Vulkan: Dynamically grow descriptor pools as needed. Should help #10641 and similar issues.

This commit is contained in:
Henrik Rydgård 2018-02-24 10:24:11 +01:00
parent 2c2b33649f
commit d1a8514e72
2 changed files with 47 additions and 40 deletions

View file

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

View file

@ -229,12 +229,14 @@ private:
// We alternate between these. // We alternate between these.
struct FrameData { struct FrameData {
FrameData() : descSets(1024) {} FrameData() : descSets(512) {}
VkDescriptorPool descPool; VkDescriptorPool descPool = VK_NULL_HANDLE;
VulkanPushBuffer *pushUBO; int descPoolSize = 256; // We double this before we allocate so we initialize this to half the size we want.
VulkanPushBuffer *pushVertex;
VulkanPushBuffer *pushIndex; VulkanPushBuffer *pushUBO = nullptr;
VulkanPushBuffer *pushVertex = nullptr;
VulkanPushBuffer *pushIndex = nullptr;
// We do rolling allocation and reset instead of caching across frames. That we might do later. // We do rolling allocation and reset instead of caching across frames. That we might do later.
DenseHashMap<DescriptorSetKey, VkDescriptorSet, (VkDescriptorSet)VK_NULL_HANDLE> descSets; DenseHashMap<DescriptorSetKey, VkDescriptorSet, (VkDescriptorSet)VK_NULL_HANDLE> descSets;