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https://github.com/Ryujinx/Ryujinx.git
synced 2025-06-28 13:40:47 -07:00
Vulkan: Migrate buffers between memory types to improve GPU performance (#4540)
* Initial implementation of migration between memory heaps - Missing OOM handling - Missing `_map` data safety when remapping - Copy may not have completed yet (needs some kind of fence) - Map may be unmapped before it is done being used. (needs scoped access) - SSBO accesses are all "writes" - maybe pass info in another way. - Missing keeping map type when resizing buffers (should this be done?) * Ensure migrated data is in place before flushing. * Fix issue where old waitable would be signalled. - There is a real issue where existing Auto<> references need to be replaced. * Swap bound Auto<> instances when swapping buffer backing * Fix conversion buffers * Don't try move buffers if the host has shared memory. * Make GPU methods return PinnedSpan with scope * Storage Hint * Fix stupidity * Fix rebase * Tweak rules Attempt to sidestep BOTW slowdown * Remove line * Migrate only when command buffers flush * Change backing swap log to debug * Address some feedback * Disallow backing swap when the flush lock is held by the current thread * Make PinnedSpan from ReadOnlySpan explicitly unsafe * Fix some small issues - Index buffer swap fixed - Allocate DeviceLocal buffers using a separate block list to images. * Remove alternative flags * Address feedback
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@ -1022,13 +1022,12 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// This method should be used to retrieve data that was modified by the host GPU.
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/// This is not cheap, avoid doing that unless strictly needed.
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/// </remarks>
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/// <param name="output">An output span to place the texture data into. If empty, one is generated</param>
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/// <param name="output">An output span to place the texture data into</param>
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/// <param name="blacklist">True if the texture should be blacklisted, false otherwise</param>
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/// <param name="texture">The specific host texture to flush. Defaults to this texture</param>
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/// <returns>The span containing the texture data</returns>
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private ReadOnlySpan<byte> GetTextureDataFromGpu(Span<byte> output, bool blacklist, ITexture texture = null)
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private void GetTextureDataFromGpu(Span<byte> output, bool blacklist, ITexture texture = null)
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{
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ReadOnlySpan<byte> data;
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PinnedSpan<byte> data;
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if (texture != null)
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{
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@ -1054,9 +1053,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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data = ConvertFromHostCompatibleFormat(output, data);
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ConvertFromHostCompatibleFormat(output, data.Get());
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return data;
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data.Dispose();
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}
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/// <summary>
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@ -1071,10 +1070,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="level">The level of the texture to flush</param>
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/// <param name="blacklist">True if the texture should be blacklisted, false otherwise</param>
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/// <param name="texture">The specific host texture to flush. Defaults to this texture</param>
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/// <returns>The span containing the texture data</returns>
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public ReadOnlySpan<byte> GetTextureDataSliceFromGpu(Span<byte> output, int layer, int level, bool blacklist, ITexture texture = null)
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public void GetTextureDataSliceFromGpu(Span<byte> output, int layer, int level, bool blacklist, ITexture texture = null)
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{
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ReadOnlySpan<byte> data;
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PinnedSpan<byte> data;
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if (texture != null)
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{
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@ -1100,9 +1098,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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data = ConvertFromHostCompatibleFormat(output, data, level, true);
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ConvertFromHostCompatibleFormat(output, data.Get(), level, true);
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return data;
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data.Dispose();
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}
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/// <summary>
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@ -82,7 +82,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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Address = address;
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Size = size;
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Handle = context.Renderer.CreateBuffer((int)size);
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Handle = context.Renderer.CreateBuffer((int)size, baseBuffers?.MaxBy(x => x.Size).Handle ?? BufferHandle.Null);
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_useGranular = size > GranularBufferThreshold;
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@ -415,10 +415,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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int offset = (int)(address - Address);
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ReadOnlySpan<byte> data = _context.Renderer.GetBufferData(Handle, offset, (int)size);
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using PinnedSpan<byte> data = _context.Renderer.GetBufferData(Handle, offset, (int)size);
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// TODO: When write tracking shaders, they will need to be aware of changes in overlapping buffers.
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_physicalMemory.WriteUntracked(address, data);
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_physicalMemory.WriteUntracked(address, data.Get());
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}
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/// <summary>
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