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https://github.com/yuzu-emu/yuzu.git
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82c2601555
Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
139 lines
4.8 KiB
C++
139 lines
4.8 KiB
C++
// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <functional>
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#include <optional>
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#include <span>
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#include "common/common_types.h"
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#include "video_core/engines/fermi_2d.h"
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#include "video_core/gpu.h"
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#include "video_core/guest_driver.h"
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namespace Tegra {
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class MemoryManager;
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}
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namespace VideoCore {
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enum class QueryType {
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SamplesPassed,
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};
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constexpr std::size_t NumQueryTypes = 1;
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enum class LoadCallbackStage {
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Prepare,
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Build,
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Complete,
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};
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using DiskResourceLoadCallback = std::function<void(LoadCallbackStage, std::size_t, std::size_t)>;
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class RasterizerInterface {
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public:
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virtual ~RasterizerInterface() = default;
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/// Dispatches a draw invocation
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virtual void Draw(bool is_indexed, bool is_instanced) = 0;
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/// Clear the current framebuffer
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virtual void Clear() = 0;
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/// Dispatches a compute shader invocation
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virtual void DispatchCompute(GPUVAddr code_addr) = 0;
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/// Resets the counter of a query
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virtual void ResetCounter(QueryType type) = 0;
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/// Records a GPU query and caches it
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virtual void Query(GPUVAddr gpu_addr, QueryType type, std::optional<u64> timestamp) = 0;
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/// Signal an uniform buffer binding
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virtual void BindGraphicsUniformBuffer(size_t stage, u32 index, GPUVAddr gpu_addr,
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u32 size) = 0;
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/// Signal a GPU based semaphore as a fence
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virtual void SignalSemaphore(GPUVAddr addr, u32 value) = 0;
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/// Signal a GPU based syncpoint as a fence
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virtual void SignalSyncPoint(u32 value) = 0;
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/// Release all pending fences.
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virtual void ReleaseFences() = 0;
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/// Notify rasterizer that all caches should be flushed to Switch memory
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virtual void FlushAll() = 0;
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/// Notify rasterizer that any caches of the specified region should be flushed to Switch memory
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virtual void FlushRegion(VAddr addr, u64 size) = 0;
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/// Check if the the specified memory area requires flushing to CPU Memory.
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virtual bool MustFlushRegion(VAddr addr, u64 size) = 0;
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/// Notify rasterizer that any caches of the specified region should be invalidated
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virtual void InvalidateRegion(VAddr addr, u64 size) = 0;
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/// Notify rasterizer that any caches of the specified region are desync with guest
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virtual void OnCPUWrite(VAddr addr, u64 size) = 0;
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/// Sync memory between guest and host.
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virtual void SyncGuestHost() = 0;
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/// Unmap memory range
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virtual void UnmapMemory(VAddr addr, u64 size) = 0;
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/// Notify rasterizer that any caches of the specified region should be flushed to Switch memory
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/// and invalidated
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virtual void FlushAndInvalidateRegion(VAddr addr, u64 size) = 0;
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/// Notify the host renderer to wait for previous primitive and compute operations.
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virtual void WaitForIdle() = 0;
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/// Notify the host renderer to wait for reads and writes to render targets and flush caches.
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virtual void FragmentBarrier() = 0;
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/// Notify the host renderer to make available previous render target writes.
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virtual void TiledCacheBarrier() = 0;
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/// Notify the rasterizer to send all written commands to the host GPU.
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virtual void FlushCommands() = 0;
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/// Notify rasterizer that a frame is about to finish
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virtual void TickFrame() = 0;
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/// Attempt to use a faster method to perform a surface copy
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[[nodiscard]] virtual bool AccelerateSurfaceCopy(
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const Tegra::Engines::Fermi2D::Surface& src, const Tegra::Engines::Fermi2D::Surface& dst,
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const Tegra::Engines::Fermi2D::Config& copy_config) {
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return false;
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}
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/// Attempt to use a faster method to display the framebuffer to screen
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[[nodiscard]] virtual bool AccelerateDisplay(const Tegra::FramebufferConfig& config,
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VAddr framebuffer_addr, u32 pixel_stride) {
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return false;
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}
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/// Increase/decrease the number of object in pages touching the specified region
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virtual void UpdatePagesCachedCount(VAddr addr, u64 size, int delta) {}
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/// Initialize disk cached resources for the game being emulated
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virtual void LoadDiskResources(u64 title_id, const std::atomic_bool& stop_loading,
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const DiskResourceLoadCallback& callback) {}
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/// Grant access to the Guest Driver Profile for recording/obtaining info on the guest driver.
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[[nodiscard]] GuestDriverProfile& AccessGuestDriverProfile() {
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return guest_driver_profile;
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}
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/// Grant access to the Guest Driver Profile for recording/obtaining info on the guest driver.
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[[nodiscard]] const GuestDriverProfile& AccessGuestDriverProfile() const {
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return guest_driver_profile;
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}
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private:
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GuestDriverProfile guest_driver_profile{};
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};
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} // namespace VideoCore
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