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vulkan/wsi/x11: Ensure we create at least minImageCount images.
Doom Eternal happily creates a swapchain with 2 images for IMMEDIATE... This fixes a 10% performance issues with Doom Eternal for me. Since the game only sets a minImageCount increasing till our own minimum is totally okay. CC: <stable@lists.freedesktop.org> Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2684 Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3156 Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4368>
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1 changed files with 34 additions and 26 deletions
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@ -450,6 +450,33 @@ x11_surface_get_support(VkIcdSurfaceBase *icd_surface,
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return VK_SUCCESS;
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}
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static uint32_t
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x11_get_min_image_count(struct wsi_device *wsi_device)
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{
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if (wsi_device->x11.override_minImageCount)
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return wsi_device->x11.override_minImageCount;
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/* For IMMEDIATE and FIFO, most games work in a pipelined manner where the
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* can produce frames at a rate of 1/MAX(CPU duration, GPU duration), but
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* the render latency is CPU duration + GPU duration.
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*
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* This means that with scanout from pageflipping we need 3 frames to run
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* full speed:
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* 1) CPU rendering work
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* 2) GPU rendering work
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* 3) scanout
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*
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* Once we have a nonblocking acquire that returns a semaphore we can merge
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* 1 and 3. Hence the ideal implementation needs only 2 images, but games
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* cannot tellwe currently do not have an ideal implementation and that
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* hence they need to allocate 3 images. So let us do it for them.
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*
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* This is a tradeoff as it uses more memory than needed for non-fullscreen
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* and non-performance intensive applications.
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*/
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return 3;
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}
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static VkResult
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x11_surface_get_capabilities(VkIcdSurfaceBase *icd_surface,
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struct wsi_device *wsi_device,
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@ -502,31 +529,10 @@ x11_surface_get_capabilities(VkIcdSurfaceBase *icd_surface,
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VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
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}
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/* For IMMEDIATE and FIFO, most games work in a pipelined manner where the
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* can produce frames at a rate of 1/MAX(CPU duration, GPU duration), but
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* the render latency is CPU duration + GPU duration.
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*
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* This means that with scanout from pageflipping we need 3 frames to run
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* full speed:
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* 1) CPU rendering work
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* 2) GPU rendering work
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* 3) scanout
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*
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* Once we have a nonblocking acquire that returns a semaphore we can merge
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* 1 and 3. Hence the ideal implementation needs only 2 images, but games
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* cannot tellwe currently do not have an ideal implementation and that
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* hence they need to allocate 3 images. So let us do it for them.
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*
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* This is a tradeoff as it uses more memory than needed for non-fullscreen
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* and non-performance intensive applications.
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*/
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caps->minImageCount = 3;
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caps->minImageCount = x11_get_min_image_count(wsi_device);
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/* There is no real maximum */
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caps->maxImageCount = 0;
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if (wsi_device->x11.override_minImageCount)
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caps->minImageCount = wsi_device->x11.override_minImageCount;
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caps->supportedTransforms = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR;
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caps->currentTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR;
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caps->maxImageArrayLayers = 1;
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@ -1436,10 +1442,12 @@ x11_surface_create_swapchain(VkIcdSurfaceBase *icd_surface,
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assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR);
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unsigned num_images = pCreateInfo->minImageCount;
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if (wsi_device->x11.strict_imageCount)
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num_images = pCreateInfo->minImageCount;
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else if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR)
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num_images = MAX2(num_images, 5);
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if (!wsi_device->x11.strict_imageCount) {
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if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR)
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num_images = MAX2(num_images, 5);
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num_images = MAX2(num_images, x11_get_min_image_count(wsi_device));
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}
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xcb_connection_t *conn = x11_surface_get_connection(icd_surface);
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struct wsi_x11_connection *wsi_conn =
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