aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Memory/Tracking/RegionHandle.cs
diff options
context:
space:
mode:
authorriperiperi <rhy3756547@hotmail.com>2021-08-26 23:31:29 +0100
committerGitHub <noreply@github.com>2021-08-27 00:31:29 +0200
commitec3e848d7998038ce22c41acdbf81032bf47991f (patch)
tree3eb60fbeeae87a5df9549e205e1df1782f9c02b4 /Ryujinx.Memory/Tracking/RegionHandle.cs
parent501c3d5cea6b96f991453cc6f8d395d358d0d4c3 (diff)
Add a Multithreading layer for the GAL, multi-thread shader compilation at runtime (#2501)
* Initial Implementation About as fast as nvidia GL multithreading, can be improved with faster command queuing. * Struct based command list Speeds up a bit. Still a lot of time lost to resource copy. * Do shader init while the render thread is active. * Introduce circular span pool V1 Ideally should be able to use structs instead of references for storing these spans on commands. Will try that next. * Refactor SpanRef some more Use a struct to represent SpanRef, rather than a reference. * Flush buffers on background thread * Use a span for UpdateRenderScale. Much faster than copying the array. * Calculate command size using reflection * WIP parallel shaders * Some minor optimisation * Only 2 max refs per command now. The command with 3 refs is gone. :relieved: * Don't cast on the GPU side * Remove redundant casts, force sync on window present * Fix Shader Cache * Fix host shader save. * Fixup to work with new renderer stuff * Make command Run static, use array of delegates as lookup Profile says this takes less time than the previous way. * Bring up to date * Add settings toggle. Fix Muiltithreading Off mode. * Fix warning. * Release tracking lock for flushes * Fix Conditional Render fast path with threaded gal * Make handle iteration safe when releasing the lock This is mostly temporary. * Attempt to set backend threading on driver Only really works on nvidia before launching a game. * Fix race condition with BufferModifiedRangeList, exceptions in tracking actions * Update buffer set commands * Some cleanup * Only use stutter workaround when using opengl renderer non-threaded * Add host-conditional reservation of counter events There has always been the possibility that conditional rendering could use a query object just as it is disposed by the counter queue. This change makes it so that when the host decides to use host conditional rendering, the query object is reserved so that it cannot be deleted. Counter events can optionally start reserved, as the threaded implementation can reserve them before the backend creates them, and there would otherwise be a short amount of time where the counter queue could dispose the event before a call to reserve it could be made. * Address Feedback * Make counter flush tracked again. Hopefully does not cause any issues this time. * Wait for FlushTo on the main queue thread. Currently assumes only one thread will want to FlushTo (in this case, the GPU thread) * Add SDL2 headless integration * Add HLE macro commands. Co-authored-by: Mary <mary@mary.zone>
Diffstat (limited to 'Ryujinx.Memory/Tracking/RegionHandle.cs')
-rw-r--r--Ryujinx.Memory/Tracking/RegionHandle.cs24
1 files changed, 22 insertions, 2 deletions
diff --git a/Ryujinx.Memory/Tracking/RegionHandle.cs b/Ryujinx.Memory/Tracking/RegionHandle.cs
index 2e45ef80..2df02f1e 100644
--- a/Ryujinx.Memory/Tracking/RegionHandle.cs
+++ b/Ryujinx.Memory/Tracking/RegionHandle.cs
@@ -1,6 +1,7 @@
using Ryujinx.Memory.Range;
using System;
using System.Collections.Generic;
+using System.Linq;
using System.Threading;
namespace Ryujinx.Memory.Tracking
@@ -112,7 +113,7 @@ namespace Ryujinx.Memory.Tracking
/// Signal that a memory action occurred within this handle's virtual regions.
/// </summary>
/// <param name="write">Whether the region was written to or read</param>
- internal void Signal(ulong address, ulong size, bool write)
+ internal void Signal(ulong address, ulong size, bool write, ref IList<RegionHandle> handleIterable)
{
RegionSignal action = Interlocked.Exchange(ref _preAction, null);
@@ -124,7 +125,26 @@ namespace Ryujinx.Memory.Tracking
return;
}
- action?.Invoke(address, size);
+ if (action != null)
+ {
+ // Copy the handles list in case it changes when we're out of the lock.
+ if (handleIterable is List<RegionHandle>)
+ {
+ handleIterable = handleIterable.ToArray();
+ }
+
+ // Temporarily release the tracking lock while we're running the action.
+ Monitor.Exit(_tracking.TrackingLock);
+
+ try
+ {
+ action.Invoke(address, size);
+ }
+ finally
+ {
+ Monitor.Enter(_tracking.TrackingLock);
+ }
+ }
if (write)
{