0
0
Fork 0
mirror of https://github.com/GreemDev/Ryujinx.git synced 2024-12-23 11:35:47 +00:00
Ryujinx/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs
riperiperi 9f1cf6458c
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
2023-03-19 17:56:48 -03:00

141 lines
4.7 KiB
C#

using Ryujinx.Common.Memory;
using Ryujinx.Graphics.GAL.Multithreading.Commands.Texture;
using Ryujinx.Graphics.GAL.Multithreading.Model;
using System;
namespace Ryujinx.Graphics.GAL.Multithreading.Resources
{
/// <summary>
/// Threaded representation of a texture.
/// </summary>
class ThreadedTexture : ITexture
{
private ThreadedRenderer _renderer;
private TextureCreateInfo _info;
public ITexture Base;
public int Width => _info.Width;
public int Height => _info.Height;
public float ScaleFactor { get; }
public ThreadedTexture(ThreadedRenderer renderer, TextureCreateInfo info, float scale)
{
_renderer = renderer;
_info = info;
ScaleFactor = scale;
}
private TableRef<T> Ref<T>(T reference)
{
return new TableRef<T>(_renderer, reference);
}
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
{
_renderer.New<TextureCopyToCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), firstLayer, firstLevel);
_renderer.QueueCommand();
}
public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
{
_renderer.New<TextureCopyToSliceCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), srcLayer, dstLayer, srcLevel, dstLevel);
_renderer.QueueCommand();
}
public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
{
ThreadedTexture dest = (ThreadedTexture)destination;
if (_renderer.IsGpuThread())
{
_renderer.New<TextureCopyToScaledCommand>().Set(Ref(this), Ref(dest), srcRegion, dstRegion, linearFilter);
_renderer.QueueCommand();
}
else
{
// Scaled copy can happen on another thread for a res scale flush.
ThreadedHelpers.SpinUntilNonNull(ref Base);
ThreadedHelpers.SpinUntilNonNull(ref dest.Base);
Base.CopyTo(dest.Base, srcRegion, dstRegion, linearFilter);
}
}
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
{
ThreadedTexture newTex = new ThreadedTexture(_renderer, info, ScaleFactor);
_renderer.New<TextureCreateViewCommand>().Set(Ref(this), Ref(newTex), info, firstLayer, firstLevel);
_renderer.QueueCommand();
return newTex;
}
public PinnedSpan<byte> GetData()
{
if (_renderer.IsGpuThread())
{
ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
_renderer.New<TextureGetDataCommand>().Set(Ref(this), Ref(box));
_renderer.InvokeCommand();
return box.Result;
}
else
{
ThreadedHelpers.SpinUntilNonNull(ref Base);
return Base.GetData();
}
}
public PinnedSpan<byte> GetData(int layer, int level)
{
if (_renderer.IsGpuThread())
{
ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
_renderer.New<TextureGetDataSliceCommand>().Set(Ref(this), Ref(box), layer, level);
_renderer.InvokeCommand();
return box.Result;
}
else
{
ThreadedHelpers.SpinUntilNonNull(ref Base);
return Base.GetData(layer, level);
}
}
public void SetData(SpanOrArray<byte> data)
{
_renderer.New<TextureSetDataCommand>().Set(Ref(this), Ref(data.ToArray()));
_renderer.QueueCommand();
}
public void SetData(SpanOrArray<byte> data, int layer, int level)
{
_renderer.New<TextureSetDataSliceCommand>().Set(Ref(this), Ref(data.ToArray()), layer, level);
_renderer.QueueCommand();
}
public void SetData(SpanOrArray<byte> data, int layer, int level, Rectangle<int> region)
{
_renderer.New<TextureSetDataSliceRegionCommand>().Set(Ref(this), Ref(data.ToArray()), layer, level, region);
_renderer.QueueCommand();
}
public void SetStorage(BufferRange buffer)
{
_renderer.New<TextureSetStorageCommand>().Set(Ref(this), buffer);
_renderer.QueueCommand();
}
public void Release()
{
_renderer.New<TextureReleaseCommand>().Set(Ref(this));
_renderer.QueueCommand();
}
}
}