Ryujinx/Ryujinx.Graphics.Gpu/Image
riperiperi 9f1cf6458c
Vulkan: Migrate buffers between memory types to improve GPU performance (#4540)
* Initial implementation of migration between memory heaps

- Missing OOM handling
- Missing `_map` data safety when remapping
  - Copy may not have completed yet (needs some kind of fence)
  - Map may be unmapped before it is done being used. (needs scoped access)
- SSBO accesses are all "writes" - maybe pass info in another way.
- Missing keeping map type when resizing buffers (should this be done?)

* Ensure migrated data is in place before flushing.

* Fix issue where old waitable would be signalled.

- There is a real issue where existing Auto<> references need to be replaced.

* Swap bound Auto<> instances when swapping buffer backing

* Fix conversion buffers

* Don't try move buffers if the host has shared memory.

* Make GPU methods return PinnedSpan with scope

* Storage Hint

* Fix stupidity

* Fix rebase

* Tweak rules

Attempt to sidestep BOTW slowdown

* Remove line

* Migrate only when command buffers flush

* Change backing swap log to debug

* Address some feedback

* Disallow backing swap when the flush lock is held by the current thread

* Make PinnedSpan from ReadOnlySpan explicitly unsafe

* Fix some small issues

- Index buffer swap fixed
- Allocate DeviceLocal buffers using a separate block list to images.

* Remove alternative flags

* Address feedback
2023-03-19 17:56:48 -03:00
..
AutoDeleteCache.cs Limit texture cache based on total texture size (#4350) 2023-02-08 14:19:43 +01:00
FormatInfo.cs Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
FormatTable.cs Implement a software ETC2 texture decoder (#4121) 2022-12-21 20:39:58 -03:00
ITextureDescriptor.cs
Pool.cs Clear CPU side data on GPU buffer clears (#4125) 2023-02-16 18:28:49 -03:00
PoolCache.cs
ReductionFilter.cs
Sampler.cs
SamplerDescriptor.cs
SamplerMinFilter.cs
SamplerMipFilter.cs
SamplerPool.cs
SamplerPoolCache.cs
Texture.cs Vulkan: Migrate buffers between memory types to improve GPU performance (#4540) 2023-03-19 17:56:48 -03:00
TextureBindingInfo.cs Make structs readonly when applicable (#4002) 2022-12-05 14:47:39 +01:00
TextureBindingsManager.cs GPU: Force rebind when pool changes (#4129) 2022-12-21 17:35:28 -03:00
TextureCache.cs Update range for remapped sparse textures instead of recreating them (#4442) 2023-03-14 17:08:44 -03:00
TextureCompatibility.cs Add copy dependency for some incompatible texture formats (#4380) 2023-02-21 19:21:57 -03:00
TextureComponent.cs
TextureDependency.cs
TextureDescriptor.cs Add short duration texture cache (#3754) 2023-01-17 04:39:46 +01:00
TextureDescriptorType.cs
TextureGroup.cs Remove MultiRange Min/MaxAddress and rename GetSlice to Slice (#4566) 2023-03-19 17:31:35 +01:00
TextureGroupHandle.cs GPU: Fast path for adding one texture view to a group (#4528) 2023-03-14 17:33:44 -03:00
TextureInfo.cs Handle mismatching texture size with copy dependencies (#4364) 2023-02-08 08:48:09 +01:00
TextureManager.cs Handle mismatching texture size with copy dependencies (#4364) 2023-02-08 08:48:09 +01:00
TextureMatchQuality.cs
TextureMsaaMode.cs
TexturePool.cs Update range for remapped sparse textures instead of recreating them (#4442) 2023-03-14 17:08:44 -03:00
TexturePoolCache.cs
TextureScaleMode.cs
TextureSearchFlags.cs Handle mismatching texture size with copy dependencies (#4364) 2023-02-08 08:48:09 +01:00
TextureTarget.cs
TextureViewCompatibility.cs Texture Sync, incompatible overlap handling, data flush improvements. (#2971) 2022-01-09 13:28:48 -03:00