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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40 changed files with 1328 additions and 79 deletions

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@ -57,6 +57,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
private int _refConsumerPtr;
private Action _interruptAction;
private object _interruptLock = new();
public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
@ -274,6 +275,24 @@ namespace Ryujinx.Graphics.GAL.Multithreading
return handle;
}
public BufferHandle CreateBuffer(nint pointer, int size)
{
BufferHandle handle = Buffers.CreateBufferHandle();
New<CreateHostBufferCommand>().Set(handle, pointer, size);
QueueCommand();
return handle;
}
public BufferHandle CreateBuffer(int size, BufferAccess access)
{
BufferHandle handle = Buffers.CreateBufferHandle();
New<CreateBufferAccessCommand>().Set(handle, size, access);
QueueCommand();
return handle;
}
public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
{
var program = new ThreadedProgram(this);
@ -448,11 +467,14 @@ namespace Ryujinx.Graphics.GAL.Multithreading
}
else
{
while (Interlocked.CompareExchange(ref _interruptAction, action, null) != null) { }
lock (_interruptLock)
{
while (Interlocked.CompareExchange(ref _interruptAction, action, null) != null) { }
_galWorkAvailable.Set();
_galWorkAvailable.Set();
_interruptRun.WaitOne();
_interruptRun.WaitOne();
}
}
}
@ -461,6 +483,11 @@ namespace Ryujinx.Graphics.GAL.Multithreading
// Threaded renderer ignores given interrupt action, as it provides its own to the child renderer.
}
public bool PrepareHostMapping(nint address, ulong size)
{
return _baseRenderer.PrepareHostMapping(address, size);
}
public void Dispose()
{
// Dispose must happen from the render thread, after all commands have completed.