refactor(settings): simplify VRAM usage mode to Conservative/Aggressive

The removed modes added complexity without significant benefit now that
the new VRAM management system (gc_aggressiveness, vram_limit_mb)
provides finer-grained control over memory pressure.

Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit is contained in:
Zephyron
2026-01-25 15:29:25 +10:00
parent 3e2137a470
commit 8eaa38540c
10 changed files with 13 additions and 173 deletions

View File

@@ -70,40 +70,11 @@ vk::Buffer CreateBuffer(const Device& device, const MemoryAllocator& memory_allo
flags |= VK_BUFFER_USAGE_CONDITIONAL_RENDERING_BIT_EXT;
}
// Optimize buffer size based on VRAM usage mode
u64 optimized_size = size;
const auto vram_mode = Settings::values.vram_usage_mode.GetValue();
if (vram_mode == Settings::VramUsageMode::HighEnd) {
// High-End GPU mode: Use larger buffer chunks for high-end GPUs to reduce allocation overhead
// but still keep them reasonable to avoid excessive VRAM usage
if (size > 64_MiB && size < 512_MiB) {
// Round up to next 64MB boundary for large buffers
optimized_size = Common::AlignUp(size, 64_MiB);
} else if (size > 4_MiB && size <= 64_MiB) {
// Round up to next 8MB boundary for medium buffers
optimized_size = Common::AlignUp(size, 8_MiB);
}
} else if (vram_mode == Settings::VramUsageMode::Insane) {
// Insane mode: Use massive buffer chunks for RTX 4090 to minimize allocation overhead
// and maximize performance for shader compilation and caching
if (size > 128_MiB && size < 1024_MiB) {
// Round up to next 128MB boundary for very large buffers
optimized_size = Common::AlignUp(size, 128_MiB);
} else if (size > 16_MiB && size <= 128_MiB) {
// Round up to next 32MB boundary for large buffers
optimized_size = Common::AlignUp(size, 32_MiB);
} else if (size > 1_MiB && size <= 16_MiB) {
// Round up to next 4MB boundary for medium buffers
optimized_size = Common::AlignUp(size, 4_MiB);
}
}
const VkBufferCreateInfo buffer_ci = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.size = optimized_size,
.size = size,
.usage = flags,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
.queueFamilyIndexCount = 0,
@@ -115,31 +86,8 @@ vk::Buffer CreateBuffer(const Device& device, const MemoryAllocator& memory_allo
} // Anonymous namespace
void BufferCacheRuntime::CleanupUnusedBuffers() {
// Aggressive cleanup for Insane mode to prevent VRAM leaks
const auto vram_mode = Settings::values.vram_usage_mode.GetValue();
if (vram_mode == Settings::VramUsageMode::Insane) {
// For Insane mode, periodically clean up unused large buffers to prevent memory leaks
static u32 cleanup_counter = 0;
static u64 last_buffer_memory = 0;
cleanup_counter++;
// Monitor buffer memory usage to detect potential leaks
if (cleanup_counter % 120 == 0) {
const u64 current_buffer_memory = GetDeviceMemoryUsage();
// Check for buffer memory leak (usage increasing without corresponding game activity)
if (current_buffer_memory > last_buffer_memory + 50_MiB) {
LOG_WARNING(Render_Vulkan, "Potential buffer memory leak detected! Usage increased by {} MB",
(current_buffer_memory - last_buffer_memory) / (1024 * 1024));
// Force cleanup of any cached buffers that might be accumulating
LOG_INFO(Render_Vulkan, "Performed aggressive buffer cleanup (Insane mode)");
}
last_buffer_memory = current_buffer_memory;
LOG_DEBUG(Render_Vulkan, "Buffer memory usage: {} MB (Insane mode)", current_buffer_memory / (1024 * 1024));
}
}
// Cleanup is now handled by the VRAM management system (gc_aggressiveness setting)
// This function is kept for compatibility but no longer performs mode-specific cleanup
}
Buffer::Buffer(BufferCacheRuntime& runtime, VideoCommon::NullBufferParams null_params)

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@@ -748,11 +748,8 @@ std::unique_ptr<GraphicsPipeline> PipelineCache::CreateGraphicsPipeline(
const auto runtime_info{MakeRuntimeInfo(programs, key, program, previous_stage)};
ConvertLegacyToGeneric(program, runtime_info);
std::vector<u32> code = EmitSPIRV(profile, runtime_info, program, binding);
// Reserve more space for Insane mode to reduce allocations during shader compilation
const size_t reserve_size = Settings::values.vram_usage_mode.GetValue() == Settings::VramUsageMode::Insane
? std::max<size_t>(code.size(), 64 * 1024 / sizeof(u32)) // 64KB for Insane mode
: std::max<size_t>(code.size(), 16 * 1024 / sizeof(u32)); // 16KB for other modes
code.reserve(reserve_size);
// Reserve space to reduce allocations during shader compilation
code.reserve(std::max<size_t>(code.size(), 16 * 1024 / sizeof(u32)));
device.SaveShader(code);
modules[stage_index] = BuildShader(device, code);
if (device.HasDebuggingToolAttached()) {
@@ -854,11 +851,8 @@ std::unique_ptr<ComputePipeline> PipelineCache::CreateComputePipeline(
auto program{TranslateProgram(pools.inst, pools.block, env, cfg, host_info)};
std::vector<u32> code = EmitSPIRV(profile, program);
// Reserve more space for Insane mode to reduce allocations during shader compilation
const size_t reserve_size = Settings::values.vram_usage_mode.GetValue() == Settings::VramUsageMode::Insane
? std::max<size_t>(code.size(), 64 * 1024 / sizeof(u32)) // 64KB for Insane mode
: std::max<size_t>(code.size(), 16 * 1024 / sizeof(u32)); // 16KB for other modes
code.reserve(reserve_size);
// Reserve space to reduce allocations during shader compilation
code.reserve(std::max<size_t>(code.size(), 16 * 1024 / sizeof(u32)));
device.SaveShader(code);
vk::ShaderModule spv_module{BuildShader(device, code)};
if (device.HasDebuggingToolAttached()) {

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@@ -99,24 +99,7 @@ void StagingBufferPool::FreeDeferred(StagingBufferRef& ref) {
void StagingBufferPool::TickFrame() {
current_delete_level = (current_delete_level + 1) % NUM_LEVELS;
// Enhanced cleanup for Insane mode to prevent VRAM leaks
const auto vram_mode = Settings::values.vram_usage_mode.GetValue();
if (vram_mode == Settings::VramUsageMode::Insane) {
static u32 cleanup_counter = 0;
cleanup_counter++;
// More aggressive cleanup for Insane mode every 30 frames
if (cleanup_counter % 30 == 0) {
// Force release of all caches to prevent memory accumulation
ReleaseCache(MemoryUsage::DeviceLocal);
ReleaseCache(MemoryUsage::Upload);
ReleaseCache(MemoryUsage::Download);
// Additional cleanup for large staging buffers
LOG_DEBUG(Render_Vulkan, "Performed aggressive staging buffer cleanup (Insane mode)");
}
}
// Cleanup is now handled by the VRAM management system (gc_aggressiveness setting)
ReleaseCache(MemoryUsage::DeviceLocal);
ReleaseCache(MemoryUsage::Upload);
ReleaseCache(MemoryUsage::Download);

View File

@@ -939,29 +939,8 @@ VkBuffer TextureCacheRuntime::GetTemporaryBuffer(size_t needed_size) {
return *buffers[level];
}
// Optimize buffer size based on VRAM usage mode
size_t new_size = Common::NextPow2(needed_size);
const auto vram_mode = Settings::values.vram_usage_mode.GetValue();
if (vram_mode == Settings::VramUsageMode::HighEnd) {
// For high-end GPUs, use larger temporary buffers to reduce allocation overhead
// but cap them to prevent excessive VRAM usage
if (needed_size > 32_MiB && needed_size < 256_MiB) {
new_size = Common::AlignUp(needed_size, 32_MiB);
} else if (needed_size > 2_MiB && needed_size <= 32_MiB) {
new_size = Common::AlignUp(needed_size, 4_MiB);
}
} else if (vram_mode == Settings::VramUsageMode::Insane) {
// Insane mode: Use massive temporary buffers for RTX 4090 to maximize texture caching
// and shader compilation performance
if (needed_size > 64_MiB && needed_size < 512_MiB) {
new_size = Common::AlignUp(needed_size, 64_MiB);
} else if (needed_size > 8_MiB && needed_size <= 64_MiB) {
new_size = Common::AlignUp(needed_size, 16_MiB);
} else if (needed_size > 1_MiB && needed_size <= 8_MiB) {
new_size = Common::AlignUp(needed_size, 2_MiB);
}
}
// Use power-of-2 buffer sizes for efficient allocation
const size_t new_size = Common::NextPow2(needed_size);
static constexpr VkBufferUsageFlags flags =
VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT |
@@ -981,46 +960,8 @@ VkBuffer TextureCacheRuntime::GetTemporaryBuffer(size_t needed_size) {
}
void TextureCacheRuntime::CleanupUnusedBuffers() {
// Aggressive cleanup for Insane mode to prevent VRAM leaks
const auto vram_mode = Settings::values.vram_usage_mode.GetValue();
if (vram_mode == Settings::VramUsageMode::Insane) {
// For Insane mode, periodically clean up unused large buffers to prevent memory leaks
static u32 cleanup_counter = 0;
static u64 last_vram_usage = 0;
cleanup_counter++;
// Monitor VRAM usage to detect potential leaks
if (cleanup_counter % 60 == 0) {
const u64 current_vram_usage = GetDeviceMemoryUsage();
// Check for VRAM leak (usage increasing without corresponding game activity)
if (current_vram_usage > last_vram_usage + 100_MiB) {
LOG_WARNING(Render_Vulkan, "Potential VRAM leak detected! Usage increased by {} MB",
(current_vram_usage - last_vram_usage) / (1024 * 1024));
// Force aggressive cleanup
for (auto& buffer : buffers) {
if (buffer) {
buffer.reset();
}
}
LOG_INFO(Render_Vulkan, "Performed aggressive VRAM cleanup (Insane mode)");
}
last_vram_usage = current_vram_usage;
LOG_DEBUG(Render_Vulkan, "VRAM usage: {} MB (Insane mode)", current_vram_usage / (1024 * 1024));
}
// Regular cleanup every 120 frames
if (cleanup_counter % 120 == 0) {
for (auto& buffer : buffers) {
if (buffer) {
buffer.reset();
}
}
LOG_DEBUG(Render_Vulkan, "Cleaned up unused temporary buffers (Insane mode)");
}
}
// Cleanup is now handled by the VRAM management system (gc_aggressiveness setting)
// This function is kept for compatibility but no longer performs mode-specific cleanup
}
void TextureCacheRuntime::BarrierFeedbackLoop() {

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@@ -1354,20 +1354,6 @@ void Device::CollectPhysicalMemoryInfo() {
const size_t scaler_memory = 1_GiB * Settings::values.resolution_info.ScaleUp(1);
device_access_memory =
std::min<u64>(device_access_memory, normal_memory + scaler_memory);
} else if (vram_mode == Settings::VramUsageMode::HighEnd) {
// High-End GPU mode: Use more VRAM but with smart buffer management
// Allow up to 12GB for RTX 4090/4080+ users, but optimize buffer allocation
const size_t high_end_memory = 12_GiB;
const size_t scaler_memory = 1_GiB * Settings::values.resolution_info.ScaleUp(1);
device_access_memory =
std::min<u64>(device_access_memory, high_end_memory + scaler_memory);
} else if (vram_mode == Settings::VramUsageMode::Insane) {
// Insane mode: Use most of RTX 4090's 24GB VRAM for maximum performance
// Reserve only 2GB for system and other applications
const size_t insane_memory = 22_GiB;
const size_t scaler_memory = 2_GiB * Settings::values.resolution_info.ScaleUp(1);
device_access_memory =
std::min<u64>(device_access_memory, insane_memory + scaler_memory);
}
// Aggressive mode uses full available VRAM (no limits)