Texture/Buffer Memory Management Improvements (#1408)

* Initial implementation. Still pending better valid-overlap handling,
disposed pool, compressed format flush fix.

* Very messy backend resource cache.

* Oops

* Dispose -> Release

* Improve Release/Dispose.

* More rule refinement.

* View compatibility levels as an enum - you can always know if a view is only copy compatible.

* General cleanup.

Use locking on the resource cache, as it is likely to be used by other threads in future.

* Rename resource cache to resource pool.

* Address some of the smaller nits.

* Fix regression with MK8 lens flare

Texture flushes done the old way should trigger memory tracking.

* Use TextureCreateInfo as a key.

It now implements IEquatable and generates a hashcode based on width/height.

* Fix size change for compressed+non-compressed view combos.

Before, this could set either the compressed or non compressed texture with a size with the wrong size, depending on which texture had its size changed. This caused exceptions when flushing the texture.

Now it correctly takes the block size into account, assuming that these textures are only related because a pixel in the non-compressed texture represents a block in the compressed one.

* Implement JD's suggestion for HashCode Combine

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>

* Address feedback

* Address feedback.

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
This commit is contained in:
riperiperi 2020-09-10 20:44:04 +01:00 committed by GitHub
parent 4c7bebf3e6
commit 5d69d9103e
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
18 changed files with 725 additions and 140 deletions

View file

@ -1,3 +1,4 @@
using Ryujinx.Common.Logging;
using System.Collections;
using System.Collections.Generic;
@ -40,6 +41,16 @@ namespace Ryujinx.Graphics.Gpu.Image
{
Texture oldestTexture = _textures.First.Value;
oldestTexture.SynchronizeMemory();
if (oldestTexture.IsModified)
{
// The texture must be flushed if it falls out of the auto delete cache.
// Flushes out of the auto delete cache do not trigger write tracking,
// as it is expected that other overlapping textures exist that have more up-to-date contents.
oldestTexture.Flush(false);
}
_textures.RemoveFirst();
oldestTexture.DecrementReferenceCount();
@ -74,6 +85,26 @@ namespace Ryujinx.Graphics.Gpu.Image
}
}
public bool Remove(Texture texture, bool flush)
{
if (texture.CacheNode == null)
{
return false;
}
// Remove our reference to this texture.
if (flush && texture.IsModified)
{
texture.Flush(false);
}
_textures.Remove(texture.CacheNode);
texture.CacheNode = null;
return texture.DecrementReferenceCount();
}
public IEnumerator<Texture> GetEnumerator()
{
return _textures.GetEnumerator();