Flush buffers and texture data through a persistent mapped buffer. (#2481)
* Use persistent buffers to flush texture data * Flush buffers via copy to persistent buffers. * Log error when timing out, small refactoring.
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bb6fab2009
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ca5ac37cd6
5 changed files with 135 additions and 23 deletions
120
Ryujinx.Graphics.OpenGL/PersistentBuffers.cs
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120
Ryujinx.Graphics.OpenGL/PersistentBuffers.cs
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using System;
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using System.Runtime.InteropServices;
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.OpenGL.Image;
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namespace Ryujinx.Graphics.OpenGL
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{
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class PersistentBuffers : IDisposable
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{
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private PersistentBuffer _main = new PersistentBuffer();
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private PersistentBuffer _background = new PersistentBuffer();
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public PersistentBuffer Default => BackgroundContextWorker.InBackground ? _background : _main;
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public void Dispose()
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{
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_main?.Dispose();
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_background?.Dispose();
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}
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}
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class PersistentBuffer : IDisposable
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{
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private IntPtr _bufferMap;
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private int _copyBufferHandle;
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private int _copyBufferSize;
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private void EnsureBuffer(int requiredSize)
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{
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if (_copyBufferSize < requiredSize && _copyBufferHandle != 0)
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{
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GL.DeleteBuffer(_copyBufferHandle);
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_copyBufferHandle = 0;
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}
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if (_copyBufferHandle == 0)
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{
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_copyBufferHandle = GL.GenBuffer();
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_copyBufferSize = requiredSize;
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, _copyBufferHandle);
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GL.BufferStorage(BufferTarget.CopyWriteBuffer, requiredSize, IntPtr.Zero, BufferStorageFlags.MapReadBit | BufferStorageFlags.MapPersistentBit);
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_bufferMap = GL.MapBufferRange(BufferTarget.CopyWriteBuffer, IntPtr.Zero, requiredSize, BufferAccessMask.MapReadBit | BufferAccessMask.MapPersistentBit);
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}
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}
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private void Sync()
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{
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GL.MemoryBarrier(MemoryBarrierFlags.ClientMappedBufferBarrierBit);
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IntPtr sync = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, WaitSyncFlags.None);
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WaitSyncStatus syncResult = GL.ClientWaitSync(sync, ClientWaitSyncFlags.SyncFlushCommandsBit, 1000000000);
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if (syncResult == WaitSyncStatus.TimeoutExpired)
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to sync persistent buffer state within 1000ms. Continuing...");
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}
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GL.DeleteSync(sync);
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}
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public byte[] GetTextureData(TextureView view)
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{
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int size = 0;
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for (int level = 0; level < view.Info.Levels; level++)
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{
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size += view.Info.GetMipSize(level);
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}
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EnsureBuffer(size);
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GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyBufferHandle);
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view.WriteToPbo(0, false);
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GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
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byte[] data = new byte[size];
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Sync();
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Marshal.Copy(_bufferMap, data, 0, size);
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return data;
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}
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public byte[] GetBufferData(BufferHandle buffer, int offset, int size)
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{
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EnsureBuffer(size);
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GL.BindBuffer(BufferTarget.CopyReadBuffer, buffer.ToInt32());
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, _copyBufferHandle);
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GL.CopyBufferSubData(BufferTarget.CopyReadBuffer, BufferTarget.CopyWriteBuffer, (IntPtr)offset, IntPtr.Zero, size);
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, 0);
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byte[] data = new byte[size];
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Sync();
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Marshal.Copy(_bufferMap, data, 0, size);
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return data;
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}
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public void Dispose()
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{
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if (_copyBufferHandle != 0)
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{
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GL.DeleteBuffer(_copyBufferHandle);
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}
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}
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}
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}
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