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authorriperiperi <rhy3756547@hotmail.com>2023-03-19 20:56:48 +0000
committerGitHub <noreply@github.com>2023-03-19 17:56:48 -0300
commit9f1cf6458c78a42256b1f390f5b3b9159b00a7cb (patch)
tree21e250d28c0fd611de0515fc19a381d4bebc6136 /Ryujinx.Graphics.Gpu/Image
parent67b4e63cff0d6ce9629c3032f2b0d6414cee1220 (diff)
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
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Image')
-rw-r--r--Ryujinx.Graphics.Gpu/Image/Texture.cs20
1 files changed, 9 insertions, 11 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/Texture.cs b/Ryujinx.Graphics.Gpu/Image/Texture.cs
index f80f20ed..84808a84 100644
--- a/Ryujinx.Graphics.Gpu/Image/Texture.cs
+++ b/Ryujinx.Graphics.Gpu/Image/Texture.cs
@@ -1022,13 +1022,12 @@ namespace Ryujinx.Graphics.Gpu.Image
/// This method should be used to retrieve data that was modified by the host GPU.
/// This is not cheap, avoid doing that unless strictly needed.
/// </remarks>
- /// <param name="output">An output span to place the texture data into. If empty, one is generated</param>
+ /// <param name="output">An output span to place the texture data into</param>
/// <param name="blacklist">True if the texture should be blacklisted, false otherwise</param>
/// <param name="texture">The specific host texture to flush. Defaults to this texture</param>
- /// <returns>The span containing the texture data</returns>
- private ReadOnlySpan<byte> GetTextureDataFromGpu(Span<byte> output, bool blacklist, ITexture texture = null)
+ private void GetTextureDataFromGpu(Span<byte> output, bool blacklist, ITexture texture = null)
{
- ReadOnlySpan<byte> data;
+ PinnedSpan<byte> data;
if (texture != null)
{
@@ -1054,9 +1053,9 @@ namespace Ryujinx.Graphics.Gpu.Image
}
}
- data = ConvertFromHostCompatibleFormat(output, data);
+ ConvertFromHostCompatibleFormat(output, data.Get());
- return data;
+ data.Dispose();
}
/// <summary>
@@ -1071,10 +1070,9 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="level">The level of the texture to flush</param>
/// <param name="blacklist">True if the texture should be blacklisted, false otherwise</param>
/// <param name="texture">The specific host texture to flush. Defaults to this texture</param>
- /// <returns>The span containing the texture data</returns>
- public ReadOnlySpan<byte> GetTextureDataSliceFromGpu(Span<byte> output, int layer, int level, bool blacklist, ITexture texture = null)
+ public void GetTextureDataSliceFromGpu(Span<byte> output, int layer, int level, bool blacklist, ITexture texture = null)
{
- ReadOnlySpan<byte> data;
+ PinnedSpan<byte> data;
if (texture != null)
{
@@ -1100,9 +1098,9 @@ namespace Ryujinx.Graphics.Gpu.Image
}
}
- data = ConvertFromHostCompatibleFormat(output, data, level, true);
+ ConvertFromHostCompatibleFormat(output, data.Get(), level, true);
- return data;
+ data.Dispose();
}
/// <summary>