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authorriperiperi <rhy3756547@hotmail.com>2022-01-09 16:28:48 +0000
committerGitHub <noreply@github.com>2022-01-09 13:28:48 -0300
commitcda659955ced1b16839cdd1e7fea1ef6f8d99041 (patch)
tree41d0d7a705f9feb7b43c9e5bac14dafee7878220 /Ryujinx.Graphics.Gpu/GpuContext.cs
parent4864648e727c6f526e3b65478f222c15468f6074 (diff)
Texture Sync, incompatible overlap handling, data flush improvements. (#2971)
* Initial test for texture sync * WIP new texture flushing setup * Improve rules for incompatible overlaps Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup. * Cleanup, improvements Improve rules for fast DMA * Small tweak to group together flushes of overlapping handles. * Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures. Fixes the new Life is Strange game. * Flush overlaps before init data, fix 3d texture size/overlap stuff * Fix 3D Textures, faster single layer flush Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods) * Remove unused method * Minor cleanup * More cleanup * Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too This one's for metro * Address feedback, ASTC+ETC to FormatClass * Change offset to use Span slice rather than IntPtr Add * Fix this too
Diffstat (limited to 'Ryujinx.Graphics.Gpu/GpuContext.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/GpuContext.cs51
1 files changed, 46 insertions, 5 deletions
diff --git a/Ryujinx.Graphics.Gpu/GpuContext.cs b/Ryujinx.Graphics.Gpu/GpuContext.cs
index 034c8fcb..5c9af383 100644
--- a/Ryujinx.Graphics.Gpu/GpuContext.cs
+++ b/Ryujinx.Graphics.Gpu/GpuContext.cs
@@ -52,13 +52,20 @@ namespace Ryujinx.Graphics.Gpu
internal ulong SyncNumber { get; private set; }
/// <summary>
- /// Actions to be performed when a CPU waiting sync point is triggered.
+ /// Actions to be performed when a CPU waiting syncpoint or barrier is triggered.
/// If there are more than 0 items when this happens, a host sync object will be generated for the given <see cref="SyncNumber"/>,
/// and the SyncNumber will be incremented.
/// </summary>
internal List<Action> SyncActions { get; }
/// <summary>
+ /// Actions to be performed when a CPU waiting syncpoint is triggered.
+ /// If there are more than 0 items when this happens, a host sync object will be generated for the given <see cref="SyncNumber"/>,
+ /// and the SyncNumber will be incremented.
+ /// </summary>
+ internal List<Action> SyncpointActions { get; }
+
+ /// <summary>
/// Queue with deferred actions that must run on the render thread.
/// </summary>
internal Queue<Action> DeferredActions { get; }
@@ -79,6 +86,7 @@ namespace Ryujinx.Graphics.Gpu
public event Action<ShaderCacheState, int, int> ShaderCacheStateChanged;
private readonly Lazy<Capabilities> _caps;
+ private Thread _gpuThread;
/// <summary>
/// Creates a new instance of the GPU emulation context.
@@ -97,6 +105,7 @@ namespace Ryujinx.Graphics.Gpu
HostInitalized = new ManualResetEvent(false);
SyncActions = new List<Action>();
+ SyncpointActions = new List<Action>();
DeferredActions = new Queue<Action>();
@@ -185,6 +194,23 @@ namespace Ryujinx.Graphics.Gpu
}
/// <summary>
+ /// Sets the current thread as the main GPU thread.
+ /// </summary>
+ public void SetGpuThread()
+ {
+ _gpuThread = Thread.CurrentThread;
+ }
+
+ /// <summary>
+ /// Checks if the current thread is the GPU thread.
+ /// </summary>
+ /// <returns>True if the thread is the GPU thread, false otherwise</returns>
+ public bool IsGpuThread()
+ {
+ return _gpuThread == Thread.CurrentThread;
+ }
+
+ /// <summary>
/// Processes the queue of shaders that must save their binaries to the disk cache.
/// </summary>
public void ProcessShaderCacheQueue()
@@ -209,18 +235,27 @@ namespace Ryujinx.Graphics.Gpu
/// This will also ensure a host sync object is created, and <see cref="SyncNumber"/> is incremented.
/// </summary>
/// <param name="action">The action to be performed on sync object creation</param>
- public void RegisterSyncAction(Action action)
+ /// <param name="syncpointOnly">True if the sync action should only run when syncpoints are incremented</param>
+ public void RegisterSyncAction(Action action, bool syncpointOnly = false)
{
- SyncActions.Add(action);
+ if (syncpointOnly)
+ {
+ SyncpointActions.Add(action);
+ }
+ else
+ {
+ SyncActions.Add(action);
+ }
}
/// <summary>
/// Creates a host sync object if there are any pending sync actions. The actions will then be called.
/// If no actions are present, a host sync object is not created.
/// </summary>
- public void CreateHostSyncIfNeeded()
+ /// <param name="syncpoint">True if host sync is being created by a syncpoint</param>
+ public void CreateHostSyncIfNeeded(bool syncpoint)
{
- if (SyncActions.Count > 0)
+ if (SyncActions.Count > 0 || (syncpoint && SyncpointActions.Count > 0))
{
Renderer.CreateSync(SyncNumber);
@@ -231,7 +266,13 @@ namespace Ryujinx.Graphics.Gpu
action();
}
+ foreach (Action action in SyncpointActions)
+ {
+ action();
+ }
+
SyncActions.Clear();
+ SyncpointActions.Clear();
}
}