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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.
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@ -42,6 +42,20 @@ namespace Ryujinx.Graphics.OpenGL
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return Handle.FromInt32<BufferHandle>(handle);
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}
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public static BufferHandle CreatePersistent(int size)
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{
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int handle = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, handle);
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GL.BufferStorage(BufferTarget.CopyWriteBuffer, size, IntPtr.Zero,
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BufferStorageFlags.MapPersistentBit |
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BufferStorageFlags.MapCoherentBit |
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BufferStorageFlags.ClientStorageBit |
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BufferStorageFlags.MapReadBit);
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return Handle.FromInt32<BufferHandle>(handle);
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}
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public static void Copy(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
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{
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GL.BindBuffer(BufferTarget.CopyReadBuffer, source.ToInt32());
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@ -60,7 +74,11 @@ namespace Ryujinx.Graphics.OpenGL
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// Data in the persistent buffer and host array is guaranteed to be available
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// until the next time the host thread requests data.
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if (HwCapabilities.UsePersistentBufferForFlush)
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if (renderer.PersistentBuffers.TryGet(buffer, out IntPtr ptr))
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{
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return new PinnedSpan<byte>(IntPtr.Add(ptr, offset).ToPointer(), size);
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}
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else if (HwCapabilities.UsePersistentBufferForFlush)
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{
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return PinnedSpan<byte>.UnsafeFromSpan(renderer.PersistentBuffers.Default.GetBufferData(buffer, offset, size));
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}
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