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Since #337, Ocarina of Time (0400486024DEC000) runs much slower on Windows at GPU accuracy Low with Default fences. A bisect of nx2 from d549411690 to bf48fe92cc points at #337: standing at the Lon Lon Ranch save spot, the frame rate falls from 47.9 to 31.8 fps.
EDEN_NX2_GPU_PROFILE shows where the time goes. About 1,700 fences a second are now delayed, and the front waits about 410 ms a second for the back on semaphore acquires.
Cause
#337 keeps every fence-flagged report pending until its fence runs. That includes the payload releases that channels acquire on. A payload release writes a constant, but each one now waits for the host GPU to finish the work before it, and so does every acquire on it.
Change
QueryCacheBase::CounterReport: at GPU accuracy Low with Default fences, a fence-flagged payload release stays synchronized as it was before #337. Its fence may be skipped (g_signaling_query_report_fence stays false), and the query is freed at once.
Reports of GPU counters (samples passed and the others), whose values depend on the preceding work, keep #337's behaviour. Balanced, Accurate and High accuracy are unchanged.
Testing
Windows 11, RTX 4090, i9-13900K, MSVC Release. Ocarina of Time, docked, GPU accuracy Low, Lon Lon Ranch save, standing. fps from the debug server, three 5 s windows per session:
nx2 bf48fe92cc with #752 reverted, plus this change
45.4
With this change the delayed fences fall to 0 a second (Fence decisions/s).
Not verified yet: whether #337's white flashes on leaves and walls stay gone. It depends on whether the flashing reads were counter reports or payload releases, so this is a draft until that has been checked in Kokiri Forest. @Inc0rporate, if you can still reproduce the flashes, a quick check with this build would settle it.
Improved GPU query completion under eligible fence and accuracy settings, allowing synchronized results to be recognized sooner and associated resources to become available without unnecessary delay. Reports outside these settings continue to follow their existing completion behavior, preserving the expected handling of other GPU query scenarios. This can reduce delays when retrieving results from qualifying queries.
…accuracy
zortos293#337 made every fence-flagged report wait for its fence at GPU accuracy Low
with Default fences. That covers the payload releases channels sync on too:
the front's acquires then wait for the host GPU, about 1,700 delayed fences a
second in Ocarina of Time, and the game fell from ~48 to ~32 fps standing at
Lon Lon Ranch (Windows, RTX 4090).
A payload release writes a constant, so it stays synchronized as before zortos293#337:
its fence may be skipped and the query freed at once. Reports of GPU counters,
whose values depend on the work before them, keep zortos293#337's behaviour.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CounterReport identifies synchronized fence-flagged payload reports based on fence behavior and GPU accuracy. For these reports, it skips deferred query unregistration and frees the query after signaling. Other reports retain deferred unregistration.
Changes: Fence-flagged query synchronization
Layer / File(s)
Summary
Synchronization condition and query lifecycle src/video_core/query_cache/query_cache.h
CounterReport calculates is_synced for fence-flagged payload reports. When true, invalidated, unsynchronized, and completed reports do not queue deferred unregistration. Completed reports free the query after signaling.
An overlapping download can leave a guest semaphore with an incorrect value. This should be fixed before merging.
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The title names the main change: fence-flagged payload releases stay synchronized at low accuracy, with the #337 performance regression as context. The raw summary confirms that CounterReport now treats fence-flagged payload reports as already synchronized under Default fence behavior when GPU level is not High, and frees those queries immediately. The title is specific to the changeset and is not misleading. It is also a single sentence of 12 words, which is within the expected length, and it does not use vague terms.
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Heads-up from #805, which adapts the split's semaphore view to #337 (894a9e8).
The view on the split's front decides acquires from the releases it has sent. Since 894a9e8 it notes how each one lands, and counts a fence-flagged report in memory only once its fence ran. CounterReport's operation tells the split so (GpuSplit::NoteFencedWrite, from the SCOPE_EXIT in the operation), and one landing also covers every entry before it, because fences run their operations in order.
With this PR, a synced payload release's operation runs at once instead of with its fence. So when the two meet, whichever merges second:
That operation must not call NoteFencedWrite. It no longer runs in fence order, and would count earlier reports that still wait for their fence (counters) as landed. Capture the split entry only when !is_synced.
The front should note those releases as GpuSplit::Landing::AtRun again, under the same condition as is_synced: the puller's 4-byte and SEM_EXECUTE releases, QMD plain and four-word releases, the copy engine's, short 3D and one-word compute reports. Otherwise the view stays correct but waits for each of them as if it were fenced, which gives back part of the gain.
lev92's numbers on #805 are with both on top of 894a9e8. If this lands first, I'll take care of it in #805's next merge.
Thanks, that makes sense. Agreed on both points: a synced payload release no longer runs in fence order, so it must not call NoteFencedWrite, and the front should note it as Landing::AtRun under the same condition as is_synced. If #805 lands first, I'll rebase this onto it with both changes. Otherwise, thanks for taking it in #805's next merge.
This PR stays a draft until the white flashes are checked in Kokiri Forest.
Data point from RDNA2 + an older CPU, where this PR (together with #836) is the biggest single gain I've measured so far.
GPU / driver
AMD Radeon RX 6900 XT, AMD proprietary 2.0.353, Windows 11
CPU
Intel i7-9700K (8 cores, no SMT)
Base
#805 at 894a9e8 (which merges today's nx2 up to 97b57ff, so #337 is in) plus a few local AMD bits (#573's query-cache commits, #300, EDEN_NX2_NOOPT_SHADERS=all), clang-cl 22 ThinLTO PGO
Settings
handheld, 1x, GPU accuracy Low, fence behaviour Default, async shaders on, EDEN_NX2_SPLIT=2, EDEN_NX2_FENCE_BATCH=1, PREFLUSH off, no profiling
Scene
Ocarina of Time, Lon Lon Ranch, standing still right after loading the save, 4 × 600 presents each, same spot both runs
So about +38% at this spot. I didn't separate the two PRs (one build each), but the numbers fit this one: with #337 in nx2, #805's profile on this machine showed 1182 of 3402 acquires waiting (vs 247 before #337) and the frame held on the guest side; keeping payload releases synchronized is exactly what lets those acquires through. Merge note for anyone on #805: this conflicts with its 894a9e8 in CounterReport (the split_entry capture and SCOPE_EXIT for NoteFencedWrite); keeping both, with is_synced added to the capture list, builds and runs.
No flashes, hangs or Query report value not synchronized lines in these runs, exposure correct. Short runs only (a few minutes each).
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…accuracy
A fence-flagged payload release writes a constant, so at low accuracy with
Default fences it can stay synchronized as before zortos293#337: its fence may be
skipped and the query freed at once. Only reports of GPU counters wait for
their fence to run.
Ported from Lichii zortos293#874 onto Ocarina's opt-in zortos293#337. The default is unchanged:
at low accuracy every fence-flagged report counts as synchronized.
EDEN_NX2_REPORT_FENCES=1 now gives zortos293#874's cheaper behaviour (only GPU counter
reports wait for their fence); EDEN_NX2_REPORT_FENCES=2 keeps the full zortos293#337
that =1 used to select (no report synchronized, at any accuracy).
(cherry picked from commit 1a0a91d)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Tester report: i7-14700K (8P+12E hybrid) + RTX 4080 SUPER, Windows 11, NVIDIA 621.1, on top of #805
Build: clang-cl 22, ThinLTO, PGO. #805 at 894a9e8386 merged with nx2 ad477ef1, plus the publish-before-poll change from my comment on #805, then #836 (a5cb08801f, clean merge) and this PR (1a0a91dc4f). The CounterReport conflict with #805 was resolved as lev92 described: both captures kept, is_synced added. GPU accuracy Low, fence behaviour Default, EDEN_NX2_GPU_PROFILE=1.
Performance. Ocarina of Time, Lon Lon Ranch, same save and spot, standing still ~2 min, ~2,370 draws/frame in both runs:
The spot now runs at the game's 60 fps most of the time. As in lev92's runs, the gain shows up as the guest side doing more work per second. I didn't separate #836 from this PR.
Verification with #805's checks (DRAIN_CHECK, READ_CHECK, LIST_VERIFY, BACK_MACRO_VERIFY=20000, UPLOAD_REORDER_CHECK, ENTRY_CHECK, LIST_INDIRECT_CHECK, DMA_READ_VERIFY, ACQUIRE_STATS), ~6 min of varied play. Everything read 0 except one read-download event:
900,460 acquires passed by the semaphore view, 0 not met after the drain; 10,375 polls resumed, 0 not met;
QMD view: 3,895,200 methods valued, 0 released or read otherwise; 240,007 tables, 0 differing;
59.9 M command entries compared, 0 differ; 19.6 M let through without writer waits, 0 on GPU-written pages;
717,011 command lists and 155,942 GPU-kept list dispatches, 0 differ; 8,745,109 uploads, 0 placement errors; 20,000 back macro calls, 0 differ;
no Query report value not synchronized lines;
read downloads: 439,055 compared (1.8 GiB), 2 bytes differ, both in one event at t = 130 s. The count stayed at 2 for the rest of the run:
Read download check: guest memory 0x3045ef5f+0x1 differs from a synchronous flush (0x3e for 0x3f at its start): an earlier read's download brought it, and the GPU wrote it since without taking it out of that download
Read download check: 0x3045ef5f+0x1 is outdated: (a) landed before this read came, by an early download of tick 171414; compared by a read's download of tick 171418 (now 171421); since that copy over it: upload (after it landed, before this read's copy), upload (after it landed, after this read's copy), upload (after it landed, after this read's copy), upload (after it landed, after this read's copy); a guest write since it landed: no; uploads since that copy: 4, since it landed: yes; newest GPU-side guest memory write noted there: a writer the check doesn't hear of; page 0x3045e000 in the tracker: CPU-modified no, GPU-modified no; GPU-modified in the cache: no; a guest CPU write collected there now: no
Read download check: guest memory 0x3045ef78+0x1 differs from a synchronous flush (0x00 for 0xc3 at its start): an earlier read's download brought it, and the GPU wrote it since without taking it out of that download
Read download check: 0x3045ef78+0x1 is outdated: (a) landed before this read came, by an early download of tick 171414; compared by a read's download of tick 171418 (now 171421); since that copy over it: upload (after it landed, before this read's copy), guest write (after it landed, after this read's copy), upload (after it landed, after this read's copy), upload (after it landed, after this read's copy), upload (after it landed, after this read's copy); a guest write since it landed: yes; uploads since that copy: 4, since it landed: yes; newest GPU-side guest memory write noted there: a writer the check doesn't hear of; page 0x3045e000 in the tracker: CPU-modified no, GPU-modified no; GPU-modified in the cache: no; a guest CPU write collected there now: no
I can't tell whether this is a real stale read, a case the check misclassifies, or something #805 alone can also hit. A ~7 min verify run of #805 without this PR and #836 read 0, but one event isn't enough to separate them. The 0x3e/0x3f pair looks like a counter. Since this PR lets synced payload releases skip their fence, one guess is that such a write is the "writer the check doesn't hear of" behind an early download. If it helps, I can run a longer verify with and without this PR to see whether it repeats.
No visual problems, hangs or crashes in either run.
I used Claude Code (Opus 5.5) to build, measure and draft this comment.
Thanks @hellasleeper108, and @lev92 earlier: two independent machines (RX 6900 XT and RTX 4080 SUPER) show the gain with no flashes, hangs or unsynchronized query lines. I'm taking this out of draft.
About the one read-download difference: a single byte going 0x3e → 0x3f looks like a counter or semaphore payload. A payload release that this PR syncs writes guest memory when its fence runs, and #805's checks don't hear of that writer ("a writer the check doesn't hear of"). When this lands on top of #805, the synced path should note its write the way jpkto described in the #805 thread, which should also clear this report. I'll do that in the rebase.
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Actionable comments posted: 1
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Review comments at @src/video_core/query_cache/query_cache.h:
- Around line 291-292: Update the is_synced predicate so the Immediate-fence
exception applies only at Low accuracy; High accuracy must remain deferred and
wait for the fence. Preserve the existing Immediate behavior at Low accuracy and
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Nitpick comments: 1
src/video_core/query_cache/query_cache.h: 1
305-307: Trivial · Maintainability & Code Quality · Low value
Do not add [[likely]] to the new !is_synced branches.
The repository coding guidance (docs/Coding.md) forbids [[likely]] and [[unlikely]] because PGO builds cover branch hints. The changed lines at 305, 320, and 353 add [[likely]] to new conditions. Remove the attribute from these three if statements.
Proposed fix
- if (!is_synced) [[likely]] {+ if (!is_synced) {
Apply the same edit at all three locations (the third has different indentation).
Also applies to: 320-322, 353-355
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Review comment at @src/video_core/query_cache/query_cache.h around lines 305 -
307:
Remove the [[likely]] attributes from all three new !is_synced conditionals in
the query-cache code, including the branches that update pending_unregister,
while preserving each condition and its existing branch logic.
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Review comments at @src/video_core/query_cache/query_cache.h:
- Around line 305-307: Remove the [[likely]] attributes from all three new
!is_synced conditionals in the query-cache code, including the branches that
update pending_unregister, while preserving each condition and its existing
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Major · Protect immediate releases from older downloads · query_cache.h:357-362
src/video_core/query_cache/query_cache.h:357-362 Major · Data Integrity & Integration · Heavy lift
Protect immediate releases from older downloads
When a Low-accuracy Default-fence payload release overlaps a queued buffer download, SignalFence commits the download before it writes the payload. PopAsyncBuffers can later overwrite the payload with the older GPU bytes. This can leave the guest with an incorrect semaphore value.
Preserve the release bytes when the pending download is applied.
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Review comment at @src/video_core/query_cache/query_cache.h around lines 357 -
362:
Update the fence-release flow around SignalFence so a queued buffer download
applied later by PopAsyncBuffers cannot overwrite the immediate release payload
bytes. Preserve those bytes when applying the pending download, while leaving
unrelated downloaded bytes unchanged.
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Review comments at @src/video_core/query_cache/query_cache.h:
- Around line 357-362: Update the fence-release flow around SignalFence so a
queued buffer download applied later by PopAsyncBuffers cannot overwrite the
immediate release payload bytes. Preserve those bytes when applying the pending
download, while leaving unrelated downloaded bytes unchanged.
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@coderabbitai About "Protect immediate releases from older downloads": I'm not changing this here. The synced release is the path every fence-flagged payload release took before #337. It's also the one nx2's non-fenced payload releases still take at low accuracy (!IsGPULevelHigh() && counter_type == QueryType::Payload writes the payload at once). So the ordering against a queued download isn't new in this PR. If it needs protecting, both paths should get it together in its own change.
Merge origin/nx2 without replacing the complete zortos293#805 split with its partial
ports. Conflicting areas are resolved as follows:
- gpu_split.{h,cpp}, dma_pusher.{h,cpp}, gpu_thread.cpp, engines/maxwell_3d.cpp,
engines/kepler_compute.{h,cpp}, engines/maxwell_dma.h and their fast-method
tests retain zortos293#805's write classification, QMD/front view, position waits,
tick/idle hooks, fast method path and sampled method timing. Do not import
zortos293#949's reduced acquire table, back_quiet drain scheme or duplicate zortos293#1028
write tracking. Keep the independent scheduler-owner check on CPU/service
writes, the new RingFull drain site and opt-in live-read comparisons.
- engines/puller.{h,cpp}, nx2.h and query_cache.h combine zortos293#805's authoritative
front semaphore view and source-tracking unbounded waiters with zortos293#979/zortos293#1014's
unbounded region table and direct-release shadow. Mirror releases only when
ViewApplies is false: unsplit, back macros, or delayed/high-accuracy releases.
The full front view must not consume a second mirrored counter absent from
its original releases. Note both destination writes on the fallback path.
Compute max/reduction releases retain shadow combination and zortos293#805 checks.
Keep zortos293#874's synced payload handling and FencedPayloadLanding: synced
callbacks never advance fenced_landed.
- gpu.cpp, rasterizer_download_area.h, rasterizer_interface.h, memory_manager.cpp,
buffer_cache.{h,base.h}, vk_buffer_cache.{h,cpp}, vk_rasterizer.{h,cpp} and
buffer_cache_ports keep the full zortos293#805 read-back, upload ordering and tracing.
Bring in zortos293#1028's review fixes: ClearDownload lands reads before DMA/discard
writes, ClearReplacedDownload cancels only bytes reaching guest memory,
and pending query results leave newer GPU writes dirty. Retain the new
regression cases and the Qt-safe MayHoldGpuWrites boundary. Drop the unused
reduced nx2_async_readback diagnostic implementation instead of duplicating
zortos293#805's richer GPU-wait/read traces.
- device_memory_manager.h/inc use zortos293#984's per-manager generation ranges with
Map/Unmap increments and preserve DownloadLanding/write tracking.
- nx2_profile.h and video_core.cpp combine zortos293#805's fine counters, sampling,
scope depth and runtime switch setup with zortos293#965/zortos293#1039's zone-parent tracking,
GPU waits, contention, worker/present/submit zones and stutter sites.
- vk_pipeline_cache.cpp takes zortos293#1036's v2 cache, migration, jobs, parallel
translation and emission. shader_environment.{h,cpp} keeps zortos293#970's unsafe TIC
reads; also omit v2's new pool-wide pretranslation flush, since workers no
longer flush descriptors. Keep the AMD e0a992208d87eeb8 exception in
pipeline_optimization.h.
- vk_graphics_pipeline.cpp, uniform_stream_reuse.h, sampled_views.h and tests
converge zortos293#921/zortos293#949 with the adapted branch ports. PrepareImageView uses the
single PreparesImage predicate, including valid views of NULL_IMAGE_ID.
Keep uniform/descriptor delta replay, zortos293#974 fast-draw checks, zortos293#805 profiling
and the empty-descriptor-range guard; no parallel duplicate paths.
- vulkan_device.cpp and vulkan_memory_allocator.cpp combine cache-v2 device
support and zortos293#880's backable-image failure policy with zortos293#836's synchronized
recycler and zortos293#831's 50 ms memory-usage cache. Preserve all remaining branch
AMD, query, shader, texture and fast-draw changes in the automatic merges.
- nx2_video_decoder.cpp takes nx2's final dav1d/default-thread state. CMake test
lists combine both sides; keep zortos293#805 fast-method tests rather than tests of
rejected reduced split internals, and adapt waiter tests to >64 owners.
Other matching cherry-picks converge to nx2; NX archives, HostTiming,
memory/stutter/cache tooling and their sources are retained.
Validation before commit: git diff --cached --check passed; 30 cache_metrics
and cache_bench Python unit tests passed using workspace-local test data.
The requested clang-cl ThinLTO/PGO build is in progress. BUILD_TESTING is OFF;
C++ tests and in-game semaphore/read-back/cache/fast-draw validation remain
separate. No emulator launched or stopped; no push or other branch changes.
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
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The zortos293#1028 pending-report list retires callbacks in fence order. zortos293#874's synced payload callback runs immediately, possibly ahead of an older report at the same address. Do not register that callback as deferred or let it retire the older report, whose rewritten bytes must remain GPU-modified until its own landing. Preserve the existing is_synced/fenced_landed contract. Add regression coverage alongside the imported read-back tests and document the interaction.
Validation: git diff --cached --check passed. C++ tests are not built (BUILD_TESTING=OFF); the requested integration build is still running and will be rerun for this commit.
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Problem
Since #337, Ocarina of Time (
0400486024DEC000) runs much slower on Windows at GPU accuracy Low with Default fences. A bisect of nx2 fromd549411690tobf48fe92ccpoints at #337: standing at the Lon Lon Ranch save spot, the frame rate falls from 47.9 to 31.8 fps.EDEN_NX2_GPU_PROFILEshows where the time goes. About 1,700 fences a second are now delayed, and the front waits about 410 ms a second for the back on semaphore acquires.Cause
#337 keeps every fence-flagged report pending until its fence runs. That includes the payload releases that channels acquire on. A payload release writes a constant, but each one now waits for the host GPU to finish the work before it, and so does every acquire on it.
Change
QueryCacheBase::CounterReport: at GPU accuracy Low with Default fences, a fence-flagged payload release stays synchronized as it was before #337. Its fence may be skipped (g_signaling_query_report_fencestays false), and the query is freed at once.Reports of GPU counters (samples passed and the others), whose values depend on the preceding work, keep #337's behaviour. Balanced, Accurate and High accuracy are unchanged.
Testing
Windows 11, RTX 4090, i9-13900K, MSVC Release. Ocarina of Time, docked, GPU accuracy Low, Lon Lon Ranch save, standing. fps from the debug server, three 5 s windows per session:
d181de503c(before #337)673783fa6b(#337)bf48fe92ccwith #337 revertedbf48fe92ccwith #752 reverted, plus this changeWith this change the delayed fences fall to 0 a second (
Fence decisions/s).Not verified yet: whether #337's white flashes on leaves and walls stay gone. It depends on whether the flashing reads were counter reports or payload releases, so this is a draft until that has been checked in Kokiri Forest. @Inc0rporate, if you can still reproduce the flashes, a quick check with this build would settle it.
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