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

View file

@ -49,6 +49,11 @@ namespace Ryujinx.Graphics.OpenGL.Image
return GetData();
}
public void CopyTo(BufferRange range, int layer, int level, int stride)
{
throw new NotImplementedException();
}
public void SetData(SpanOrArray<byte> data)
{
var dataSpan = data.AsSpan();

View file

@ -3,6 +3,7 @@ using Ryujinx.Common;
using Ryujinx.Common.Memory;
using Ryujinx.Graphics.GAL;
using System;
using System.Diagnostics;
namespace Ryujinx.Graphics.OpenGL.Image
{
@ -287,6 +288,26 @@ namespace Ryujinx.Graphics.OpenGL.Image
}
}
public void CopyTo(BufferRange range, int layer, int level, int stride)
{
if (stride != 0 && stride != BitUtils.AlignUp(Info.Width * Info.BytesPerPixel, 4))
{
throw new NotSupportedException("Stride conversion for texture copy to buffer not supported.");
}
GL.BindBuffer(BufferTarget.PixelPackBuffer, range.Handle.ToInt32());
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
if (format.PixelFormat == PixelFormat.DepthStencil)
{
throw new InvalidOperationException("DepthStencil copy to buffer is not supported for layer/level > 0.");
}
int offset = WriteToPbo2D(range.Offset, layer, level);
Debug.Assert(offset == 0);
}
public void WriteToPbo(int offset, bool forceBgra)
{
WriteTo(IntPtr.Zero + offset, forceBgra);