vkd3d: Add VKD3D_CONFIG option for command pool recycling.
Normal behaving apps should not benefit from any of this. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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@ -84,6 +84,7 @@ enum vkd3d_config_flags
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VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_IGNORE_SPIRV = 0x00200000,
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VKD3D_CONFIG_FLAG_MUTABLE_SINGLE_SET = 0x00400000,
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VKD3D_CONFIG_FLAG_MEMORY_ALLOCATOR_SKIP_CLEAR = 0x00800000,
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VKD3D_CONFIG_FLAG_RECYCLE_COMMAND_POOLS = 0x01000000,
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};
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typedef HRESULT (*PFN_vkd3d_signal_event)(HANDLE event);
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@ -1587,28 +1587,33 @@ static ULONG STDMETHODCALLTYPE d3d12_command_allocator_Release(ID3D12CommandAllo
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vkd3d_free(allocator->framebuffers);
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vkd3d_free(allocator->passes);
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if (pthread_mutex_lock(&device->mutex) == 0)
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if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_RECYCLE_COMMAND_POOLS)
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{
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if (device->cached_command_allocator_count < ARRAY_SIZE(device->cached_command_allocators))
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/* Don't want to do this unless we have to, so hide it behind a config.
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* For well-behaving apps, we'll just bloat memory. */
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if (pthread_mutex_lock(&device->mutex) == 0)
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{
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/* Recycle the pool. Some games spam free/allocate pools,
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* even if it completely goes against the point of the API. */
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if (device->cached_command_allocator_count < ARRAY_SIZE(device->cached_command_allocators))
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{
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/* Recycle the pool. Some games spam free/allocate pools,
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* even if it completely goes against the point of the API. */
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/* Have to free command buffers here if we're going to recycle,
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* otherwise DestroyCommandPool takes care of it. */
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VK_CALL(vkFreeCommandBuffers(device->vk_device, allocator->vk_command_pool,
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allocator->command_buffer_count, allocator->command_buffers));
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VK_CALL(vkResetCommandPool(device->vk_device, allocator->vk_command_pool, 0));
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/* Have to free command buffers here if we're going to recycle,
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* otherwise DestroyCommandPool takes care of it. */
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VK_CALL(vkFreeCommandBuffers(device->vk_device, allocator->vk_command_pool,
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allocator->command_buffer_count, allocator->command_buffers));
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VK_CALL(vkResetCommandPool(device->vk_device, allocator->vk_command_pool, 0));
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device->cached_command_allocators[device->cached_command_allocator_count].vk_command_pool =
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allocator->vk_command_pool;
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device->cached_command_allocators[device->cached_command_allocator_count].vk_family_index =
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allocator->vk_family_index;
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device->cached_command_allocator_count++;
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allocator->vk_command_pool = VK_NULL_HANDLE;
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device->cached_command_allocators[device->cached_command_allocator_count].vk_command_pool =
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allocator->vk_command_pool;
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device->cached_command_allocators[device->cached_command_allocator_count].vk_family_index =
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allocator->vk_family_index;
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device->cached_command_allocator_count++;
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allocator->vk_command_pool = VK_NULL_HANDLE;
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}
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pthread_mutex_unlock(&device->mutex);
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}
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pthread_mutex_unlock(&device->mutex);
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}
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/* Command buffers are implicitly freed when destroying the pool. */
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@ -1843,20 +1848,23 @@ static HRESULT d3d12_command_allocator_init(struct d3d12_command_allocator *allo
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allocator->vk_command_pool = VK_NULL_HANDLE;
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allocator->vk_family_index = queue_family->vk_family_index;
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/* Try to recycle command allocators. Some games spam free/allocate pools. */
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if (pthread_mutex_lock(&device->mutex) == 0)
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if (vkd3d_config_flags & VKD3D_CONFIG_FLAG_RECYCLE_COMMAND_POOLS)
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{
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for (i = 0; i < device->cached_command_allocator_count; i++)
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/* Try to recycle command allocators. Some games spam free/allocate pools. */
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if (pthread_mutex_lock(&device->mutex) == 0)
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{
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if (device->cached_command_allocators[i].vk_family_index == queue_family->vk_family_index)
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for (i = 0; i < device->cached_command_allocator_count; i++)
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{
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allocator->vk_command_pool = device->cached_command_allocators[i].vk_command_pool;
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device->cached_command_allocators[i] =
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device->cached_command_allocators[--device->cached_command_allocator_count];
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break;
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if (device->cached_command_allocators[i].vk_family_index == queue_family->vk_family_index)
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{
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allocator->vk_command_pool = device->cached_command_allocators[i].vk_command_pool;
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device->cached_command_allocators[i] =
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device->cached_command_allocators[--device->cached_command_allocator_count];
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break;
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}
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}
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pthread_mutex_unlock(&device->mutex);
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}
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pthread_mutex_unlock(&device->mutex);
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}
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if (allocator->vk_command_pool == VK_NULL_HANDLE)
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@ -611,6 +611,7 @@ static const struct vkd3d_debug_option vkd3d_config_options[] =
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{"pipeline_library_ignore_spirv", VKD3D_CONFIG_FLAG_PIPELINE_LIBRARY_IGNORE_SPIRV},
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{"mutable_single_set", VKD3D_CONFIG_FLAG_MUTABLE_SINGLE_SET},
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{"memory_allocator_skip_clear", VKD3D_CONFIG_FLAG_MEMORY_ALLOCATOR_SKIP_CLEAR},
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{"recycle_command_pools", VKD3D_CONFIG_FLAG_RECYCLE_COMMAND_POOLS},
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};
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static void vkd3d_config_flags_init_once(void)
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