From 9f1cf6458c78a42256b1f390f5b3b9159b00a7cb Mon Sep 17 00:00:00 2001 From: riperiperi Date: Sun, 19 Mar 2023 20:56:48 +0000 Subject: 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 --- Ryujinx.Graphics.Vulkan/Effects/SmaaPostProcessingEffect.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'Ryujinx.Graphics.Vulkan/Effects/SmaaPostProcessingEffect.cs') diff --git a/Ryujinx.Graphics.Vulkan/Effects/SmaaPostProcessingEffect.cs b/Ryujinx.Graphics.Vulkan/Effects/SmaaPostProcessingEffect.cs index 4dcdaa64..bf698ade 100644 --- a/Ryujinx.Graphics.Vulkan/Effects/SmaaPostProcessingEffect.cs +++ b/Ryujinx.Graphics.Vulkan/Effects/SmaaPostProcessingEffect.cs @@ -266,7 +266,7 @@ namespace Ryujinx.Graphics.Vulkan.Effects ReadOnlySpan resolutionBuffer = stackalloc float[] { view.Width, view.Height }; int rangeSize = resolutionBuffer.Length * sizeof(float); - var bufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, rangeSize, false); + var bufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, rangeSize); _renderer.BufferManager.SetData(bufferHandle, 0, resolutionBuffer); var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize); -- cgit v1.2.3