GPU: Pass SpanOrArray for Texture SetData to avoid copy (#3745)
* GPU: Pass SpanOrArray for Texture SetData to avoid copy
Texture data is often converted before upload, meaning that an array was allocated to perform the conversion into. However, the backend SetData methods were being passed a Span of that data, and the Multithreaded layer does `ToArray()` on it so that it can be stored for later! This method can't extract the original array, so it creates a copy.
This PR changes the type passed for textures to a new ref struct called SpanOrArray, which is backed by either a ReadOnlySpan or an array. The benefit here is that we can have a ToArray method that doesn't copy if it is originally backed by an array.
This will also avoid a copy when running the ASTC decoder.
On NieR this was taking 38% of texture upload time, which it does a _lot_ of when you move between areas, so there should be a 1.6x performance boost when strictly uploading textures. No doubt this will also improve texture streaming performance in UE4 games, and maybe a small reduction with video playback.
From the numbers, it's probably possible to improve the upload rate by a further 1.6x by performing layout conversion on GPU. I'm not sure if we could improve it further than that - multithreading conversion on CPU would probably result in memory bottleneck.
This doesn't extend to buffers, since we don't convert their data on the GPU emulator side.
* Remove implicit cast to array.
2022-10-08 17:04:47 +02:00
|
|
|
using Ryujinx.Common.Memory;
|
2019-10-13 08:02:07 +02:00
|
|
|
using System;
|
|
|
|
|
|
|
|
namespace Ryujinx.Graphics.GAL
|
|
|
|
{
|
2020-09-10 21:44:04 +02:00
|
|
|
public interface ITexture
|
2019-10-13 08:02:07 +02:00
|
|
|
{
|
2020-07-07 04:41:07 +02:00
|
|
|
int Width { get; }
|
|
|
|
int Height { get; }
|
|
|
|
float ScaleFactor { get; }
|
|
|
|
|
2019-10-31 00:45:01 +01:00
|
|
|
void CopyTo(ITexture destination, int firstLayer, int firstLevel);
|
2021-03-02 23:30:54 +01:00
|
|
|
void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel);
|
2019-10-13 08:02:07 +02:00
|
|
|
void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter);
|
|
|
|
|
|
|
|
ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel);
|
|
|
|
|
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<byte>. 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.
2021-07-20 00:10:54 +02:00
|
|
|
ReadOnlySpan<byte> GetData();
|
2022-01-09 17:28:48 +01:00
|
|
|
ReadOnlySpan<byte> GetData(int layer, int level);
|
2019-10-13 08:02:07 +02:00
|
|
|
|
GPU: Pass SpanOrArray for Texture SetData to avoid copy (#3745)
* GPU: Pass SpanOrArray for Texture SetData to avoid copy
Texture data is often converted before upload, meaning that an array was allocated to perform the conversion into. However, the backend SetData methods were being passed a Span of that data, and the Multithreaded layer does `ToArray()` on it so that it can be stored for later! This method can't extract the original array, so it creates a copy.
This PR changes the type passed for textures to a new ref struct called SpanOrArray, which is backed by either a ReadOnlySpan or an array. The benefit here is that we can have a ToArray method that doesn't copy if it is originally backed by an array.
This will also avoid a copy when running the ASTC decoder.
On NieR this was taking 38% of texture upload time, which it does a _lot_ of when you move between areas, so there should be a 1.6x performance boost when strictly uploading textures. No doubt this will also improve texture streaming performance in UE4 games, and maybe a small reduction with video playback.
From the numbers, it's probably possible to improve the upload rate by a further 1.6x by performing layout conversion on GPU. I'm not sure if we could improve it further than that - multithreading conversion on CPU would probably result in memory bottleneck.
This doesn't extend to buffers, since we don't convert their data on the GPU emulator side.
* Remove implicit cast to array.
2022-10-08 17:04:47 +02:00
|
|
|
void SetData(SpanOrArray<byte> data);
|
|
|
|
void SetData(SpanOrArray<byte> data, int layer, int level);
|
|
|
|
void SetData(SpanOrArray<byte> data, int layer, int level, Rectangle<int> region);
|
2020-04-25 15:02:18 +02:00
|
|
|
void SetStorage(BufferRange buffer);
|
2020-09-10 21:44:04 +02:00
|
|
|
void Release();
|
2019-10-13 08:02:07 +02:00
|
|
|
}
|
|
|
|
}
|