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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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Renderer
{
struct CreateBufferAccessCommand : IGALCommand, IGALCommand<CreateBufferAccessCommand>
{
public CommandType CommandType => CommandType.CreateBufferAccess;
private BufferHandle _threadedHandle;
private int _size;
private BufferAccess _access;
public void Set(BufferHandle threadedHandle, int size, BufferAccess access)
{
_threadedHandle = threadedHandle;
_size = size;
_access = access;
}
public static void Run(ref CreateBufferAccessCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
threaded.Buffers.AssignBuffer(command._threadedHandle, renderer.CreateBuffer(command._size, command._access));
}
}
}

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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Renderer
{
struct CreateHostBufferCommand : IGALCommand, IGALCommand<CreateHostBufferCommand>
{
public CommandType CommandType => CommandType.CreateHostBuffer;
private BufferHandle _threadedHandle;
private nint _pointer;
private int _size;
public void Set(BufferHandle threadedHandle, nint pointer, int size)
{
_threadedHandle = threadedHandle;
_pointer = pointer;
_size = size;
}
public static void Run(ref CreateHostBufferCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
threaded.Buffers.AssignBuffer(command._threadedHandle, renderer.CreateBuffer(command._pointer, command._size));
}
}
}

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using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
{
struct TextureCopyToBufferCommand : IGALCommand, IGALCommand<TextureCopyToBufferCommand>
{
public CommandType CommandType => CommandType.TextureCopyToBuffer;
private TableRef<ThreadedTexture> _texture;
private BufferRange _range;
private int _layer;
private int _level;
private int _stride;
public void Set(TableRef<ThreadedTexture> texture, BufferRange range, int layer, int level, int stride)
{
_texture = texture;
_range = range;
_layer = layer;
_level = level;
_stride = stride;
}
public static void Run(ref TextureCopyToBufferCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
command._texture.Get(threaded).Base.CopyTo(threaded.Buffers.MapBufferRange(command._range), command._layer, command._level, command._stride);
}
}
}