vulkan: reduce memory usage when many shaders are being used with many draw calls.

Descriptor pools are now shared among shaders that have the same descriptor counts, instead of being unique per shader.
This commit is contained in:
Sasha Szpakowski
2025-01-26 14:45:51 -04:00
parent 32bd2bdaad
commit 92e79ab609
5 changed files with 247 additions and 98 deletions
+151 -86
View File
@@ -38,6 +38,129 @@ namespace vulkan
static const uint32_t DESCRIPTOR_POOL_SIZE = 1000;
SharedDescriptorPools::SharedDescriptorPools(VkDevice device, int dynamicUniformBuffers, int sampledTextures, int storageTextures, int texelBuffers, int storageBuffers)
: device(device)
, dynamicUniformBuffers(dynamicUniformBuffers)
, sampledTextures(sampledTextures)
, storageTextures(storageTextures)
, texelBuffers(texelBuffers)
, storageBuffers(storageBuffers)
{
VkDescriptorPoolSize size{};
if (dynamicUniformBuffers > 0)
{
size.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
size.descriptorCount = dynamicUniformBuffers;
descriptorPoolSizes.push_back({ size });
}
if (sampledTextures > 0)
{
size.type = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
size.descriptorCount = sampledTextures;
descriptorPoolSizes.push_back(size);
}
if (storageTextures > 0)
{
size.type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
size.descriptorCount = storageTextures;
descriptorPoolSizes.push_back(size);
}
if (texelBuffers > 0)
{
size.type = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
size.descriptorCount = texelBuffers;
descriptorPoolSizes.push_back(size);
}
if (storageBuffers > 0)
{
size.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
size.descriptorCount = storageBuffers;
descriptorPoolSizes.push_back(size);
}
pools.resize(MAX_FRAMES_IN_FLIGHT);
}
SharedDescriptorPools::~SharedDescriptorPools()
{
auto vgfx = (Graphics *)Module::getInstance<Graphics>(Module::M_GRAPHICS);
if (vgfx == nullptr)
return;
vgfx->queueCleanUp([device = device, descriptorPools = pools]()
{
for (const auto &pools : descriptorPools)
{
for (const auto pool : pools)
vkDestroyDescriptorPool(device, pool, nullptr);
}
});
}
void SharedDescriptorPools::newFrame(uint64 frameIndex)
{
if (!lastFrameIndex.hasValue || lastFrameIndex.value != frameIndex)
{
lastFrameIndex.set(frameIndex);
currentFrame = (size_t)(frameIndex % MAX_FRAMES_IN_FLIGHT);
currentPool = 0;
for (VkDescriptorPool pool : pools[currentFrame])
vkResetDescriptorPool(device, pool, 0);
}
}
void SharedDescriptorPools::createDescriptorPool()
{
VkDescriptorPoolCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
createInfo.maxSets = DESCRIPTOR_POOL_SIZE;
createInfo.poolSizeCount = static_cast<uint32_t>(descriptorPoolSizes.size());
createInfo.pPoolSizes = descriptorPoolSizes.data();
VkDescriptorPool pool;
VkResult result = vkCreateDescriptorPool(device, &createInfo, nullptr, &pool);
if (result != VK_SUCCESS)
throw love::Exception("Failed to create Vulkan descriptor pool: %s", Vulkan::getErrorString(result));
pools[currentFrame].push_back(pool);
}
VkDescriptorSet SharedDescriptorPools::allocateDescriptorSet(const VkDescriptorSetLayout &descriptorSetLayout)
{
if (pools[currentFrame].empty())
createDescriptorPool();
while (true)
{
VkDescriptorSetAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
allocInfo.descriptorPool = pools[currentFrame][currentPool];
allocInfo.descriptorSetCount = 1;
allocInfo.pSetLayouts = &descriptorSetLayout;
VkDescriptorSet descriptorSet;
VkResult result = vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet);
switch (result)
{
case VK_SUCCESS:
return descriptorSet;
case VK_ERROR_OUT_OF_POOL_MEMORY:
currentPool++;
if (pools[currentFrame].size() <= currentPool)
createDescriptorPool();
continue;
default:
throw love::Exception("Failed to allocate Vulkan descriptor set: %s", Vulkan::getErrorString(result));
}
}
}
class BindingMapper
{
public:
@@ -187,10 +310,8 @@ bool Shader::loadVolatile()
compileShaders();
createDescriptorSetLayout();
createPipelineLayout();
createDescriptorPoolSizes();
descriptorPools.resize(MAX_FRAMES_IN_FLIGHT);
currentFrame = 0;
newFrame();
acquireDescriptorPools();
newFrame(vgfx->getRealFrameIndex());
return true;
}
@@ -200,14 +321,12 @@ void Shader::unloadVolatile()
if (shaderModules.empty())
return;
vgfx->releaseDescriptorPools(descriptorPools);
descriptorPools = nullptr;
vgfx->queueCleanUp([shaderModules = std::move(shaderModules), device = device, descriptorSetLayout = descriptorSetLayout, pipelineLayout = pipelineLayout,
descriptorPools = descriptorPools, computePipeline = computePipeline,
computePipeline = computePipeline,
graphicsPipelinesCore = std::move(graphicsPipelinesDynamicState), graphicsPipelinesFull = std::move(graphicsPipelinesNoDynamicState)]() {
for (const auto &pools : descriptorPools)
{
for (const auto pool : pools)
vkDestroyDescriptorPool(device, pool, nullptr);
}
for (const auto shaderModule : shaderModules)
vkDestroyShaderModule(device, shaderModule, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
@@ -222,7 +341,6 @@ void Shader::unloadVolatile()
shaderModules.clear();
shaderStages.clear();
descriptorPools.clear();
}
const std::vector<VkPipelineShaderStageCreateInfo> &Shader::getShaderStages() const
@@ -240,16 +358,12 @@ VkPipeline Shader::getComputePipeline() const
return computePipeline;
}
void Shader::newFrame()
void Shader::newFrame(uint64 graphicsFrameIndex)
{
currentFrame = (currentFrame + 1) % MAX_FRAMES_IN_FLIGHT;
currentDescriptorPool = 0;
currentDescriptorSet = VK_NULL_HANDLE;
resourceDescriptorsDirty = true;
for (VkDescriptorPool pool : descriptorPools[currentFrame])
vkResetDescriptorPool(device, pool, 0);
descriptorPools->newFrame(graphicsFrameIndex);
}
void Shader::cmdPushDescriptorSets(VkCommandBuffer commandBuffer, VkPipelineBindPoint bindPoint)
@@ -309,7 +423,7 @@ void Shader::cmdPushDescriptorSets(VkCommandBuffer commandBuffer, VkPipelineBind
if (resourceDescriptorsDirty || currentDescriptorSet == VK_NULL_HANDLE)
{
currentDescriptorSet = allocateDescriptorSet();
currentDescriptorSet = descriptorPools->allocateDescriptorSet(descriptorSetLayout);
for (auto &write : descriptorWrites)
write.dstSet = currentDescriptorSet;
@@ -996,31 +1110,29 @@ void Shader::createPipelineLayout()
}
}
void Shader::createDescriptorPoolSizes()
static int getDescriptorPoolSize(const std::map<std::string, Shader::UniformInfo> &uniforms)
{
int size = 0;
for (const auto &entry : uniforms)
{
if (entry.second.active)
size += entry.second.count;
}
return size;
}
void Shader::acquireDescriptorPools()
{
int dynamicUniformBuffers = 0;
if (!localUniformData.empty())
{
VkDescriptorPoolSize size{};
size.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
size.descriptorCount = 1;
dynamicUniformBuffers++;
descriptorPoolSizes.push_back(size);
}
int sampledTextures = getDescriptorPoolSize(reflection.sampledTextures);
int storageTextures = getDescriptorPoolSize(reflection.storageTextures);
int texelBuffers = getDescriptorPoolSize(reflection.texelBuffers);
int storageBuffers = getDescriptorPoolSize(reflection.storageBuffers);
for (const auto &entry : reflection.allUniforms)
{
if (!entry.second->active)
continue;
VkDescriptorPoolSize size{};
auto type = Vulkan::getDescriptorType(entry.second->baseType);
if (type == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC)
continue;
size.type = type;
size.descriptorCount = entry.second->count;
descriptorPoolSizes.push_back(size);
}
descriptorPools = vgfx->acquireDescriptorPools(dynamicUniformBuffers, sampledTextures, storageTextures, texelBuffers, storageBuffers);
}
void Shader::setMainTex(graphics::Texture *texture)
@@ -1085,53 +1197,6 @@ void Shader::setBufferDescriptor(const UniformInfo *info, love::graphics::Buffer
}
}
void Shader::createDescriptorPool()
{
VkDescriptorPoolCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
createInfo.maxSets = DESCRIPTOR_POOL_SIZE;
createInfo.poolSizeCount = static_cast<uint32_t>(descriptorPoolSizes.size());
createInfo.pPoolSizes = descriptorPoolSizes.data();
VkDescriptorPool pool;
VkResult result = vkCreateDescriptorPool(device, &createInfo, nullptr, &pool);
if (result != VK_SUCCESS)
throw love::Exception("Failed to create Vulkan descriptor pool: %s", Vulkan::getErrorString(result));
descriptorPools[currentFrame].push_back(pool);
}
VkDescriptorSet Shader::allocateDescriptorSet()
{
if (descriptorPools[currentFrame].empty())
createDescriptorPool();
while (true)
{
VkDescriptorSetAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
allocInfo.descriptorPool = descriptorPools[currentFrame][currentDescriptorPool];
allocInfo.descriptorSetCount = 1;
allocInfo.pSetLayouts = &descriptorSetLayout;
VkDescriptorSet descriptorSet;
VkResult result = vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet);
switch (result)
{
case VK_SUCCESS:
return descriptorSet;
case VK_ERROR_OUT_OF_POOL_MEMORY:
currentDescriptorPool++;
if (descriptorPools[currentFrame].size() <= currentDescriptorPool)
createDescriptorPool();
continue;
default:
throw love::Exception("Failed to allocate Vulkan descriptor set: %s", Vulkan::getErrorString(result));
}
}
}
VkPipeline Shader::getCachedGraphicsPipeline(Graphics *vgfx, const GraphicsPipelineConfigurationCore &configuration)
{
auto it = graphicsPipelinesDynamicState.find(configuration);