radv: Add layer to skip UnmapMemory for Quantic Dream Engine
Detroit: Become Human has an optimization issue where the same BO is mapped and unmapped on a per-frame basis, which leads to massive overhead in the kernel, both creating the mapping and taking page faults. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26942>
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src/amd/vulkan/layers/radv_quantic_dream.c
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36
src/amd/vulkan/layers/radv_quantic_dream.c
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@@ -0,0 +1,36 @@
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/*
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* Copyright © 2024 Valve Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "radv_private.h"
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VKAPI_ATTR VkResult VKAPI_CALL
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quantic_dream_UnmapMemory2KHR(VkDevice _device, const VkMemoryUnmapInfoKHR *pMemoryUnmapInfo)
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{
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/* Detroit: Become Human repeatedly calls vkMapMemory and vkUnmapMemory on the same buffer.
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* This creates high overhead in the kernel due to mapping operation and page fault costs.
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*
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* Simply skip the unmap call to workaround it. Mapping an already-mapped region is UB in Vulkan,
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* but will correctly return the mapped pointer on RADV.
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*/
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return VK_SUCCESS;
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}
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@@ -36,6 +36,7 @@ radv_entrypoints_gen_command += [
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# Application layer entrypoints
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'--device-prefix', 'metro_exodus',
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'--device-prefix', 'rage2',
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'--device-prefix', 'quantic_dream',
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]
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radv_entrypoints = custom_target(
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@@ -50,6 +51,7 @@ libradv_files = files(
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'bvh/bvh.h',
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'layers/radv_metro_exodus.c',
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'layers/radv_rage2.c',
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'layers/radv_quantic_dream.c',
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'layers/radv_rmv_layer.c',
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'layers/radv_rra_layer.c',
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'layers/radv_sqtt_layer.c',
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@@ -599,6 +599,8 @@ init_dispatch_tables(struct radv_device *device, struct radv_physical_device *ph
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add_entrypoints(&b, &metro_exodus_device_entrypoints, RADV_APP_DISPATCH_TABLE);
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} else if (!strcmp(physical_device->instance->app_layer, "rage2")) {
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add_entrypoints(&b, &rage2_device_entrypoints, RADV_APP_DISPATCH_TABLE);
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} else if (!strcmp(physical_device->instance->app_layer, "quanticdream")) {
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add_entrypoints(&b, &quantic_dream_device_entrypoints, RADV_APP_DISPATCH_TABLE);
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}
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if (physical_device->instance->vk.trace_mode & RADV_TRACE_MODE_RGP)
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@@ -56,6 +56,7 @@ Application bugs worked around in this file:
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<option name="radv_zero_vram" value="true" />
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<option name="radv_lower_discard_to_demote" value="true" />
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<option name="radv_disable_tc_compat_htile_general" value="true" />
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<option name="radv_app_layer" value="quanticdream" />
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</engine>
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<engine engine_name_match="^UnrealEngine"> <!-- UE4/5 Vulkan RHI -->
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