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

@ -1,8 +1,9 @@
using OpenTK.Graphics.OpenGL;
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.OpenGL.Image;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
@ -13,6 +14,8 @@ namespace Ryujinx.Graphics.OpenGL
private PersistentBuffer _main = new PersistentBuffer();
private PersistentBuffer _background = new PersistentBuffer();
private Dictionary<BufferHandle, IntPtr> _maps = new Dictionary<BufferHandle, IntPtr>();
public PersistentBuffer Default => BackgroundContextWorker.InBackground ? _background : _main;
public void Dispose()
@ -20,6 +23,30 @@ namespace Ryujinx.Graphics.OpenGL
_main?.Dispose();
_background?.Dispose();
}
public void Map(BufferHandle handle, int size)
{
GL.BindBuffer(BufferTarget.CopyWriteBuffer, handle.ToInt32());
IntPtr ptr = GL.MapBufferRange(BufferTarget.CopyWriteBuffer, IntPtr.Zero, size, BufferAccessMask.MapReadBit | BufferAccessMask.MapPersistentBit);
_maps[handle] = ptr;
}
public void Unmap(BufferHandle handle)
{
if (_maps.ContainsKey(handle))
{
GL.BindBuffer(BufferTarget.CopyWriteBuffer, handle.ToInt32());
GL.UnmapBuffer(BufferTarget.CopyWriteBuffer);
_maps.Remove(handle);
}
}
public bool TryGet(BufferHandle handle, out IntPtr ptr)
{
return _maps.TryGetValue(handle, out ptr);
}
}
class PersistentBuffer : IDisposable