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* Reset queries on same command buffer Vulkan seems to complain when the queries are reset on another command buffer. No idea why, the spec really could be written better in this regard. This fixes complaints, and hopefully any implementations that care extensively about them. This change _guesses_ how many queries need to be reset and resets as many as possible at the same time to avoid splitting render passes. If it resets too many queries, we didn't waste too much time - if it runs out of resets it will batch reset 10 more. The number of queries reset is the maximum number of queries in the last 3 frames. This has been worked into the AutoFlushCounter so that it only resets up to 32 if it is yet to force a command buffer submission in this attachment. This is only done for samples passed queries right now, as they have by far the most resets. * Address Feedback
106 lines
2.6 KiB
C#
106 lines
2.6 KiB
C#
using System;
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using System.Diagnostics;
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using System.Linq;
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namespace Ryujinx.Graphics.Vulkan
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{
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internal class AutoFlushCounter
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{
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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 const int MinDrawCountForFlush = 10;
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private const int InitialQueryCountForFlush = 32;
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private long _lastFlush;
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private ulong _lastDrawCount;
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private bool _hasPendingQuery;
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private int _queryCount;
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private int[] _queryCountHistory = new int[3];
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private int _queryCountHistoryIndex;
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private int _remainingQueries;
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public void RegisterFlush(ulong drawCount)
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{
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_lastFlush = Stopwatch.GetTimestamp();
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_lastDrawCount = drawCount;
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_hasPendingQuery = false;
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}
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public bool RegisterPendingQuery()
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{
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_hasPendingQuery = true;
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_remainingQueries--;
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_queryCountHistory[_queryCountHistoryIndex]++;
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// Interrupt render passes to flush queries, so that early results arrive sooner.
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if (++_queryCount == InitialQueryCountForFlush)
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{
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return true;
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}
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return false;
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}
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public int GetRemainingQueries()
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{
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if (_remainingQueries <= 0)
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{
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_remainingQueries = 16;
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}
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if (_queryCount < InitialQueryCountForFlush)
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{
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return Math.Min(InitialQueryCountForFlush - _queryCount, _remainingQueries);
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}
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return _remainingQueries;
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}
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public bool ShouldFlushQuery()
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{
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return _hasPendingQuery;
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}
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public bool ShouldFlush(ulong drawCount)
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{
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_queryCount = 0;
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if (_hasPendingQuery)
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{
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return true;
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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 = FramebufferFlushTimer;
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long now = Stopwatch.GetTimestamp();
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return now > _lastFlush + flushTimeout;
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}
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public void Present()
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{
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_queryCountHistoryIndex = (_queryCountHistoryIndex + 1) % 3;
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_remainingQueries = _queryCountHistory.Max() + 10;
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_queryCountHistory[_queryCountHistoryIndex] = 0;
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}
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}
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}
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