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Fix texture flush from CPU WaitSync regression on OpenGL (#4289)
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parent
cd3a15aea5
commit
93df366b2c
2 changed files with 23 additions and 21 deletions
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@ -1431,10 +1431,21 @@ namespace Ryujinx.Graphics.Gpu.Image
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return;
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return;
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}
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}
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handle.Sync(_context);
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bool isGpuThread = _context.IsGpuThread();
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if (isGpuThread)
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{
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// No need to wait if we're on the GPU thread, we can just clear the modified flag immediately.
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handle.Modified = false;
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}
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_context.Renderer.BackgroundContextAction(() =>
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_context.Renderer.BackgroundContextAction(() =>
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{
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{
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if (!isGpuThread)
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{
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handle.Sync(_context);
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}
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Storage.SignalModifiedDirty();
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Storage.SignalModifiedDirty();
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lock (handle.Overlaps)
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lock (handle.Overlaps)
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@ -10,7 +10,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// A tracking handle for a texture group, which represents a range of views in a storage texture.
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/// A tracking handle for a texture group, which represents a range of views in a storage texture.
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/// Retains a list of overlapping texture views, a modified flag, and tracking for each
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/// Retains a list of overlapping texture views, a modified flag, and tracking for each
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/// CPU VA range that the views cover.
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/// CPU VA range that the views cover.
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/// Also tracks copy dependencies for the handle - references to other handles that must be kept
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/// Also tracks copy dependencies for the handle - references to other handles that must be kept
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/// in sync with this one before use.
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/// in sync with this one before use.
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/// </summary>
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/// </summary>
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class TextureGroupHandle : IDisposable
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class TextureGroupHandle : IDisposable
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@ -232,32 +232,23 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="context">The GPU context used to wait for sync</param>
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/// <param name="context">The GPU context used to wait for sync</param>
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public void Sync(GpuContext context)
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public void Sync(GpuContext context)
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{
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{
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bool needsSync = !context.IsGpuThread();
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ulong registeredSync = _registeredSync;
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long diff = (long)(context.SyncNumber - registeredSync);
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if (needsSync)
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if (diff > 0)
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{
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{
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ulong registeredSync = _registeredSync;
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context.Renderer.WaitSync(registeredSync);
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long diff = (long)(context.SyncNumber - registeredSync);
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if (diff > 0)
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if ((long)(_modifiedSync - registeredSync) > 0)
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{
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{
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context.Renderer.WaitSync(registeredSync);
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// Flush the data in a previous state. Do not remove the modified flag - it will be removed to ignore following writes.
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return;
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if ((long)(_modifiedSync - registeredSync) > 0)
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{
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// Flush the data in a previous state. Do not remove the modified flag - it will be removed to ignore following writes.
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return;
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}
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Modified = false;
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}
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}
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// If the difference is <= 0, no data is not ready yet. Flush any data we can without waiting or removing modified flag.
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}
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else
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{
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Modified = false;
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Modified = false;
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}
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}
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// If the difference is <= 0, no data is not ready yet. Flush any data we can without waiting or removing modified flag.
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}
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}
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/// <summary>
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/// <summary>
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