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Vulkan: Dynamically grow descriptor pools as needed. Should help #10641 and similar issues.
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parent
2c2b33649f
commit
d1a8514e72
2 changed files with 47 additions and 40 deletions
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@ -136,36 +136,10 @@ void DrawEngineVulkan::InitDeviceObjects() {
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VkResult res = vkCreateDescriptorSetLayout(device, &dsl, nullptr, &descriptorSetLayout_);
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assert(VK_SUCCESS == res);
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VkDescriptorPoolSize dpTypes[3];
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dpTypes[0].descriptorCount = 8192;
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dpTypes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
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dpTypes[1].descriptorCount = 8192 + 4096; // Due to the tess stuff, we need a LOT of these. Most will be empty...
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dpTypes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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dpTypes[2].descriptorCount = 2048;
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dpTypes[2].type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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VkDescriptorPoolCreateInfo dp = { VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO };
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dp.pNext = nullptr;
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dp.flags = 0; // Don't want to mess around with individually freeing these.
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// We zap the whole pool every few frames.
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dp.maxSets = 2048;
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dp.pPoolSizes = dpTypes;
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dp.poolSizeCount = ARRAY_SIZE(dpTypes);
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// We are going to use one-shot descriptors in the initial implementation. Might look into caching them
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// if creating and updating them turns out to be expensive.
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for (int i = 0; i < VulkanContext::MAX_INFLIGHT_FRAMES; i++) {
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// If we run out of memory, try with less descriptors.
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for (int tries = 0; tries < 3; ++tries) {
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VkResult res = vkCreateDescriptorPool(vulkan_->GetDevice(), &dp, nullptr, &frame_[i].descPool);
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if (res == VK_SUCCESS) {
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break;
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}
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// Let's try to reduce the counts.
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assert(res == VK_ERROR_OUT_OF_HOST_MEMORY || res == VK_ERROR_OUT_OF_DEVICE_MEMORY);
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dpTypes[0].descriptorCount /= 2;
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dpTypes[1].descriptorCount /= 2;
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}
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// We now create descriptor pools on demand, so removed from here.
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frame_[i].pushUBO = new VulkanPushBuffer(vulkan_, 8 * 1024 * 1024);
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frame_[i].pushVertex = new VulkanPushBuffer(vulkan_, 2 * 1024 * 1024);
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frame_[i].pushIndex = new VulkanPushBuffer(vulkan_, 1 * 1024 * 1024);
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@ -326,9 +300,9 @@ void DrawEngineVulkan::BeginFrame() {
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vertexCache_->BeginNoReset();
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// TODO: Need a better way to keep the number of descriptors under control.
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if (--descDecimationCounter_ <= 0 || frame->descSets.size() > 1024) {
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vkResetDescriptorPool(vulkan_->GetDevice(), frame->descPool, 0);
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if (--descDecimationCounter_ <= 0) {
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if (frame->descPool != VK_NULL_HANDLE)
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vkResetDescriptorPool(vulkan_->GetDevice(), frame->descPool, 0);
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frame->descSets.Clear();
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descDecimationCounter_ = DESCRIPTORSET_DECIMATION_INTERVAL;
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}
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@ -461,14 +435,45 @@ VkDescriptorSet DrawEngineVulkan::GetOrCreateDescriptorSet(VkImageView imageView
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_dbg_assert_(G3D, light != VK_NULL_HANDLE);
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_dbg_assert_(G3D, bone != VK_NULL_HANDLE);
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FrameData *frame = &frame_[vulkan_->GetCurFrame()];
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FrameData &frame = frame_[vulkan_->GetCurFrame()];
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// See if we already have this descriptor set cached.
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if (!tess) { // Don't cache descriptors for HW tessellation.
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VkDescriptorSet d = frame->descSets.Get(key);
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VkDescriptorSet d = frame.descSets.Get(key);
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if (d != VK_NULL_HANDLE)
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return d;
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}
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if (!frame.descPool || frame.descPoolSize < frame.descSets.size() + 1) {
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// Reallocate this desc pool larger, and "wipe" the cache. We might lose a tiny bit of descriptor set reuse but
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// only for this frame.
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if (frame.descPool) {
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DEBUG_LOG(G3D, "Reallocating desc pool from %d to %d", frame.descPoolSize, frame.descPoolSize * 2);
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vulkan_->Delete().QueueDeleteDescriptorPool(frame.descPool);
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frame.descSets.Clear();
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}
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frame.descPoolSize *= 2;
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VkDescriptorPoolSize dpTypes[3];
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dpTypes[0].descriptorCount = frame.descPoolSize * 3;
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dpTypes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
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dpTypes[1].descriptorCount = frame.descPoolSize * 2; // Don't use these for tess anymore, need max two per set.
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dpTypes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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dpTypes[2].descriptorCount = frame.descPoolSize;
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dpTypes[2].type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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VkDescriptorPoolCreateInfo dp = { VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO };
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dp.pNext = nullptr;
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dp.flags = 0; // Don't want to mess around with individually freeing these.
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// We zap the whole pool every few frames.
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dp.maxSets = frame.descPoolSize;
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dp.pPoolSizes = dpTypes;
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dp.poolSizeCount = ARRAY_SIZE(dpTypes);
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VkResult res = vkCreateDescriptorPool(vulkan_->GetDevice(), &dp, nullptr, &frame.descPool);
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assert(res == VK_SUCCESS);
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}
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// Didn't find one in the frame descriptor set cache, let's make a new one.
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// We wipe the cache on every frame.
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@ -476,11 +481,11 @@ VkDescriptorSet DrawEngineVulkan::GetOrCreateDescriptorSet(VkImageView imageView
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VkDescriptorSetAllocateInfo descAlloc = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO };
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descAlloc.pNext = nullptr;
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descAlloc.pSetLayouts = &descriptorSetLayout_;
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descAlloc.descriptorPool = frame->descPool;
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descAlloc.descriptorPool = frame.descPool;
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descAlloc.descriptorSetCount = 1;
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VkResult result = vkAllocateDescriptorSets(vulkan_->GetDevice(), &descAlloc, &desc);
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// Even in release mode, this is bad.
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_assert_msg_(G3D, result == VK_SUCCESS, "Ran out of descriptor space in pool. sz=%d res=%d", (int)frame->descSets.size(), (int)result);
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_assert_msg_(G3D, result == VK_SUCCESS, "Ran out of descriptor space in pool. sz=%d res=%d", (int)frame.descSets.size(), (int)result);
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// We just don't write to the slots we don't care about.
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// We need 8 now that we support secondary texture bindings.
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@ -573,7 +578,7 @@ VkDescriptorSet DrawEngineVulkan::GetOrCreateDescriptorSet(VkImageView imageView
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vkUpdateDescriptorSets(vulkan_->GetDevice(), n, writes, 0, nullptr);
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if (!tess) // Again, avoid caching when HW tessellation.
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frame->descSets.Insert(key, desc);
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frame.descSets.Insert(key, desc);
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return desc;
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}
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@ -229,12 +229,14 @@ private:
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// We alternate between these.
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struct FrameData {
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FrameData() : descSets(1024) {}
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FrameData() : descSets(512) {}
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VkDescriptorPool descPool;
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VulkanPushBuffer *pushUBO;
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VulkanPushBuffer *pushVertex;
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VulkanPushBuffer *pushIndex;
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VkDescriptorPool descPool = VK_NULL_HANDLE;
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int descPoolSize = 256; // We double this before we allocate so we initialize this to half the size we want.
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VulkanPushBuffer *pushUBO = nullptr;
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VulkanPushBuffer *pushVertex = nullptr;
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VulkanPushBuffer *pushIndex = nullptr;
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// We do rolling allocation and reset instead of caching across frames. That we might do later.
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DenseHashMap<DescriptorSetKey, VkDescriptorSet, (VkDescriptorSet)VK_NULL_HANDLE> descSets;
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