Inherit buffer tracking handles rather than recreating on resize (#2330)

This greatly speeds up games that constantly resize buffers, and removes stuttering on games that resize large buffers occasionally:

- Large improvement on Super Mario 3D All-Stars (#1663 needed for best performance)
- Improvement to Hyrule Warriors: AoC, and UE4 games. These games can still stutter due to texture creation/loading.
- Small improvement to other games, potential 1-frame stutters avoided.

`ForceSynchronizeMemory`, which was added with POWER, is no longer needed. Some tests have been added for the MultiRegionHandle.
This commit is contained in:
riperiperi 2021-06-24 00:31:26 +01:00 committed by GitHub
parent e053663f27
commit 12a7a2ead8
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GPG key ID: 4AEE18F83AFDEB23
11 changed files with 255 additions and 58 deletions

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@ -3,6 +3,8 @@ using Ryujinx.Graphics.GAL;
using Ryujinx.Memory.Range;
using Ryujinx.Memory.Tracking;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.Gpu.Memory
{
@ -68,7 +70,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="context">GPU context that the buffer belongs to</param>
/// <param name="address">Start address of the buffer</param>
/// <param name="size">Size of the buffer in bytes</param>
public Buffer(GpuContext context, ulong address, ulong size)
/// <param name="baseBuffers">Buffers which this buffer contains, and will inherit tracking handles from</param>
public Buffer(GpuContext context, ulong address, ulong size, IEnumerable<Buffer> baseBuffers = null)
{
_context = context;
Address = address;
@ -78,13 +81,45 @@ namespace Ryujinx.Graphics.Gpu.Memory
_useGranular = size > GranularBufferThreshold;
IEnumerable<IRegionHandle> baseHandles = null;
if (baseBuffers != null)
{
baseHandles = baseBuffers.SelectMany(buffer =>
{
if (buffer._useGranular)
{
return buffer._memoryTrackingGranular.GetHandles();
}
else
{
return Enumerable.Repeat(buffer._memoryTracking.GetHandle(), 1);
}
});
}
if (_useGranular)
{
_memoryTrackingGranular = context.PhysicalMemory.BeginGranularTracking(address, size);
_memoryTrackingGranular = context.PhysicalMemory.BeginGranularTracking(address, size, baseHandles);
}
else
{
_memoryTracking = context.PhysicalMemory.BeginTracking(address, size);
if (baseHandles != null)
{
_memoryTracking.Reprotect(false);
foreach (IRegionHandle handle in baseHandles)
{
if (handle.Dirty)
{
_memoryTracking.Reprotect(true);
}
handle.Dispose();
}
}
}
_externalFlushDelegate = new RegionSignal(ExternalFlush);
@ -180,39 +215,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
}
/// <summary>
/// Performs guest to host memory synchronization of the buffer data, regardless of sequence number.
/// </summary>
/// <remarks>
/// This causes the buffer data to be overwritten if a write was detected from the CPU,
/// since the last call to this method.
/// </remarks>
/// <param name="address">Start address of the range to synchronize</param>
/// <param name="size">Size in bytes of the range to synchronize</param>
public void ForceSynchronizeMemory(ulong address, ulong size)
{
if (_useGranular)
{
_memoryTrackingGranular.QueryModified(address, size, _modifiedDelegate);
}
else
{
if (_memoryTracking.DirtyOrVolatile())
{
_memoryTracking.Reprotect();
if (_modifiedRanges != null)
{
_modifiedRanges.ExcludeModifiedRegions(Address, Size, _loadDelegate);
}
else
{
_context.Renderer.SetBufferData(Handle, 0, _context.PhysicalMemory.GetSpan(Address, (int)Size));
}
}
}
}
/// <summary>
/// Ensure that the modified range list exists.
/// </summary>
@ -461,18 +463,26 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
/// <summary>
/// Disposes the host buffer.
/// Disposes the host buffer's data, not its tracking handles.
/// </summary>
public void Dispose()
public void DisposeData()
{
_modifiedRanges?.Clear();
_memoryTrackingGranular?.Dispose();
_memoryTracking?.Dispose();
_context.Renderer.DeleteBuffer(Handle);
UnmappedSequence++;
}
/// <summary>
/// Disposes the host buffer.
/// </summary>
public void Dispose()
{
_memoryTrackingGranular?.Dispose();
_memoryTracking?.Dispose();
DisposeData();
}
}
}