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
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GPG Key ID: 4AEE18F83AFDEB23
13 changed files with 196 additions and 31 deletions

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@ -19,6 +19,7 @@ namespace Ryujinx.Graphics.GAL
void SetData(ReadOnlySpan<byte> data);
void SetData(ReadOnlySpan<byte> data, int layer, int level);
void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region);
void SetStorage(BufferRange buffer);
void Release();
}

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@ -113,6 +113,8 @@ namespace Ryujinx.Graphics.GAL.Multithreading
TextureSetDataCommand.Run(ref GetCommand<TextureSetDataCommand>(memory), threaded, renderer);
_lookup[(int)CommandType.TextureSetDataSlice] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
TextureSetDataSliceCommand.Run(ref GetCommand<TextureSetDataSliceCommand>(memory), threaded, renderer);
_lookup[(int)CommandType.TextureSetDataSliceRegion] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
TextureSetDataSliceRegionCommand.Run(ref GetCommand<TextureSetDataSliceRegionCommand>(memory), threaded, renderer);
_lookup[(int)CommandType.TextureSetStorage] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
TextureSetStorageCommand.Run(ref GetCommand<TextureSetStorageCommand>(memory), threaded, renderer);

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@ -37,6 +37,7 @@
TextureRelease,
TextureSetData,
TextureSetDataSlice,
TextureSetDataSliceRegion,
TextureSetStorage,
WindowPresent,

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@ -0,0 +1,31 @@
using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
using System;
namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
{
struct TextureSetDataSliceRegionCommand : IGALCommand
{
public CommandType CommandType => CommandType.TextureSetDataSliceRegion;
private TableRef<ThreadedTexture> _texture;
private TableRef<byte[]> _data;
private int _layer;
private int _level;
private Rectangle<int> _region;
public void Set(TableRef<ThreadedTexture> texture, TableRef<byte[]> data, int layer, int level, Rectangle<int> region)
{
_texture = texture;
_data = data;
_layer = layer;
_level = level;
_region = region;
}
public static void Run(ref TextureSetDataSliceRegionCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
ThreadedTexture texture = command._texture.Get(threaded);
texture.Base.SetData(new ReadOnlySpan<byte>(command._data.Get(threaded)), command._layer, command._level, command._region);
}
}
}

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@ -119,6 +119,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources
_renderer.QueueCommand();
}
public void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region)
{
_renderer.New<TextureSetDataSliceRegionCommand>().Set(Ref(this), Ref(data.ToArray()), layer, level, region);
_renderer.QueueCommand();
}
public void SetStorage(BufferRange buffer)
{
_renderer.New<TextureSetStorageCommand>().Set(Ref(this), buffer);

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

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@ -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>

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@ -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;
}

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@ -58,6 +58,11 @@ namespace Ryujinx.Graphics.OpenGL.Image
throw new NotSupportedException();
}
public void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region)
{
throw new NotSupportedException();
}
public void SetStorage(BufferRange buffer)
{
if (_buffer != BufferHandle.Null &&

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@ -1,4 +1,5 @@
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using System;
@ -385,7 +386,34 @@ namespace Ryujinx.Graphics.OpenGL.Image
int width = Math.Max(Info.Width >> level, 1);
int height = Math.Max(Info.Height >> level, 1);
ReadFrom2D((IntPtr)ptr, layer, level, width, height);
ReadFrom2D((IntPtr)ptr, layer, level, 0, 0, width, height);
}
}
}
public void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region)
{
if (Format == Format.S8UintD24Unorm)
{
data = FormatConverter.ConvertS8D24ToD24S8(data);
}
int wInBlocks = BitUtils.DivRoundUp(region.Width, Info.BlockWidth);
int hInBlocks = BitUtils.DivRoundUp(region.Height, Info.BlockHeight);
unsafe
{
fixed (byte* ptr = data)
{
ReadFrom2D(
(IntPtr)ptr,
layer,
level,
region.X,
region.Y,
region.Width,
region.Height,
BitUtils.AlignUp(wInBlocks * Info.BytesPerPixel, 4) * hInBlocks);
}
}
}
@ -397,15 +425,20 @@ namespace Ryujinx.Graphics.OpenGL.Image
public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
{
ReadFrom2D(IntPtr.Zero + offset, layer, level, width, height);
ReadFrom2D(IntPtr.Zero + offset, layer, level, 0, 0, width, height);
}
private void ReadFrom2D(IntPtr data, int layer, int level, int width, int height)
private void ReadFrom2D(IntPtr data, int layer, int level, int x, int y, int width, int height)
{
int mipSize = Info.GetMipSize2D(level);
ReadFrom2D(data, layer, level, x, y, width, height, mipSize);
}
private void ReadFrom2D(IntPtr data, int layer, int level, int x, int y, int width, int height, int mipSize)
{
TextureTarget target = Target.Convert();
int mipSize = Info.GetMipSize2D(level);
Bind(target, 0);
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
@ -418,7 +451,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
GL.CompressedTexSubImage1D(
target,
level,
0,
x,
width,
format.PixelFormat,
mipSize,
@ -429,7 +462,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
GL.TexSubImage1D(
target,
level,
0,
x,
width,
format.PixelFormat,
format.PixelType,
@ -443,7 +476,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
GL.CompressedTexSubImage2D(
target,
level,
0,
x,
layer,
width,
1,
@ -456,7 +489,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
GL.TexSubImage2D(
target,
level,
0,
x,
layer,
width,
1,
@ -472,8 +505,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
GL.CompressedTexSubImage2D(
target,
level,
0,
0,
x,
y,
width,
height,
format.PixelFormat,
@ -485,8 +518,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
GL.TexSubImage2D(
target,
level,
0,
0,
x,
y,
width,
height,
format.PixelFormat,
@ -503,8 +536,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
GL.CompressedTexSubImage3D(
target,
level,
0,
0,
x,
y,
layer,
width,
height,
@ -518,8 +551,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
GL.TexSubImage3D(
target,
level,
0,
0,
x,
y,
layer,
width,
height,
@ -536,8 +569,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
GL.CompressedTexSubImage2D(
TextureTarget.TextureCubeMapPositiveX + layer,
level,
0,
0,
x,
y,
width,
height,
format.PixelFormat,
@ -549,8 +582,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
GL.TexSubImage2D(
TextureTarget.TextureCubeMapPositiveX + layer,
level,
0,
0,
x,
y,
width,
height,
format.PixelFormat,

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@ -98,6 +98,11 @@ namespace Ryujinx.Graphics.Vulkan
throw new NotSupportedException();
}
public void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region)
{
throw new NotSupportedException();
}
public void SetStorage(BufferRange buffer)
{
if (_bufferHandle == buffer.Handle &&

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@ -819,7 +819,7 @@ namespace Ryujinx.Graphics.Vulkan
var buffer = bufferHolder.GetBuffer(cbs.CommandBuffer).Get(cbs).Value;
var image = GetImage().Get(cbs).Value;
CopyFromOrToBuffer(cbs.CommandBuffer, buffer, image, size, true, x, y, width, height);
CopyFromOrToBuffer(cbs.CommandBuffer, buffer, image, size, true, 0, 0, x, y, width, height);
}
bufferHolder.WaitForFences();
@ -893,7 +893,12 @@ namespace Ryujinx.Graphics.Vulkan
SetData(data, layer, level, 1, 1, singleSlice: true);
}
private void SetData(ReadOnlySpan<byte> data, int layer, int level, int layers, int levels, bool singleSlice)
public void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region)
{
SetData(data, layer, level, 1, 1, singleSlice: true, region);
}
private void SetData(ReadOnlySpan<byte> data, int layer, int level, int layers, int levels, bool singleSlice, Rectangle<int>? region = null)
{
int bufferDataLength = GetBufferDataLength(data.Length);
@ -917,8 +922,26 @@ namespace Ryujinx.Graphics.Vulkan
var buffer = bufferHolder.GetBuffer(cbs.CommandBuffer).Get(cbs).Value;
var image = imageAuto.Get(cbs).Value;
if (region.HasValue)
{
CopyFromOrToBuffer(
cbs.CommandBuffer,
buffer,
image,
bufferDataLength,
false,
layer,
level,
region.Value.X,
region.Value.Y,
region.Value.Width,
region.Value.Height);
}
else
{
CopyFromOrToBuffer(cbs.CommandBuffer, buffer, image, bufferDataLength, false, layer, level, layers, levels, singleSlice);
}
}
private int GetBufferDataLength(int length)
{
@ -1059,6 +1082,8 @@ namespace Ryujinx.Graphics.Vulkan
Image image,
int size,
bool to,
int dstLayer,
int dstLevel,
int x,
int y,
int width,
@ -1071,13 +1096,21 @@ namespace Ryujinx.Graphics.Vulkan
aspectFlags = ImageAspectFlags.ImageAspectDepthBit;
}
var sl = new ImageSubresourceLayers(aspectFlags, (uint)FirstLevel, (uint)FirstLayer, 1);
var sl = new ImageSubresourceLayers(aspectFlags, (uint)(FirstLevel + dstLevel), (uint)(FirstLayer + dstLayer), 1);
var extent = new Extent3D((uint)width, (uint)height, 1);
int rowLengthAlignment = Info.BlockWidth;
// We expect all data being written into the texture to have a stride aligned by 4.
if (!to && Info.BytesPerPixel < 4)
{
rowLengthAlignment = 4 / Info.BytesPerPixel;
}
var region = new BufferImageCopy(
0,
(uint)AlignUpNpot(width, Info.BlockWidth),
(uint)AlignUpNpot(width, rowLengthAlignment),
(uint)AlignUpNpot(height, Info.BlockHeight),
sl,
new Offset3D(x, y, 0),