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GPU: Pre-emptively flush textures that are flushed often (to imported memory when available) (#4711)
* WIP texture pre-flush Improve performance of TextureView GetData to buffer Fix copy/sync ordering Fix minor bug Make this actually work WIP host mapping stuff * Fix usage flags * message * Cleanup 1 * Fix rebase * Fix * Improve pre-flush rules * Fix pre-flush * A lot of cleanup * Use the host memory bits * Select the correct memory type * Cleanup TextureGroupHandle * Missing comment * Remove debugging logs * Revert BufferHandle _value access modifier * One interrupt action at a time. * Support D32S8 to D24S8 conversion, safeguards * Interrupt cannot happen in sync handle's lock Waitable needs to be checked twice now, but this should stop it from deadlocking. * Remove unused using * Address some feedback * Address feedback * Address more feedback * Address more feedback * Improve sync rules Should allow for faster sync in some cases.
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40 changed files with 1328 additions and 79 deletions
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src/Ryujinx.Graphics.Gpu/Synchronization/HostSyncFlags.cs
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src/Ryujinx.Graphics.Gpu/Synchronization/HostSyncFlags.cs
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using System;
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namespace Ryujinx.Graphics.Gpu.Synchronization
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{
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/// <summary>
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/// Modifier flags for creating host sync.
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/// </summary>
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[Flags]
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internal enum HostSyncFlags
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{
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None = 0,
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/// <summary>
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/// Present if host sync is being created by a syncpoint.
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/// </summary>
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Syncpoint = 1 << 0,
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/// <summary>
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/// Present if the sync should signal as soon as possible.
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/// </summary>
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Strict = 1 << 1,
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/// <summary>
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/// Present will force the sync to be created, even if no actions are eligible.
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/// </summary>
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Force = 1 << 2,
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StrictSyncpoint = Strict | Syncpoint
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}
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}
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namespace Ryujinx.Graphics.Gpu.Synchronization
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{
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/// <summary>
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/// This interface indicates that a class can be registered for a sync action.
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/// </summary>
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interface ISyncActionHandler
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{
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/// <summary>
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/// Action to be performed when some synchronizing action is reached after modification.
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/// Generally used to register read/write tracking to flush resources from GPU when their memory is used.
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/// </summary>
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/// <param name="syncpoint">True if the action is a guest syncpoint</param>
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/// <returns>True if the action is to be removed, false otherwise</returns>
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bool SyncAction(bool syncpoint);
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/// <summary>
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/// Action to be performed immediately before sync is created.
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/// </summary>
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/// <param name="syncpoint">True if the action is a guest syncpoint</param>
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void SyncPreAction(bool syncpoint) { }
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}
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}
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