Ryujinx/src/Ryujinx.Graphics.OpenGL/Buffer.cs
riperiperi e18d258fa0
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.
2023-05-01 16:05:12 -03:00

122 lines
4.2 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.OpenGL
{
static class Buffer
{
public static void Clear(BufferHandle destination, int offset, int size, uint value)
{
GL.BindBuffer(BufferTarget.CopyWriteBuffer, destination.ToInt32());
unsafe
{
uint* valueArr = stackalloc uint[1];
valueArr[0] = value;
GL.ClearBufferSubData(
BufferTarget.CopyWriteBuffer,
PixelInternalFormat.Rgba8ui,
(IntPtr)offset,
(IntPtr)size,
PixelFormat.RgbaInteger,
PixelType.UnsignedByte,
(IntPtr)valueArr);
}
}
public static BufferHandle Create()
{
return Handle.FromInt32<BufferHandle>(GL.GenBuffer());
}
public static BufferHandle Create(int size)
{
int handle = GL.GenBuffer();
GL.BindBuffer(BufferTarget.CopyWriteBuffer, handle);
GL.BufferData(BufferTarget.CopyWriteBuffer, size, IntPtr.Zero, BufferUsageHint.DynamicDraw);
return Handle.FromInt32<BufferHandle>(handle);
}
public static BufferHandle CreatePersistent(int size)
{
int handle = GL.GenBuffer();
GL.BindBuffer(BufferTarget.CopyWriteBuffer, handle);
GL.BufferStorage(BufferTarget.CopyWriteBuffer, size, IntPtr.Zero,
BufferStorageFlags.MapPersistentBit |
BufferStorageFlags.MapCoherentBit |
BufferStorageFlags.ClientStorageBit |
BufferStorageFlags.MapReadBit);
return Handle.FromInt32<BufferHandle>(handle);
}
public static void Copy(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size)
{
GL.BindBuffer(BufferTarget.CopyReadBuffer, source.ToInt32());
GL.BindBuffer(BufferTarget.CopyWriteBuffer, destination.ToInt32());
GL.CopyBufferSubData(
BufferTarget.CopyReadBuffer,
BufferTarget.CopyWriteBuffer,
(IntPtr)srcOffset,
(IntPtr)dstOffset,
(IntPtr)size);
}
public static unsafe PinnedSpan<byte> GetData(OpenGLRenderer renderer, BufferHandle buffer, int offset, int size)
{
// Data in the persistent buffer and host array is guaranteed to be available
// until the next time the host thread requests data.
if (renderer.PersistentBuffers.TryGet(buffer, out IntPtr ptr))
{
return new PinnedSpan<byte>(IntPtr.Add(ptr, offset).ToPointer(), size);
}
else if (HwCapabilities.UsePersistentBufferForFlush)
{
return PinnedSpan<byte>.UnsafeFromSpan(renderer.PersistentBuffers.Default.GetBufferData(buffer, offset, size));
}
else
{
IntPtr target = renderer.PersistentBuffers.Default.GetHostArray(size);
GL.BindBuffer(BufferTarget.CopyReadBuffer, buffer.ToInt32());
GL.GetBufferSubData(BufferTarget.CopyReadBuffer, (IntPtr)offset, size, target);
return new PinnedSpan<byte>(target.ToPointer(), size);
}
}
public static void Resize(BufferHandle handle, int size)
{
GL.BindBuffer(BufferTarget.CopyWriteBuffer, handle.ToInt32());
GL.BufferData(BufferTarget.CopyWriteBuffer, size, IntPtr.Zero, BufferUsageHint.StreamCopy);
}
public static void SetData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
{
GL.BindBuffer(BufferTarget.CopyWriteBuffer, buffer.ToInt32());
unsafe
{
fixed (byte* ptr = data)
{
GL.BufferSubData(BufferTarget.CopyWriteBuffer, (IntPtr)offset, data.Length, (IntPtr)ptr);
}
}
}
public static void Delete(BufferHandle buffer)
{
GL.DeleteBuffer(buffer.ToInt32());
}
}
}