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Use a descriptor cache for faster pool invalidation. (#1977)
* Use a descriptor cache for faster pool invalidation. * Speed up comparison by casting to Vector256 Now we never need to worry about this ever again
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@ -8,14 +8,16 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <summary>
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/// Represents a pool of GPU resources, such as samplers or textures.
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/// </summary>
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/// <typeparam name="T">Type of the GPU resource</typeparam>
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abstract class Pool<T> : IDisposable
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/// <typeparam name="T1">Type of the GPU resource</typeparam>
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/// <typeparam name="T2">Type of the descriptor</typeparam>
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abstract class Pool<T1, T2> : IDisposable where T2 : unmanaged
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{
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protected const int DescriptorSize = 0x20;
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protected GpuContext Context;
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protected T[] Items;
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protected T1[] Items;
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protected T2[] DescriptorCache;
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/// <summary>
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/// The maximum ID value of resources on the pool (inclusive).
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@ -47,7 +49,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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ulong size = (ulong)(uint)count * DescriptorSize;
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Items = new T[count];
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Items = new T1[count];
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DescriptorCache = new T2[count];
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Address = address;
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Size = size;
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@ -56,12 +59,23 @@ namespace Ryujinx.Graphics.Gpu.Image
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_modifiedDelegate = RegionModified;
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}
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/// <summary>
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/// Gets the descriptor for a given ID.
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/// </summary>
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/// <param name="id">ID of the descriptor. This is effectively a zero-based index</param>
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/// <returns>The descriptor</returns>
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public T2 GetDescriptor(int id)
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{
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return Context.PhysicalMemory.Read<T2>(Address + (ulong)id * DescriptorSize);
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}
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/// <summary>
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/// Gets the GPU resource with the given ID.
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/// </summary>
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/// <param name="id">ID of the resource. This is effectively a zero-based index</param>
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/// <returns>The GPU resource with the given ID</returns>
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public abstract T Get(int id);
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public abstract T1 Get(int id);
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/// <summary>
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/// Synchronizes host memory with guest memory.
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@ -97,7 +111,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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protected abstract void InvalidateRangeImpl(ulong address, ulong size);
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protected abstract void Delete(T item);
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protected abstract void Delete(T1 item);
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/// <summary>
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/// Performs the disposal of all resources stored on the pool.
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@ -1,4 +1,6 @@
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using Ryujinx.Graphics.GAL;
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using System.Runtime.CompilerServices;
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using System.Runtime.Intrinsics;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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@ -244,5 +246,15 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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return ((Word2 >> 12) & 0xfff) * Frac8ToF32;
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}
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/// <summary>
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/// Check if two descriptors are equal.
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/// </summary>
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/// <param name="other">The descriptor to compare against</param>
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/// <returns>True if they are equal, false otherwise</returns>
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public bool Equals(ref SamplerDescriptor other)
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{
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return Unsafe.As<SamplerDescriptor, Vector256<byte>>(ref this).Equals(Unsafe.As<SamplerDescriptor, Vector256<byte>>(ref other));
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}
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}
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}
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@ -3,7 +3,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <summary>
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/// Sampler pool.
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/// </summary>
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class SamplerPool : Pool<Sampler>
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class SamplerPool : Pool<Sampler, SamplerDescriptor>
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{
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private int _sequenceNumber;
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@ -38,11 +38,13 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (sampler == null)
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{
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SamplerDescriptor descriptor = Context.PhysicalMemory.Read<SamplerDescriptor>(Address + (ulong)id * DescriptorSize);
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SamplerDescriptor descriptor = GetDescriptor(id);
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sampler = new Sampler(Context, descriptor);
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Items[id] = sampler;
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DescriptorCache[id] = descriptor;
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}
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return sampler;
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@ -65,6 +67,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (sampler != null)
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{
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SamplerDescriptor descriptor = GetDescriptor(id);
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// If the descriptors are the same, the sampler is still valid.
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if (descriptor.Equals(ref DescriptorCache[id]))
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{
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continue;
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}
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sampler.Dispose();
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Items[id] = null;
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@ -1,4 +1,6 @@
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using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
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using System.Runtime.CompilerServices;
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using System.Runtime.Intrinsics;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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@ -248,5 +250,15 @@ namespace Ryujinx.Graphics.Gpu.Image
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return result;
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}
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/// <summary>
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/// Check if two descriptors are equal.
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/// </summary>
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/// <param name="other">The descriptor to compare against</param>
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/// <returns>True if they are equal, false otherwise</returns>
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public bool Equals(ref TextureDescriptor other)
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{
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return Unsafe.As<TextureDescriptor, Vector256<byte>>(ref this).Equals(Unsafe.As<TextureDescriptor, Vector256<byte>>(ref other));
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}
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}
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}
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@ -1,6 +1,5 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Texture;
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using System;
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using System.Collections.Generic;
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@ -10,7 +9,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <summary>
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/// Texture pool.
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/// </summary>
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class TexturePool : Pool<Texture>
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class TexturePool : Pool<Texture, TextureDescriptor>
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{
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private int _sequenceNumber;
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@ -65,6 +64,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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texture.IncrementReferenceCount();
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Items[id] = texture;
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DescriptorCache[id] = descriptor;
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}
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else
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{
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@ -91,16 +92,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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return texture;
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}
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/// <summary>
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/// Gets the texture descriptor from a given texture ID.
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/// </summary>
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/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
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/// <returns>The texture descriptor</returns>
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public TextureDescriptor GetDescriptor(int id)
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{
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return Context.PhysicalMemory.Read<TextureDescriptor>(Address + (ulong)id * DescriptorSize);
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}
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/// <summary>
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/// Implementation of the texture pool range invalidation.
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/// </summary>
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@ -122,8 +113,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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// If the descriptors are the same, the texture is the same,
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// we don't need to remove as it was not modified. Just continue.
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if (texture.Info.GpuAddress == descriptor.UnpackAddress() &&
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texture.IsExactMatch(GetInfo(descriptor, out _), TextureSearchFlags.Strict) != TextureMatchQuality.NoMatch)
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if (descriptor.Equals(ref DescriptorCache[id]))
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{
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continue;
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}
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