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authorNiklas Haas <git@haasn.xyz>2017-10-07 21:36:16 +0200
committerMartin Herkt <652892+lachs0r@users.noreply.github.com>2017-12-25 00:47:53 +0100
commit286d421666fd812dc4d01e580204cf63b49fec45 (patch)
treeb5fb0257aca4f56a62c0e9ae4211a95c01163214 /video/out/vulkan/utils.c
parenta6aab5dfd6d94be4e2a07c2bf6044f621b28e631 (diff)
downloadmpv-286d421666fd812dc4d01e580204cf63b49fec45.tar.bz2
mpv-286d421666fd812dc4d01e580204cf63b49fec45.tar.xz
vo_gpu: vulkan: allow disabling async tf/comp
Async compute in particular seems to cause problems on some drivers, and even when supprted the benefits are not that massive from the tests I have seen, so it's probably safe to keep off by default. Async transfer on the other hand seems to work better and offers a more substantial improvement, so it's kept on.
Diffstat (limited to 'video/out/vulkan/utils.c')
-rw-r--r--video/out/vulkan/utils.c14
1 files changed, 11 insertions, 3 deletions
diff --git a/video/out/vulkan/utils.c b/video/out/vulkan/utils.c
index 3dfb825032..5b9be3216f 100644
--- a/video/out/vulkan/utils.c
+++ b/video/out/vulkan/utils.c
@@ -455,9 +455,12 @@ bool mpvk_device_init(struct mpvk_ctx *vk, struct mpvk_device_opts opts)
(unsigned)qfs[i].queueFlags, (int)qfs[i].queueCount);
}
- int idx_gfx = find_qf(qfs, qfnum, VK_QUEUE_GRAPHICS_BIT),
- idx_comp = find_qf(qfs, qfnum, VK_QUEUE_COMPUTE_BIT),
- idx_tf = find_qf(qfs, qfnum, VK_QUEUE_TRANSFER_BIT);
+ int idx_gfx = -1, idx_comp = -1, idx_tf = -1;
+ idx_gfx = find_qf(qfs, qfnum, VK_QUEUE_GRAPHICS_BIT);
+ if (opts.async_compute)
+ idx_comp = find_qf(qfs, qfnum, VK_QUEUE_COMPUTE_BIT);
+ if (opts.async_transfer)
+ idx_tf = find_qf(qfs, qfnum, VK_QUEUE_TRANSFER_BIT);
// Vulkan requires at least one GRAPHICS queue, so if this fails something
// is horribly wrong.
@@ -477,6 +480,11 @@ bool mpvk_device_init(struct mpvk_ctx *vk, struct mpvk_device_opts opts)
if (idx_comp >= 0 && idx_comp != idx_gfx)
MP_VERBOSE(vk, "Using async compute (QF %d)\n", idx_comp);
+ // Fall back to supporting compute shaders via the graphics pool for
+ // devices which support compute shaders but not async compute.
+ if (idx_comp < 0 && qfs[idx_gfx].queueFlags & VK_QUEUE_COMPUTE_BIT)
+ idx_comp = idx_gfx;
+
// Now that we know which QFs we want, we can create the logical device
VkDeviceQueueCreateInfo *qinfos = NULL;
int num_qinfos = 0;