Add a sampler pool cache and improve texture pool cache (#3487)
* Add a sampler pool cache and improve texture pool cache * Increase disposal timestamp delta more to be on the safe side * Nits * Use abstract class for PoolCache, remove factory callback
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8 changed files with 321 additions and 136 deletions
129
Ryujinx.Graphics.Gpu/Image/PoolCache.cs
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129
Ryujinx.Graphics.Gpu/Image/PoolCache.cs
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Resource pool interface.
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/// </summary>
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/// <typeparam name="T">Resource pool type</typeparam>
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interface IPool<T>
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{
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/// <summary>
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/// Start address of the pool in memory.
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/// </summary>
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ulong Address { get; }
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/// <summary>
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/// Linked list node used on the texture pool cache.
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/// </summary>
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LinkedListNode<T> CacheNode { get; set; }
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/// <summary>
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/// Timestamp set on the last use of the pool by the cache.
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/// </summary>
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ulong CacheTimestamp { get; set; }
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}
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/// <summary>
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/// Pool cache.
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/// This can keep multiple pools, and return the current one as needed.
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/// </summary>
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abstract class PoolCache<T> : IDisposable where T : IPool<T>, IDisposable
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{
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private const int MaxCapacity = 2;
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private const ulong MinDeltaForRemoval = 20000;
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private readonly GpuContext _context;
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private readonly LinkedList<T> _pools;
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private ulong _currentTimestamp;
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/// <summary>
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/// Constructs a new instance of the pool.
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/// </summary>
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/// <param name="context">GPU context that the texture pool belongs to</param>
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public PoolCache(GpuContext context)
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{
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_context = context;
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_pools = new LinkedList<T>();
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}
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/// <summary>
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/// Increments the internal timestamp of the cache that is used to decide when old resources will be deleted.
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/// </summary>
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public void Tick()
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{
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_currentTimestamp++;
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}
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/// <summary>
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/// Finds a cache texture pool, or creates a new one if not found.
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/// </summary>
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/// <param name="channel">GPU channel that the texture pool cache belongs to</param>
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/// <param name="address">Start address of the texture pool</param>
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/// <param name="maximumId">Maximum ID of the texture pool</param>
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/// <returns>The found or newly created texture pool</returns>
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public T FindOrCreate(GpuChannel channel, ulong address, int maximumId)
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{
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// Remove old entries from the cache, if possible.
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while (_pools.Count > MaxCapacity && (_currentTimestamp - _pools.First.Value.CacheTimestamp) >= MinDeltaForRemoval)
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{
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T oldestPool = _pools.First.Value;
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_pools.RemoveFirst();
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oldestPool.Dispose();
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oldestPool.CacheNode = null;
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}
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T pool;
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// Try to find the pool on the cache.
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for (LinkedListNode<T> node = _pools.First; node != null; node = node.Next)
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{
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pool = node.Value;
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if (pool.Address == address)
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{
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if (pool.CacheNode != _pools.Last)
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{
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_pools.Remove(pool.CacheNode);
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pool.CacheNode = _pools.AddLast(pool);
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}
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pool.CacheTimestamp = _currentTimestamp;
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return pool;
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}
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}
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// If not found, create a new one.
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pool = CreatePool(_context, channel, address, maximumId);
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pool.CacheNode = _pools.AddLast(pool);
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pool.CacheTimestamp = _currentTimestamp;
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return pool;
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}
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/// <summary>
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/// Creates a new instance of the pool.
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/// </summary>
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/// <param name="context">GPU context that the pool belongs to</param>
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/// <param name="channel">GPU channel that the pool belongs to</param>
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/// <param name="address">Address of the pool in guest memory</param>
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/// <param name="maximumId">Maximum ID of the pool (equal to maximum minus one)</param>
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protected abstract T CreatePool(GpuContext context, GpuChannel channel, ulong address, int maximumId);
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public void Dispose()
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{
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foreach (T pool in _pools)
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{
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pool.Dispose();
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pool.CacheNode = null;
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}
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_pools.Clear();
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}
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}
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}
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