Keep track of how often textures/buffers are locked on the CPU

For the upcoming preserve attachment optimisation, which will keep buffers/textures locked on the GPU between executions, we don't want to preserve any which are frequently locked on the CPU as that would result in lots of needless waiting for a resource to be unlocked by the GPU when it occasionally frees all preserve attachments when it could have been done much sooner.  By checking if a resource has ever been locked on the CPU and using that to choose whether we preserve it we can avoid such waiting.
This commit is contained in:
Billy Laws
2022-10-09 12:57:59 +01:00
parent 993ffb56f4
commit 6719572b3b
4 changed files with 33 additions and 2 deletions

View File

@ -89,6 +89,9 @@ namespace skyline::gpu {
int megaBufferTableShift; //!< Shift to apply to buffer offsets to get their megabuffer table index
std::vector<MegaBufferTableEntry> megaBufferTable; //!< Table of megabuffer allocations for regions of the buffer
static constexpr size_t FrequentlyLockedThreshold{2}; //!< Threshold for the number of times a buffer can be locked (not from context locks, only normal) before it should be considered frequently locked
size_t accumulatedCpuLockCounter{}; //!< Number of times buffer has been locked through non-ContextLocks
private:
BufferDelegate *delegate;
@ -214,6 +217,13 @@ namespace skyline::gpu {
return SequencedCpuBackingWritesBlocked();
}
/**
* @return If the buffer is frequently locked by threads using non-ContextLocks
*/
bool FrequentlyLocked() {
return accumulatedCpuLockCounter >= FrequentlyLockedThreshold;
}
/**
* @brief Waits on a fence cycle if it exists till it's signalled and resets it after
* @note The buffer **must** be locked prior to calling this