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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@ -563,6 +563,34 @@ namespace Ryujinx.Graphics.Vulkan
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}
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}
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public void CopyTo(BufferRange range, int layer, int level, int stride)
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{
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_gd.PipelineInternal.EndRenderPass();
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var cbs = _gd.PipelineInternal.CurrentCommandBuffer;
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int outSize = Info.GetMipSize(level);
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int hostSize = GetBufferDataLength(outSize);
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var image = GetImage().Get(cbs).Value;
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int offset = range.Offset;
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Auto<DisposableBuffer> autoBuffer = _gd.BufferManager.GetBuffer(cbs.CommandBuffer, range.Handle, true);
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VkBuffer buffer = autoBuffer.Get(cbs, range.Offset, outSize).Value;
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if (PrepareOutputBuffer(cbs, hostSize, buffer, out VkBuffer copyToBuffer, out BufferHolder tempCopyHolder))
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{
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offset = 0;
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}
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CopyFromOrToBuffer(cbs.CommandBuffer, copyToBuffer, image, hostSize, true, layer, level, 1, 1, singleSlice: true, offset, stride);
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if (tempCopyHolder != null)
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{
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CopyDataToOutputBuffer(cbs, tempCopyHolder, autoBuffer, hostSize, range.Offset);
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tempCopyHolder.Dispose();
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}
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}
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private ReadOnlySpan<byte> GetData(CommandBufferPool cbp, PersistentFlushBuffer flushBuffer)
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{
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int size = 0;
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@ -693,6 +721,30 @@ namespace Ryujinx.Graphics.Vulkan
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return storage;
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}
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private bool PrepareOutputBuffer(CommandBufferScoped cbs, int hostSize, VkBuffer target, out VkBuffer copyTarget, out BufferHolder copyTargetHolder)
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{
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if (NeedsD24S8Conversion())
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{
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copyTargetHolder = _gd.BufferManager.Create(_gd, hostSize);
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copyTarget = copyTargetHolder.GetBuffer().Get(cbs, 0, hostSize).Value;
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return true;
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}
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copyTarget = target;
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copyTargetHolder = null;
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return false;
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}
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private void CopyDataToOutputBuffer(CommandBufferScoped cbs, BufferHolder hostData, Auto<DisposableBuffer> copyTarget, int hostSize, int dstOffset)
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{
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if (NeedsD24S8Conversion())
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{
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_gd.HelperShader.ConvertD32S8ToD24S8(_gd, cbs, hostData, copyTarget, hostSize / (2 * sizeof(int)), dstOffset);
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}
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}
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private bool NeedsD24S8Conversion()
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{
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return FormatCapabilities.IsD24S8(Info.Format) && VkFormat == VkFormat.D32SfloatS8Uint;
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@ -708,7 +760,9 @@ namespace Ryujinx.Graphics.Vulkan
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int dstLevel,
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int dstLayers,
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int dstLevels,
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bool singleSlice)
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bool singleSlice,
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int offset = 0,
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int stride = 0)
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{
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bool is3D = Info.Target == Target.Texture3D;
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int width = Math.Max(1, Info.Width >> dstLevel);
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@ -718,8 +772,6 @@ namespace Ryujinx.Graphics.Vulkan
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int layers = dstLayers;
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int levels = dstLevels;
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int offset = 0;
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for (int level = 0; level < levels; level++)
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{
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int mipSize = GetBufferDataLength(Info.GetMipSize2D(dstLevel + level) * dstLayers);
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@ -731,7 +783,7 @@ namespace Ryujinx.Graphics.Vulkan
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break;
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}
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int rowLength = (Info.GetMipStride(dstLevel + level) / Info.BytesPerPixel) * Info.BlockWidth;
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int rowLength = ((stride == 0 ? Info.GetMipStride(dstLevel + level) : stride) / Info.BytesPerPixel) * Info.BlockWidth;
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var aspectFlags = Info.Format.ConvertAspectFlags();
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