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
This commit is contained in:
riperiperi 2021-01-29 03:19:06 +00:00 committed by GitHub
parent 9eb0ab05c6
commit c30504e3b3
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
5 changed files with 60 additions and 22 deletions

View file

@ -1,6 +1,5 @@
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Texture;
using System;
using System.Collections.Generic;
@ -10,7 +9,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <summary>
/// Texture pool.
/// </summary>
class TexturePool : Pool<Texture>
class TexturePool : Pool<Texture, TextureDescriptor>
{
private int _sequenceNumber;
@ -65,6 +64,8 @@ namespace Ryujinx.Graphics.Gpu.Image
texture.IncrementReferenceCount();
Items[id] = texture;
DescriptorCache[id] = descriptor;
}
else
{
@ -91,16 +92,6 @@ namespace Ryujinx.Graphics.Gpu.Image
return texture;
}
/// <summary>
/// Gets the texture descriptor from a given texture ID.
/// </summary>
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
/// <returns>The texture descriptor</returns>
public TextureDescriptor GetDescriptor(int id)
{
return Context.PhysicalMemory.Read<TextureDescriptor>(Address + (ulong)id * DescriptorSize);
}
/// <summary>
/// Implementation of the texture pool range invalidation.
/// </summary>
@ -122,8 +113,7 @@ namespace Ryujinx.Graphics.Gpu.Image
// If the descriptors are the same, the texture is the same,
// we don't need to remove as it was not modified. Just continue.
if (texture.Info.GpuAddress == descriptor.UnpackAddress() &&
texture.IsExactMatch(GetInfo(descriptor, out _), TextureSearchFlags.Strict) != TextureMatchQuality.NoMatch)
if (descriptor.Equals(ref DescriptorCache[id]))
{
continue;
}