Fast path for Inline-to-Memory texture data transfers (#3610)

* Fast path for Inline-to-Memory texture data transfers

* Only do it for block linear textures to be on the safe side
This commit is contained in:
gdkchan
2022-08-25 23:16:41 -03:00
committed by GitHub
parent d9aa15eb24
commit 923089a298
13 changed files with 196 additions and 31 deletions

View File

@ -224,7 +224,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
xCount,
yCount,
dstLinear,
dst.MemoryLayout);
dst.MemoryLayout.UnpackGobBlocksInY(),
dst.MemoryLayout.UnpackGobBlocksInZ());
if (target != null)
{

View File

@ -29,6 +29,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
private int _dstHeight;
private int _dstStride;
private int _dstGobBlocksInY;
private int _dstGobBlocksInZ;
private int _lineLengthIn;
private int _lineCount;
@ -117,6 +118,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
_dstHeight = (int)state.SetDstHeight;
_dstStride = (int)state.PitchOut;
_dstGobBlocksInY = 1 << (int)state.SetDstBlockSizeHeight;
_dstGobBlocksInZ = 1 << (int)state.SetDstBlockSizeDepth;
_lineLengthIn = (int)state.LineLengthIn;
_lineCount = (int)state.LineCount;
@ -176,6 +178,31 @@ namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
}
else
{
// TODO: Verify if the destination X/Y and width/height are taken into account
// for linear texture transfers. If not, we can use the fast path for that aswell.
// Right now the copy code at the bottom assumes that it is used on both which might be incorrect.
if (!_isLinear)
{
var target = memoryManager.Physical.TextureCache.FindTexture(
memoryManager,
_dstGpuVa,
1,
_dstStride,
_dstHeight,
_lineLengthIn,
_lineCount,
_isLinear,
_dstGobBlocksInY,
_dstGobBlocksInZ);
if (target != null)
{
target.SetData(data, 0, 0, new GAL.Rectangle<int>(_dstX, _dstY, _lineLengthIn / target.Info.FormatInfo.BytesPerPixel, _lineCount));
return;
}
}
var dstCalculator = new OffsetCalculator(
_dstWidth,
_dstHeight,

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@ -761,6 +761,24 @@ namespace Ryujinx.Graphics.Gpu.Image
_hasData = true;
}
/// <summary>
/// Uploads new texture data to the host GPU for a specific layer/level and 2D sub-region.
/// </summary>
/// <param name="data">New data</param>
/// <param name="layer">Target layer</param>
/// <param name="level">Target level</param>
/// <param name="region">Target sub-region of the texture to update</param>
public void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region)
{
BlacklistScale();
HostTexture.SetData(data, layer, level, region);
_currentData = null;
_hasData = true;
}
/// <summary>
/// Converts texture data to a format and layout that is supported by the host GPU.
/// </summary>

View File

@ -905,7 +905,8 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="xCount">Number of pixels to be copied per line</param>
/// <param name="yCount">Number of lines to be copied</param>
/// <param name="linear">True if the texture has a linear layout, false otherwise</param>
/// <param name="memoryLayout">If <paramref name="linear"/> is false, should have the memory layout, otherwise ignored</param>
/// <param name="gobBlocksInY">If <paramref name="linear"/> is false, the amount of GOB blocks in the Y axis</param>
/// <param name="gobBlocksInZ">If <paramref name="linear"/> is false, the amount of GOB blocks in the Z axis</param>
/// <returns>A matching texture, or null if there is no match</returns>
public Texture FindTexture(
MemoryManager memoryManager,
@ -916,7 +917,8 @@ namespace Ryujinx.Graphics.Gpu.Image
int xCount,
int yCount,
bool linear,
MemoryLayout memoryLayout)
int gobBlocksInY,
int gobBlocksInZ)
{
ulong address = memoryManager.Translate(gpuVa);
@ -955,8 +957,8 @@ namespace Ryujinx.Graphics.Gpu.Image
bool sizeMatch = xCount * bpp == texture.Info.Width * format.BytesPerPixel && height == texture.Info.Height;
bool formatMatch = !texture.Info.IsLinear &&
texture.Info.GobBlocksInY == memoryLayout.UnpackGobBlocksInY() &&
texture.Info.GobBlocksInZ == memoryLayout.UnpackGobBlocksInZ();
texture.Info.GobBlocksInY == gobBlocksInY &&
texture.Info.GobBlocksInZ == gobBlocksInZ;
match = sizeMatch && formatMatch;
}