GPU: Discard data when getting texture before full clear (#5719)
* GPU: Discard data when getting texture before full clear * Fix rules and order of clear checks * Fix formatting
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8026e1c804
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10 changed files with 205 additions and 11 deletions
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@ -311,7 +311,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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flags |= TextureSearchFlags.NoCreate;
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}
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Texture texture = FindOrCreateTexture(memoryManager, flags, info, 0);
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Texture texture = FindOrCreateTexture(memoryManager, flags, info, 0, sizeHint: sizeHint);
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texture?.SynchronizeMemory();
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@ -324,6 +324,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
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/// <param name="colorState">Color buffer texture to find or create</param>
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/// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
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/// <param name="discard">Indicates that the sizeHint region's data will be overwritten</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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@ -332,6 +333,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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MemoryManager memoryManager,
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RtColorState colorState,
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bool layered,
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bool discard,
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int samplesInX,
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int samplesInY,
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Size sizeHint)
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@ -398,7 +400,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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int layerSize = !isLinear ? colorState.LayerSize * 4 : 0;
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Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, layerSize);
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var flags = TextureSearchFlags.WithUpscale;
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if (discard)
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{
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flags |= TextureSearchFlags.DiscardData;
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}
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Texture texture = FindOrCreateTexture(memoryManager, flags, info, layerSize, sizeHint: sizeHint);
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texture?.SynchronizeMemory();
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@ -412,6 +421,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="dsState">Depth-stencil buffer texture to find or create</param>
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/// <param name="size">Size of the depth-stencil texture</param>
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/// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
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/// <param name="discard">Indicates that the sizeHint region's data will be overwritten</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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@ -421,6 +431,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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RtDepthStencilState dsState,
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Size3D size,
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bool layered,
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bool discard,
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int samplesInX,
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int samplesInY,
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Size sizeHint)
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@ -465,7 +476,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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target,
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formatInfo);
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Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4);
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var flags = TextureSearchFlags.WithUpscale;
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if (discard)
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{
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flags |= TextureSearchFlags.DiscardData;
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}
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Texture texture = FindOrCreateTexture(memoryManager, flags, info, dsState.LayerSize * 4, sizeHint: sizeHint);
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texture?.SynchronizeMemory();
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@ -500,6 +518,37 @@ namespace Ryujinx.Graphics.Gpu.Image
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return Math.Clamp(widthAligned - alignment + 1, minimumWidth, widthAligned);
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}
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/// <summary>
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/// Determines if texture data should be fully discarded
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/// based on the size hint region and whether it is set to be discarded.
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/// </summary>
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/// <param name="discard">Whether the size hint region should be discarded</param>
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/// <param name="texture">The texture being discarded</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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/// <returns>True if the data should be discarded, false otherwise</returns>
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private static bool ShouldDiscard(bool discard, Texture texture, Size? sizeHint)
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{
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return discard &&
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texture.Info.DepthOrLayers == 1 &&
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sizeHint != null &&
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texture.Width <= sizeHint.Value.Width &&
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texture.Height <= sizeHint.Value.Height;
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}
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/// <summary>
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/// Discards texture data if requested and possible.
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/// </summary>
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/// <param name="discard">Whether the size hint region should be discarded</param>
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/// <param name="texture">The texture being discarded</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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private static void DiscardIfNeeded(bool discard, Texture texture, Size? sizeHint)
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{
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if (ShouldDiscard(discard, texture, sizeHint))
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{
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texture.DiscardData();
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}
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}
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/// <summary>
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/// Tries to find an existing texture, or create a new one if not found.
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/// </summary>
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@ -507,6 +556,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="flags">The texture search flags, defines texture comparison rules</param>
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/// <param name="info">Texture information of the texture to be found or created</param>
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/// <param name="layerSize">Size in bytes of a single texture layer</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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/// <param name="range">Optional ranges of physical memory where the texture data is located</param>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(
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@ -514,9 +564,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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TextureSearchFlags flags,
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TextureInfo info,
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int layerSize = 0,
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Size? sizeHint = null,
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MultiRange? range = null)
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{
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bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
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bool discard = (flags & TextureSearchFlags.DiscardData) != 0;
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TextureScaleMode scaleMode = IsUpscaleCompatible(info, (flags & TextureSearchFlags.WithUpscale) != 0);
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@ -612,6 +664,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (texture != null)
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{
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DiscardIfNeeded(discard, texture, sizeHint);
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texture.SynchronizeMemory();
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return texture;
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@ -907,7 +961,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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// We need to synchronize before copying the old view data to the texture,
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// otherwise the copied data would be overwritten by a future synchronization.
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texture.InitializeData(false, setData);
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texture.InitializeData(false, setData && !ShouldDiscard(discard, texture, sizeHint));
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texture.Group.InitializeOverlaps();
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