Skip some invalid texture flushes (#5755)
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c14ce4d2a5
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3 changed files with 22 additions and 3 deletions
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@ -101,6 +101,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public bool AlwaysFlushOnOverlap { get; private set; }
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/// <summary>
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/// Indicates that the texture was fully unmapped since the modified flag was set, and flushes should be ignored until it is modified again.
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/// </summary>
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public bool FlushStale { get; private set; }
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/// <summary>
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/// Increments when the host texture is swapped, or when the texture is removed from all pools.
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/// </summary>
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@ -149,6 +154,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public bool HadPoolOwner { get; private set; }
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/// <summary>
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/// Physical memory ranges where the texture data is located.
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/// </summary>
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public MultiRange Range { get; private set; }
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@ -1411,6 +1417,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public void SignalModified()
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{
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FlushStale = false;
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_scaledSetScore = Math.Max(0, _scaledSetScore - 1);
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if (_modifiedStale || Group.HasCopyDependencies)
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@ -1431,6 +1438,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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if (bound)
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{
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FlushStale = false;
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_scaledSetScore = Math.Max(0, _scaledSetScore - 1);
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}
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@ -1695,12 +1703,17 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="unmapRange">The range of memory being unmapped</param>
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public void Unmapped(MultiRange unmapRange)
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{
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if (unmapRange.Contains(Range))
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{
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// If this is a full unmap, prevent flushes until the texture is mapped again.
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FlushStale = true;
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}
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ChangedMapping = true;
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if (Group.Storage == this)
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{
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Group.Unmapped();
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Group.ClearModified(unmapRange);
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}
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}
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@ -107,8 +107,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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// Any texture that has been unmapped at any point or is partially unmapped
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// should update their pool references after the remap completes.
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MultiRange unmapped = ((MemoryManager)sender).GetPhysicalRegions(e.Address, e.Size);
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foreach (var texture in _partiallyMappedTextures)
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{
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texture.UpdatePoolMappings();
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@ -1659,6 +1659,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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return;
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}
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// If size is zero, we have nothing to flush.
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// If the flush is stale, we should ignore it because the texture was unmapped since the modified
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// flag was set, and flushing it is not safe anymore as the GPU might no longer own the memory.
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if (size == 0 || Storage.FlushStale)
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{
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return;
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}
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// There is a small gap here where the action is removed but _actionRegistered is still 1.
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// In this case it will skip registering the action, but here we are already handling it,
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// so there shouldn't be any issue as it's the same handler for all actions.
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