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Ryujinx/Ryujinx.Graphics.Gpu/Image
riperiperi 7c5ead1c19
Fast path for Inline2Memory buffer write that skips write tracking (#2624)
* Fast path for Inline2Memory buffer write

This PR adds a method to PhysicalMemory that attempts to write all cached resources directly, so that memory tracking can be avoided. The goal of this is both to avoid flushing buffer data, and to avoid raising the sequence number when data is written, which causes buffer and texture handles to be re-checked.

This currently only targets buffers, with a side check on textures that falls back to a tracked write if any exist within the target range. It's not expected to write textures from here - this is just a mechanism to protect us if someone does decide to do that. It's possible to add a fast path for this in future (and for ShaderCache, once that starts using tracking)

The forced read before inline2memory begins has been skipped, as the data is fully written when the transfer is completed anyways. This allows us to flush on read in emergency situations, but still write the new data over the flushed data.

Improves performance on Xenoblade 2 and DE, which was flushing buffer data on the GPU thread when trying to write compute data. May improve performance in other games that write SSBOs from compute, and update data in the same/nearby pages often.

Super Smash Bros Ultimate should probably be tested to make sure the vertex explosions haven't returned, as I think that's what this AdvanceSequence was for.

* ForceDirty before write, to make sure data does not flush over the new write
2021-09-19 15:09:53 +02:00
..
AutoDeleteCache.cs Remove pool cache entries for incompatible overlapping textures (#2568) 2021-08-20 17:52:09 -03:00
FormatInfo.cs
FormatTable.cs Add another Depth32F texture format (#2304) 2021-05-22 01:15:08 +02:00
ITextureDescriptor.cs
Pool.cs Initial support for separate GPU address spaces (#2394) 2021-06-29 19:32:02 +02:00
ReductionFilter.cs
Sampler.cs
SamplerDescriptor.cs Use a descriptor cache for faster pool invalidation. (#1977) 2021-01-29 14:19:06 +11:00
SamplerMinFilter.cs
SamplerMipFilter.cs
SamplerPool.cs Initial support for separate GPU address spaces (#2394) 2021-06-29 19:32:02 +02:00
Texture.cs Account for negative strides on DMA copy (#2623) 2021-09-11 22:54:18 +02:00
TextureBindingInfo.cs
TextureBindingsManager.cs Set texture/image bindings in place rather than allocating and passing an array (#2647) 2021-09-19 14:03:05 +02:00
TextureCache.cs Fast path for Inline2Memory buffer write that skips write tracking (#2624) 2021-09-19 15:09:53 +02:00
TextureCompatibility.cs Compare aligned size for largest mip level when considering sampler resize (#2306) 2021-05-24 17:35:26 +10:00
TextureComponent.cs
TextureDependency.cs Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001) 2021-03-02 19:30:54 -03:00
TextureDescriptor.cs Improve Buffer Textures and flush Image Stores (#2088) 2021-03-08 18:43:39 -03:00
TextureDescriptorType.cs
TextureGroup.cs Remove pool cache entries for incompatible overlapping textures (#2568) 2021-08-20 17:52:09 -03:00
TextureGroupHandle.cs Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001) 2021-03-02 19:30:54 -03:00
TextureInfo.cs Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001) 2021-03-02 19:30:54 -03:00
TextureManager.cs Set texture/image bindings in place rather than allocating and passing an array (#2647) 2021-09-19 14:03:05 +02:00
TextureMatchQuality.cs Prefer truly perfect texture matches over fomat aliased ones (#1754) 2020-11-27 19:46:23 +01:00
TextureMsaaMode.cs
TexturePool.cs Avoid deleting textures when their data does not overlap. (#2601) 2021-08-29 16:22:13 -03:00
TexturePoolCache.cs Initial support for separate GPU address spaces (#2394) 2021-06-29 19:32:02 +02:00
TextureScaleMode.cs Use "Undesired" scale mode for certain textures rather than blacklisting (#2537) 2021-08-11 22:44:51 +02:00
TextureSearchFlags.cs
TextureTarget.cs Fix TXQ for 3D textures. (#2613) 2021-09-02 00:17:43 -03:00
TextureViewCompatibility.cs