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.
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40 changed files with 1328 additions and 79 deletions
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@ -3,6 +3,7 @@ using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.GPFifo;
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using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
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using Ryujinx.Graphics.Gpu.Engine.Threed.Blender;
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using Ryujinx.Graphics.Gpu.Synchronization;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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@ -254,7 +255,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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uint syncpointId = (uint)argument & 0xFFFF;
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_context.AdvanceSequence();
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_context.CreateHostSyncIfNeeded(true, true);
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_context.CreateHostSyncIfNeeded(HostSyncFlags.StrictSyncpoint);
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_context.Renderer.UpdateCounters(); // Poll the query counters, the game may want an updated result.
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_context.Synchronization.IncrementSyncpoint(syncpointId);
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}
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