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Implement fast DMA texture to texture copy (#7299)

* Implement fast DMA texture to texture copy

* PR feedback
This commit is contained in:
gdkchan 2024-09-15 18:12:05 -03:00 committed by GitHub
parent 62216782ca
commit cd74ae1bbd
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
2 changed files with 93 additions and 2 deletions

View file

@ -276,8 +276,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
dstBaseOffset += dstStride * (yCount - 1); dstBaseOffset += dstStride * (yCount - 1);
} }
ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
// If remapping is disabled, we always copy the components directly, in order. // If remapping is disabled, we always copy the components directly, in order.
// If it's enabled, but the mapping is just XYZW, we also copy them in order. // If it's enabled, but the mapping is just XYZW, we also copy them in order.
bool isIdentityRemap = !remap || bool isIdentityRemap = !remap ||
@ -289,6 +287,52 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount); bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount);
bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount); bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount);
// Check if the source texture exists on the GPU, if it does, do a GPU side copy.
// Otherwise, we would need to flush the source texture which is costly.
// We don't expect the source to be linear in such cases, as linear source usually indicates buffer or CPU written data.
if (completeSource && completeDest && !srcLinear && isIdentityRemap)
{
var source = memoryManager.Physical.TextureCache.FindTexture(
memoryManager,
srcGpuVa,
srcBpp,
srcStride,
src.Height,
xCount,
yCount,
srcLinear,
src.MemoryLayout.UnpackGobBlocksInY(),
src.MemoryLayout.UnpackGobBlocksInZ());
if (source != null && source.Height == yCount)
{
source.SynchronizeMemory();
var target = memoryManager.Physical.TextureCache.FindOrCreateTexture(
memoryManager,
source.Info.FormatInfo,
dstGpuVa,
xCount,
yCount,
dstStride,
dstLinear,
dst.MemoryLayout.UnpackGobBlocksInY(),
dst.MemoryLayout.UnpackGobBlocksInZ());
if (source.ScaleFactor != target.ScaleFactor)
{
target.PropagateScale(source);
}
source.HostTexture.CopyTo(target.HostTexture, 0, 0);
target.SignalModified();
return;
}
}
ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
// Try to set the texture data directly, // Try to set the texture data directly,
// but only if we are doing a complete copy, // but only if we are doing a complete copy,
// and not for block linear to linear copies, since those are typically accessed from the CPU. // and not for block linear to linear copies, since those are typically accessed from the CPU.

View file

@ -347,6 +347,53 @@ namespace Ryujinx.Graphics.Gpu.Image
return texture; return texture;
} }
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
/// <param name="formatInfo">Format of the texture</param>
/// <param name="gpuAddress">GPU virtual address of the texture</param>
/// <param name="xCount">Texture width in bytes</param>
/// <param name="yCount">Texture height</param>
/// <param name="stride">Texture stride if linear, otherwise ignored</param>
/// <param name="isLinear">Indicates if the texture is linear or block linear</param>
/// <param name="gobBlocksInY">GOB blocks in Y for block linear textures</param>
/// <param name="gobBlocksInZ">GOB blocks in Z for 3D block linear textures</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(
MemoryManager memoryManager,
FormatInfo formatInfo,
ulong gpuAddress,
int xCount,
int yCount,
int stride,
bool isLinear,
int gobBlocksInY,
int gobBlocksInZ)
{
TextureInfo info = new(
gpuAddress,
xCount / formatInfo.BytesPerPixel,
yCount,
1,
1,
1,
1,
stride,
isLinear,
gobBlocksInY,
gobBlocksInZ,
1,
Target.Texture2D,
formatInfo);
Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.ForCopy, info, 0, sizeHint: new Size(xCount, yCount, 1));
texture?.SynchronizeMemory();
return texture;
}
/// <summary> /// <summary>
/// Tries to find an existing texture, or create a new one if not found. /// Tries to find an existing texture, or create a new one if not found.
/// </summary> /// </summary>