Inherit buffer tracking handles rather than recreating on resize (#2330)

This greatly speeds up games that constantly resize buffers, and removes stuttering on games that resize large buffers occasionally:

- Large improvement on Super Mario 3D All-Stars (#1663 needed for best performance)
- Improvement to Hyrule Warriors: AoC, and UE4 games. These games can still stutter due to texture creation/loading.
- Small improvement to other games, potential 1-frame stutters avoided.

`ForceSynchronizeMemory`, which was added with POWER, is no longer needed. Some tests have been added for the MultiRegionHandle.
This commit is contained in:
riperiperi 2021-06-24 00:31:26 +01:00 committed by GitHub
parent e053663f27
commit 12a7a2ead8
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GPG key ID: 4AEE18F83AFDEB23
11 changed files with 255 additions and 58 deletions

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@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
namespace Ryujinx.Memory.Tracking
{
@ -18,16 +19,68 @@ namespace Ryujinx.Memory.Tracking
public bool Dirty { get; private set; } = true;
internal MultiRegionHandle(MemoryTracking tracking, ulong address, ulong size, ulong granularity)
internal MultiRegionHandle(MemoryTracking tracking, ulong address, ulong size, IEnumerable<IRegionHandle> handles, ulong granularity)
{
_handles = new RegionHandle[size / granularity];
Granularity = granularity;
for (int i = 0; i < _handles.Length; i++)
int i = 0;
if (handles != null)
{
// Inherit from the handles we were given. Any gaps must be filled with new handles,
// and old handles larger than our granularity must copy their state onto new granular handles and dispose.
// It is assumed that the provided handles do not overlap, in order, are on page boundaries,
// and don't extend past the requested range.
foreach (RegionHandle handle in handles)
{
int startIndex = (int)((handle.Address - address) / granularity);
// Fill any gap left before this handle.
while (i < startIndex)
{
RegionHandle fillHandle = tracking.BeginTracking(address + (ulong)i * granularity, granularity);
fillHandle.Parent = this;
_handles[i++] = fillHandle;
}
if (handle.Size == granularity)
{
handle.Parent = this;
_handles[i++] = handle;
}
else
{
int endIndex = (int)((handle.EndAddress - address) / granularity);
while (i < endIndex)
{
RegionHandle splitHandle = tracking.BeginTracking(address + (ulong)i * granularity, granularity);
splitHandle.Parent = this;
splitHandle.Reprotect(handle.Dirty);
RegionSignal signal = handle.PreAction;
if (signal != null)
{
splitHandle.RegisterAction(signal);
}
_handles[i++] = splitHandle;
}
handle.Dispose();
}
}
}
// Fill any remaining space with new handles.
while (i < _handles.Length)
{
RegionHandle handle = tracking.BeginTracking(address + (ulong)i * granularity, granularity);
handle.Parent = this;
_handles[i] = handle;
_handles[i++] = handle;
}
Address = address;
@ -48,6 +101,11 @@ namespace Ryujinx.Memory.Tracking
}
}
public IEnumerable<RegionHandle> GetHandles()
{
return _handles;
}
public void SignalWrite()
{
Dirty = true;