GAL: Send all buffer assignments at once rather than individually (#3881)
* GAL: Send all buffer assignments at once rather than individually The `(int first, BufferRange[] ranges)` method call has very significant performance implications when the bindings are spread out, which they generally always are in Vulkan. This change makes it so that these methods are only called a maximum of one time per draw. Significantly improves GPU thread performance in Pokemon Scarlet/Violet. * Address Feedback Removed SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
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@ -142,6 +142,30 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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return ranges;
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}
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internal Span<BufferAssignment> MapBufferRanges(Span<BufferAssignment> ranges)
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{
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// Rewrite the buffer ranges to point to the mapped handles.
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lock (_bufferMap)
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{
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for (int i = 0; i < ranges.Length; i++)
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{
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ref BufferAssignment assignment = ref ranges[i];
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BufferRange range = assignment.Range;
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BufferHandle result;
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if (!_bufferMap.TryGetValue(range.Handle, out result))
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{
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result = BufferHandle.Null;
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}
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assignment = new BufferAssignment(ranges[i].Binding, new BufferRange(result, range.Offset, range.Size));
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}
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}
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return ranges;
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}
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internal Span<VertexBufferDescriptor> MapBufferRanges(Span<VertexBufferDescriptor> ranges)
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{
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// Rewrite the buffer ranges to point to the mapped handles.
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@ -6,19 +6,17 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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struct SetStorageBuffersCommand : IGALCommand
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{
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public CommandType CommandType => CommandType.SetStorageBuffers;
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private int _first;
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private SpanRef<BufferRange> _buffers;
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private SpanRef<BufferAssignment> _buffers;
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public void Set(int first, SpanRef<BufferRange> buffers)
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public void Set(SpanRef<BufferAssignment> buffers)
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{
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_first = first;
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_buffers = buffers;
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}
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public static void Run(ref SetStorageBuffersCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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Span<BufferRange> buffers = command._buffers.Get(threaded);
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renderer.Pipeline.SetStorageBuffers(command._first, threaded.Buffers.MapBufferRanges(buffers));
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Span<BufferAssignment> buffers = command._buffers.Get(threaded);
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renderer.Pipeline.SetStorageBuffers(threaded.Buffers.MapBufferRanges(buffers));
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command._buffers.Dispose(threaded);
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}
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}
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@ -6,19 +6,17 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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struct SetUniformBuffersCommand : IGALCommand
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{
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public CommandType CommandType => CommandType.SetUniformBuffers;
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private int _first;
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private SpanRef<BufferRange> _buffers;
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private SpanRef<BufferAssignment> _buffers;
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public void Set(int first, SpanRef<BufferRange> buffers)
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public void Set(SpanRef<BufferAssignment> buffers)
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{
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_first = first;
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_buffers = buffers;
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}
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public static void Run(ref SetUniformBuffersCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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Span<BufferRange> buffers = command._buffers.Get(threaded);
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renderer.Pipeline.SetUniformBuffers(command._first, threaded.Buffers.MapBufferRanges(buffers));
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Span<BufferAssignment> buffers = command._buffers.Get(threaded);
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renderer.Pipeline.SetUniformBuffers(threaded.Buffers.MapBufferRanges(buffers));
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command._buffers.Dispose(threaded);
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}
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}
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@ -275,9 +275,9 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_renderer.QueueCommand();
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}
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public void SetStorageBuffers(int first, ReadOnlySpan<BufferRange> buffers)
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public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
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{
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_renderer.New<SetStorageBuffersCommand>().Set(first, _renderer.CopySpan(buffers));
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_renderer.New<SetStorageBuffersCommand>().Set(_renderer.CopySpan(buffers));
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_renderer.QueueCommand();
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}
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@ -293,9 +293,9 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_renderer.QueueCommand();
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}
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public void SetUniformBuffers(int first, ReadOnlySpan<BufferRange> buffers)
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public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
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{
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_renderer.New<SetUniformBuffersCommand>().Set(first, _renderer.CopySpan(buffers));
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_renderer.New<SetUniformBuffersCommand>().Set(_renderer.CopySpan(buffers));
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_renderer.QueueCommand();
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}
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