cda659955c
* Initial test for texture sync * WIP new texture flushing setup * Improve rules for incompatible overlaps Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup. * Cleanup, improvements Improve rules for fast DMA * Small tweak to group together flushes of overlapping handles. * Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures. Fixes the new Life is Strange game. * Flush overlaps before init data, fix 3d texture size/overlap stuff * Fix 3D Textures, faster single layer flush Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods) * Remove unused method * Minor cleanup * More cleanup * Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too This one's for metro * Address feedback, ASTC+ETC to FormatClass * Change offset to use Span slice rather than IntPtr Add * Fix this too
136 lines
4.3 KiB
C#
136 lines
4.3 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.OpenGL.Image;
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namespace Ryujinx.Graphics.OpenGL
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{
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class PersistentBuffers : IDisposable
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{
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private PersistentBuffer _main = new PersistentBuffer();
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private PersistentBuffer _background = new PersistentBuffer();
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public PersistentBuffer Default => BackgroundContextWorker.InBackground ? _background : _main;
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public void Dispose()
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{
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_main?.Dispose();
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_background?.Dispose();
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}
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}
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class PersistentBuffer : IDisposable
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{
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private IntPtr _bufferMap;
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private int _copyBufferHandle;
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private int _copyBufferSize;
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private byte[] _data;
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private IntPtr _dataMap;
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private void EnsureBuffer(int requiredSize)
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{
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if (_copyBufferSize < requiredSize && _copyBufferHandle != 0)
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{
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GL.DeleteBuffer(_copyBufferHandle);
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_copyBufferHandle = 0;
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}
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if (_copyBufferHandle == 0)
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{
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_copyBufferHandle = GL.GenBuffer();
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_copyBufferSize = requiredSize;
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, _copyBufferHandle);
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GL.BufferStorage(BufferTarget.CopyWriteBuffer, requiredSize, IntPtr.Zero, BufferStorageFlags.MapReadBit | BufferStorageFlags.MapPersistentBit);
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_bufferMap = GL.MapBufferRange(BufferTarget.CopyWriteBuffer, IntPtr.Zero, requiredSize, BufferAccessMask.MapReadBit | BufferAccessMask.MapPersistentBit);
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}
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}
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public unsafe IntPtr GetHostArray(int requiredSize)
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{
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if (_data == null || _data.Length < requiredSize)
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{
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_data = GC.AllocateUninitializedArray<byte>(requiredSize, true);
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_dataMap = (IntPtr)Unsafe.AsPointer(ref MemoryMarshal.GetArrayDataReference(_data));
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}
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return _dataMap;
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}
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private void Sync()
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{
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GL.MemoryBarrier(MemoryBarrierFlags.ClientMappedBufferBarrierBit);
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IntPtr sync = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, WaitSyncFlags.None);
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WaitSyncStatus syncResult = GL.ClientWaitSync(sync, ClientWaitSyncFlags.SyncFlushCommandsBit, 1000000000);
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if (syncResult == WaitSyncStatus.TimeoutExpired)
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to sync persistent buffer state within 1000ms. Continuing...");
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}
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GL.DeleteSync(sync);
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}
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public unsafe ReadOnlySpan<byte> GetTextureData(TextureView view, int size)
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{
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EnsureBuffer(size);
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GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyBufferHandle);
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view.WriteToPbo(0, false);
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GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
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Sync();
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return new ReadOnlySpan<byte>(_bufferMap.ToPointer(), size);
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}
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public unsafe ReadOnlySpan<byte> GetTextureData(TextureView view, int size, int layer, int level)
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{
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EnsureBuffer(size);
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GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyBufferHandle);
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int offset = view.WriteToPbo2D(0, layer, level);
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GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
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Sync();
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return new ReadOnlySpan<byte>(_bufferMap.ToPointer(), size).Slice(offset);
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}
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public unsafe ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
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{
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EnsureBuffer(size);
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GL.BindBuffer(BufferTarget.CopyReadBuffer, buffer.ToInt32());
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, _copyBufferHandle);
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GL.CopyBufferSubData(BufferTarget.CopyReadBuffer, BufferTarget.CopyWriteBuffer, (IntPtr)offset, IntPtr.Zero, size);
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, 0);
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Sync();
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return new ReadOnlySpan<byte>(_bufferMap.ToPointer(), size);
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}
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public void Dispose()
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{
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if (_copyBufferHandle != 0)
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{
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GL.DeleteBuffer(_copyBufferHandle);
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}
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}
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}
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}
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