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
This commit is contained in:
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8026e1c804
commit
f6c3f1cdfd
10 changed files with 205 additions and 11 deletions
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@ -335,6 +335,45 @@ namespace Ryujinx.Graphics.GAL
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return 1;
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}
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/// <summary>
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/// Checks if the texture format is a depth or depth-stencil format.
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/// </summary>
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/// <param name="format">Texture format</param>
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/// <returns>True if the format is a depth or depth-stencil format, false otherwise</returns>
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public static bool HasDepth(this Format format)
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{
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switch (format)
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{
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case Format.D16Unorm:
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case Format.D24UnormS8Uint:
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case Format.S8UintD24Unorm:
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case Format.D32Float:
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case Format.D32FloatS8Uint:
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return true;
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}
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return false;
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}
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/// <summary>
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/// Checks if the texture format is a stencil or depth-stencil format.
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/// </summary>
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/// <param name="format">Texture format</param>
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/// <returns>True if the format is a stencil or depth-stencil format, false otherwise</returns>
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public static bool HasStencil(this Format format)
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{
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switch (format)
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{
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case Format.D24UnormS8Uint:
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case Format.S8UintD24Unorm:
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case Format.D32FloatS8Uint:
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case Format.S8Uint:
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return true;
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}
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return false;
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}
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/// <summary>
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/// Checks if the texture format is valid to use as image format.
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/// </summary>
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@ -1,6 +1,7 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using System;
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@ -806,25 +807,69 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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updateFlags |= RenderTargetUpdateFlags.Layered;
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}
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if (clearDepth || clearStencil)
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bool clearDS = clearDepth || clearStencil;
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if (clearDS)
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{
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updateFlags |= RenderTargetUpdateFlags.UpdateDepthStencil;
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}
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engine.UpdateRenderTargetState(updateFlags, singleUse: componentMask != 0 ? index : -1);
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// If there is a mismatch on the host clip region and the one explicitly defined by the guest
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// on the screen scissor state, then we need to force only one texture to be bound to avoid
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// host clipping.
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var screenScissorState = _state.State.ScreenScissorState;
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bool clearAffectedByStencilMask = (_state.State.ClearFlags & 1) != 0;
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bool clearAffectedByScissor = (_state.State.ClearFlags & 0x100) != 0;
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if (clearDS || componentMask == 15)
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{
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// A full clear if scissor is disabled, or it matches the screen scissor state.
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bool fullClear = screenScissorState.X == 0 && screenScissorState.Y == 0;
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if (fullClear && clearAffectedByScissor && _state.State.ScissorState[0].Enable)
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{
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ref var scissorState = ref _state.State.ScissorState[0];
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fullClear = scissorState.X1 == screenScissorState.X &&
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scissorState.Y1 == screenScissorState.Y &&
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scissorState.X2 >= screenScissorState.X + screenScissorState.Width &&
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scissorState.Y2 >= screenScissorState.Y + screenScissorState.Height;
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}
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if (fullClear && clearDS)
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{
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// Must clear all aspects of the depth-stencil format.
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FormatInfo dsFormat = _state.State.RtDepthStencilState.Format.Convert();
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bool hasDepth = dsFormat.Format.HasDepth();
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bool hasStencil = dsFormat.Format.HasStencil();
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if (hasStencil && (!clearStencil || (clearAffectedByStencilMask && _state.State.StencilTestState.FrontMask != 0xff)))
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{
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fullClear = false;
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}
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else if (hasDepth && !clearDepth)
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{
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fullClear = false;
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}
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}
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if (fullClear)
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{
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updateFlags |= RenderTargetUpdateFlags.DiscardClip;
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}
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}
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engine.UpdateRenderTargetState(updateFlags, singleUse: componentMask != 0 ? index : -1);
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// Must happen after UpdateRenderTargetState to have up-to-date clip region values.
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bool clipMismatch = (screenScissorState.X | screenScissorState.Y) != 0 ||
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screenScissorState.Width != _channel.TextureManager.ClipRegionWidth ||
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screenScissorState.Height != _channel.TextureManager.ClipRegionHeight;
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bool clearAffectedByStencilMask = (_state.State.ClearFlags & 1) != 0;
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bool clearAffectedByScissor = (_state.State.ClearFlags & 0x100) != 0;
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bool needsCustomScissor = !clearAffectedByScissor || clipMismatch;
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// Scissor and rasterizer discard also affect clears.
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@ -33,6 +33,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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UpdateDepthStencil = 1 << 3,
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/// <summary>
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/// Indicates that the data in the clip region can be discarded for the next use.
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/// </summary>
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DiscardClip = 1 << 4,
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/// <summary>
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/// Default update flags for draw.
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/// </summary>
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@ -447,6 +447,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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bool useControl = updateFlags.HasFlag(RenderTargetUpdateFlags.UseControl);
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bool layered = updateFlags.HasFlag(RenderTargetUpdateFlags.Layered);
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bool singleColor = updateFlags.HasFlag(RenderTargetUpdateFlags.SingleColor);
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bool discard = updateFlags.HasFlag(RenderTargetUpdateFlags.DiscardClip);
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int count = useControl ? rtControl.UnpackCount() : Constants.TotalRenderTargets;
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@ -486,6 +487,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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memoryManager,
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colorState,
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_vtgWritesRtLayer || layered,
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discard,
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samplesInX,
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samplesInY,
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sizeHint);
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@ -525,6 +527,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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dsState,
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dsSize,
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_vtgWritesRtLayer || layered,
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discard,
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samplesInX,
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samplesInY,
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sizeHint);
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@ -570,6 +570,18 @@ namespace Ryujinx.Graphics.Gpu.Image
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return Group.CheckDirty(this, consume);
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}
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/// <summary>
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/// Discards all data for this texture.
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/// This clears all dirty flags, modified flags, and pending copies from other textures.
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/// It should be used if the texture data will be fully overwritten by the next use.
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/// </summary>
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public void DiscardData()
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{
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Group.DiscardData(this);
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_dirty = false;
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}
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/// <summary>
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/// Synchronizes guest and host memory.
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/// This will overwrite the texture data with the texture data on the guest memory, if a CPU
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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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@ -278,6 +278,24 @@ namespace Ryujinx.Graphics.Gpu.Image
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return dirty;
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}
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/// <summary>
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/// Discards all data for a given texture.
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/// This clears all dirty flags, modified flags, and pending copies from other textures.
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/// </summary>
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/// <param name="texture">The texture being discarded</param>
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public void DiscardData(Texture texture)
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{
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EvaluateRelevantHandles(texture, (baseHandle, regionCount, split) =>
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{
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for (int i = 0; i < regionCount; i++)
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{
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TextureGroupHandle group = _handles[baseHandle + i];
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group.DiscardData();
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}
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});
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}
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/// <summary>
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/// Synchronize memory for a given texture.
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/// If overlapping tracking handles are dirty, fully or partially synchronize the texture data.
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@ -2,7 +2,6 @@
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using Ryujinx.Memory.Tracking;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu.Image
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@ -155,6 +154,24 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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/// <summary>
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/// Discards all data for this handle.
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/// This clears all dirty flags, modified flags, and pending copies from other handles.
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/// </summary>
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public void DiscardData()
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{
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Modified = false;
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DeferredCopy = null;
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foreach (RegionHandle handle in Handles)
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{
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if (handle.Dirty)
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{
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handle.Reprotect();
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}
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}
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}
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/// <summary>
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/// Calculate a list of which views overlap this handle.
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/// </summary>
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@ -14,5 +14,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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DepthAlias = 1 << 3,
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WithUpscale = 1 << 4,
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NoCreate = 1 << 5,
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DiscardData = 1 << 6,
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}
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}
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@ -200,7 +200,7 @@ namespace Ryujinx.Graphics.Gpu
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{
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pt.AcquireCallback(_context, pt.UserObj);
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Image.Texture texture = pt.Cache.FindOrCreateTexture(null, TextureSearchFlags.WithUpscale, pt.Info, 0, pt.Range);
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Image.Texture texture = pt.Cache.FindOrCreateTexture(null, TextureSearchFlags.WithUpscale, pt.Info, 0, range: pt.Range);
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pt.Cache.Tick();
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