Commit graph

125 commits

Author SHA1 Message Date
riperiperi
7c5ead1c19
Fast path for Inline2Memory buffer write that skips write tracking (#2624)
* Fast path for Inline2Memory buffer write

This PR adds a method to PhysicalMemory that attempts to write all cached resources directly, so that memory tracking can be avoided. The goal of this is both to avoid flushing buffer data, and to avoid raising the sequence number when data is written, which causes buffer and texture handles to be re-checked.

This currently only targets buffers, with a side check on textures that falls back to a tracked write if any exist within the target range. It's not expected to write textures from here - this is just a mechanism to protect us if someone does decide to do that. It's possible to add a fast path for this in future (and for ShaderCache, once that starts using tracking)

The forced read before inline2memory begins has been skipped, as the data is fully written when the transfer is completed anyways. This allows us to flush on read in emergency situations, but still write the new data over the flushed data.

Improves performance on Xenoblade 2 and DE, which was flushing buffer data on the GPU thread when trying to write compute data. May improve performance in other games that write SSBOs from compute, and update data in the same/nearby pages often.

Super Smash Bros Ultimate should probably be tested to make sure the vertex explosions haven't returned, as I think that's what this AdvanceSequence was for.

* ForceDirty before write, to make sure data does not flush over the new write
2021-09-19 15:09:53 +02:00
riperiperi
b0af010247
Set texture/image bindings in place rather than allocating and passing an array (#2647)
* Remove allocations for texture bindings and state

* Rent rather than stackalloc + copy

A bit faster.
2021-09-19 14:03:05 +02:00
gdkchan
ac4ec1a015
Account for negative strides on DMA copy (#2623)
* Account for negative strides on DMA copy

* Should account for non-zero Y
2021-09-11 22:54:18 +02:00
riperiperi
b0e410a828
Lift textures in the AutoDeleteCache for all modifications. (#2615)
* Lift textures in the AutoDeleteCache for all modifications.

Before, this would only apply to render targets and texture blit. Now it applies to image stores, the fast dma copy path and any other type of modification.

Image store always at least has one reference in the texture pool, so the function of the AutoDeleteCache keeping textures _alive_ is not useful, but a very important function for a while has been its use to flush textures in order of modification when they are dereferenced, so that their data is not lost.

Before, textures populated using image stores were being dereferenced and reloaded as garbage. Now, when these textures are dereferenced, their data will be put back into memory, and everything stays intact.

Fixes lighting breaking when switching levels in THPS1+2, and potentially some more UE4 games. I've tested a bunch more games for regressions and performance impact, but they all seem fine.

* Lift copy srcTexture so that it doesn't remain referenceless

* Perform lift before reference count change on unbind.

It's important to lift on unbind as that is the moment the texture was truly last modified, but definitely not after releasing every single reference.
2021-09-11 21:52:54 +02:00
gdkchan
82cefc8dd3
Handle indirect draw counts with non-zero draw starts properly (#2593) 2021-08-29 16:52:38 -03:00
riperiperi
ec3e848d79
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation

About as fast as nvidia GL multithreading, can be improved with faster command queuing.

* Struct based command list

Speeds up a bit. Still a lot of time lost to resource copy.

* Do shader init while the render thread is active.

* Introduce circular span pool V1

Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next.

* Refactor SpanRef some more

Use a struct to represent SpanRef, rather than a reference.

* Flush buffers on background thread

* Use a span for UpdateRenderScale.

Much faster than copying the array.

* Calculate command size using reflection

* WIP parallel shaders

* Some minor optimisation

* Only 2 max refs per command now.

The command with 3 refs is gone. 😌

* Don't cast on the GPU side

* Remove redundant casts, force sync on window present

* Fix Shader Cache

* Fix host shader save.

* Fixup to work with new renderer stuff

* Make command Run static, use array of delegates as lookup

Profile says this takes less time than the previous way.

* Bring up to date

* Add settings toggle. Fix Muiltithreading Off mode.

* Fix warning.

* Release tracking lock for flushes

* Fix Conditional Render fast path with threaded gal

* Make handle iteration safe when releasing the lock

This is mostly temporary.

* Attempt to set backend threading on driver

Only really works on nvidia before launching a game.

* Fix race condition with BufferModifiedRangeList, exceptions in tracking actions

* Update buffer set commands

* Some cleanup

* Only use stutter workaround when using opengl renderer non-threaded

* Add host-conditional reservation of counter events

There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made.

* Address Feedback

* Make counter flush tracked again.

Hopefully does not cause any issues this time.

* Wait for FlushTo on the main queue thread.

Currently assumes only one thread will want to FlushTo (in this case, the GPU thread)

* Add SDL2 headless integration

* Add HLE macro commands.

Co-authored-by: Mary <mary@mary.zone>
2021-08-27 00:31:29 +02:00
mpnico
8e1adb95cf
Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 (#2557)
* Add support for HLE macros and accelerate MultiDrawElementsIndirectCount

* Add missing barrier

* Fix index buffer count

* Add support check for each macro hle before use

* Add missing xml doc

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-08-26 23:50:28 +02:00
gdkchan
8196086f7a
Revert "Calculate vertex buffer sizes from index buffer (#1663)" (#2544)
This reverts commit 10d649e6d3.
2021-08-11 22:13:48 -03:00
riperiperi
0a80a837cb
Use "Undesired" scale mode for certain textures rather than blacklisting (#2537)
* Use "Undesired" scale mode for certain textures rather than blacklisting

* Nit

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-08-11 22:44:51 +02:00
gdkchan
10d649e6d3
Calculate vertex buffer sizes from index buffer (#1663)
* Calculate vertex buffer size from maximum index buffer index

* Increase maximum index buffer count for it to be considered profitable for counting
2021-08-11 22:06:09 +02:00
gdkchan
0f6ec446ea
Replace BGRA and scale uniforms with a uniform block (#2496)
* Replace BGRA and scale uniforms with a uniform block

* Setting the data again on program change is no longer needed

* Optimize and resolve some warnings

* Avoid redundant support buffer updates

* Some optimizations to BindBuffers (now inlined)

* Unify render scale arrays
2021-08-11 21:33:43 +02:00
gdkchan
ff5df5d8a1
Support non-contiguous copies on I2M and DMA engines (#2473)
* Support non-contiguous copies on I2M and DMA engines

* Vector copy should start aligned on I2M

* Nits

* Zero extend the offset
2021-08-04 22:20:58 +02:00
gdkchan
04dce402ac
Implement a fast path for I2M transfers (#2467) 2021-07-12 16:48:57 -03:00
gdkchan
40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking

* Remove old methods code

* Remove GpuState and friends

* Optimize DeviceState, force inline some functions

* This change was not supposed to go in

* Proper channel initialization

* Optimize state read/write methods even more

* Fix debug build

* Do not dirty state if the write is redundant

* The YControl register should dirty either the viewport or front face state too, to update the host origin

* Avoid redundant vertex buffer updates

* Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace

* Comments and nits

* Fix rebase

* PR feedback

* Move changed = false to improve codegen

* PR feedback

* Carry RyuJIT a bit more
2021-07-11 17:20:40 -03:00
gdkchan
b02719cf41
Flush UBO updates more frequently (#2407) 2021-07-07 21:20:52 -03:00
gdkchan
8b44eb1c98
Separate GPU engines and make state follow official docs (part 1/2) (#2422)
* Use DeviceState for compute and i2m

* Migrate 2D class, more comments

* Migrate DMA copy engine

* Remove now unused code

* Replace GpuState by GpuAccessorState on GpuAcessor, since compute no longer has a GpuState

* More comments

* Add logging (disabled)

* Add back i2m on 3D engine
2021-07-07 20:56:06 -03:00
gdkchan
fbb4019ed5
Initial support for separate GPU address spaces (#2394)
* Make GPU memory manager a member of GPU channel

* Move physical memory instance to the memory manager, and the caches to the physical memory

* PR feedback
2021-06-29 19:32:02 +02:00
gdkchan
fefd4619a5
Add support for custom line widths (#2406) 2021-06-25 20:11:54 -03:00
gdkchan
a10b2c5ff2
Initial support for GPU channels (#2372)
* Ground work for separate GPU channels

* Rename TextureManager to TextureCache

* Decouple texture bindings management from the texture cache

* Rename BufferManager to BufferCache

* Decouple buffer bindings management from the buffer cache

* More comments and proper disposal

* PR feedback

* Force host state update on channel switch

* Typo

* PR feedback

* Missing using
2021-06-24 01:51:41 +02:00
Mary
60cf3dfebc
Do not clear gpu subchannel state on BindChannel (#2348)
This fixes a regression caused by #980, that was causing a crash on New
Super Lucky's Tale.

As always, this need feedback on possible regression on any games.

Fix #2343.
2021-06-09 00:50:18 +02:00
gdkchan
b84ba43406
Fix texture blit off-by-one errors (#2335) 2021-06-03 01:30:48 +02:00
riperiperi
54ea2285f0
POWER - Performance Optimizations With Extensive Ramifications (#2286)
* Refactoring of KMemoryManager class

* Replace some trivial uses of DRAM address with VA

* Get rid of GetDramAddressFromVa

* Abstracting more operations on derived page table class

* Run auto-format on KPageTableBase

* Managed to make TryConvertVaToPa private, few uses remains now

* Implement guest physical pages ref counting, remove manual freeing

* Make DoMmuOperation private and call new abstract methods only from the base class

* Pass pages count rather than size on Map/UnmapMemory

* Change memory managers to take host pointers

* Fix a guest memory leak and simplify KPageTable

* Expose new methods for host range query and mapping

* Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists

* Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking)

* Add a SharedMemoryStorage class, will be useful for host mapping

* Sayonara AddVaRangeToPageList, you served us well

* Start to implement host memory mapping (WIP)

* Support memory tracking through host exception handling

* Fix some access violations from HLE service guest memory access and CPU

* Fix memory tracking

* Fix mapping list bugs, including a race and a error adding mapping ranges

* Simple page table for memory tracking

* Simple "volatile" region handle mode

* Update UBOs directly (experimental, rough)

* Fix the overlap check

* Only set non-modified buffers as volatile

* Fix some memory tracking issues

* Fix possible race in MapBufferFromClientProcess (block list updates were not locked)

* Write uniform update to memory immediately, only defer the buffer set.

* Fix some memory tracking issues

* Pass correct pages count on shared memory unmap

* Armeilleure Signal Handler v1 + Unix changes

Unix currently behaves like windows, rather than remapping physical

* Actually check if the host platform is unix

* Fix decommit on linux.

* Implement windows 10 placeholder shared memory, fix a buffer issue.

* Make PTC version something that will never match with master

* Remove testing variable for block count

* Add reference count for memory manager, fix dispose

Can still deadlock with OpenAL

* Add address validation, use page table for mapped check, add docs

Might clean up the page table traversing routines.

* Implement batched mapping/tracking.

* Move documentation, fix tests.

* Cleanup uniform buffer update stuff.

* Remove unnecessary assignment.

* Add unsafe host mapped memory switch

On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work.

* Remove C# exception handlers

They have issues due to current .NET limitations, so the meilleure one fully replaces them for now.

* Fix MapPhysicalMemory on the software MemoryManager.

* Null check for GetHostAddress, docs

* Add configuration for setting memory manager mode (not in UI yet)

* Add config to UI

* Fix type mismatch on Unix signal handler code emit

* Fix 6GB DRAM mode.

The size can be greater than `uint.MaxValue` when the DRAM is >4GB.

* Address some feedback.

* More detailed error if backing memory cannot be mapped.

* SetLastError on all OS functions for consistency

* Force pages dirty with UBO update instead of setting them directly.

Seems to be much faster across a few games. Need retesting.

* Rebase, configuration rework, fix mem tracking regression

* Fix race in FreePages

* Set memory managers null after decrementing ref count

* Remove readonly keyword, as this is now modified.

* Use a local variable for the signal handler rather than a register.

* Fix bug with buffer resize, and index/uniform buffer binding.

Should fix flickering in games.

* Add InvalidAccessHandler to MemoryTracking

Doesn't do anything yet

* Call invalid access handler on unmapped read/write.

Same rules as the regular memory manager.

* Make unsafe mapped memory its own MemoryManagerType

* Move FlushUboDirty into UpdateState.

* Buffer dirty cache, rather than ubo cache

Much cleaner, may be reusable for Inline2Memory updates.

* This doesn't return anything anymore.

* Add sigaction remove methods, correct a few function signatures.

* Return empty list of physical regions for size 0.

* Also on AddressSpaceManager

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-24 22:52:44 +02:00
gdkchan
e9c15d32cb
Use a different method for out of bounds blit (#2302)
* Use a different method for out of bounds blit

* This is not needed
2021-05-22 01:26:49 +02:00
gdkchan
4770cfa920
Only enable clip distance if written to on shader (#2217)
* Only enable clip distance if written to on shader

* Signal InstanceId use through FeatureFlags

* Shader cache version bump
2021-04-20 12:33:54 +02:00
riperiperi
9b7335a63b
Improve linear texture compatibility rules (#2099)
* Improve linear texture compatibility rules

Fixes an issue where small or width-aligned (rather than byte aligned) textures would fail to create a view of existing data. Creates a copy dependency as size change may be risky.

* Minor cleanup

* Remove Size Change for Copy Depenedencies

The copy to the target (potentially different sized) texture can properly deal with cropping by itself.

* Move StrideAlignment and GobAlignment into Constants
2021-03-19 02:17:38 +01:00
riperiperi
1623ab524f
Improve Buffer Textures and flush Image Stores (#2088)
* Improve Buffer Textures and flush Image Stores

Fixes a number of issues with buffer textures:

- Reworked Buffer Textures to create their buffers in the TextureManager, then bind them with the BufferManager later.
  - Fixes an issue where a buffer texture's buffer could be invalidated after it is bound, but before use.
- Fixed width unpacking for large buffer textures. The width is now 32-bit rather than 16.
- Force buffer textures to be rebound whenever any buffer is created, as using the handle id wasn't reliable, and the cost of binding isn't too high.

Fixes vertex explosions and flickering animations in UE4 games.

* Set ImageStore flag... for ImageStore.

* Check the offset and size.
2021-03-08 18:43:39 -03:00
riperiperi
b530f0e110
Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001)
* Initial implementation (3d tex mips broken)

This works rather well for most games, just need to fix 3d texture mips.

* Cleanup

* Address feedback

* Copy Dependencies and various other fixes

* Fix layer/level offset for copy from view<->view.

* Remove dirty flag from dependency

The dirty flag behaviour is not needed - DeferredCopy is all we need.

* Fix tracking mip slices.

* Propagate granularity (fix astral chain)

* Address Feedback pt 1

* Save slice sizes as part of SizeInfo

* Fix nits

* Fix disposing multiple dependencies causing a crash

This list is obviously modified when removing dependencies, so create a copy of it.
2021-03-02 19:30:54 -03:00
gdkchan
caf049ed15
Avoid some redundant GL calls (#1958) 2021-01-27 08:44:07 +11:00
gdkchan
d6bd0470fb
Fix conditional rendering without queries (#1965) 2021-01-27 08:42:12 +11:00
riperiperi
a1f77a5b6a
Implement lazy flush-on-read for Buffers (SSBO/Copy) (#1790)
* Initial implementation of buffer flush (VERY WIP)

* Host shaders need to be rebuilt for the SSBO write flag.

* New approach with reserved regions and gl sync

* Fix a ton of buffer issues.

* Remove unused buffer unmapped behaviour

* Revert "Remove unused buffer unmapped behaviour"

This reverts commit f1700e52fb8760180ac5e0987a07d409d1e70ece.

* Delete modified ranges on unmap

Fixes potential crashes in Super Smash Bros, where a previously modified range could lie on either side of an unmap.

* Cache some more delegates.

* Dispose Sync on Close

* Also create host sync for GPFifo syncpoint increment.

* Copy buffer optimization, add docs

* Fix race condition with OpenGL Sync

* Enable read tracking on CommandBuffer, insert syncpoint on WaitForIdle

* Performance: Only flush individual pages of SSBO at a time

This avoids flushing large amounts of data when only a small amount is actually used.

* Signal Modified rather than flushing after clear

* Fix some docs and code style.

* Introduce a new test for tracking memory protection.

Sucessfully demonstrates that the bug causing write protection to be cleared by a read action has been fixed. (these tests fail on master)

* Address Comments

* Add host sync for SetReference

This ensures that any indirect draws will correctly flush any related buffer data written before them. Fixes some flashing and misplaced world geometry in MH rise.

* Make PageAlign static

* Re-enable read tracking, for reads.
2021-01-17 17:08:06 -03:00
gdkchan
df820a72de
Implement clear buffer (fast path) (#1902)
* Implement clear buffer (fast path)

* Remove blank line
2021-01-13 08:50:54 +11:00
gdkchan
6ed19c1488
Fix compute reserved constant buffer updates (#1892) 2021-01-10 21:02:58 +01:00
riperiperi
10aa11ce13
Interrupt GPU command processing when a frame's fence is reached. (#1741)
* Interrupt GPU command processing when a frame's fence is reached.

* Accumulate times rather than %s

* Accurate timer for vsync

Spin wait for the last .667ms of a frame. Avoids issues caused by signalling 16ms vsync. (periodic stutters in smo)

* Use event wait for better timing.

* Fix lazy wait

Windows doesn't seem to want to do 1ms consistently, so force a spin if we're less than 2ms.

* A bit more efficiency on frame waits.

Should now wait the remainder 0.6667 instead of 1.6667 sometimes (odd waits above 1ms are reliable, unlike 1ms waits)

* Better swap interval 0 solution

737 fps without breaking a sweat. Downside: Vsync can no longer be disabled on games that use the event heavily (link's awakening - which is ok since it breaks anyways)

* Fix comment.

* Address Comments.
2020-12-17 19:39:52 +01:00
riperiperi
9493cdfe55
Allow copy destination to have a different scale from source (#1711)
* Allow copy destination to have a different scale from source

Will result in more scaled copy destinations, but allows scaling in some games that copy textures to the output framebuffer.

* Support copying multiple levels/layers

Uses glFramebufferTextureLayer to copy multiple layers, copies levels individually (and scales the regions).

Remove CopyArrayScaled, since the backend copy handles it now.
2020-11-20 17:14:45 -03:00
gdkchan
5189a807c4
Fix buffer to texture copy with remap enabled (#1721) 2020-11-17 19:06:02 -03:00
gdkchan
787e20937f
Propagate zeta format properly (#1716) 2020-11-16 09:37:16 +01:00
riperiperi
c652494219
Use "Screen Scissor" as size hint for render targets (#1703)
"Screen scissor" is the minimum size of all render targets, and is set when any render target is bound on NVN or OpenGL. Since it works on all active texture's real sizes, it is therefore more reliable than viewport 0's width, and is actually set before clear.

This fixes a regression with Hyrule Warriors: Age Of Calamity's cubemaps, which did not set viewport dimensions before clear. This resulted in attempting to create a cubemap with rectangular sides, which is logically and physically impossible. (also it just fails)
2020-11-13 10:40:26 +11:00
Mary
48f6570557
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00
riperiperi
02872833b6
Size hints for copy regions and viewport dimensions to avoid data loss (#1686)
* Size hints for copy regions and viewport dimensions to avoid data loss

* Reword comment.

* Use info for the rule rather than calculating aligned size.

* Reorder min/max, remove spaces
2020-11-09 21:41:13 -03:00
gdkchan
934a78005e
Simplify logic for bindless texture handling (#1667)
* Simplify logic for bindless texture handling

* Nits
2020-11-09 19:35:04 -03:00
gdkchan
8d168574eb
Use explicit buffer and texture bindings on shaders (#1666)
* Use explicit buffer and texture bindings on shaders

* More XML docs and other nits
2020-11-08 12:10:00 +01:00
riperiperi
5561a3b95e
Synchronize Rasterizer State before Clear (#1680) 2020-11-07 16:21:10 -03:00
riperiperi
500b48251c
Only report that GPU commands are available when the queue is not empty. (#1656)
* Only report that commands are available when the queue is not empty.

* Address Feedback

Co-authored-by: FICTURE7 <FICTURE7@gmail.com>

Co-authored-by: FICTURE7 <FICTURE7@gmail.com>
2020-11-06 23:04:26 -03:00
gdkchan
24dbfc0fe6
Correct BPP of buffer to texture copies (#1670) 2020-11-06 18:37:05 +01:00
gdkchan
a89b81a812
Separate zeta from color formats (#1647) 2020-11-05 23:50:34 +01:00
gdkchan
2dcc6333f8
Fix image binding format (#1625)
* Fix image binding format

* XML doc
2020-10-20 19:03:20 -03:00
riperiperi
b4d8d893a4
Memory Read/Write Tracking using Region Handles (#1272)
* WIP Range Tracking

- Texture invalidation seems to have large problems
- Buffer/Pool invalidation may have problems
- Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution.
- Native project is in the messiest possible location.
- [HACK] JIT memory access always uses native "fast" path
- [HACK] Trying some things with texture invalidation and views.

It works :)

Still a few hacks, messy things, slow things

More work in progress stuff (also move to memory project)

Quite a bit faster now.
- Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former.
- The Virtual range list is now non-overlapping like the physical one.
- Fixed some bugs where regions could leak.
- Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road)

Move some stuff.

I think we'll eventually just put the dll and so for this in a nuget package.

Fix rebase.

[WIP] MultiRegionHandle variable size ranges

- Avoid reprotecting regions that change often (needs some tweaking)
- There's still a bug in buffers, somehow.
- Might want different api for minimum granularity

Fix rebase issue

Commit everything needed for software only tracking.

Remove native components.

Remove more native stuff.

Cleanup

Use a separate window for the background context, update opentk. (fixes linux)

Some experimental changes

Should get things working up to scratch - still need to try some things with flush/modification and res scale.

Include address with the region action.

Initial work to make range tracking work

Still a ton of bugs

Fix some issues with the new stuff.

* Fix texture flush instability

There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it)

* Find the destination texture for Buffer->Texture full copy

Greatly improves performance for nvdec videos (with range tracking)

* Further improve texture tracking

* Disable Memory Tracking for view parents

This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice)

The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future.

* Introduce some tracking tests.

WIP

* Complete base tests.

* Add more tests for multiregion, fix existing test.

* Cleanup Part 1

* Remove unnecessary code from memory tracking

* Fix some inconsistencies with 3D texture rule.

* Add dispose tests.

* Use a background thread for the background context.

Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster.

Also nerf the multithreading test a bit.

* Copy to texture with matching alignment

This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size.

* Track reads for buffer copies. Synchronize new buffers before copying overlaps.

* Remove old texture flushing mechanisms.

Range tracking all the way, baby.

* Wake the background thread when disposing.

Avoids a deadlock when games are closed.

* Address Feedback 1

* Separate TextureCopy instance for background thread

Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread.

* Add missing XML docs.

* Address Feedback

* Maybe I should start drinking coffee.

* Some more feedback.

* Remove flush warning, Refocus window after making background context
2020-10-16 17:18:35 -03:00
gdkchan
bd28ce90e6
Implement small indexed draws and other fixes to make guest Vulkan work (#1558) 2020-09-24 09:48:34 +10:00
gdkchan
1eea35554c
Better viewport flipping and depth mode detection method (#1556)
* Use a better viewport flipping approach

* New approach to detect depth mode

* nit: Sort method on the OpenGL backend

* Adjust spacing on comment

* Unswap near and far parameters based on ScaleZ
2020-09-19 19:46:49 -03:00
riperiperi
5d69d9103e
Texture/Buffer Memory Management Improvements (#1408)
* Initial implementation. Still pending better valid-overlap handling,
disposed pool, compressed format flush fix.

* Very messy backend resource cache.

* Oops

* Dispose -> Release

* Improve Release/Dispose.

* More rule refinement.

* View compatibility levels as an enum - you can always know if a view is only copy compatible.

* General cleanup.

Use locking on the resource cache, as it is likely to be used by other threads in future.

* Rename resource cache to resource pool.

* Address some of the smaller nits.

* Fix regression with MK8 lens flare

Texture flushes done the old way should trigger memory tracking.

* Use TextureCreateInfo as a key.

It now implements IEquatable and generates a hashcode based on width/height.

* Fix size change for compressed+non-compressed view combos.

Before, this could set either the compressed or non compressed texture with a size with the wrong size, depending on which texture had its size changed. This caused exceptions when flushing the texture.

Now it correctly takes the block size into account, assuming that these textures are only related because a pixel in the non-compressed texture represents a block in the compressed one.

* Implement JD's suggestion for HashCode Combine

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>

* Address feedback

* Address feedback.

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
2020-09-10 16:44:04 -03:00