renderer_vulkan: Flush scheduler on renderpass end
* Follows the Mali guide recommendation and fixes performance regression introduced by async shaders commit
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@ -118,6 +118,8 @@ void Config::ReadValues() {
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static_cast<Settings::GraphicsAPI>(sdl2_config->GetInteger("Renderer", "graphics_api", 2));
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Settings::values.async_command_recording =
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sdl2_config->GetBoolean("Renderer", "async_command_recording", true);
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Settings::values.async_shader_compilation =
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sdl2_config->GetBoolean("Renderer", "async_shader_compilation", true);
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Settings::values.spirv_shader_gen =
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sdl2_config->GetBoolean("Renderer", "spirv_shader_gen", true);
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Settings::values.renderer_debug = sdl2_config->GetBoolean("Renderer", "renderer_debug", false);
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@ -207,6 +207,11 @@ public:
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return min_vertex_stride_alignment;
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}
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/// Returns true if the physical device is a Mali gpu
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bool IsMaliGpu() const {
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return driver_id == vk::DriverIdKHR::eArmProprietary;
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}
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private:
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/// Returns the optimal supported usage for the requested format
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[[nodiscard]] FormatTraits DetermineTraits(VideoCore::PixelFormat pixel_format,
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@ -84,15 +84,15 @@ RenderpassCache::~RenderpassCache() {
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void RenderpassCache::EnterRenderpass(const RenderpassState& state) {
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const bool is_dirty = scheduler.IsStateDirty(StateFlags::Renderpass);
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if (current_state == state && !is_dirty) {
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cmd_count++;
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return;
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}
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scheduler.Record(
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[should_end = bool(current_state.renderpass), state](vk::CommandBuffer cmdbuf) {
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if (should_end) {
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cmdbuf.endRenderPass();
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}
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if (current_state.renderpass) {
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ExitRenderpass();
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}
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scheduler.Record([state](vk::CommandBuffer cmdbuf) {
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const vk::RenderPassBeginInfo renderpass_begin_info = {
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.renderPass = state.renderpass,
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.framebuffer = state.framebuffer,
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@ -118,6 +118,13 @@ void RenderpassCache::ExitRenderpass() {
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scheduler.Record([](vk::CommandBuffer cmdbuf) { cmdbuf.endRenderPass(); });
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current_state = {};
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// The Mali guide recommends flushing at the end of each major renderpass
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// Testing has shown this has a significant effect on rendering performance
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if (cmd_count > 20 && instance.IsMaliGpu()) {
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scheduler.Flush();
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cmd_count = 0;
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}
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}
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void RenderpassCache::CreatePresentRenderpass(vk::Format format) {
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@ -62,6 +62,7 @@ private:
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RenderpassState current_state{};
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vk::RenderPass present_renderpass{};
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vk::RenderPass cached_renderpasses[MAX_COLOR_FORMATS + 1][MAX_DEPTH_FORMATS + 1][2];
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u32 cmd_count{};
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};
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} // namespace Vulkan
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