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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
40 changed files with 1328 additions and 79 deletions

View file

@ -31,6 +31,7 @@ namespace Ryujinx.Graphics.Vulkan
private readonly IProgram _programColorClearSI;
private readonly IProgram _programColorClearUI;
private readonly IProgram _programStrideChange;
private readonly IProgram _programConvertD32S8ToD24S8;
private readonly IProgram _programConvertIndexBuffer;
private readonly IProgram _programConvertIndirectData;
private readonly IProgram _programColorCopyShortening;
@ -158,6 +159,17 @@ namespace Ryujinx.Graphics.Vulkan
new ShaderSource(ShaderBinaries.ColorDrawToMsFragmentShaderSource, colorDrawToMsFragmentBindings, ShaderStage.Fragment, TargetLanguage.Spirv),
});
var convertD32S8ToD24S8Bindings = new ShaderBindings(
new[] { 0 },
new[] { 1, 2 },
Array.Empty<int>(),
Array.Empty<int>());
_programConvertD32S8ToD24S8 = gd.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(ShaderBinaries.ConvertD32S8ToD24S8ShaderSource, convertD32S8ToD24S8Bindings, ShaderStage.Compute, TargetLanguage.Spirv),
});
var convertIndexBufferBindings = new ShaderBindings(
new[] { 0 },
new[] { 1, 2 },
@ -1644,6 +1656,82 @@ namespace Ryujinx.Graphics.Vulkan
_pipeline.Finish(gd, cbs);
}
public unsafe void ConvertD32S8ToD24S8(VulkanRenderer gd, CommandBufferScoped cbs, BufferHolder src, Auto<DisposableBuffer> dstBufferAuto, int pixelCount, int dstOffset)
{
int inSize = pixelCount * 2 * sizeof(int);
int outSize = pixelCount * sizeof(int);
var srcBufferAuto = src.GetBuffer();
var srcBuffer = srcBufferAuto.Get(cbs, 0, inSize).Value;
var dstBuffer = dstBufferAuto.Get(cbs, dstOffset, outSize).Value;
var access = AccessFlags.ShaderWriteBit;
var stage = PipelineStageFlags.ComputeShaderBit;
BufferHolder.InsertBufferBarrier(
gd,
cbs.CommandBuffer,
srcBuffer,
BufferHolder.DefaultAccessFlags,
AccessFlags.ShaderReadBit,
PipelineStageFlags.AllCommandsBit,
stage,
0,
outSize);
BufferHolder.InsertBufferBarrier(
gd,
cbs.CommandBuffer,
dstBuffer,
BufferHolder.DefaultAccessFlags,
access,
PipelineStageFlags.AllCommandsBit,
stage,
0,
outSize);
const int ParamsBufferSize = sizeof(int) * 2;
Span<int> shaderParams = stackalloc int[2];
shaderParams[0] = pixelCount;
shaderParams[1] = dstOffset;
var bufferHandle = gd.BufferManager.CreateWithHandle(gd, ParamsBufferSize);
gd.BufferManager.SetData<int>(bufferHandle, 0, shaderParams);
_pipeline.SetCommandBuffer(cbs);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(0, new BufferRange(bufferHandle, 0, ParamsBufferSize)) });
Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
sbRanges[0] = srcBufferAuto;
sbRanges[1] = dstBufferAuto;
_pipeline.SetStorageBuffers(1, sbRanges);
_pipeline.SetProgram(_programConvertD32S8ToD24S8);
_pipeline.DispatchCompute(1, 1, 1);
gd.BufferManager.Delete(bufferHandle);
_pipeline.Finish(gd, cbs);
BufferHolder.InsertBufferBarrier(
gd,
cbs.CommandBuffer,
dstBuffer,
access,
BufferHolder.DefaultAccessFlags,
stage,
PipelineStageFlags.AllCommandsBit,
0,
outSize);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)