f0e27a23a5
* Add short duration texture cache This texture cache takes textures that lose their last pool reference and keeps them alive until the next frame, or until an incompatible overlap removes it. This is done since under certain circumstances, a texture's reference can be wiped from a pool despite it still being in use - though typically the reference will return when rendering the next frame. While this may slightly increase texture memory usage when quickly going through a bunch of temporary textures, it's still bounded due to the overlap removal rule. This greatly increases performance in Hyrule Warriors: Age of Calamity. It may positively affect some UE4 games which dip framerate severely under certain circumstances. * Small optimization * Don't forget this. * Add short cache dictionary * Address feedback * Address some feedback
254 lines
No EOL
8.7 KiB
C#
254 lines
No EOL
8.7 KiB
C#
using System.Collections;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// An entry on the short duration texture cache.
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/// </summary>
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class ShortTextureCacheEntry
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{
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public readonly TextureDescriptor Descriptor;
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public readonly int InvalidatedSequence;
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public readonly Texture Texture;
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/// <summary>
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/// Create a new entry on the short duration texture cache.
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/// </summary>
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/// <param name="descriptor">Last descriptor that referenced the texture</param>
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/// <param name="texture">The texture</param>
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public ShortTextureCacheEntry(TextureDescriptor descriptor, Texture texture)
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{
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Descriptor = descriptor;
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InvalidatedSequence = texture.InvalidatedSequence;
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Texture = texture;
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}
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}
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/// <summary>
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/// A texture cache that automatically removes older textures that are not used for some time.
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/// The cache works with a rotated list with a fixed size. When new textures are added, the
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/// old ones at the bottom of the list are deleted.
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/// </summary>
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class AutoDeleteCache : IEnumerable<Texture>
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{
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private const int MaxCapacity = 2048;
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private readonly LinkedList<Texture> _textures;
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private readonly ConcurrentQueue<Texture> _deferredRemovals;
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private HashSet<ShortTextureCacheEntry> _shortCacheBuilder;
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private HashSet<ShortTextureCacheEntry> _shortCache;
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private Dictionary<TextureDescriptor, ShortTextureCacheEntry> _shortCacheLookup;
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/// <summary>
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/// Creates a new instance of the automatic deletion cache.
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/// </summary>
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public AutoDeleteCache()
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{
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_textures = new LinkedList<Texture>();
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_deferredRemovals = new ConcurrentQueue<Texture>();
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_shortCacheBuilder = new HashSet<ShortTextureCacheEntry>();
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_shortCache = new HashSet<ShortTextureCacheEntry>();
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_shortCacheLookup = new Dictionary<TextureDescriptor, ShortTextureCacheEntry>();
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}
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/// <summary>
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/// Adds a new texture to the cache, even if the texture added is already on the cache.
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/// </summary>
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/// <remarks>
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/// Using this method is only recommended if you know that the texture is not yet on the cache,
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/// otherwise it would store the same texture more than once.
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/// </remarks>
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/// <param name="texture">The texture to be added to the cache</param>
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public void Add(Texture texture)
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{
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texture.IncrementReferenceCount();
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texture.CacheNode = _textures.AddLast(texture);
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if (_textures.Count > MaxCapacity)
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{
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Texture oldestTexture = _textures.First.Value;
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if (!oldestTexture.CheckModified(false))
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{
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// The texture must be flushed if it falls out of the auto delete cache.
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// Flushes out of the auto delete cache do not trigger write tracking,
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// as it is expected that other overlapping textures exist that have more up-to-date contents.
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oldestTexture.Group.SynchronizeDependents(oldestTexture);
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oldestTexture.FlushModified(false);
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}
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_textures.RemoveFirst();
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oldestTexture.DecrementReferenceCount();
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oldestTexture.CacheNode = null;
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}
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if (_deferredRemovals.Count > 0)
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{
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while (_deferredRemovals.TryDequeue(out Texture textureToRemove))
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{
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Remove(textureToRemove, false);
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}
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}
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}
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/// <summary>
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/// Adds a new texture to the cache, or just moves it to the top of the list if the
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/// texture is already on the cache.
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/// </summary>
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/// <remarks>
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/// Moving the texture to the top of the list prevents it from being deleted,
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/// as the textures on the bottom of the list are deleted when new ones are added.
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/// </remarks>
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/// <param name="texture">The texture to be added, or moved to the top</param>
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public void Lift(Texture texture)
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{
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if (texture.CacheNode != null)
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{
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if (texture.CacheNode != _textures.Last)
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{
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_textures.Remove(texture.CacheNode);
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texture.CacheNode = _textures.AddLast(texture);
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}
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}
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else
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{
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Add(texture);
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}
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}
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/// <summary>
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/// Removes a texture from the cache.
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/// </summary>
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/// <param name="texture">The texture to be removed from the cache</param>
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/// <param name="flush">True to remove the texture if it was on the cache</param>
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/// <returns>True if the texture was found and removed, false otherwise</returns>
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public bool Remove(Texture texture, bool flush)
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{
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if (texture.CacheNode == null)
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{
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return false;
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}
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// Remove our reference to this texture.
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if (flush)
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{
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texture.FlushModified(false);
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}
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_textures.Remove(texture.CacheNode);
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texture.CacheNode = null;
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return texture.DecrementReferenceCount();
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}
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/// <summary>
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/// Queues removal of a texture from the cache in a thread safe way.
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/// </summary>
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/// <param name="texture">The texture to be removed from the cache</param>
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public void RemoveDeferred(Texture texture)
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{
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_deferredRemovals.Enqueue(texture);
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}
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/// <summary>
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/// Attempt to find a texture on the short duration cache.
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/// </summary>
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/// <param name="descriptor">The texture descriptor</param>
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/// <returns>The texture if found, null otherwise</returns>
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public Texture FindShortCache(in TextureDescriptor descriptor)
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{
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if (_shortCacheLookup.Count > 0 && _shortCacheLookup.TryGetValue(descriptor, out var entry))
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{
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if (entry.InvalidatedSequence == entry.Texture.InvalidatedSequence)
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{
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return entry.Texture;
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}
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else
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{
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_shortCacheLookup.Remove(descriptor);
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}
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}
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return null;
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}
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/// <summary>
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/// Removes a texture from the short duration cache.
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/// </summary>
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/// <param name="texture">Texture to remove from the short cache</param>
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public void RemoveShortCache(Texture texture)
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{
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bool removed = _shortCache.Remove(texture.ShortCacheEntry);
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removed |= _shortCacheBuilder.Remove(texture.ShortCacheEntry);
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if (removed)
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{
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texture.DecrementReferenceCount();
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_shortCacheLookup.Remove(texture.ShortCacheEntry.Descriptor);
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texture.ShortCacheEntry = null;
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}
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}
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/// <summary>
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/// Adds a texture to the short duration cache.
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/// It starts in the builder set, and it is moved into the deletion set on next process.
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/// </summary>
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/// <param name="texture">Texture to add to the short cache</param>
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/// <param name="descriptor">Last used texture descriptor</param>
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public void AddShortCache(Texture texture, ref TextureDescriptor descriptor)
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{
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var entry = new ShortTextureCacheEntry(descriptor, texture);
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_shortCacheBuilder.Add(entry);
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_shortCacheLookup.Add(entry.Descriptor, entry);
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texture.ShortCacheEntry = entry;
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texture.IncrementReferenceCount();
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}
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/// <summary>
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/// Delete textures from the short duration cache.
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/// Moves the builder set to be deleted on next process.
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/// </summary>
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public void ProcessShortCache()
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{
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HashSet<ShortTextureCacheEntry> toRemove = _shortCache;
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foreach (var entry in toRemove)
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{
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entry.Texture.DecrementReferenceCount();
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_shortCacheLookup.Remove(entry.Descriptor);
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entry.Texture.ShortCacheEntry = null;
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}
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toRemove.Clear();
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_shortCache = _shortCacheBuilder;
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_shortCacheBuilder = toRemove;
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}
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public IEnumerator<Texture> GetEnumerator()
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{
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return _textures.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return _textures.GetEnumerator();
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}
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}
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} |