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