Ryujinx/src/Ryujinx.Graphics.Vulkan/BitMapStruct.cs
riperiperi 492a046335
Vulkan: Buffer Mirrors for MacOS performance (#4899)
* Initial implementation of buffer mirrors

Generally slower right now, goal is to reduce render passes in games that do inline updates

Fix support buffer mirrors

Reintroduce vertex buffer mirror

Add storage buffer support

Optimisation part 1

More optimisation

Avoid useless data copies.

Remove unused cbIndex stuff

Properly set write flag for storage buffers.

Fix minor issues

Not sure why this was here.

Fix BufferRangeList

Fix some big issues

Align storage buffers rather than getting full buffer as a range

Improves mirrorability of read-only storage buffers

Increase staging buffer size, as it now contains mirrors

Fix some issues with buffers not updating

Fix buffer SetDataUnchecked offset for one of the paths when using mirrors

Fix buffer mirrors interaction with buffer textures

Fix mirror rebinding

Move GetBuffer calls on indirect draws before BeginRenderPass to avoid draws without render pass

Fix mirrors rebase

Fix rebase 2023

* Fix crash when using stale vertex buffer

Similar to `Get` with a size that's too large, just treat it as a clamp.

* Explicitly set support buffer as mirrorable

* Address feedback

* Remove unused fragment of MVK workaround

* Replace logging for staging buffer OOM

* Address format issues

* Address more format issues

* Mini cleanup

* Address more things

* Rename BufferRangeList

* Support bounding range for ClearMirrors and UploadPendingData

* Add maximum size for vertex buffer mirrors

* Enable index buffer mirrors

Enabled on all platforms for the IbStreamer.

* Feedback

* Remove mystery BufferCache change

Probably macos related?

* Fix mirrors not creating when staging buffer is empty.

* Change log level to debug
2023-08-14 14:18:47 -03:00

263 lines
6.4 KiB
C#

using Ryujinx.Common.Memory;
using System;
using System.Numerics;
namespace Ryujinx.Graphics.Vulkan
{
interface IBitMapListener
{
void BitMapSignal(int index, int count);
}
struct BitMapStruct<T> where T : IArray<long>
{
public const int IntSize = 64;
private const int IntShift = 6;
private const int IntMask = IntSize - 1;
private T _masks;
public BitMapStruct()
{
_masks = default;
}
public bool BecomesUnsetFrom(in BitMapStruct<T> from, ref BitMapStruct<T> into)
{
bool result = false;
int masks = _masks.Length;
for (int i = 0; i < masks; i++)
{
long fromMask = from._masks[i];
long unsetMask = (~fromMask) & (fromMask ^ _masks[i]);
into._masks[i] = unsetMask;
result |= unsetMask != 0;
}
return result;
}
public void SetAndSignalUnset<T2>(in BitMapStruct<T> from, ref T2 listener) where T2 : struct, IBitMapListener
{
BitMapStruct<T> result = new();
if (BecomesUnsetFrom(from, ref result))
{
// Iterate the set bits in the result, and signal them.
int offset = 0;
int masks = _masks.Length;
ref T resultMasks = ref result._masks;
for (int i = 0; i < masks; i++)
{
long value = resultMasks[i];
while (value != 0)
{
int bit = BitOperations.TrailingZeroCount((ulong)value);
listener.BitMapSignal(offset + bit, 1);
value &= ~(1L << bit);
}
offset += IntSize;
}
}
_masks = from._masks;
}
public void SignalSet(Action<int, int> action)
{
// Iterate the set bits in the result, and signal them.
int offset = 0;
int masks = _masks.Length;
for (int i = 0; i < masks; i++)
{
long value = _masks[i];
while (value != 0)
{
int bit = BitOperations.TrailingZeroCount((ulong)value);
action(offset + bit, 1);
value &= ~(1L << bit);
}
offset += IntSize;
}
}
public bool AnySet()
{
for (int i = 0; i < _masks.Length; i++)
{
if (_masks[i] != 0)
{
return true;
}
}
return false;
}
public bool IsSet(int bit)
{
int wordIndex = bit >> IntShift;
int wordBit = bit & IntMask;
long wordMask = 1L << wordBit;
return (_masks[wordIndex] & wordMask) != 0;
}
public bool IsSet(int start, int end)
{
if (start == end)
{
return IsSet(start);
}
int startIndex = start >> IntShift;
int startBit = start & IntMask;
long startMask = -1L << startBit;
int endIndex = end >> IntShift;
int endBit = end & IntMask;
long endMask = (long)(ulong.MaxValue >> (IntMask - endBit));
if (startIndex == endIndex)
{
return (_masks[startIndex] & startMask & endMask) != 0;
}
if ((_masks[startIndex] & startMask) != 0)
{
return true;
}
for (int i = startIndex + 1; i < endIndex; i++)
{
if (_masks[i] != 0)
{
return true;
}
}
if ((_masks[endIndex] & endMask) != 0)
{
return true;
}
return false;
}
public bool Set(int bit)
{
int wordIndex = bit >> IntShift;
int wordBit = bit & IntMask;
long wordMask = 1L << wordBit;
if ((_masks[wordIndex] & wordMask) != 0)
{
return false;
}
_masks[wordIndex] |= wordMask;
return true;
}
public void Set(int bit, bool value)
{
if (value)
{
Set(bit);
}
else
{
Clear(bit);
}
}
public void SetRange(int start, int end)
{
if (start == end)
{
Set(start);
return;
}
int startIndex = start >> IntShift;
int startBit = start & IntMask;
long startMask = -1L << startBit;
int endIndex = end >> IntShift;
int endBit = end & IntMask;
long endMask = (long)(ulong.MaxValue >> (IntMask - endBit));
if (startIndex == endIndex)
{
_masks[startIndex] |= startMask & endMask;
}
else
{
_masks[startIndex] |= startMask;
for (int i = startIndex + 1; i < endIndex; i++)
{
_masks[i] |= -1L;
}
_masks[endIndex] |= endMask;
}
}
public BitMapStruct<T> Union(BitMapStruct<T> other)
{
var result = new BitMapStruct<T>();
ref var masks = ref _masks;
ref var otherMasks = ref other._masks;
ref var newMasks = ref result._masks;
for (int i = 0; i < masks.Length; i++)
{
newMasks[i] = masks[i] | otherMasks[i];
}
return result;
}
public void Clear(int bit)
{
int wordIndex = bit >> IntShift;
int wordBit = bit & IntMask;
long wordMask = 1L << wordBit;
_masks[wordIndex] &= ~wordMask;
}
public void Clear()
{
for (int i = 0; i < _masks.Length; i++)
{
_masks[i] = 0;
}
}
public void ClearInt(int start, int end)
{
for (int i = start; i <= end; i++)
{
_masks[i] = 0;
}
}
}
}