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https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-23 18:35:32 +00:00
Reset cache on command buffer execution instead of sync calls (#341)
Also resets const buffer cache on CbData calls. Non-const buffer data might also change while a command buffer is executing but that's very unlikely.
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9ac5583513
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0673dc183a
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@ -80,6 +80,14 @@ namespace Ryujinx.HLE.Gpu.Engines
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}
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}
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public void ResetCache()
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{
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foreach (List<long> Uploaded in UploadedKeys)
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{
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Uploaded.Clear();
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}
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}
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private void VertexEndGl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
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{
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LockCaches();
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@ -623,11 +631,6 @@ namespace Ryujinx.HLE.Gpu.Engines
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if (Mode == 0)
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{
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foreach (List<long> Uploaded in UploadedKeys)
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{
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Uploaded.Clear();
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}
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//Write mode.
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Vmm.WriteInt32(Position, Seq);
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}
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@ -649,6 +652,8 @@ namespace Ryujinx.HLE.Gpu.Engines
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}
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WriteRegister(NvGpuEngine3dReg.ConstBufferOffset, Offset);
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UploadedKeys[(int)NvGpuBufferType.ConstBuffer].Clear();
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}
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private void CbBind(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
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@ -15,7 +15,7 @@ namespace Ryujinx.HLE.Gpu.Engines
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private NvGpu Gpu;
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private ConcurrentQueue<(NvGpuVmm, NvGpuPBEntry)> BufferQueue;
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private ConcurrentQueue<(NvGpuVmm, NvGpuPBEntry[])> BufferQueue;
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private NvGpuEngine[] SubChannels;
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@ -56,7 +56,7 @@ namespace Ryujinx.HLE.Gpu.Engines
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{
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this.Gpu = Gpu;
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BufferQueue = new ConcurrentQueue<(NvGpuVmm, NvGpuPBEntry)>();
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BufferQueue = new ConcurrentQueue<(NvGpuVmm, NvGpuPBEntry[])>();
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SubChannels = new NvGpuEngine[8];
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@ -69,10 +69,7 @@ namespace Ryujinx.HLE.Gpu.Engines
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public void PushBuffer(NvGpuVmm Vmm, NvGpuPBEntry[] Buffer)
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{
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foreach (NvGpuPBEntry PBEntry in Buffer)
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{
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BufferQueue.Enqueue((Vmm, PBEntry));
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}
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BufferQueue.Enqueue((Vmm, Buffer));
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Event.Set();
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}
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@ -82,16 +79,27 @@ namespace Ryujinx.HLE.Gpu.Engines
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while (Step());
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}
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private (NvGpuVmm Vmm, NvGpuPBEntry[] Pb) Curr;
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private int CurrPbEntryIndex;
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public bool Step()
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{
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if (BufferQueue.TryDequeue(out (NvGpuVmm Vmm, NvGpuPBEntry PBEntry) Tuple))
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while (Curr.Pb == null || Curr.Pb.Length <= CurrPbEntryIndex)
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{
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CallMethod(Tuple.Vmm, Tuple.PBEntry);
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return true;
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if (!BufferQueue.TryDequeue(out Curr))
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{
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return false;
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}
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return false;
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Gpu.Engine3d.ResetCache();
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CurrPbEntryIndex = 0;
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}
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CallMethod(Curr.Vmm, Curr.Pb[CurrPbEntryIndex++]);
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return true;
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}
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private void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
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