GPU: Keep rendered textures without any pool references alive (#4662)
* GPU: Keep sampled textures without any pool references alive Occasionally games are very wasteful and clear/write to a texture without ever sampling it. As rendered textures in NVN games seem to all have overlapping memory ranges, the texture will eventually get overwritten. Normally, this would trigger a removal from the auto delete cache, but a pool entry would keep the texture alive. However, with these textures that are never used, they will get deleted immediately and recreated on the next frame. This change makes it so the ShortTextureCache can keep textures that have naver had a pool reference alive for a few frames, so they're not constantly being created and deleted. This improves performance in Zelda BOTW a little. * Cleanup
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3 changed files with 75 additions and 5 deletions
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@ -848,7 +848,17 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (overlapInCache)
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{
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_cache.Remove(overlap, flush);
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if (flush || overlap.HadPoolOwner || overlap.IsView)
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{
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_cache.Remove(overlap, flush);
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}
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else
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{
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// This texture has only ever been referenced in the AutoDeleteCache.
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// Keep this texture alive with the short duration cache, as it may be used often but not sampled.
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_cache.AddShortCache(overlap);
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}
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}
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removeOverlap = modified;
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@ -1198,6 +1208,16 @@ namespace Ryujinx.Graphics.Gpu.Image
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_cache.AddShortCache(texture, ref descriptor);
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}
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/// <summary>
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/// Adds a texture to the short duration cache without a descriptor. This typically keeps it alive for two ticks.
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/// On expiry, it will be removed from the AutoDeleteCache.
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/// </summary>
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/// <param name="texture">Texture to add to the short cache</param>
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public void AddShortCache(Texture texture)
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{
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_cache.AddShortCache(texture);
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}
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/// <summary>
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/// Removes a texture from the short duration cache.
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/// </summary>
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