WIP: perf(vk): mesh fallback: barriers on its own buffers, not four full barriers a draw #1636
Closed
rakefire-impala wants to merge 3 commits from
perf/mesh-fallback-targeted-barriers into main
pull from: perf/mesh-fallback-targeted-barriers
merge into: MagicBeanDev:main
MagicBeanDev:main
MagicBeanDev:github/pr/2893
MagicBeanDev:github/pr/2890
MagicBeanDev:github/pr/2887
MagicBeanDev:github/pr/2878
MagicBeanDev:github/pr/2875
MagicBeanDev:github/pr/2874
MagicBeanDev:github/pr/2873
MagicBeanDev:github/pr/2871
MagicBeanDev:github/pr/2756
MagicBeanDev:github/pr/2897
MagicBeanDev:github/pr/2896
MagicBeanDev:github/pr/2718
MagicBeanDev:github/pr/2842
MagicBeanDev:github/pr/2691
MagicBeanDev:github/pr/2895
MagicBeanDev:github/pr/2743
MagicBeanDev:github/pr/2765
MagicBeanDev:github/pr/2708
MagicBeanDev:github/pr/2732
MagicBeanDev:github/pr/2755
MagicBeanDev:github/pr/2817
MagicBeanDev:github/pr/2876
MagicBeanDev:release-please--branches--main
MagicBeanDev:release-please--branches--main--release-notes
MagicBeanDev:github/pr/2778
MagicBeanDev:github/pr/2888
MagicBeanDev:github/pr/2866
MagicBeanDev:github/pr/2877
MagicBeanDev:github/pr/2800
MagicBeanDev:github/pr/2829
MagicBeanDev:github/pr/2850
MagicBeanDev:github/pr/2889
MagicBeanDev:github/pr/2882
MagicBeanDev:github/pr/2860
MagicBeanDev:github/pr/2849
MagicBeanDev:github/pr/2886
MagicBeanDev:github/pr/2794
MagicBeanDev:github/pr/2840
MagicBeanDev:github/pr/2830
MagicBeanDev:github/pr/2834
MagicBeanDev:github/pr/2719
MagicBeanDev:github/pr/2742
MagicBeanDev:github/pr/2741
MagicBeanDev:github/pr/2820
MagicBeanDev:github/pr/2771
MagicBeanDev:github/pr/2859
MagicBeanDev:github/pr/2858
MagicBeanDev:github/pr/2823
MagicBeanDev:github/pr/2757
MagicBeanDev:github/pr/2769
MagicBeanDev:github/pr/2844
MagicBeanDev:github/pr/2843
MagicBeanDev:github/pr/2673
MagicBeanDev:github/pr/2855
MagicBeanDev:github/pr/2739
MagicBeanDev:github/pr/2807
MagicBeanDev:github/pr/2851
MagicBeanDev:github/pr/2789
MagicBeanDev:github/pr/2814
MagicBeanDev:github/pr/2818
MagicBeanDev:github/pr/2774
MagicBeanDev:github/pr/2772
MagicBeanDev:github/pr/2750
MagicBeanDev:github/pr/2786
MagicBeanDev:github/pr/2785
MagicBeanDev:github/pr/2782
MagicBeanDev:github/pr/2779
MagicBeanDev:github/pr/2775
MagicBeanDev:github/pr/2706
MagicBeanDev:github/pr/2766
MagicBeanDev:github/pr/2747
MagicBeanDev:github/pr/2759
MagicBeanDev:github/pr/2745
MagicBeanDev:github/pr/2740
MagicBeanDev:github/pr/2733
MagicBeanDev:github/pr/2725
MagicBeanDev:github/pr/2727
MagicBeanDev:github/pr/2728
MagicBeanDev:github/pr/2729
MagicBeanDev:github/pr/2721
MagicBeanDev:github/pr/2722
MagicBeanDev:github/pr/2715
MagicBeanDev:github/pr/2714
MagicBeanDev:github/pr/2707
MagicBeanDev:github/pr/2703
MagicBeanDev:github/pr/2705
MagicBeanDev:github/pr/2697
MagicBeanDev:github/pr/2679
MagicBeanDev:github/pr/2676
MagicBeanDev:github/pr/2669
MagicBeanDev:docs/what-hookshot-connects-to
MagicBeanDev:fix/hdr-encode-test
MagicBeanDev:fix/main-tests
MagicBeanDev:fix/play-cache-files
MagicBeanDev:perf/game-barrier-order
MagicBeanDev:feat/heap-lazy
MagicBeanDev:feat/texture-detail
MagicBeanDev:perf/astc-opaque-bc1
MagicBeanDev:fix/fs-dir-lock
MagicBeanDev:fix/framegen-native-kept
MagicBeanDev:fix/update-no-downgrade
MagicBeanDev:port/k10-gcn-f16-mirrors
MagicBeanDev:fix/framegen-mult-cap
MagicBeanDev:chore/release-as-2.1.1
MagicBeanDev:perf/pcache-load-switch
MagicBeanDev:fix/prepare-progress-log
MagicBeanDev:fix/update-closes-stale-game
MagicBeanDev:fix/hdr-scaled-sampled
MagicBeanDev:perf/first-start-preset
MagicBeanDev:perf/zero-upload
MagicBeanDev:fix/vcore-escape-2s
MagicBeanDev:test/fake-gh-atomic
MagicBeanDev:perf/batch-idle-flush
MagicBeanDev:test/finish-stub-a
MagicBeanDev:chore/record-2.1.0
MagicBeanDev:fix/main-red-tests
MagicBeanDev:fix/test-display-startup-driver-cache
MagicBeanDev:feat/mesh-shader-mode
MagicBeanDev:fix/menu-probes-at-startup
MagicBeanDev:fix/fps-counter-classic
MagicBeanDev:fix/test-log-batch-flake
MagicBeanDev:fix/narrow-screen-hud
MagicBeanDev:ci/prereleases
MagicBeanDev:release/v2.0.15
MagicBeanDev:hotfix/v2.0.15
MagicBeanDev:fix/present-ahead-replay
MagicBeanDev:release/v2.0.13
MagicBeanDev:fix/bracket-paths-2013
MagicBeanDev:fix/hdr-overlays-2013
MagicBeanDev:fix/fps-counter-scale-2013
MagicBeanDev:fix/stick-seen-at-rest
MagicBeanDev:hotfix/menu-fits-screen
MagicBeanDev:fix/f1-always-opens-menu
MagicBeanDev:fix/ini-keep-lines
MagicBeanDev:claude/cranky-pike-7cf247
MagicBeanDev:perf/texture-answer-flat
MagicBeanDev:fix/stamp-test-modules
MagicBeanDev:fix/appimage-fonts
MagicBeanDev:fix/display-awake
MagicBeanDev:release/v2.0.12
MagicBeanDev:fix/discord-windows
MagicBeanDev:rc/v2.0.12-tests
MagicBeanDev:fix/dlss-keep-feature
MagicBeanDev:rc/v2.0.12
MagicBeanDev:button-icons
No reviewers
Labels
Clear labels
accessibility
Barrier affecting people with disabilities
autorelease: pending
autorelease: tagged
bug
Something isn't working
dependencies
Pull requests that update a dependency file
documentation
Improvements or additions to documentation
duplicate
This issue or pull request already exists
enhancement
New feature or request
github_actions
Pull requests that update GitHub Actions code
good first issue
Good for newcomers
help wanted
Extra attention is needed
invalid
This doesn't seem right
question
Further information is requested
testing wanted
wontfix
This will not be worked on
No labels
accessibility
autorelease: pending
autorelease: tagged
bug
dependencies
documentation
duplicate
enhancement
github_actions
good first issue
help wanted
invalid
question
testing wanted
wontfix
Milestone
Clear milestone
No items
No milestone
Assignees
Clear assignees
No assignees
1 participant
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".
No due date set.
Dependencies
No dependencies set
Reference
MagicBeanDev/Hookshot!1636
Loading…
Reference in a new issue
No description provided.
Delete branch "perf/mesh-fallback-targeted-barriers"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
On a GPU without mesh shaders, each fallback draw recorded four full barriers. A dense Hyrule Field view has 116 fallback draws, so that's 464 full barriers a frame, and on an RX 5500M the GPU spends much of the frame idle between the fallback's many small dispatches. This replaces them with barriers that cover only the fallback's own buffers.
Builds on #1509 and #1511 (it changes the barrier lines they add), so this PR also shows their commits; merge those first. Draft: it passes the tests and merges cleanly, but it isn't played yet. I'll post the before/after numbers here.
Problem
fallback_recordrecorded a full barrier (all stages to all stages) at four points of every fallback draw: before the shared records are reset, after the reset, between the task and mesh dispatches, and before the draw. Each one waits for every stage of all the work before it, including the fragment work of the pass the fallback has just ended.In Hyrule Field the game asks for far more fallback work than in other areas. For example, the far-terrain programs
739acd678ae08655anda6a688bae3c9b80cstart 1,504 task workgroups, about one triangle per mesh workgroup. On an RX 5500M the frame there takes 36 ms of GPU time, and a pass timing (RX_VK_PASS_TIMING=2) showed 8 ms of GPU idle between spans in an earlier capture.Change
fallback_barrierrecords one memory barrier from the stages that last touched the fallback's buffers to the stages that touch them next:What isn't relied on any more, and why that's safe:
mesh_indirect_convertends with transfer → indirect read).pass_start_barrier, as before.RX_VK_FALLBACK_FULL_BARRIERS=1records the full barriers again, for an A/B.Only GPUs without mesh shaders run
fallback_record. Nothing changes for any other GPU, and no shader changes, so there's no re-translation.Tests
tests/test_mesh_fallback_barriers.py(new): checks that no full barrier is left infallback_record, that there are four targeted ones, the stages each one covers, the A/B switch, and that the converted arguments order themselves.tests/test_mesh_fallback.py: its two reset checks accept the targeted barrier as well as a full one.vk_draw.cpp(llvm-mingw); merges cleanly with main and with #1505-#1514 and #1581.Tested on
RX_VK_FALLBACK_FULL_BARRIERS=1: fps, GPU time, and any flicker or missing geometryTested on the RX 5500M (RDNA1, Windows 11), and I'm closing this. With the targeted barriers the picture broke in Hyrule Field: flicker, UI drawn in the wrong places, stretched geometry, and the tree-shadow flicker came back.
RX_VK_FALLBACK_FULL_BARRIERS=1on the same build fixed all of it, so the premise above doesn't hold: some of what the fallback's compute stages read is only ordered by those full barriers. Cutting the barrier count would need a different approach, such as letting consecutive fallback draws share them.