Commit graph

28 commits

Author SHA1 Message Date
riperiperi
1623ab524f
Improve Buffer Textures and flush Image Stores (#2088)
* Improve Buffer Textures and flush Image Stores

Fixes a number of issues with buffer textures:

- Reworked Buffer Textures to create their buffers in the TextureManager, then bind them with the BufferManager later.
  - Fixes an issue where a buffer texture's buffer could be invalidated after it is bound, but before use.
- Fixed width unpacking for large buffer textures. The width is now 32-bit rather than 16.
- Force buffer textures to be rebound whenever any buffer is created, as using the handle id wasn't reliable, and the cost of binding isn't too high.

Fixes vertex explosions and flickering animations in UE4 games.

* Set ImageStore flag... for ImageStore.

* Check the offset and size.
2021-03-08 18:43:39 -03:00
gdkchan
f94acdb4ef
Allow out of bounds storage buffer access by aligning their sizes (#1870)
* Allow out of bounds storage buffer access by aligning their sizes

* Use correct size

* Fix typo and comment on the reason for the change
2021-01-25 09:22:19 +11:00
riperiperi
a1f77a5b6a
Implement lazy flush-on-read for Buffers (SSBO/Copy) (#1790)
* Initial implementation of buffer flush (VERY WIP)

* Host shaders need to be rebuilt for the SSBO write flag.

* New approach with reserved regions and gl sync

* Fix a ton of buffer issues.

* Remove unused buffer unmapped behaviour

* Revert "Remove unused buffer unmapped behaviour"

This reverts commit f1700e52fb8760180ac5e0987a07d409d1e70ece.

* Delete modified ranges on unmap

Fixes potential crashes in Super Smash Bros, where a previously modified range could lie on either side of an unmap.

* Cache some more delegates.

* Dispose Sync on Close

* Also create host sync for GPFifo syncpoint increment.

* Copy buffer optimization, add docs

* Fix race condition with OpenGL Sync

* Enable read tracking on CommandBuffer, insert syncpoint on WaitForIdle

* Performance: Only flush individual pages of SSBO at a time

This avoids flushing large amounts of data when only a small amount is actually used.

* Signal Modified rather than flushing after clear

* Fix some docs and code style.

* Introduce a new test for tracking memory protection.

Sucessfully demonstrates that the bug causing write protection to be cleared by a read action has been fixed. (these tests fail on master)

* Address Comments

* Add host sync for SetReference

This ensures that any indirect draws will correctly flush any related buffer data written before them. Fixes some flashing and misplaced world geometry in MH rise.

* Make PageAlign static

* Re-enable read tracking, for reads.
2021-01-17 17:08:06 -03:00
gdkchan
df820a72de
Implement clear buffer (fast path) (#1902)
* Implement clear buffer (fast path)

* Remove blank line
2021-01-13 08:50:54 +11:00
sharmander
06aa8a7578
GPU - Improve Memory Allocation (#1722)
* Implement TreeMap from scratch.

Begin implementation of MemoryBlockManager

* Implement GetFreePosition using MemoryBlocks

* Implementation of Memory Management using a Tree.

Still some issues to work around, but promising thus far.

* Resolved invalid mapping issue.

Performance appears promising.

* Add tick metrics

* Use the logger instead

* Use debug loggin instead of info.

* Remove unnecessary code. Add descriptions of added functions.

* Improve memory allocation even further. As well as improve speed of position fetching.

* Add TreeDictionary to Ryujinx Commons

Removed Unnecessary  Usigns

* Add a Performance Profiler + Improve ReserveFixed

* Begin transition to allocation in nvdrv

* Create singleton nvmemallocator

* Moved Allocation into Nv Related Files

As requested by gdkchan, any allocation of memory has been moved into the driver files.

Mapping remains in the GPU MemoryManager.

* Remove unnecessary usings

* Add missing descriptions

* Correct descriptions

* Fix formatting.

* Remove unnecessary whitespace

* Formatting / Convention Updates

* Changes / Fixes

Made syntax and convention changes as requested by gdkchan.

Fixed an issue where IsRegionUsed would return the wrong boolean.

Fixed an issue where GetFreePosition was asked for an address instead of a size.

* Undo commenting of Assert in shader cache

* Update Ryujinx.Common/Collections/TreeDictionary.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* Resolved many suggestions

* Implement Improved TreeDictionary

Based off of Pseudo code and custom implementations.

* Rename _set to _dictionary

* Remove unused code

* Remove unused code.

* Remove unnecessary MapLow function.

* Resolve data-structure based issues

* Make adjustments to memory management.

Deactive de-allocation for now, it causes more harm than good.

* Minor refactorings + Re-implement deallocation

Also cleaned up unnecessary code.

* Add Tests for TreeDictionary

* Update data structure to properly balance the tree

* Experimental Implementation:

1. Reduce Time to Next Node to O(1) Runtime
2. Reduce While Loop Ct To 2 (In Most Cases)

* Address issues w/ Deallocating Memory

* Final Build

+ Fully Implement Dictionary Interface for new Data Structure
+ Cover All Memory Allocation Edge Cases, particularly w/ Games that De-Allocate a lot.

* Minor Corrections

Give TreeDictionary its own count (do not depend on inner dictionary)

Properly remove adjacent allocations

* Add AsList

* Fix bug where internal dictionary wasn't being updated w/ new node for overwritten key.

* Address comments in review.

* Fix issue where block wouldn't break out (Fixes UE4 issues)

* Update descriptions

* Update descriptions

* Reduce Node visibility to protect TreeDictionary Integrity + Remove usage of struct.

* Update tests to use new TreeDictionary implementation.

* Remove usage of dictionary in TreeDictionary

* Refactoring / Renaming

* Remove unneeded memoryblock class.

* Add space for while

* Add space for if

* Formatting / descriptions

* Clarified some descriptions

* Reduce visibility of memory allocator

* Edit method names to make more sense as memory blocks are no longer in use.

* Make names consistent.

* Protect against npe when sucessorof is called against keys that don't exist. (Not in use by memory manager, this is for other prs that might use this data structure)

* Possible edge-case resolve

* Update Ryujinx.Common/Collections/TreeDictionary.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* Update Ryujinx.HLE/HOS/Services/Nv/NvMemoryAllocator.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* Reduce # of unnecessary duplicate variables / Reduce visibility of variables only internally used.

* Rename count to _count

* Update Description of Add method.

* Fix copypasta

* Address comments

* Address comments

* Remove whitespace

* Address comments, condense variables.

* Consolidate vars

* Fix whitespace.

* Nit

* Fix exception msg

* Fix arrayIndex check

* Fix arrayIndex check + indexer

* Remove whitespace from cast

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2020-12-09 19:26:05 -03:00
gdkchan
8d168574eb
Use explicit buffer and texture bindings on shaders (#1666)
* Use explicit buffer and texture bindings on shaders

* More XML docs and other nits
2020-11-08 12:10:00 +01:00
gdkchan
812e32f775
Fix transform feedback errors caused by host pause/resume and multiple uses (#1634)
* Fix transform feedback errors caused by host pause/resume

* Fix TFB being used as something else issue with copies

* This is supposed to be StreamCopy
2020-10-25 17:23:42 -03:00
riperiperi
b4d8d893a4
Memory Read/Write Tracking using Region Handles (#1272)
* WIP Range Tracking

- Texture invalidation seems to have large problems
- Buffer/Pool invalidation may have problems
- Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution.
- Native project is in the messiest possible location.
- [HACK] JIT memory access always uses native "fast" path
- [HACK] Trying some things with texture invalidation and views.

It works :)

Still a few hacks, messy things, slow things

More work in progress stuff (also move to memory project)

Quite a bit faster now.
- Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former.
- The Virtual range list is now non-overlapping like the physical one.
- Fixed some bugs where regions could leak.
- Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road)

Move some stuff.

I think we'll eventually just put the dll and so for this in a nuget package.

Fix rebase.

[WIP] MultiRegionHandle variable size ranges

- Avoid reprotecting regions that change often (needs some tweaking)
- There's still a bug in buffers, somehow.
- Might want different api for minimum granularity

Fix rebase issue

Commit everything needed for software only tracking.

Remove native components.

Remove more native stuff.

Cleanup

Use a separate window for the background context, update opentk. (fixes linux)

Some experimental changes

Should get things working up to scratch - still need to try some things with flush/modification and res scale.

Include address with the region action.

Initial work to make range tracking work

Still a ton of bugs

Fix some issues with the new stuff.

* Fix texture flush instability

There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it)

* Find the destination texture for Buffer->Texture full copy

Greatly improves performance for nvdec videos (with range tracking)

* Further improve texture tracking

* Disable Memory Tracking for view parents

This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice)

The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future.

* Introduce some tracking tests.

WIP

* Complete base tests.

* Add more tests for multiregion, fix existing test.

* Cleanup Part 1

* Remove unnecessary code from memory tracking

* Fix some inconsistencies with 3D texture rule.

* Add dispose tests.

* Use a background thread for the background context.

Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster.

Also nerf the multithreading test a bit.

* Copy to texture with matching alignment

This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size.

* Track reads for buffer copies. Synchronize new buffers before copying overlaps.

* Remove old texture flushing mechanisms.

Range tracking all the way, baby.

* Wake the background thread when disposing.

Avoids a deadlock when games are closed.

* Address Feedback 1

* Separate TextureCopy instance for background thread

Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread.

* Add missing XML docs.

* Address Feedback

* Maybe I should start drinking coffee.

* Some more feedback.

* Remove flush warning, Refocus window after making background context
2020-10-16 17:18:35 -03:00
gdkchan
b066cfc1a3
Add support for shader constant buffer slot indexing (#1608)
* Add support for shader constant buffer slot indexing

* Fix typo
2020-10-12 21:40:50 -03:00
gdkchan
986be200ba
Force TFB rebind after buffer modifications (#1392) 2020-07-15 19:05:06 -03:00
gdkchan
788ca6a411
Initial transform feedback support (#1370)
* Initial transform feedback support

* Some nits and fixes

* Update ReportCounterType and Write method

* Can't change shader or TFB bindings while TFB is active

* Fix geometry shader input names with new naming
2020-07-15 13:01:10 +10:00
gdkchan
dbeb50684d
Support inline index buffer data (#1351)
* Support inline index buffer data

* Sort usings
2020-07-04 00:41:27 +02:00
gdkchan
5011640b30
Spanify Graphics Abstraction Layer (#1226)
* Spanify Graphics Abstraction Layer

* Be explicit about BufferHandle size
2020-05-23 11:46:09 +02:00
gdkchan
3cb1fa0e85
Implement texture buffers (#1152)
* Implement texture buffers

* Throw NotSupportedException where appropriate
2020-04-25 23:02:18 +10:00
gdkchan
a11f6f5235 Fix some spelling mistakes
Thanks to LDj3SNuD for spotting these
2020-01-09 02:13:00 +01:00
gdkchan
92703af555 Address PR feedback 2020-01-09 02:13:00 +01:00
gdkchan
59fdaa744b GPU resource disposal 2020-01-09 02:13:00 +01:00
gdkchan
e58b540c4e Add XML documentation to Ryujinx.Graphics.Gpu.Memory 2020-01-09 02:13:00 +01:00
gdkchan
654e617fe7 Some code cleanup 2020-01-09 02:13:00 +01:00
gdk
6a98c643ca Add a pass to turn global memory access into storage access, and do all storage related transformations on IR 2020-01-09 02:13:00 +01:00
gdk
d0c7732fe2 Optimize RangeList by not doing an allocation on every call to the Find methods 2020-01-09 02:13:00 +01:00
gdk
b2b2e04669 Small optimizations on texture and sampler pool invalidation 2020-01-09 02:13:00 +01:00
gdk
769c02235f Add ATOMS, LDS, POPC, RED, STS and VOTE shader instructions, start changing the way how global memory is handled 2020-01-09 02:13:00 +01:00
gdk
1e8bc29f32 Use a more efficient range list on the buffer manager 2020-01-09 02:13:00 +01:00
gdk
f2e84ff566 Flush buffers on copies 2020-01-09 02:13:00 +01:00
gdk
8cba252b23 Add per-source type memory change tracking, simplified state change tracking, other fixes 2020-01-09 02:13:00 +01:00
gdk
1b7d955195 Initial support for image stores, support texture sample on compute 2020-01-09 02:13:00 +01:00
gdk
1876b346fe Initial work 2020-01-09 02:13:00 +01:00