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authorriperiperi <rhy3756547@hotmail.com>2021-09-29 01:27:03 +0100
committerGitHub <noreply@github.com>2021-09-29 02:27:03 +0200
commitd92fff541bf6fddadabf6ab628ddf8fec41cd52e (patch)
treeda60acfa16612bb2a33de2bd5b0a0534dd84aa09 /Ryujinx.Graphics.Gpu/Image/TextureCache.cs
parentb6e093b0fce3dc4fe607a84f57e6406b5ab8e387 (diff)
Replace CacheResourceWrite with more general "precise" write (#2684)
* Replace CacheResourceWrite with more general "precise" write The goal of CacheResourceWrite was to notify GPU resources when they were modified directly, by looking up the modified address/size in a structure and calling a method on each resource. The downside of this is that each resource cache has to be queried individually, they all have to implement their own way to do this, and it can only signal to resources using the same PhysicalMemory instance. This PR adds the ability to signal a write as "precise" on the tracking, which signals a special handler (if present) which can be used to avoid unnecessary flush actions, or maybe even more. For buffers, precise writes specifically do not flush, and instead punch a hole in the modified range list to indicate that the data on GPU has been replaced. The downside is that precise actions must ignore the page protection bits and always signal - as they need to notify the target resource to ignore the sequence number optimization. I had to reintroduce the sequence number increment after I2M, as removing it was causing issues in rabbids kingdom battle. However - all resources modified by I2M are notified directly to lower their sequence number, so the problem is likely that another unrelated resource is not being properly updated. Thankfully, doing this does not affect performance in the games I tested. This should fix regressions from #2624. Test any games that were broken by that. (RF4, rabbids kingdom battle) I've also added a sequence number increment to ThreedClass.IncrementSyncpoint, as it seems to fix buffer corruption in OpenGL homebrew. (this was a regression from removing sequence number increment from constant buffer update - another unrelated resource thing) * Add tests. * Add XML docs for GpuRegionHandle * Skip UpdateProtection if only precise actions were called This allows precise actions to skip reprotection costs.
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Image/TextureCache.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Image/TextureCache.cs12
1 files changed, 0 insertions, 12 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureCache.cs b/Ryujinx.Graphics.Gpu/Image/TextureCache.cs
index cc6867a6..1aa09b90 100644
--- a/Ryujinx.Graphics.Gpu/Image/TextureCache.cs
+++ b/Ryujinx.Graphics.Gpu/Image/TextureCache.cs
@@ -100,18 +100,6 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
- /// Determines if any texture exists within the target memory range.
- /// </summary>
- /// <param name="memoryManager">The GPU memory manager</param>
- /// <param name="gpuVa">GPU virtual address to search for textures</param>
- /// <param name="size">The size of the range</param>
- /// <returns>True if any texture exists in the range, false otherwise</returns>
- public bool IsTextureInRange(MemoryManager memoryManager, ulong gpuVa, ulong size)
- {
- return _textures.FindOverlaps(memoryManager.GetPhysicalRegions(gpuVa, size), ref _textureOverlaps) != 0;
- }
-
- /// <summary>
/// Determines if a given texture is "safe" for upscaling from its info.
/// Note that this is different from being compatible - this elilinates targets that would have detrimental effects when scaled.
/// </summary>