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Ryujinx/Ryujinx.Graphics.Vulkan/StagingBuffer.cs
riperiperi 1ca0517c99
Vulkan: Fix some issues with CacheByRange (#3743)
* Fix some issues with CacheByRange

- Cache now clears under more circumstances, the most important being the fast path write.
- Cache supports partial clear which should help when more buffers join.
- Fixed an issue with I8->I16 conversion where it wouldn't register the buffer for use on dispose.

Should hopefully fix issues with https://github.com/Ryujinx/Ryujinx-Games-List/issues/4010 and maybe others.

* Fix collection modified exception

* Fix accidental use of parameterless constructor

* Replay DynamicState when restoring from helper shader
2022-10-08 11:28:27 -03:00

194 lines
5.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace Ryujinx.Graphics.Vulkan
{
class StagingBuffer : IDisposable
{
private const int BufferSize = 16 * 1024 * 1024;
private int _freeOffset;
private int _freeSize;
private readonly VulkanRenderer _gd;
private readonly BufferHolder _buffer;
private struct PendingCopy
{
public FenceHolder Fence { get; }
public int Size { get; }
public PendingCopy(FenceHolder fence, int size)
{
Fence = fence;
Size = size;
fence.Get();
}
}
private readonly Queue<PendingCopy> _pendingCopies;
public StagingBuffer(VulkanRenderer gd, BufferManager bufferManager)
{
_gd = gd;
_buffer = bufferManager.Create(gd, BufferSize);
_pendingCopies = new Queue<PendingCopy>();
_freeSize = BufferSize;
}
public unsafe void PushData(CommandBufferPool cbp, CommandBufferScoped? cbs, Action endRenderPass, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
{
bool isRender = cbs != null;
CommandBufferScoped scoped = cbs ?? cbp.Rent();
// Must push all data to the buffer. If it can't fit, split it up.
endRenderPass?.Invoke();
while (data.Length > 0)
{
if (_freeSize < data.Length)
{
FreeCompleted();
}
while (_freeSize == 0)
{
if (!WaitFreeCompleted(cbp))
{
if (isRender)
{
_gd.FlushAllCommands();
scoped = cbp.Rent();
isRender = false;
}
else
{
scoped = cbp.ReturnAndRent(scoped);
}
}
}
int chunkSize = Math.Min(_freeSize, data.Length);
PushDataImpl(scoped, dst, dstOffset, data.Slice(0, chunkSize));
dstOffset += chunkSize;
data = data.Slice(chunkSize);
}
if (!isRender)
{
scoped.Dispose();
}
}
private void PushDataImpl(CommandBufferScoped cbs, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
{
var srcBuffer = _buffer.GetBuffer();
var dstBuffer = dst.GetBuffer(cbs.CommandBuffer, dstOffset, data.Length, true);
int offset = _freeOffset;
int capacity = BufferSize - offset;
if (capacity < data.Length)
{
_buffer.SetDataUnchecked(offset, data.Slice(0, capacity));
_buffer.SetDataUnchecked(0, data.Slice(capacity));
BufferHolder.Copy(_gd, cbs, srcBuffer, dstBuffer, offset, dstOffset, capacity);
BufferHolder.Copy(_gd, cbs, srcBuffer, dstBuffer, 0, dstOffset + capacity, data.Length - capacity);
}
else
{
_buffer.SetDataUnchecked(offset, data);
BufferHolder.Copy(_gd, cbs, srcBuffer, dstBuffer, offset, dstOffset, data.Length);
}
_freeOffset = (offset + data.Length) & (BufferSize - 1);
_freeSize -= data.Length;
Debug.Assert(_freeSize >= 0);
_pendingCopies.Enqueue(new PendingCopy(cbs.GetFence(), data.Length));
}
public unsafe bool TryPushData(CommandBufferScoped cbs, Action endRenderPass, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
{
if (data.Length > BufferSize)
{
return false;
}
if (_freeSize < data.Length)
{
FreeCompleted();
if (_freeSize < data.Length)
{
return false;
}
}
endRenderPass();
PushDataImpl(cbs, dst, dstOffset, data);
return true;
}
private bool WaitFreeCompleted(CommandBufferPool cbp)
{
if (_pendingCopies.TryPeek(out var pc))
{
if (!pc.Fence.IsSignaled())
{
if (cbp.IsFenceOnRentedCommandBuffer(pc.Fence))
{
return false;
}
pc.Fence.Wait();
}
var dequeued = _pendingCopies.Dequeue();
Debug.Assert(dequeued.Fence == pc.Fence);
_freeSize += pc.Size;
pc.Fence.Put();
}
return true;
}
private void FreeCompleted()
{
FenceHolder signalledFence = null;
while (_pendingCopies.TryPeek(out var pc) && (pc.Fence == signalledFence || pc.Fence.IsSignaled()))
{
signalledFence = pc.Fence; // Already checked - don't need to do it again.
var dequeued = _pendingCopies.Dequeue();
Debug.Assert(dequeued.Fence == pc.Fence);
_freeSize += pc.Size;
pc.Fence.Put();
}
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_buffer.Dispose();
while (_pendingCopies.TryDequeue(out var pc))
{
pc.Fence.Put();
}
}
}
public void Dispose()
{
Dispose(true);
}
}
}