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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@ -7,6 +7,7 @@ namespace Ryujinx.Graphics.Vulkan
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{
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private readonly MemoryAllocatorBlockList _owner;
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private readonly MemoryAllocatorBlockList.Block _block;
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private readonly HostMemoryAllocator _hostMemory;
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public DeviceMemory Memory { get; }
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public IntPtr HostPointer { get;}
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@ -29,9 +30,30 @@ namespace Ryujinx.Graphics.Vulkan
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Size = size;
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}
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public MemoryAllocation(
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HostMemoryAllocator hostMemory,
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DeviceMemory memory,
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IntPtr hostPointer,
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ulong offset,
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ulong size)
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{
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_hostMemory = hostMemory;
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Memory = memory;
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HostPointer = hostPointer;
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Offset = offset;
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Size = size;
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}
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public void Dispose()
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{
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_owner.Free(_block, Offset, Size);
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if (_hostMemory != null)
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{
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_hostMemory.Free(Memory, Offset, Size);
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}
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else
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{
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_owner.Free(_block, Offset, Size);
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}
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}
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}
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}
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