Fix GPU Tasks queue to be executed on frame start, rather than end

This commit is contained in:
Wojtek Figat
2024-04-25 17:10:39 +02:00
parent 10c47b8c2a
commit 97078cda7e
5 changed files with 24 additions and 22 deletions

View File

@@ -23,19 +23,18 @@ void DefaultGPUTasksExecutor::FrameBegin()
_context = createContext();
_context->OnFrameBegin();
}
void DefaultGPUTasksExecutor::FrameEnd()
{
ASSERT(_context != nullptr);
// Default implementation performs async operations on end of the frame which is synchronized with a rendering thread
// Default implementation performs async operations on start of the frame which is synchronized with a rendering thread
GPUTask* buffer[32];
const int32 count = GPUDevice::Instance->GetTasksManager()->RequestWork(buffer, 32);
for (int32 i = 0; i < count; i++)
{
_context->Run(buffer[i]);
}
}
void DefaultGPUTasksExecutor::FrameEnd()
{
ASSERT(_context != nullptr);
_context->OnFrameEnd();
}

View File

@@ -19,7 +19,7 @@ public:
/// <summary>
/// Describes GPU work type
/// </summary>
DECLARE_ENUM_4(Type, Custom, CopyResource, UploadTexture, UploadBuffer);
DECLARE_ENUM_EX_4(Type, byte, 0, Custom, CopyResource, UploadTexture, UploadBuffer);
/// <summary>
/// Describes GPU work result value
@@ -32,13 +32,15 @@ private:
/// </summary>
Type _type;
byte _syncLatency;
/// <summary>
/// Synchronization point when async task has been done
/// </summary>
GPUSyncPoint _syncPoint;
/// <summary>
/// The context that performed this task, it's should synchronize it.
/// The context that performed this task, it should synchronize it.
/// </summary>
GPUTasksContext* _context;
@@ -47,8 +49,10 @@ protected:
/// Initializes a new instance of the <see cref="GPUTask"/> class.
/// </summary>
/// <param name="type">The type.</param>
GPUTask(const Type type)
/// <param name="syncLatency">Amount of frames until async operation is synced with GPU.</param>
GPUTask(const Type type, byte syncLatency = GPU_ASYNC_LATENCY)
: _type(type)
, _syncLatency(syncLatency)
, _syncPoint(0)
, _context(nullptr)
{
@@ -58,7 +62,6 @@ public:
/// <summary>
/// Gets a task type.
/// </summary>
/// <returns>The type.</returns>
FORCE_INLINE Type GetType() const
{
return _type;
@@ -67,17 +70,15 @@ public:
/// <summary>
/// Gets work finish synchronization point
/// </summary>
/// <returns>Finish task sync point</returns>
FORCE_INLINE GPUSyncPoint GetSyncPoint() const
{
return _syncPoint;
return _syncPoint + _syncLatency;
}
public:
/// <summary>
/// Checks if operation is syncing
/// </summary>
/// <returns>True if operation is syncing, otherwise false</returns>
FORCE_INLINE bool IsSyncing() const
{
return IsRunning() && _syncPoint != 0;

View File

@@ -70,16 +70,16 @@ void GPUTasksContext::OnFrameBegin()
++_currentSyncPoint;
// Try to flush done jobs
auto currentSyncPointGPU = _currentSyncPoint - GPU_ASYNC_LATENCY;
for (int32 i = 0; i < _tasksDone.Count(); i++)
{
if (_tasksDone[i]->GetSyncPoint() <= currentSyncPointGPU)
auto task = _tasksDone[i];
if (task->GetSyncPoint() <= _currentSyncPoint && task->GetState() != TaskState::Finished)
{
// TODO: add stats counter and count performed jobs, print to log on exit.
auto job = _tasksDone[i];
job->Sync();
task->Sync();
}
if (task->GetState() == TaskState::Finished)
{
_tasksDone.RemoveAt(i);
i--;
_totalTasksDoneCount++;

View File

@@ -42,7 +42,6 @@ public:
/// <summary>
/// Gets graphics device handle
/// </summary>
/// <returns>Graphics device</returns>
FORCE_INLINE GPUDevice* GetDevice() const
{
return GPU->GetDevice();
@@ -51,7 +50,6 @@ public:
/// <summary>
/// Gets current synchronization point of that context (CPU position, GPU has some latency)
/// </summary>
/// <returns>Context sync point</returns>
FORCE_INLINE GPUSyncPoint GetCurrentSyncPoint() const
{
return _currentSyncPoint;
@@ -60,7 +58,6 @@ public:
/// <summary>
/// Gets total amount of tasks done by this context
/// </summary>
/// <returns>Done tasks count</returns>
FORCE_INLINE int32 GetTotalTasksDoneCount() const
{
return _totalTasksDoneCount;

View File

@@ -30,6 +30,11 @@ void GPUTask::Execute(GPUTasksContext* context)
// Save task completion point (for synchronization)
_syncPoint = context->GetCurrentSyncPoint();
_context = context;
if (_syncLatency == 0)
{
// No delay on sync
Sync();
}
}
}