Merge branch 'Ryujinx:master' into master

This commit is contained in:
Logan Stromberg 2022-05-02 09:45:57 -07:00 committed by GitHub
commit e609901693
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
4 changed files with 36 additions and 14 deletions

View file

@ -928,7 +928,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
size = endAddress.Pack() - address + 1;
if (stride > 0 && indexTypeSmall)
if (stride > 0 && indexTypeSmall && _drawState.DrawIndexed && !instanced)
{
// If the index type is a small integer type, then we might be still able
// to reduce the vertex buffer size based on the maximum possible index value.

View file

@ -1393,6 +1393,12 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="size">The size of the flushing memory access</param>
public void FlushAction(TextureGroupHandle handle, ulong address, ulong size)
{
// There is a small gap here where the action is removed but _actionRegistered is still 1.
// In this case it will skip registering the action, but here we are already handling it,
// so there shouldn't be any issue as it's the same handler for all actions.
handle.ClearActionRegistered();
if (!handle.Modified)
{
return;

View file

@ -2,6 +2,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
namespace Ryujinx.Graphics.Gpu.Image
{
@ -32,9 +33,9 @@ namespace Ryujinx.Graphics.Gpu.Image
private ulong _modifiedSync;
/// <summary>
/// Whether a tracking action is currently registered or not.
/// Whether a tracking action is currently registered or not. (0/1)
/// </summary>
private bool _actionRegistered;
private int _actionRegistered;
/// <summary>
/// Whether a sync action is currently registered or not.
@ -171,11 +172,9 @@ namespace Ryujinx.Graphics.Gpu.Image
_syncActionRegistered = true;
}
if (!_actionRegistered)
if (Interlocked.Exchange(ref _actionRegistered, 1) == 0)
{
_group.RegisterAction(this);
_actionRegistered = true;
}
}
@ -233,8 +232,6 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="context">The GPU context used to wait for sync</param>
public void Sync(GpuContext context)
{
_actionRegistered = false;
bool needsSync = !context.IsGpuThread();
if (needsSync)
@ -263,21 +260,39 @@ namespace Ryujinx.Graphics.Gpu.Image
}
}
/// <summary>
/// Clears the action registered variable, indicating that the tracking action should be
/// re-registered on the next modification.
/// </summary>
public void ClearActionRegistered()
{
Interlocked.Exchange(ref _actionRegistered, 0);
}
/// <summary>
/// Action to perform when a sync number is registered after modification.
/// This action will register a read tracking action on the memory tracking handle so that a flush from CPU can happen.
/// </summary>
private void SyncAction()
{
// The storage will need to signal modified again to update the sync number in future.
_group.Storage.SignalModifiedDirty();
lock (Overlaps)
{
foreach (Texture texture in Overlaps)
{
texture.SignalModifiedDirty();
}
}
// Register region tracking for CPU? (again)
_registeredSync = _modifiedSync;
_syncActionRegistered = false;
if (!_actionRegistered)
if (Interlocked.Exchange(ref _actionRegistered, 1) == 0)
{
_group.RegisterAction(this);
_actionRegistered = true;
}
}

View file

@ -146,7 +146,9 @@ namespace Ryujinx.Memory.Tracking
{
_preAction?.Invoke(address, size);
_preAction = null;
// The action is removed after it returns, to ensure that the null check above succeeds when
// it's still in progress rather than continuing and possibly missing a required data flush.
Interlocked.Exchange(ref _preAction, null);
}
}
finally
@ -252,8 +254,7 @@ namespace Ryujinx.Memory.Tracking
lock (_preActionLock)
{
RegionSignal lastAction = _preAction;
_preAction = action;
RegionSignal lastAction = Interlocked.Exchange(ref _preAction, action);
if (lastAction == null && action != lastAction)
{