GPU: Pre-emptively flush textures that are flushed often (to imported memory when available) (#4711)

* WIP texture pre-flush

Improve performance of TextureView GetData to buffer

Fix copy/sync ordering

Fix minor bug

Make this actually work

WIP host mapping stuff

* Fix usage flags

* message

* Cleanup 1

* Fix rebase

* Fix

* Improve pre-flush rules

* Fix pre-flush

* A lot of cleanup

* Use the host memory bits

* Select the correct memory type

* Cleanup TextureGroupHandle

* Missing comment

* Remove debugging logs

* Revert BufferHandle _value access modifier

* One interrupt action at a time.

* Support D32S8 to D24S8 conversion, safeguards

* Interrupt cannot happen in sync handle's lock

Waitable needs to be checked twice now, but this should stop it from deadlocking.

* Remove unused using

* Address some feedback

* Address feedback

* Address more feedback

* Address more feedback

* Improve sync rules

Should allow for faster sync in some cases.
This commit is contained in:
riperiperi 2023-05-01 20:05:12 +01:00 committed by GitHub
parent 36f10df775
commit e18d258fa0
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40 changed files with 1328 additions and 79 deletions

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@ -43,6 +43,8 @@ namespace Ryujinx.Graphics.GAL.Multithreading
Register<ActionCommand>(CommandType.Action);
Register<CreateBufferCommand>(CommandType.CreateBuffer);
Register<CreateBufferAccessCommand>(CommandType.CreateBufferAccess);
Register<CreateHostBufferCommand>(CommandType.CreateHostBuffer);
Register<CreateProgramCommand>(CommandType.CreateProgram);
Register<CreateSamplerCommand>(CommandType.CreateSampler);
Register<CreateSyncCommand>(CommandType.CreateSync);
@ -69,6 +71,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
Register<TextureCopyToCommand>(CommandType.TextureCopyTo);
Register<TextureCopyToScaledCommand>(CommandType.TextureCopyToScaled);
Register<TextureCopyToSliceCommand>(CommandType.TextureCopyToSlice);
Register<TextureCopyToBufferCommand>(CommandType.TextureCopyToBuffer);
Register<TextureCreateViewCommand>(CommandType.TextureCreateView);
Register<TextureGetDataCommand>(CommandType.TextureGetData);
Register<TextureGetDataSliceCommand>(CommandType.TextureGetDataSlice);