Optimize Texture Binding and Shader Specialization Checks (#3399)

* Changes 1

* Changes 2

* Better ModifiedSequence handling

This should handle PreciseEvents properly, and simplifies a few things.

* Minor changes, remove debug log

* Handle stage.Info being null

Hopefully fixes Catherine crash

* Fix shader specialization fast texture lookup

* Fix some things.

* Address Feedback Part 1

* Make method static.
This commit is contained in:
riperiperi 2022-06-17 17:09:14 +01:00 committed by GitHub
parent d987cacfb7
commit 99ffc061d3
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15 changed files with 766 additions and 180 deletions

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@ -1,6 +1,7 @@
using Ryujinx.Cpu.Tracking;
using Ryujinx.Graphics.Gpu.Memory;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Image
{
@ -16,6 +17,7 @@ namespace Ryujinx.Graphics.Gpu.Image
protected GpuContext Context;
protected PhysicalMemory PhysicalMemory;
protected int SequenceNumber;
protected int ModifiedSequenceNumber;
protected T1[] Items;
protected T2[] DescriptorCache;
@ -41,6 +43,9 @@ namespace Ryujinx.Graphics.Gpu.Image
private readonly CpuMultiRegionHandle _memoryTracking;
private readonly Action<ulong, ulong> _modifiedDelegate;
private int _modifiedSequenceOffset;
private bool _modified;
/// <summary>
/// Creates a new instance of the GPU resource pool.
/// </summary>
@ -79,6 +84,16 @@ namespace Ryujinx.Graphics.Gpu.Image
return PhysicalMemory.Read<T2>(Address + (ulong)id * DescriptorSize);
}
/// <summary>
/// Gets a reference to the descriptor for a given ID.
/// </summary>
/// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
/// <returns>A reference to the descriptor</returns>
public ref readonly T2 GetDescriptorRef(int id)
{
return ref MemoryMarshal.Cast<byte, T2>(PhysicalMemory.GetSpan(Address + (ulong)id * DescriptorSize, DescriptorSize))[0];
}
/// <summary>
/// Gets the GPU resource with the given ID.
/// </summary>
@ -93,7 +108,13 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
public void SynchronizeMemory()
{
_modified = false;
_memoryTracking.QueryModified(_modifiedDelegate);
if (_modified)
{
UpdateModifiedSequence();
}
}
/// <summary>
@ -103,6 +124,8 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="mSize">Size of the modified region</param>
private void RegionModified(ulong mAddress, ulong mSize)
{
_modified = true;
if (mAddress < Address)
{
mAddress = Address;
@ -118,6 +141,15 @@ namespace Ryujinx.Graphics.Gpu.Image
InvalidateRangeImpl(mAddress, mSize);
}
/// <summary>
/// Updates the modified sequence number using the current sequence number and offset,
/// indicating that it has been modified.
/// </summary>
protected void UpdateModifiedSequence()
{
ModifiedSequenceNumber = SequenceNumber + _modifiedSequenceOffset;
}
/// <summary>
/// An action to be performed when a precise memory access occurs to this resource.
/// Makes sure that the dirty flags are checked.
@ -129,6 +161,16 @@ namespace Ryujinx.Graphics.Gpu.Image
{
if (write && Context.SequenceNumber == SequenceNumber)
{
if (ModifiedSequenceNumber == SequenceNumber + _modifiedSequenceOffset)
{
// The modified sequence number is offset when PreciseActions occur so that
// users checking it will see an increment and know the pool has changed since
// their last look, even though the main SequenceNumber has not been changed.
_modifiedSequenceOffset++;
}
// Force the pool to be checked again the next time it is used.
SequenceNumber--;
}