mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-26 19:52:31 +01:00
f0e27a23a5
* Add short duration texture cache This texture cache takes textures that lose their last pool reference and keeps them alive until the next frame, or until an incompatible overlap removes it. This is done since under certain circumstances, a texture's reference can be wiped from a pool despite it still being in use - though typically the reference will return when rendering the next frame. While this may slightly increase texture memory usage when quickly going through a bunch of temporary textures, it's still bounded due to the overlap removal rule. This greatly increases performance in Hyrule Warriors: Age of Calamity. It may positively affect some UE4 games which dip framerate severely under certain circumstances. * Small optimization * Don't forget this. * Add short cache dictionary * Address feedback * Address some feedback
222 lines
No EOL
7.8 KiB
C#
222 lines
No EOL
7.8 KiB
C#
using Ryujinx.Cpu.Tracking;
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using Ryujinx.Graphics.Gpu.Memory;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Represents a pool of GPU resources, such as samplers or textures.
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/// </summary>
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/// <typeparam name="T1">Type of the GPU resource</typeparam>
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/// <typeparam name="T2">Type of the descriptor</typeparam>
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abstract class Pool<T1, T2> : IDisposable where T2 : unmanaged
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{
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protected const int DescriptorSize = 0x20;
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protected GpuContext Context;
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protected PhysicalMemory PhysicalMemory;
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protected int SequenceNumber;
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protected int ModifiedSequenceNumber;
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protected T1[] Items;
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protected T2[] DescriptorCache;
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/// <summary>
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/// The maximum ID value of resources on the pool (inclusive).
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/// </summary>
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/// <remarks>
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/// The maximum amount of resources on the pool is equal to this value plus one.
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/// </remarks>
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public int MaximumId { get; }
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/// <summary>
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/// The address of the pool in guest memory.
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/// </summary>
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public ulong Address { get; }
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/// <summary>
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/// The size of the pool in bytes.
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/// </summary>
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public ulong Size { get; }
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private readonly CpuMultiRegionHandle _memoryTracking;
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private readonly Action<ulong, ulong> _modifiedDelegate;
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private int _modifiedSequenceOffset;
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private bool _modified;
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/// <summary>
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/// Creates a new instance of the GPU resource pool.
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/// </summary>
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/// <param name="context">GPU context that the pool belongs to</param>
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/// <param name="physicalMemory">Physical memory where the resource descriptors are mapped</param>
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/// <param name="address">Address of the pool in physical memory</param>
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/// <param name="maximumId">Maximum index of an item on the pool (inclusive)</param>
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public Pool(GpuContext context, PhysicalMemory physicalMemory, ulong address, int maximumId)
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{
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Context = context;
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PhysicalMemory = physicalMemory;
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MaximumId = maximumId;
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int count = maximumId + 1;
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ulong size = (ulong)(uint)count * DescriptorSize;
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Items = new T1[count];
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DescriptorCache = new T2[count];
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Address = address;
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Size = size;
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_memoryTracking = physicalMemory.BeginGranularTracking(address, size);
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_memoryTracking.RegisterPreciseAction(address, size, PreciseAction);
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_modifiedDelegate = RegionModified;
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}
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/// <summary>
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/// Gets the descriptor for a given ID.
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/// </summary>
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/// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
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/// <returns>The descriptor</returns>
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public T2 GetDescriptor(int id)
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{
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return PhysicalMemory.Read<T2>(Address + (ulong)id * DescriptorSize);
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}
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/// <summary>
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/// Gets a reference to the descriptor for a given ID.
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/// </summary>
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/// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
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/// <returns>A reference to the descriptor</returns>
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public ref readonly T2 GetDescriptorRef(int id)
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{
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return ref GetDescriptorRefAddress(Address + (ulong)id * DescriptorSize);
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}
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/// <summary>
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/// Gets a reference to the descriptor for a given address.
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/// </summary>
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/// <param name="address">Address of the descriptor</param>
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/// <returns>A reference to the descriptor</returns>
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public ref readonly T2 GetDescriptorRefAddress(ulong address)
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{
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return ref MemoryMarshal.Cast<byte, T2>(PhysicalMemory.GetSpan(address, DescriptorSize))[0];
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}
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/// <summary>
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/// Gets the GPU resource with the given ID.
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/// </summary>
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/// <param name="id">ID of the resource. This is effectively a zero-based index</param>
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/// <returns>The GPU resource with the given ID</returns>
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public abstract T1 Get(int id);
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/// <summary>
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/// Checks if a given ID is valid and inside the range of the pool.
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/// </summary>
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/// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
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/// <returns>True if the specified ID is valid, false otherwise</returns>
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public bool IsValidId(int id)
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{
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return (uint)id <= MaximumId;
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}
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/// <summary>
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/// Synchronizes host memory with guest memory.
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/// This causes invalidation of pool entries,
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/// if a modification of entries by the CPU is detected.
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/// </summary>
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public void SynchronizeMemory()
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{
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_modified = false;
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_memoryTracking.QueryModified(_modifiedDelegate);
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if (_modified)
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{
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UpdateModifiedSequence();
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}
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}
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/// <summary>
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/// Indicate that a region of the pool was modified, and must be loaded from memory.
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/// </summary>
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/// <param name="mAddress">Start address of the modified region</param>
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/// <param name="mSize">Size of the modified region</param>
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private void RegionModified(ulong mAddress, ulong mSize)
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{
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_modified = true;
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if (mAddress < Address)
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{
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mAddress = Address;
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}
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ulong maxSize = Address + Size - mAddress;
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if (mSize > maxSize)
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{
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mSize = maxSize;
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}
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InvalidateRangeImpl(mAddress, mSize);
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}
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/// <summary>
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/// Updates the modified sequence number using the current sequence number and offset,
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/// indicating that it has been modified.
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/// </summary>
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protected void UpdateModifiedSequence()
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{
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ModifiedSequenceNumber = SequenceNumber + _modifiedSequenceOffset;
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}
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/// <summary>
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/// An action to be performed when a precise memory access occurs to this resource.
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/// Makes sure that the dirty flags are checked.
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/// </summary>
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/// <param name="address">Address of the memory action</param>
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/// <param name="size">Size in bytes</param>
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/// <param name="write">True if the access was a write, false otherwise</param>
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private bool PreciseAction(ulong address, ulong size, bool write)
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{
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if (write && Context.SequenceNumber == SequenceNumber)
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{
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if (ModifiedSequenceNumber == SequenceNumber + _modifiedSequenceOffset)
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{
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// The modified sequence number is offset when PreciseActions occur so that
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// users checking it will see an increment and know the pool has changed since
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// their last look, even though the main SequenceNumber has not been changed.
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_modifiedSequenceOffset++;
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}
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// Force the pool to be checked again the next time it is used.
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SequenceNumber--;
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}
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return false;
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}
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protected abstract void InvalidateRangeImpl(ulong address, ulong size);
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protected abstract void Delete(T1 item);
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/// <summary>
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/// Performs the disposal of all resources stored on the pool.
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/// It's an error to try using the pool after disposal.
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/// </summary>
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public virtual void Dispose()
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{
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if (Items != null)
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{
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for (int index = 0; index < Items.Length; index++)
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{
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Delete(Items[index]);
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}
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Items = null;
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}
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_memoryTracking.Dispose();
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}
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}
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} |