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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GPG key ID: 4AEE18F83AFDEB23
40 changed files with 1328 additions and 79 deletions

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@ -125,6 +125,24 @@ namespace Ryujinx.Graphics.Vulkan
if (result != null)
{
if (result.Waitable == null)
{
return;
}
long beforeTicks = Stopwatch.GetTimestamp();
if (result.NeedsFlush(FlushId))
{
_gd.InterruptAction(() =>
{
if (result.NeedsFlush(FlushId))
{
_gd.FlushAllCommands();
}
});
}
lock (result)
{
if (result.Waitable == null)
@ -132,19 +150,6 @@ namespace Ryujinx.Graphics.Vulkan
return;
}
long beforeTicks = Stopwatch.GetTimestamp();
if (result.NeedsFlush(FlushId))
{
_gd.InterruptAction(() =>
{
if (result.NeedsFlush(FlushId))
{
_gd.FlushAllCommands();
}
});
}
bool signaled = result.Signalled || result.Waitable.WaitForFences(_gd.Api, _device, 1000000000);
if (!signaled)