Flush buffers and texture data through a persistent mapped buffer. (#2481)

* Use persistent buffers to flush texture data

* Flush buffers via copy to persistent buffers.

* Log error when timing out, small refactoring.
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riperiperi 2021-07-16 22:10:20 +01:00 committed by GitHub
parent bb6fab2009
commit ca5ac37cd6
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 135 additions and 23 deletions

View file

@ -876,9 +876,9 @@ namespace Ryujinx.Graphics.Gpu.Image
/// This is not cheap, avoid doing that unless strictly needed. /// This is not cheap, avoid doing that unless strictly needed.
/// </remarks> /// </remarks>
/// <returns>Host texture data</returns> /// <returns>Host texture data</returns>
private Span<byte> GetTextureDataFromGpu(bool blacklist, ITexture texture = null) private ReadOnlySpan<byte> GetTextureDataFromGpu(bool blacklist, ITexture texture = null)
{ {
Span<byte> data; ReadOnlySpan<byte> data;
if (texture != null) if (texture != null)
{ {

View file

@ -121,24 +121,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
public byte[] GetData() public byte[] GetData()
{ {
int size = 0; return _renderer.PersistentBuffers.Default.GetTextureData(this);
for (int level = 0; level < Info.Levels; level++)
{
size += Info.GetMipSize(level);
}
byte[] data = new byte[size];
unsafe
{
fixed (byte* ptr = data)
{
WriteTo((IntPtr)ptr);
}
}
return data;
} }
public void WriteToPbo(int offset, bool forceBgra) public void WriteToPbo(int offset, bool forceBgra)

View file

@ -0,0 +1,120 @@
using System;
using System.Runtime.InteropServices;
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.OpenGL.Image;
namespace Ryujinx.Graphics.OpenGL
{
class PersistentBuffers : IDisposable
{
private PersistentBuffer _main = new PersistentBuffer();
private PersistentBuffer _background = new PersistentBuffer();
public PersistentBuffer Default => BackgroundContextWorker.InBackground ? _background : _main;
public void Dispose()
{
_main?.Dispose();
_background?.Dispose();
}
}
class PersistentBuffer : IDisposable
{
private IntPtr _bufferMap;
private int _copyBufferHandle;
private int _copyBufferSize;
private void EnsureBuffer(int requiredSize)
{
if (_copyBufferSize < requiredSize && _copyBufferHandle != 0)
{
GL.DeleteBuffer(_copyBufferHandle);
_copyBufferHandle = 0;
}
if (_copyBufferHandle == 0)
{
_copyBufferHandle = GL.GenBuffer();
_copyBufferSize = requiredSize;
GL.BindBuffer(BufferTarget.CopyWriteBuffer, _copyBufferHandle);
GL.BufferStorage(BufferTarget.CopyWriteBuffer, requiredSize, IntPtr.Zero, BufferStorageFlags.MapReadBit | BufferStorageFlags.MapPersistentBit);
_bufferMap = GL.MapBufferRange(BufferTarget.CopyWriteBuffer, IntPtr.Zero, requiredSize, BufferAccessMask.MapReadBit | BufferAccessMask.MapPersistentBit);
}
}
private void Sync()
{
GL.MemoryBarrier(MemoryBarrierFlags.ClientMappedBufferBarrierBit);
IntPtr sync = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, WaitSyncFlags.None);
WaitSyncStatus syncResult = GL.ClientWaitSync(sync, ClientWaitSyncFlags.SyncFlushCommandsBit, 1000000000);
if (syncResult == WaitSyncStatus.TimeoutExpired)
{
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to sync persistent buffer state within 1000ms. Continuing...");
}
GL.DeleteSync(sync);
}
public byte[] GetTextureData(TextureView view)
{
int size = 0;
for (int level = 0; level < view.Info.Levels; level++)
{
size += view.Info.GetMipSize(level);
}
EnsureBuffer(size);
GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyBufferHandle);
view.WriteToPbo(0, false);
GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
byte[] data = new byte[size];
Sync();
Marshal.Copy(_bufferMap, data, 0, size);
return data;
}
public byte[] GetBufferData(BufferHandle buffer, int offset, int size)
{
EnsureBuffer(size);
GL.BindBuffer(BufferTarget.CopyReadBuffer, buffer.ToInt32());
GL.BindBuffer(BufferTarget.CopyWriteBuffer, _copyBufferHandle);
GL.CopyBufferSubData(BufferTarget.CopyReadBuffer, BufferTarget.CopyWriteBuffer, (IntPtr)offset, IntPtr.Zero, size);
GL.BindBuffer(BufferTarget.CopyWriteBuffer, 0);
byte[] data = new byte[size];
Sync();
Marshal.Copy(_bufferMap, data, 0, size);
return data;
}
public void Dispose()
{
if (_copyBufferHandle != 0)
{
GL.DeleteBuffer(_copyBufferHandle);
}
}
}
}

View file

@ -30,6 +30,8 @@ namespace Ryujinx.Graphics.OpenGL
public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured; public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
internal PersistentBuffers PersistentBuffers { get; }
internal ResourcePool ResourcePool { get; } internal ResourcePool ResourcePool { get; }
internal int BufferCount { get; private set; } internal int BufferCount { get; private set; }
@ -46,6 +48,7 @@ namespace Ryujinx.Graphics.OpenGL
_textureCopy = new TextureCopy(this); _textureCopy = new TextureCopy(this);
_backgroundTextureCopy = new TextureCopy(this); _backgroundTextureCopy = new TextureCopy(this);
_sync = new Sync(); _sync = new Sync();
PersistentBuffers = new PersistentBuffers();
ResourcePool = new ResourcePool(); ResourcePool = new ResourcePool();
} }
@ -90,7 +93,7 @@ namespace Ryujinx.Graphics.OpenGL
public byte[] GetBufferData(BufferHandle buffer, int offset, int size) public byte[] GetBufferData(BufferHandle buffer, int offset, int size)
{ {
return Buffer.GetData(buffer, offset, size); return PersistentBuffers.Default.GetBufferData(buffer, offset, size);
} }
public Capabilities GetCapabilities() public Capabilities GetCapabilities()
@ -177,6 +180,7 @@ namespace Ryujinx.Graphics.OpenGL
{ {
_textureCopy.Dispose(); _textureCopy.Dispose();
_backgroundTextureCopy.Dispose(); _backgroundTextureCopy.Dispose();
PersistentBuffers.Dispose();
ResourcePool.Dispose(); ResourcePool.Dispose();
_pipeline.Dispose(); _pipeline.Dispose();
_window.Dispose(); _window.Dispose();

View file

@ -358,7 +358,7 @@ namespace Ryujinx.Graphics.Texture
}; };
} }
public static Span<byte> ConvertLinearToBlockLinear( public static ReadOnlySpan<byte> ConvertLinearToBlockLinear(
int width, int width,
int height, int height,
int depth, int depth,
@ -499,7 +499,7 @@ namespace Ryujinx.Graphics.Texture
return output; return output;
} }
public static Span<byte> ConvertLinearToLinearStrided( public static ReadOnlySpan<byte> ConvertLinearToLinearStrided(
int width, int width,
int height, int height,
int blockWidth, int blockWidth,
@ -514,6 +514,11 @@ namespace Ryujinx.Graphics.Texture
int inStride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment); int inStride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
int lineSize = width * bytesPerPixel; int lineSize = width * bytesPerPixel;
if (inStride == stride)
{
return data;
}
Span<byte> output = new byte[h * stride]; Span<byte> output = new byte[h * stride];
int inOffs = 0; int inOffs = 0;