Lift textures in the AutoDeleteCache for all modifications. (#2615)
* Lift textures in the AutoDeleteCache for all modifications. Before, this would only apply to render targets and texture blit. Now it applies to image stores, the fast dma copy path and any other type of modification. Image store always at least has one reference in the texture pool, so the function of the AutoDeleteCache keeping textures _alive_ is not useful, but a very important function for a while has been its use to flush textures in order of modification when they are dereferenced, so that their data is not lost. Before, textures populated using image stores were being dereferenced and reloaded as garbage. Now, when these textures are dereferenced, their data will be put back into memory, and everything stays intact. Fixes lighting breaking when switching levels in THPS1+2, and potentially some more UE4 games. I've tested a bunch more games for regressions and performance impact, but they all seem fine. * Lift copy srcTexture so that it doesn't remain referenceless * Perform lift before reference count change on unbind. It's important to lift on unbind as that is the moment the texture was truly last modified, but definitely not after releasing every single reference.
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197f587802
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3 changed files with 17 additions and 9 deletions
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@ -127,6 +127,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Twod
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return;
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return;
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}
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}
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memoryManager.Physical.TextureCache.Lift(srcTexture);
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// When the source texture that was found has a depth format,
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// When the source texture that was found has a depth format,
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// we must enforce the target texture also has a depth format,
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// we must enforce the target texture also has a depth format,
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// as copies between depth and color formats are not allowed.
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// as copies between depth and color formats are not allowed.
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@ -1235,6 +1235,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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IsModified = true;
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IsModified = true;
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Group.SignalModified(this, !wasModified);
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Group.SignalModified(this, !wasModified);
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}
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}
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_physicalMemory.TextureCache.Lift(this);
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}
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}
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/// <summary>
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/// <summary>
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@ -1252,6 +1254,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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Group.SignalModifying(this, bound, !wasModified);
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Group.SignalModifying(this, bound, !wasModified);
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}
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}
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_physicalMemory.TextureCache.Lift(this);
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if (bound)
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if (bound)
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{
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{
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IncrementReferenceCount();
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IncrementReferenceCount();
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@ -154,6 +154,17 @@ namespace Ryujinx.Graphics.Gpu.Image
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return true;
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return true;
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}
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}
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/// <summary>
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/// Lifts the texture to the top of the AutoDeleteCache. This is primarily used to enforce that
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/// data written to a target will be flushed to memory should the texture be deleted, but also
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/// keeps rendered textures alive without a pool reference.
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/// </summary>
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/// <param name="texture">Texture to lift</param>
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public void Lift(Texture texture)
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{
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_cache.Lift(texture);
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}
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/// <summary>
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/// <summary>
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/// Tries to find an existing texture, or create a new one if not found.
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/// Tries to find an existing texture, or create a new one if not found.
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/// </summary>
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/// </summary>
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@ -442,14 +453,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (texture != null)
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if (texture != null)
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{
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{
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if (!isSamplerTexture)
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{
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// If not a sampler texture, it is managed by the auto delete
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// cache, ensure that it is on the "top" of the list to avoid
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// deletion.
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_cache.Lift(texture);
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}
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ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
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ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
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texture.SynchronizeMemory();
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texture.SynchronizeMemory();
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@ -849,7 +852,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (match)
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if (match)
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{
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{
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_cache.Lift(texture);
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return texture;
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return texture;
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}
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}
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}
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}
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