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authorriperiperi <rhy3756547@hotmail.com>2023-05-01 20:05:12 +0100
committerGitHub <noreply@github.com>2023-05-01 16:05:12 -0300
commite18d258fa09379f31ca4310fbbe9e1869581d49f (patch)
treec8427df586f4385feef9b8d201a648aeb2afec1b /src/Ryujinx.Graphics.Vulkan/SyncManager.cs
parent36f10df775cf0c678548b97346432095823dfd8a (diff)
GPU: Pre-emptively flush textures that are flushed often (to imported memory when available) (#4711)
* WIP texture pre-flush Improve performance of TextureView GetData to buffer Fix copy/sync ordering Fix minor bug Make this actually work WIP host mapping stuff * Fix usage flags * message * Cleanup 1 * Fix rebase * Fix * Improve pre-flush rules * Fix pre-flush * A lot of cleanup * Use the host memory bits * Select the correct memory type * Cleanup TextureGroupHandle * Missing comment * Remove debugging logs * Revert BufferHandle _value access modifier * One interrupt action at a time. * Support D32S8 to D24S8 conversion, safeguards * Interrupt cannot happen in sync handle's lock Waitable needs to be checked twice now, but this should stop it from deadlocking. * Remove unused using * Address some feedback * Address feedback * Address more feedback * Address more feedback * Improve sync rules Should allow for faster sync in some cases.
Diffstat (limited to 'src/Ryujinx.Graphics.Vulkan/SyncManager.cs')
-rw-r--r--src/Ryujinx.Graphics.Vulkan/SyncManager.cs31
1 files changed, 18 insertions, 13 deletions
diff --git a/src/Ryujinx.Graphics.Vulkan/SyncManager.cs b/src/Ryujinx.Graphics.Vulkan/SyncManager.cs
index 432d224f..b3f6e8e5 100644
--- a/src/Ryujinx.Graphics.Vulkan/SyncManager.cs
+++ b/src/Ryujinx.Graphics.Vulkan/SyncManager.cs
@@ -125,24 +125,29 @@ namespace Ryujinx.Graphics.Vulkan
if (result != null)
{
- lock (result)
+ if (result.Waitable == null)
{
- if (result.Waitable == null)
- {
- return;
- }
+ return;
+ }
- long beforeTicks = Stopwatch.GetTimestamp();
+ long beforeTicks = Stopwatch.GetTimestamp();
- if (result.NeedsFlush(FlushId))
+ if (result.NeedsFlush(FlushId))
+ {
+ _gd.InterruptAction(() =>
{
- _gd.InterruptAction(() =>
+ if (result.NeedsFlush(FlushId))
{
- if (result.NeedsFlush(FlushId))
- {
- _gd.FlushAllCommands();
- }
- });
+ _gd.FlushAllCommands();
+ }
+ });
+ }
+
+ lock (result)
+ {
+ if (result.Waitable == null)
+ {
+ return;
}
bool signaled = result.Signalled || result.Waitable.WaitForFences(_gd.Api, _device, 1000000000);