GPU: Discard data when getting texture before full clear (#5719)

* GPU: Discard data when getting texture before full clear

* Fix rules and order of clear checks

* Fix formatting
This commit is contained in:
riperiperi 2023-09-25 22:07:03 +01:00 committed by GitHub
parent 8026e1c804
commit f6c3f1cdfd
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GPG key ID: 4AEE18F83AFDEB23
10 changed files with 205 additions and 11 deletions

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@ -335,6 +335,45 @@ namespace Ryujinx.Graphics.GAL
return 1; return 1;
} }
/// <summary>
/// Checks if the texture format is a depth or depth-stencil format.
/// </summary>
/// <param name="format">Texture format</param>
/// <returns>True if the format is a depth or depth-stencil format, false otherwise</returns>
public static bool HasDepth(this Format format)
{
switch (format)
{
case Format.D16Unorm:
case Format.D24UnormS8Uint:
case Format.S8UintD24Unorm:
case Format.D32Float:
case Format.D32FloatS8Uint:
return true;
}
return false;
}
/// <summary>
/// Checks if the texture format is a stencil or depth-stencil format.
/// </summary>
/// <param name="format">Texture format</param>
/// <returns>True if the format is a stencil or depth-stencil format, false otherwise</returns>
public static bool HasStencil(this Format format)
{
switch (format)
{
case Format.D24UnormS8Uint:
case Format.S8UintD24Unorm:
case Format.D32FloatS8Uint:
case Format.S8Uint:
return true;
}
return false;
}
/// <summary> /// <summary>
/// Checks if the texture format is valid to use as image format. /// Checks if the texture format is valid to use as image format.
/// </summary> /// </summary>

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@ -1,6 +1,7 @@
using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw; using Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw;
using Ryujinx.Graphics.Gpu.Engine.Types; using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Memory; using Ryujinx.Graphics.Gpu.Memory;
using System; using System;
@ -806,25 +807,69 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
updateFlags |= RenderTargetUpdateFlags.Layered; updateFlags |= RenderTargetUpdateFlags.Layered;
} }
if (clearDepth || clearStencil) bool clearDS = clearDepth || clearStencil;
if (clearDS)
{ {
updateFlags |= RenderTargetUpdateFlags.UpdateDepthStencil; updateFlags |= RenderTargetUpdateFlags.UpdateDepthStencil;
} }
engine.UpdateRenderTargetState(updateFlags, singleUse: componentMask != 0 ? index : -1);
// If there is a mismatch on the host clip region and the one explicitly defined by the guest // If there is a mismatch on the host clip region and the one explicitly defined by the guest
// on the screen scissor state, then we need to force only one texture to be bound to avoid // on the screen scissor state, then we need to force only one texture to be bound to avoid
// host clipping. // host clipping.
var screenScissorState = _state.State.ScreenScissorState; var screenScissorState = _state.State.ScreenScissorState;
bool clearAffectedByStencilMask = (_state.State.ClearFlags & 1) != 0;
bool clearAffectedByScissor = (_state.State.ClearFlags & 0x100) != 0;
if (clearDS || componentMask == 15)
{
// A full clear if scissor is disabled, or it matches the screen scissor state.
bool fullClear = screenScissorState.X == 0 && screenScissorState.Y == 0;
if (fullClear && clearAffectedByScissor && _state.State.ScissorState[0].Enable)
{
ref var scissorState = ref _state.State.ScissorState[0];
fullClear = scissorState.X1 == screenScissorState.X &&
scissorState.Y1 == screenScissorState.Y &&
scissorState.X2 >= screenScissorState.X + screenScissorState.Width &&
scissorState.Y2 >= screenScissorState.Y + screenScissorState.Height;
}
if (fullClear && clearDS)
{
// Must clear all aspects of the depth-stencil format.
FormatInfo dsFormat = _state.State.RtDepthStencilState.Format.Convert();
bool hasDepth = dsFormat.Format.HasDepth();
bool hasStencil = dsFormat.Format.HasStencil();
if (hasStencil && (!clearStencil || (clearAffectedByStencilMask && _state.State.StencilTestState.FrontMask != 0xff)))
{
fullClear = false;
}
else if (hasDepth && !clearDepth)
{
fullClear = false;
}
}
if (fullClear)
{
updateFlags |= RenderTargetUpdateFlags.DiscardClip;
}
}
engine.UpdateRenderTargetState(updateFlags, singleUse: componentMask != 0 ? index : -1);
// Must happen after UpdateRenderTargetState to have up-to-date clip region values. // Must happen after UpdateRenderTargetState to have up-to-date clip region values.
bool clipMismatch = (screenScissorState.X | screenScissorState.Y) != 0 || bool clipMismatch = (screenScissorState.X | screenScissorState.Y) != 0 ||
screenScissorState.Width != _channel.TextureManager.ClipRegionWidth || screenScissorState.Width != _channel.TextureManager.ClipRegionWidth ||
screenScissorState.Height != _channel.TextureManager.ClipRegionHeight; screenScissorState.Height != _channel.TextureManager.ClipRegionHeight;
bool clearAffectedByStencilMask = (_state.State.ClearFlags & 1) != 0;
bool clearAffectedByScissor = (_state.State.ClearFlags & 0x100) != 0;
bool needsCustomScissor = !clearAffectedByScissor || clipMismatch; bool needsCustomScissor = !clearAffectedByScissor || clipMismatch;
// Scissor and rasterizer discard also affect clears. // Scissor and rasterizer discard also affect clears.

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@ -33,6 +33,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary> /// </summary>
UpdateDepthStencil = 1 << 3, UpdateDepthStencil = 1 << 3,
/// <summary>
/// Indicates that the data in the clip region can be discarded for the next use.
/// </summary>
DiscardClip = 1 << 4,
/// <summary> /// <summary>
/// Default update flags for draw. /// Default update flags for draw.
/// </summary> /// </summary>

View file

@ -447,6 +447,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
bool useControl = updateFlags.HasFlag(RenderTargetUpdateFlags.UseControl); bool useControl = updateFlags.HasFlag(RenderTargetUpdateFlags.UseControl);
bool layered = updateFlags.HasFlag(RenderTargetUpdateFlags.Layered); bool layered = updateFlags.HasFlag(RenderTargetUpdateFlags.Layered);
bool singleColor = updateFlags.HasFlag(RenderTargetUpdateFlags.SingleColor); bool singleColor = updateFlags.HasFlag(RenderTargetUpdateFlags.SingleColor);
bool discard = updateFlags.HasFlag(RenderTargetUpdateFlags.DiscardClip);
int count = useControl ? rtControl.UnpackCount() : Constants.TotalRenderTargets; int count = useControl ? rtControl.UnpackCount() : Constants.TotalRenderTargets;
@ -486,6 +487,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
memoryManager, memoryManager,
colorState, colorState,
_vtgWritesRtLayer || layered, _vtgWritesRtLayer || layered,
discard,
samplesInX, samplesInX,
samplesInY, samplesInY,
sizeHint); sizeHint);
@ -525,6 +527,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
dsState, dsState,
dsSize, dsSize,
_vtgWritesRtLayer || layered, _vtgWritesRtLayer || layered,
discard,
samplesInX, samplesInX,
samplesInY, samplesInY,
sizeHint); sizeHint);

View file

@ -570,6 +570,18 @@ namespace Ryujinx.Graphics.Gpu.Image
return Group.CheckDirty(this, consume); return Group.CheckDirty(this, consume);
} }
/// <summary>
/// Discards all data for this texture.
/// This clears all dirty flags, modified flags, and pending copies from other textures.
/// It should be used if the texture data will be fully overwritten by the next use.
/// </summary>
public void DiscardData()
{
Group.DiscardData(this);
_dirty = false;
}
/// <summary> /// <summary>
/// Synchronizes guest and host memory. /// Synchronizes guest and host memory.
/// This will overwrite the texture data with the texture data on the guest memory, if a CPU /// This will overwrite the texture data with the texture data on the guest memory, if a CPU

View file

@ -311,7 +311,7 @@ namespace Ryujinx.Graphics.Gpu.Image
flags |= TextureSearchFlags.NoCreate; flags |= TextureSearchFlags.NoCreate;
} }
Texture texture = FindOrCreateTexture(memoryManager, flags, info, 0); Texture texture = FindOrCreateTexture(memoryManager, flags, info, 0, sizeHint: sizeHint);
texture?.SynchronizeMemory(); texture?.SynchronizeMemory();
@ -324,6 +324,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="memoryManager">GPU memory manager where the texture is mapped</param> /// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
/// <param name="colorState">Color buffer texture to find or create</param> /// <param name="colorState">Color buffer texture to find or create</param>
/// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param> /// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
/// <param name="discard">Indicates that the sizeHint region's data will be overwritten</param>
/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param> /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param> /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param> /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
@ -332,6 +333,7 @@ namespace Ryujinx.Graphics.Gpu.Image
MemoryManager memoryManager, MemoryManager memoryManager,
RtColorState colorState, RtColorState colorState,
bool layered, bool layered,
bool discard,
int samplesInX, int samplesInX,
int samplesInY, int samplesInY,
Size sizeHint) Size sizeHint)
@ -398,7 +400,14 @@ namespace Ryujinx.Graphics.Gpu.Image
int layerSize = !isLinear ? colorState.LayerSize * 4 : 0; int layerSize = !isLinear ? colorState.LayerSize * 4 : 0;
Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, layerSize); var flags = TextureSearchFlags.WithUpscale;
if (discard)
{
flags |= TextureSearchFlags.DiscardData;
}
Texture texture = FindOrCreateTexture(memoryManager, flags, info, layerSize, sizeHint: sizeHint);
texture?.SynchronizeMemory(); texture?.SynchronizeMemory();
@ -412,6 +421,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="dsState">Depth-stencil buffer texture to find or create</param> /// <param name="dsState">Depth-stencil buffer texture to find or create</param>
/// <param name="size">Size of the depth-stencil texture</param> /// <param name="size">Size of the depth-stencil texture</param>
/// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param> /// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param>
/// <param name="discard">Indicates that the sizeHint region's data will be overwritten</param>
/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param> /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param> /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param> /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
@ -421,6 +431,7 @@ namespace Ryujinx.Graphics.Gpu.Image
RtDepthStencilState dsState, RtDepthStencilState dsState,
Size3D size, Size3D size,
bool layered, bool layered,
bool discard,
int samplesInX, int samplesInX,
int samplesInY, int samplesInY,
Size sizeHint) Size sizeHint)
@ -465,7 +476,14 @@ namespace Ryujinx.Graphics.Gpu.Image
target, target,
formatInfo); formatInfo);
Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, dsState.LayerSize * 4); var flags = TextureSearchFlags.WithUpscale;
if (discard)
{
flags |= TextureSearchFlags.DiscardData;
}
Texture texture = FindOrCreateTexture(memoryManager, flags, info, dsState.LayerSize * 4, sizeHint: sizeHint);
texture?.SynchronizeMemory(); texture?.SynchronizeMemory();
@ -500,6 +518,37 @@ namespace Ryujinx.Graphics.Gpu.Image
return Math.Clamp(widthAligned - alignment + 1, minimumWidth, widthAligned); return Math.Clamp(widthAligned - alignment + 1, minimumWidth, widthAligned);
} }
/// <summary>
/// Determines if texture data should be fully discarded
/// based on the size hint region and whether it is set to be discarded.
/// </summary>
/// <param name="discard">Whether the size hint region should be discarded</param>
/// <param name="texture">The texture being discarded</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
/// <returns>True if the data should be discarded, false otherwise</returns>
private static bool ShouldDiscard(bool discard, Texture texture, Size? sizeHint)
{
return discard &&
texture.Info.DepthOrLayers == 1 &&
sizeHint != null &&
texture.Width <= sizeHint.Value.Width &&
texture.Height <= sizeHint.Value.Height;
}
/// <summary>
/// Discards texture data if requested and possible.
/// </summary>
/// <param name="discard">Whether the size hint region should be discarded</param>
/// <param name="texture">The texture being discarded</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
private static void DiscardIfNeeded(bool discard, Texture texture, Size? sizeHint)
{
if (ShouldDiscard(discard, texture, sizeHint))
{
texture.DiscardData();
}
}
/// <summary> /// <summary>
/// Tries to find an existing texture, or create a new one if not found. /// Tries to find an existing texture, or create a new one if not found.
/// </summary> /// </summary>
@ -507,6 +556,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="flags">The texture search flags, defines texture comparison rules</param> /// <param name="flags">The texture search flags, defines texture comparison rules</param>
/// <param name="info">Texture information of the texture to be found or created</param> /// <param name="info">Texture information of the texture to be found or created</param>
/// <param name="layerSize">Size in bytes of a single texture layer</param> /// <param name="layerSize">Size in bytes of a single texture layer</param>
/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
/// <param name="range">Optional ranges of physical memory where the texture data is located</param> /// <param name="range">Optional ranges of physical memory where the texture data is located</param>
/// <returns>The texture</returns> /// <returns>The texture</returns>
public Texture FindOrCreateTexture( public Texture FindOrCreateTexture(
@ -514,9 +564,11 @@ namespace Ryujinx.Graphics.Gpu.Image
TextureSearchFlags flags, TextureSearchFlags flags,
TextureInfo info, TextureInfo info,
int layerSize = 0, int layerSize = 0,
Size? sizeHint = null,
MultiRange? range = null) MultiRange? range = null)
{ {
bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0; bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
bool discard = (flags & TextureSearchFlags.DiscardData) != 0;
TextureScaleMode scaleMode = IsUpscaleCompatible(info, (flags & TextureSearchFlags.WithUpscale) != 0); TextureScaleMode scaleMode = IsUpscaleCompatible(info, (flags & TextureSearchFlags.WithUpscale) != 0);
@ -612,6 +664,8 @@ namespace Ryujinx.Graphics.Gpu.Image
if (texture != null) if (texture != null)
{ {
DiscardIfNeeded(discard, texture, sizeHint);
texture.SynchronizeMemory(); texture.SynchronizeMemory();
return texture; return texture;
@ -907,7 +961,7 @@ namespace Ryujinx.Graphics.Gpu.Image
// We need to synchronize before copying the old view data to the texture, // We need to synchronize before copying the old view data to the texture,
// otherwise the copied data would be overwritten by a future synchronization. // otherwise the copied data would be overwritten by a future synchronization.
texture.InitializeData(false, setData); texture.InitializeData(false, setData && !ShouldDiscard(discard, texture, sizeHint));
texture.Group.InitializeOverlaps(); texture.Group.InitializeOverlaps();

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@ -278,6 +278,24 @@ namespace Ryujinx.Graphics.Gpu.Image
return dirty; return dirty;
} }
/// <summary>
/// Discards all data for a given texture.
/// This clears all dirty flags, modified flags, and pending copies from other textures.
/// </summary>
/// <param name="texture">The texture being discarded</param>
public void DiscardData(Texture texture)
{
EvaluateRelevantHandles(texture, (baseHandle, regionCount, split) =>
{
for (int i = 0; i < regionCount; i++)
{
TextureGroupHandle group = _handles[baseHandle + i];
group.DiscardData();
}
});
}
/// <summary> /// <summary>
/// Synchronize memory for a given texture. /// Synchronize memory for a given texture.
/// If overlapping tracking handles are dirty, fully or partially synchronize the texture data. /// If overlapping tracking handles are dirty, fully or partially synchronize the texture data.

View file

@ -2,7 +2,6 @@
using Ryujinx.Memory.Tracking; using Ryujinx.Memory.Tracking;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using System.Threading; using System.Threading;
namespace Ryujinx.Graphics.Gpu.Image namespace Ryujinx.Graphics.Gpu.Image
@ -155,6 +154,24 @@ namespace Ryujinx.Graphics.Gpu.Image
} }
} }
/// <summary>
/// Discards all data for this handle.
/// This clears all dirty flags, modified flags, and pending copies from other handles.
/// </summary>
public void DiscardData()
{
Modified = false;
DeferredCopy = null;
foreach (RegionHandle handle in Handles)
{
if (handle.Dirty)
{
handle.Reprotect();
}
}
}
/// <summary> /// <summary>
/// Calculate a list of which views overlap this handle. /// Calculate a list of which views overlap this handle.
/// </summary> /// </summary>

View file

@ -14,5 +14,6 @@ namespace Ryujinx.Graphics.Gpu.Image
DepthAlias = 1 << 3, DepthAlias = 1 << 3,
WithUpscale = 1 << 4, WithUpscale = 1 << 4,
NoCreate = 1 << 5, NoCreate = 1 << 5,
DiscardData = 1 << 6,
} }
} }

View file

@ -200,7 +200,7 @@ namespace Ryujinx.Graphics.Gpu
{ {
pt.AcquireCallback(_context, pt.UserObj); pt.AcquireCallback(_context, pt.UserObj);
Image.Texture texture = pt.Cache.FindOrCreateTexture(null, TextureSearchFlags.WithUpscale, pt.Info, 0, pt.Range); Image.Texture texture = pt.Cache.FindOrCreateTexture(null, TextureSearchFlags.WithUpscale, pt.Info, 0, range: pt.Range);
pt.Cache.Tick(); pt.Cache.Tick();