Vulkan: Migrate buffers between memory types to improve GPU performance (#4540)

* Initial implementation of migration between memory heaps

- Missing OOM handling
- Missing `_map` data safety when remapping
  - Copy may not have completed yet (needs some kind of fence)
  - Map may be unmapped before it is done being used. (needs scoped access)
- SSBO accesses are all "writes" - maybe pass info in another way.
- Missing keeping map type when resizing buffers (should this be done?)

* Ensure migrated data is in place before flushing.

* Fix issue where old waitable would be signalled.

- There is a real issue where existing Auto<> references need to be replaced.

* Swap bound Auto<> instances when swapping buffer backing

* Fix conversion buffers

* Don't try move buffers if the host has shared memory.

* Make GPU methods return PinnedSpan with scope

* Storage Hint

* Fix stupidity

* Fix rebase

* Tweak rules

Attempt to sidestep BOTW slowdown

* Remove line

* Migrate only when command buffers flush

* Change backing swap log to debug

* Address some feedback

* Disallow backing swap when the flush lock is held by the current thread

* Make PinnedSpan from ReadOnlySpan explicitly unsafe

* Fix some small issues

- Index buffer swap fixed
- Allocate DeviceLocal buffers using a separate block list to images.

* Remove alternative flags

* Address feedback
This commit is contained in:
riperiperi 2023-03-19 20:56:48 +00:00 committed by GitHub
parent 67b4e63cff
commit 9f1cf6458c
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GPG key ID: 4AEE18F83AFDEB23
35 changed files with 660 additions and 167 deletions

View file

@ -72,7 +72,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources
return newTex;
}
public ReadOnlySpan<byte> GetData()
public PinnedSpan<byte> GetData()
{
if (_renderer.IsGpuThread())
{
@ -80,7 +80,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources
_renderer.New<TextureGetDataCommand>().Set(Ref(this), Ref(box));
_renderer.InvokeCommand();
return box.Result.Get();
return box.Result;
}
else
{
@ -90,7 +90,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources
}
}
public ReadOnlySpan<byte> GetData(int layer, int level)
public PinnedSpan<byte> GetData(int layer, int level)
{
if (_renderer.IsGpuThread())
{
@ -98,7 +98,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources
_renderer.New<TextureGetDataSliceCommand>().Set(Ref(this), Ref(box), layer, level);
_renderer.InvokeCommand();
return box.Result.Get();
return box.Result;
}
else
{