From 4b60371e64601dba46387f8b7260b3deb770e097 Mon Sep 17 00:00:00 2001 From: riperiperi Date: Mon, 19 Jul 2021 23:10:54 +0100 Subject: Return mapped buffer pointer directly for flush, WriteableRegion for textures (#2494) * Return mapped buffer pointer directly for flush, WriteableRegion for textures A few changes here to generally improve performance, even for platforms not using the persistent buffer flush. - Texture and buffer flush now return a ReadOnlySpan. It's guaranteed that this span is pinned in memory, but it will be overwritten on the next flush from that thread, so it is expected that the data is used before calling again. - As a result, persistent mappings no longer copy to a new array - rather the persistent map is returned directly as a Span<>. A similar host array is used for the glGet flushes instead of allocating new arrays each time. - Texture flushes now do their layout conversion into a WriteableRegion when the texture is not MultiRange, which allows the flush to happen directly into guest memory rather than into a temporary span, then copied over. This avoids another copy when doing layout conversion. Overall, this saves 1 data copy for buffer flush, 1 copy for linear textures with matching source/target stride, and 2 copies for block textures or linear textures with mismatching strides. * Fix tests * Fix array pointer for Mesa/Intel path * Address some feedback * Update method for getting array pointer. --- Ryujinx.Graphics.Gpu/Memory/Buffer.cs | 2 +- Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs | 5 +++-- 2 files changed, 4 insertions(+), 3 deletions(-) (limited to 'Ryujinx.Graphics.Gpu/Memory') diff --git a/Ryujinx.Graphics.Gpu/Memory/Buffer.cs b/Ryujinx.Graphics.Gpu/Memory/Buffer.cs index 96e10e77..3f869a50 100644 --- a/Ryujinx.Graphics.Gpu/Memory/Buffer.cs +++ b/Ryujinx.Graphics.Gpu/Memory/Buffer.cs @@ -412,7 +412,7 @@ namespace Ryujinx.Graphics.Gpu.Memory { int offset = (int)(address - Address); - byte[] data = _context.Renderer.GetBufferData(Handle, offset, (int)size); + ReadOnlySpan data = _context.Renderer.GetBufferData(Handle, offset, (int)size); // TODO: When write tracking shaders, they will need to be aware of changes in overlapping buffers. _physicalMemory.WriteUntracked(address, data); diff --git a/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs b/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs index 289e7c1b..8df3c8fb 100644 --- a/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs +++ b/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs @@ -128,10 +128,11 @@ namespace Ryujinx.Graphics.Gpu.Memory /// /// Start address of the range /// Size in bytes to be range + /// True if write tracking is triggered on the span /// A writable region with the data at the specified memory location - public WritableRegion GetWritableRegion(ulong address, int size) + public WritableRegion GetWritableRegion(ulong address, int size, bool tracked = false) { - return _cpuMemory.GetWritableRegion(address, size); + return _cpuMemory.GetWritableRegion(address, size, tracked); } /// -- cgit v1.2.3