mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-11 05:38:31 +09:00
[Perf] (MG_Backend): pool DirectVulkan's upload staging and batch its submits
Every dirty texture bought itself a fresh staging buffer (vmaCreateBuffer + vmaMapMemory), a fresh command buffer, a fresh fence, and its own vkQueueSubmit. A perf profile of the sprite-animation case put 41% of the whole run in the kernel on the resulting ioctl traffic; the reclaim list already avoided waiting on the fences, so the cost was the allocation and submission machinery itself, paid per texture per frame. Staging now comes from a pool of persistently-mapped blocks (1 MiB minimum, exact-size beyond that, bump-allocated, 32 MiB idle cap), and uploads record into one shared batch command buffer from a dedicated command pool, going out as one submit with one pooled fence per flush. Fences, command buffers and blocks all recycle through the existing fence-list reclaim instead of being destroyed. Flush points: before every frame command buffer submission (which is what preserves the old ordering argument - the batch reaches the queue strictly before anything that could sample its images), on the glFlush finite-time path, when a batch would outgrow its staging bound, and eagerly at 128 KiB, which measured faster because the GPU overlaps the copy with the rest of the frame's CPU recording. The mid-frame upload-draw-upload-again sequence detects itself through the batch image list and flushes first, reproducing the old two-submit granularity exactly; a deferred image release flushes any open batch that still references the image, because drain proofs only cover submitted work. ns per op, DriverBench on a GTX 1660 SUPER: mc_tex_stream 9405 -> 5373 (2.3x the native driver, from 3.9x), atlas_sprite -57%, lightmap -89%, chunk_upload -10%; draw-path cases unchanged. The suite's sampler-churn number reads a few percent worse right after the now-much-faster upload case, which was chased to schedutil downclocking during the newly-blocking-free frames - isolated and frequency-pinned runs measure parity; noted here so the next person does not re-chase it. Unit tests 421/421; Vulkan validation layer clean across draw and upload cases.
This commit is contained in:
@@ -65,6 +65,11 @@ public:
|
||||
VkPipelineStageFlags sampledReadStageMask = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT |
|
||||
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
|
||||
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
|
||||
// Family of `graphicsQueue`; the manager creates its own command pool
|
||||
// on it for the recycled upload-batch command buffers, so their parked
|
||||
// allocations never sit in (and fragment) the renderer's shared pool
|
||||
// that frame command buffers churn through every frame.
|
||||
Uint32 graphicsQueueFamilyIndex = 0;
|
||||
};
|
||||
|
||||
struct TextureResource {
|
||||
@@ -308,6 +313,14 @@ public:
|
||||
Bool Initialize(const InitInfo& initInfo);
|
||||
void Shutdown();
|
||||
void BeginFrame(Uint32 frameIndex);
|
||||
// Submits the accumulated texture-upload batch (one command buffer, one
|
||||
// vkQueueSubmit, one pooled fence) if any uploads are pending. MUST run
|
||||
// before any other vkQueueSubmit on the shared graphics queue whose
|
||||
// commands may consume an image the batch writes - the frame command
|
||||
// buffer submit (mid-frame flush, readback, Present) and the
|
||||
// preserve-on-recreate copy are the existing callers. No-op when the
|
||||
// batch is empty.
|
||||
void FlushPendingUploads();
|
||||
// Drains every frame slot's deferred image/view releases. Only valid when
|
||||
// the caller has proven every queue submission complete; used by the
|
||||
// present-less frame-boundary drain.
|
||||
@@ -453,6 +466,9 @@ private:
|
||||
VkPhysicalDevice m_physicalDevice = VK_NULL_HANDLE;
|
||||
VmaAllocator m_allocator = nullptr;
|
||||
VkCommandPool m_commandPool = VK_NULL_HANDLE;
|
||||
// Dedicated pool for the recycled upload-batch command buffers (see
|
||||
// InitInfo::graphicsQueueFamilyIndex).
|
||||
VkCommandPool m_uploadCommandPool = VK_NULL_HANDLE;
|
||||
VkQueue m_graphicsQueue = VK_NULL_HANDLE;
|
||||
Bool m_imageFormatListSupported = false;
|
||||
Uint32 m_currentFrameIndex = 0;
|
||||
@@ -506,15 +522,58 @@ private:
|
||||
std::unordered_map<VkFormat, VkSampleCountFlags> m_multisampleCountsByFormat;
|
||||
Vector<Vector<TextureResource>> m_deferredReleases;
|
||||
Vector<Vector<VkImageView>> m_deferredViewReleases;
|
||||
|
||||
// --- Batched upload machinery ---
|
||||
// Uploads within a frame are recorded into ONE shared command buffer and
|
||||
// submitted with ONE vkQueueSubmit at FlushPendingUploads (the renderer
|
||||
// flushes before every frame-command-buffer submit). Staging memory comes
|
||||
// from a pool of persistently-mapped, reusable blocks instead of a
|
||||
// vmaCreateBuffer per upload.
|
||||
struct UploadStagingBlock {
|
||||
VkBuffer buffer = VK_NULL_HANDLE;
|
||||
VmaAllocation allocation = nullptr;
|
||||
Uint8* mapped = nullptr; // persistently mapped for the block's lifetime
|
||||
VkDeviceSize capacity = 0;
|
||||
VkDeviceSize cursor = 0; // bump cursor while the block backs the open batch
|
||||
};
|
||||
// Opens the batch command buffer lazily (allocates/reuses + begins recording).
|
||||
VkCommandBuffer EnsureUploadBatchOpen();
|
||||
// Bump-allocates `size` staging bytes for the open batch, growing onto a
|
||||
// new/pooled block when the current one cannot fit. Returns the write
|
||||
// pointer; outBuffer/outBaseOffset locate the space for copy commands.
|
||||
Uint8* AcquireUploadStagingSpace(VkDeviceSize size, VkBuffer& outBuffer, VkDeviceSize& outBaseOffset);
|
||||
void RecycleUploadStagingBlock(UploadStagingBlock&& block);
|
||||
// Drops a recorded-but-unsubmitted batch on the floor. Shutdown only: the
|
||||
// device is being torn down, so the lost texel data is unobservable.
|
||||
void DiscardPendingUploadBatch();
|
||||
void DestroyUploadPools();
|
||||
|
||||
Vector<UploadStagingBlock> m_freeUploadStagingBlocks;
|
||||
VkDeviceSize m_freeUploadStagingBytes = 0;
|
||||
Vector<VkCommandBuffer> m_freeUploadCommandBuffers;
|
||||
Vector<VkFence> m_freeUploadFences;
|
||||
Bool m_uploadBatchOpen = false;
|
||||
VkCommandBuffer m_uploadBatchCommandBuffer = VK_NULL_HANDLE;
|
||||
// Blocks whose staging bytes the open batch's copies reference (last =
|
||||
// the block the bump cursor is currently allocating from).
|
||||
Vector<UploadStagingBlock> m_uploadBatchBlocks;
|
||||
// Images the open batch writes; consulted for the rare re-upload-after-
|
||||
// draw flush and by DeferResourceRelease (an unsubmitted command buffer
|
||||
// referencing a deferred-released image would escape every fence-based
|
||||
// destruction proof, so the batch is flushed before the image is parked).
|
||||
Vector<VkImage> m_uploadBatchImages;
|
||||
VkDeviceSize m_uploadBatchStagingBytes = 0;
|
||||
|
||||
// Texture uploads are submitted out-of-band but NOT waited on (waiting
|
||||
// behind the queue serialized the CPU against the previous frame's GPU
|
||||
// work every time an animated atlas re-uploaded). Their transient objects
|
||||
// are parked here and reclaimed once the upload fence signals.
|
||||
// work every time an animated atlas re-uploaded). Each flushed batch's
|
||||
// transients are parked here and RECYCLED (fence reset to the fence pool,
|
||||
// command buffer reset to the CB pool, staging blocks back to the block
|
||||
// pool) once the batch fence signals.
|
||||
struct PendingUploadReclaim {
|
||||
VkFence fence = VK_NULL_HANDLE;
|
||||
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
|
||||
VkBuffer stagingBuffer = VK_NULL_HANDLE;
|
||||
VmaAllocation stagingAllocation = nullptr;
|
||||
Vector<UploadStagingBlock> stagingBlocks;
|
||||
};
|
||||
Vector<PendingUploadReclaim> m_pendingUploadReclaims;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user