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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5 changed files with 60 additions and 22 deletions
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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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