Texture Sync, incompatible overlap handling, data flush improvements. (#2971)

* Initial test for texture sync

* WIP new texture flushing setup

* Improve rules for incompatible overlaps

Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup.

* Cleanup, improvements

Improve rules for fast DMA

* Small tweak to group together flushes of overlapping handles.

* Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures.

Fixes the new Life is Strange game.

* Flush overlaps before init data, fix 3d texture size/overlap stuff

* Fix 3D Textures, faster single layer flush

Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods)

* Remove unused method

* Minor cleanup

* More cleanup

* Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too

This one's for metro

* Address feedback, ASTC+ETC to FormatClass

* Change offset to use Span slice rather than IntPtr Add

* Fix this too
This commit is contained in:
riperiperi 2022-01-09 16:28:48 +00:00 committed by GitHub
parent 4864648e72
commit cda659955c
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26 changed files with 1453 additions and 329 deletions

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@ -52,12 +52,19 @@ namespace Ryujinx.Graphics.Gpu
internal ulong SyncNumber { get; private set; }
/// <summary>
/// Actions to be performed when a CPU waiting sync point is triggered.
/// Actions to be performed when a CPU waiting syncpoint or barrier is triggered.
/// If there are more than 0 items when this happens, a host sync object will be generated for the given <see cref="SyncNumber"/>,
/// and the SyncNumber will be incremented.
/// </summary>
internal List<Action> SyncActions { get; }
/// <summary>
/// Actions to be performed when a CPU waiting syncpoint is triggered.
/// If there are more than 0 items when this happens, a host sync object will be generated for the given <see cref="SyncNumber"/>,
/// and the SyncNumber will be incremented.
/// </summary>
internal List<Action> SyncpointActions { get; }
/// <summary>
/// Queue with deferred actions that must run on the render thread.
/// </summary>
@ -79,6 +86,7 @@ namespace Ryujinx.Graphics.Gpu
public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
private readonly Lazy<Capabilities> _caps;
private Thread _gpuThread;
/// <summary>
/// Creates a new instance of the GPU emulation context.
@ -97,6 +105,7 @@ namespace Ryujinx.Graphics.Gpu
HostInitalized = new ManualResetEvent(false);
SyncActions = new List<Action>();
SyncpointActions = new List<Action>();
DeferredActions = new Queue<Action>();
@ -184,6 +193,23 @@ namespace Ryujinx.Graphics.Gpu
}
}
/// <summary>
/// Sets the current thread as the main GPU thread.
/// </summary>
public void SetGpuThread()
{
_gpuThread = Thread.CurrentThread;
}
/// <summary>
/// Checks if the current thread is the GPU thread.
/// </summary>
/// <returns>True if the thread is the GPU thread, false otherwise</returns>
public bool IsGpuThread()
{
return _gpuThread == Thread.CurrentThread;
}
/// <summary>
/// Processes the queue of shaders that must save their binaries to the disk cache.
/// </summary>
@ -209,18 +235,27 @@ namespace Ryujinx.Graphics.Gpu
/// This will also ensure a host sync object is created, and <see cref="SyncNumber"/> is incremented.
/// </summary>
/// <param name="action">The action to be performed on sync object creation</param>
public void RegisterSyncAction(Action action)
/// <param name="syncpointOnly">True if the sync action should only run when syncpoints are incremented</param>
public void RegisterSyncAction(Action action, bool syncpointOnly = false)
{
SyncActions.Add(action);
if (syncpointOnly)
{
SyncpointActions.Add(action);
}
else
{
SyncActions.Add(action);
}
}
/// <summary>
/// Creates a host sync object if there are any pending sync actions. The actions will then be called.
/// If no actions are present, a host sync object is not created.
/// </summary>
public void CreateHostSyncIfNeeded()
/// <param name="syncpoint">True if host sync is being created by a syncpoint</param>
public void CreateHostSyncIfNeeded(bool syncpoint)
{
if (SyncActions.Count > 0)
if (SyncActions.Count > 0 || (syncpoint && SyncpointActions.Count > 0))
{
Renderer.CreateSync(SyncNumber);
@ -231,7 +266,13 @@ namespace Ryujinx.Graphics.Gpu
action();
}
foreach (Action action in SyncpointActions)
{
action();
}
SyncActions.Clear();
SyncpointActions.Clear();
}
}