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

@ -166,7 +166,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
_renderer.TextureCopy.Copy(this, (TextureView)destination, srcRegion, dstRegion, linearFilter);
}
public unsafe ReadOnlySpan<byte> GetData()
public unsafe PinnedSpan<byte> GetData()
{
int size = 0;
int levels = Info.GetLevelsClamped();
@ -196,16 +196,16 @@ namespace Ryujinx.Graphics.OpenGL.Image
data = FormatConverter.ConvertD24S8ToS8D24(data);
}
return data;
return PinnedSpan<byte>.UnsafeFromSpan(data);
}
public unsafe ReadOnlySpan<byte> GetData(int layer, int level)
public unsafe PinnedSpan<byte> GetData(int layer, int level)
{
int size = Info.GetMipSize(level);
if (HwCapabilities.UsePersistentBufferForFlush)
{
return _renderer.PersistentBuffers.Default.GetTextureData(this, size, layer, level);
return PinnedSpan<byte>.UnsafeFromSpan(_renderer.PersistentBuffers.Default.GetTextureData(this, size, layer, level));
}
else
{
@ -213,7 +213,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
int offset = WriteTo2D(target, layer, level);
return new ReadOnlySpan<byte>(target.ToPointer(), size).Slice(offset);
return new PinnedSpan<byte>((byte*)target.ToPointer() + offset, size);
}
}