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
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35 changed files with 660 additions and 167 deletions
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@ -166,7 +166,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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_renderer.TextureCopy.Copy(this, (TextureView)destination, srcRegion, dstRegion, linearFilter);
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}
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public unsafe ReadOnlySpan<byte> GetData()
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public unsafe PinnedSpan<byte> GetData()
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{
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int size = 0;
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int levels = Info.GetLevelsClamped();
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@ -196,16 +196,16 @@ namespace Ryujinx.Graphics.OpenGL.Image
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data = FormatConverter.ConvertD24S8ToS8D24(data);
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}
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return data;
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return PinnedSpan<byte>.UnsafeFromSpan(data);
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}
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public unsafe ReadOnlySpan<byte> GetData(int layer, int level)
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public unsafe PinnedSpan<byte> GetData(int layer, int level)
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{
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int size = Info.GetMipSize(level);
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if (HwCapabilities.UsePersistentBufferForFlush)
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{
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return _renderer.PersistentBuffers.Default.GetTextureData(this, size, layer, level);
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return PinnedSpan<byte>.UnsafeFromSpan(_renderer.PersistentBuffers.Default.GetTextureData(this, size, layer, level));
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}
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else
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{
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@ -213,7 +213,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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int offset = WriteTo2D(target, layer, level);
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return new ReadOnlySpan<byte>(target.ToPointer(), size).Slice(offset);
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return new PinnedSpan<byte>((byte*)target.ToPointer() + offset, size);
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}
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}
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