vulkan: improve performance and memory usage when there are many draws without many texture/buffer changes.

Descriptor set updates only happen if a resource binding changed since the last draw. Uniform data uses a dynamic uniform buffer descriptor so it doesn't need to update the descriptor set if only the offset changes between draws.
This commit is contained in:
Sasha Szpakowski
2024-06-21 22:44:30 -03:00
parent 39da33adff
commit ca9aa81744
3 changed files with 140 additions and 97 deletions
+1
View File
@@ -160,6 +160,7 @@ public:
std::string name;
int resourceIndex;
int bindingStartIndex;
union
{
+134 -97
View File
@@ -238,6 +238,8 @@ void Shader::newFrame()
currentFrame = (currentFrame + 1) % MAX_FRAMES_IN_FLIGHT;
currentDescriptorPool = 0;
currentDescriptorSet = VK_NULL_HANDLE;
resourceDescriptorsDirty = true;
for (VkDescriptorPool pool : descriptorPools[currentFrame])
vkResetDescriptorPool(device, pool, 0);
@@ -245,25 +247,35 @@ void Shader::newFrame()
void Shader::cmdPushDescriptorSets(VkCommandBuffer commandBuffer, VkPipelineBindPoint bindPoint)
{
int imageIndex = 0;
int bufferIndex = 0;
int bufferViewIndex = 0;
bool useLocalUniformOffset = false;
uint32 localUniformOffset = 0;
if (!localUniformData.empty())
{
if (builtinUniformDataOffset.hasValue)
{
auto builtinData = vgfx->getCurrentBuiltinUniformData();
auto dst = localUniformData.data() + builtinUniformDataOffset.value;
auto dst = (BuiltinUniformData *) (localUniformData.data() + builtinUniformDataOffset.value);
memcpy(dst, &builtinData, sizeof(builtinData));
}
vgfx->mapLocalUniformData(localUniformData.data(), localUniformData.size(), descriptorBuffers[bufferIndex++]);
VkDescriptorBufferInfo info = {};
vgfx->mapLocalUniformData(localUniformData.data(), localUniformData.size(), info);
// This is a dynamic uniform buffer, so the offset is specified in BindDescriptorSets
// and it only needs to update the descriptor sets if the buffer changes.
if (info.buffer != descriptorBuffers[0].buffer)
resourceDescriptorsDirty = true;
descriptorBuffers[0].buffer = info.buffer;
descriptorBuffers[0].range = info.range;
descriptorBuffers[0].offset = 0;
useLocalUniformOffset = true;
localUniformOffset = info.offset;
}
// TODO: iteration order must match the order at the end of compileShaders right now.
// TODO: We can store data via setTextures and setBuffers instead of iterating over
// everything here.
// Sampler updates need to happen here because the handles may change after sendTextures.
for (const auto &u : reflection.sampledTextures)
{
const auto &info = u.second;
@@ -277,77 +289,29 @@ void Shader::cmdPushDescriptorSets(VkCommandBuffer commandBuffer, VkPipelineBind
if (vkTexture == nullptr)
throw love::Exception("uniform variable %s is not set.", info.name.c_str());
VkDescriptorImageInfo &imageInfo = descriptorImages[imageIndex++];
auto sampler = (VkSampler)vkTexture->getSamplerHandle();
imageInfo.imageLayout = vkTexture->getImageLayout();
imageInfo.imageView = (VkImageView)vkTexture->getRenderTargetHandle();
imageInfo.sampler = (VkSampler)vkTexture->getSamplerHandle();
VkDescriptorImageInfo &imageInfo = descriptorImages[info.bindingStartIndex + i];
if (sampler != imageInfo.sampler)
{
imageInfo.sampler = sampler;
resourceDescriptorsDirty = true;
}
}
}
for (const auto &u : reflection.storageTextures)
if (resourceDescriptorsDirty || currentDescriptorSet == VK_NULL_HANDLE)
{
const auto &info = u.second;
if (!info.active)
continue;
currentDescriptorSet = allocateDescriptorSet();
for (int i = 0; i < info.count; i++)
{
auto vkTexture = dynamic_cast<Texture*>(activeTextures[info.resourceIndex + i]);
for (auto &write : descriptorWrites)
write.dstSet = currentDescriptorSet;
if (vkTexture == nullptr)
throw love::Exception("uniform variable %s is not set.", info.name.c_str());
VkDescriptorImageInfo &imageInfo = descriptorImages[imageIndex++];
imageInfo.imageLayout = vkTexture->getImageLayout();
imageInfo.imageView = (VkImageView)vkTexture->getRenderTargetHandle();
}
vkUpdateDescriptorSets(device, descriptorWrites.size(), descriptorWrites.data(), 0, nullptr);
resourceDescriptorsDirty = false;
}
for (const auto &u : reflection.texelBuffers)
{
const auto &info = u.second;
if (!info.active)
continue;
for (int i = 0; i < info.count; i++)
{
auto b = activeBuffers[info.resourceIndex + i];
if (b == nullptr)
throw love::Exception("uniform variable %s is not set.", info.name.c_str());
descriptorBufferViews[bufferViewIndex++] = (VkBufferView)b->getTexelBufferHandle();
}
}
for (const auto &u : reflection.storageBuffers)
{
const auto &info = u.second;
if (!info.active)
continue;
for (int i = 0; i < info.count; i++)
{
auto b = activeBuffers[info.resourceIndex + i];
if (b == nullptr)
throw love::Exception("uniform variable %s is not set.", info.name.c_str());
VkDescriptorBufferInfo &bufferInfo = descriptorBuffers[bufferIndex++];
bufferInfo.buffer = (VkBuffer)b->getHandle();
bufferInfo.offset = 0;
bufferInfo.range = b->getSize();
}
}
VkDescriptorSet currentDescriptorSet = allocateDescriptorSet();
for (auto &write : descriptorWrites)
write.dstSet = currentDescriptorSet;
vkUpdateDescriptorSets(device, descriptorWrites.size(), descriptorWrites.data(), 0, nullptr);
vkCmdBindDescriptorSets(commandBuffer, bindPoint, pipelineLayout, 0, 1, &currentDescriptorSet, 0, nullptr);
vkCmdBindDescriptorSets(commandBuffer, bindPoint, pipelineLayout, 0, 1, &currentDescriptorSet, useLocalUniformOffset ? 1 : 0, &localUniformOffset);
}
Shader::~Shader()
@@ -404,11 +368,14 @@ void Shader::sendTextures(const UniformInfo *info, graphics::Texture **textures,
for (int i = 0; i < count; i++)
{
int resourceindex = info->resourceIndex + i;
auto oldTexture = activeTextures[resourceindex];
auto prevtexture = activeTextures[resourceindex];
activeTextures[resourceindex] = textures[i];
activeTextures[resourceindex]->retain();
if (oldTexture)
oldTexture->release();
if (prevtexture)
prevtexture->release();
if (textures[i] != prevtexture)
setTextureDescriptor(info, textures[i], i);
}
}
@@ -420,11 +387,14 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
for (int i = 0; i < count; i++)
{
int resourceindex = info->resourceIndex + i;
auto oldBuffer = activeBuffers[resourceindex];
auto prevbuffer = activeBuffers[resourceindex];
activeBuffers[resourceindex] = buffers[i];
activeBuffers[resourceindex]->retain();
if (oldBuffer)
oldBuffer->release();
if (prevbuffer)
prevbuffer->release();
if (buffers[i] != prevbuffer)
setBufferDescriptor(info, buffers[i], i);
}
}
@@ -842,22 +812,28 @@ void Shader::compileShaders()
write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write.dstBinding = localUniformLocation;
write.dstArrayElement = 0;
write.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
write.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
write.descriptorCount = 1;
write.pBufferInfo = &descriptorBuffers.back();
descriptorWrites.push_back(write);
}
for (const auto &u : reflection.sampledTextures)
for (auto &u : reflection.sampledTextures)
{
const UniformInfo &info = u.second;
UniformInfo &info = u.second;
if (!info.active)
continue;
info.bindingStartIndex = (int)descriptorImages.size();
for (int i = 0; i < info.count; i++)
{
VkDescriptorImageInfo imageInfo{};
descriptorImages.push_back(imageInfo);
auto texture = activeTextures[info.resourceIndex + i];
if (texture != nullptr)
setTextureDescriptor(&info, texture, i);
}
VkWriteDescriptorSet write{};
@@ -866,21 +842,27 @@ void Shader::compileShaders()
write.dstArrayElement = 0;
write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
write.descriptorCount = static_cast<uint32_t>(info.count);
write.pImageInfo = &descriptorImages[descriptorImages.size() - info.count];
write.pImageInfo = &descriptorImages[info.bindingStartIndex];
descriptorWrites.push_back(write);
}
for (const auto &u : reflection.storageTextures)
for (auto &u : reflection.storageTextures)
{
const UniformInfo &info = u.second;
UniformInfo &info = u.second;
if (!info.active)
continue;
info.bindingStartIndex = (int)descriptorImages.size();
for (int i = 0; i < info.count; i++)
{
VkDescriptorImageInfo imageInfo{};
descriptorImages.push_back(imageInfo);
auto texture = activeTextures[info.resourceIndex + i];
if (texture != nullptr)
setTextureDescriptor(&info, texture, i);
}
VkWriteDescriptorSet write{};
@@ -889,41 +871,55 @@ void Shader::compileShaders()
write.dstArrayElement = 0;
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
write.descriptorCount = static_cast<uint32_t>(info.count);
write.pImageInfo = &descriptorImages[descriptorImages.size() - info.count];
write.pImageInfo = &descriptorImages[info.bindingStartIndex];
descriptorWrites.push_back(write);
}
for (const auto &u : reflection.texelBuffers)
for (auto &u : reflection.texelBuffers)
{
const UniformInfo &info = u.second;
UniformInfo &info = u.second;
if (!info.active)
continue;
info.bindingStartIndex = (int)descriptorBufferViews.size();
for (int i = 0; i < info.count; i++)
{
descriptorBufferViews.push_back(VK_NULL_HANDLE);
auto buffer = activeBuffers[info.resourceIndex + i];
if (buffer != nullptr)
setBufferDescriptor(&info, buffer, i);
}
VkWriteDescriptorSet write{};
write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write.dstBinding = info.location;
write.dstArrayElement = 0;
write.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
write.descriptorCount = info.count;
write.pTexelBufferView = &descriptorBufferViews[descriptorBufferViews.size() - info.count];
write.pTexelBufferView = &descriptorBufferViews[info.bindingStartIndex];
descriptorWrites.push_back(write);
}
for (const auto &u : reflection.storageBuffers)
for (auto &u : reflection.storageBuffers)
{
const UniformInfo &info = u.second;
UniformInfo &info = u.second;
if (!info.active)
continue;
info.bindingStartIndex = (int)descriptorBuffers.size();
for (int i = 0; i < info.count; i++)
{
VkDescriptorBufferInfo bufferInfo{};
descriptorBuffers.push_back(bufferInfo);
auto buffer = activeBuffers[info.resourceIndex + i];
if (buffer != nullptr)
setBufferDescriptor(&info, buffer, i);
}
VkWriteDescriptorSet write{};
@@ -932,10 +928,12 @@ void Shader::compileShaders()
write.dstArrayElement = 0;
write.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
write.descriptorCount = info.count;
write.pBufferInfo = &descriptorBuffers[descriptorBuffers.size() - info.count];
write.pBufferInfo = &descriptorBuffers[info.bindingStartIndex];
descriptorWrites.push_back(write);
}
resourceDescriptorsDirty = true;
}
void Shader::createDescriptorSetLayout()
@@ -948,7 +946,7 @@ void Shader::createDescriptorSetLayout()
continue;
auto type = Vulkan::getDescriptorType(entry.second->baseType);
if (type != VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER)
if (type != VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC)
{
VkDescriptorSetLayoutBinding layoutBinding{};
@@ -965,7 +963,7 @@ void Shader::createDescriptorSetLayout()
{
VkDescriptorSetLayoutBinding uniformBinding{};
uniformBinding.binding = localUniformLocation;
uniformBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
uniformBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
uniformBinding.descriptorCount = 1;
if (isCompute)
uniformBinding.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
@@ -1013,7 +1011,7 @@ void Shader::createDescriptorPoolSizes()
if (!localUniformData.empty())
{
VkDescriptorPoolSize size{};
size.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
size.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
size.descriptorCount = 1;
descriptorPoolSizes.push_back(size);
@@ -1026,7 +1024,7 @@ void Shader::createDescriptorPoolSizes()
VkDescriptorPoolSize size{};
auto type = Vulkan::getDescriptorType(entry.second->baseType);
if (type == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER)
if (type == VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC)
continue;
size.type = type;
@@ -1054,10 +1052,14 @@ void Shader::setVideoTextures(graphics::Texture *ytexture, graphics::Texture *cb
const UniformInfo *u = builtinUniformInfo[builtIns[i]];
if (u != nullptr)
{
auto prevtexture = activeTextures[u->resourceIndex];
textures[i]->retain();
if (activeTextures[u->resourceIndex])
activeTextures[u->resourceIndex]->release();
if (prevtexture)
prevtexture->release();
activeTextures[u->resourceIndex] = textures[i];
if (textures[i] != prevtexture)
setTextureDescriptor(u, textures[i], 0);
}
}
}
@@ -1067,13 +1069,48 @@ void Shader::setMainTex(graphics::Texture *texture)
const UniformInfo *u = builtinUniformInfo[BUILTIN_TEXTURE_MAIN];
if (u != nullptr)
{
auto prevtexture = activeTextures[u->resourceIndex];
texture->retain();
if (activeTextures[u->resourceIndex])
activeTextures[u->resourceIndex]->release();
if (prevtexture)
prevtexture->release();
activeTextures[u->resourceIndex] = texture;
if (texture != prevtexture)
setTextureDescriptor(u, texture, 0);
}
}
void Shader::setTextureDescriptor(const UniformInfo *info, love::graphics::Texture *texture, int index)
{
auto vkTexture = dynamic_cast<Texture*>(texture);
VkDescriptorImageInfo &imageInfo = descriptorImages[info->bindingStartIndex + index];
// Samplers may change after this call, so they're set just before the
// descriptor set is used instead of here.
imageInfo.imageLayout = vkTexture->getImageLayout();
imageInfo.imageView = (VkImageView)vkTexture->getRenderTargetHandle();
resourceDescriptorsDirty = true;
}
void Shader::setBufferDescriptor(const UniformInfo *info, love::graphics::Buffer *buffer, int index)
{
if (info->baseType == UNIFORM_STORAGEBUFFER)
{
VkDescriptorBufferInfo &bufferInfo = descriptorBuffers[info->bindingStartIndex + index];
bufferInfo.buffer = (VkBuffer)buffer->getHandle();
bufferInfo.offset = 0;
bufferInfo.range = buffer->getSize();
}
else if (info->baseType == UNIFORM_TEXELBUFFER)
{
descriptorBufferViews[info->bindingStartIndex + index] = (VkBufferView)buffer->getTexelBufferHandle();
}
resourceDescriptorsDirty = true;
}
void Shader::createDescriptorPool()
{
VkDescriptorPoolCreateInfo createInfo{};
+5
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@@ -104,6 +104,9 @@ private:
void createDescriptorPool();
VkDescriptorSet allocateDescriptorSet();
void setTextureDescriptor(const UniformInfo *info, love::graphics::Texture *texture, int index);
void setBufferDescriptor(const UniformInfo *info, love::graphics::Buffer *buffer, int index);
VkPipeline computePipeline;
VkDescriptorSetLayout descriptorSetLayout;
@@ -124,6 +127,8 @@ private:
VkDevice device;
bool isCompute = false;
bool resourceDescriptorsDirty = false;
VkDescriptorSet currentDescriptorSet = VK_NULL_HANDLE;
UniformInfo *builtinUniformInfo[BUILTIN_MAX_ENUM];