::Scheduler(const Instance& instance, RendererVulkan& renderer)
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: instance{instance}, renderer{renderer}, master_semaphore{instance}, command_pool{instance, master_semaphore} {
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AcquireNewChunk();
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: instance{instance}, renderer{renderer}, master_semaphore{instance}, command_pool{instance, master_semaphore},
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use_worker_thread{Settings::values.async_command_recording} {
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AllocateWorkerCommandBuffers();
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worker_thread = std::jthread([this](std::stop_token token) { WorkerThread(token); });
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if (use_worker_thread) {
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AcquireNewChunk();
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worker_thread = std::jthread([this](std::stop_token token) { WorkerThread(token); });
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}
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}
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Scheduler::~Scheduler() = default;
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@ -47,6 +50,10 @@ void Scheduler::Finish(vk::Semaphore signal, vk::Semaphore wait) {
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MICROPROFILE_DEFINE(Vulkan_WaitForWorker, "Vulkan", "Wait for worker", MP_RGB(255, 192, 192));
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void Scheduler::WaitWorker() {
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if (!use_worker_thread) {
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return;
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}
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MICROPROFILE_SCOPE(Vulkan_WaitForWorker);
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DispatchWork();
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@ -162,8 +169,12 @@ void Scheduler::SubmitExecution(vk::Semaphore signal_semaphore, vk::Semaphore wa
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}
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});
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chunk->MarkSubmit();
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DispatchWork();
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if (!use_worker_thread) {
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AllocateWorkerCommandBuffers();
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} else {
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chunk->MarkSubmit();
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DispatchWork();
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}
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}
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void Scheduler::AcquireNewChunk() {
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@ -52,6 +52,11 @@ public:
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/// Records the command to the current chunk.
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template <typename T>
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void Record(T&& command) {
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if (!use_worker_thread) {
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command(render_cmdbuf, upload_cmdbuf);
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return;
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}
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if (chunk->Record(command)) {
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return;
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}
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@ -144,7 +149,7 @@ private:
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return false;
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}
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Command* const current_last = last;
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last = new (data.data() + command_offset) FuncType(std::move(command));
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last = std::construct_at(reinterpret_cast<FuncType*>(data.data() + command_offset), std::move(command));
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if (current_last) {
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current_last->SetNext(last);
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@ -202,7 +207,7 @@ private:
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std::condition_variable_any work_cv;
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std::condition_variable wait_cv;
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std::jthread worker_thread;
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std::jthread prsent_thread;
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bool use_worker_thread;
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};
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} // namespace Vulkan
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