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