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GPU: Access non-prefetch command buffers directly (#3882)
* GPU: Access non-prefetch command buffers directly Saves allocating new arrays for them constantly - they can be quite small so it can be very wasteful. About 0.4% of GPU thread in SMO, but was a bit higher in S/V when I checked. Assumes that non-prefetch command buffers won't be randomly clobbered before they finish executing, though that's probably a safe bet. * Small change while I'm here * Address feedback
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@ -51,16 +51,35 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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/// </summary>
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/// </summary>
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public uint EntryCount;
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public uint EntryCount;
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/// <summary>
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/// Get the entries for the command buffer from memory.
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/// </summary>
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/// <param name="memoryManager">The memory manager used to fetch the data</param>
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/// <param name="flush">If true, flushes potential GPU written data before reading the command buffer</param>
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/// <returns>The fetched data</returns>
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private ReadOnlySpan<int> GetWords(MemoryManager memoryManager, bool flush)
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{
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return MemoryMarshal.Cast<byte, int>(memoryManager.GetSpan(EntryAddress, (int)EntryCount * 4, flush));
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}
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/// <summary>
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/// Prefetch the command buffer.
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/// </summary>
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/// <param name="memoryManager">The memory manager used to fetch the data</param>
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public void Prefetch(MemoryManager memoryManager)
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{
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Words = GetWords(memoryManager, true).ToArray();
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}
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/// <summary>
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/// <summary>
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/// Fetch the command buffer.
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/// Fetch the command buffer.
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/// </summary>
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/// </summary>
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/// <param name="memoryManager">The memory manager used to fetch the data</param>
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/// <param name="flush">If true, flushes potential GPU written data before reading the command buffer</param>
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/// <param name="flush">If true, flushes potential GPU written data before reading the command buffer</param>
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public void Fetch(MemoryManager memoryManager, bool flush = true)
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/// <returns>The command buffer words</returns>
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public ReadOnlySpan<int> Fetch(MemoryManager memoryManager, bool flush)
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{
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{
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if (Words == null)
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return Words ?? GetWords(memoryManager, flush);
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{
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Words = MemoryMarshal.Cast<byte, int>(memoryManager.GetSpan(EntryAddress, (int)EntryCount * 4, flush)).ToArray();
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}
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}
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}
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}
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}
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@ -158,7 +177,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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if (beforeBarrier && commandBuffer.Type == CommandBufferType.Prefetch)
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if (beforeBarrier && commandBuffer.Type == CommandBufferType.Prefetch)
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{
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{
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commandBuffer.Fetch(processor.MemoryManager);
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commandBuffer.Prefetch(processor.MemoryManager);
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}
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}
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if (commandBuffer.Type == CommandBufferType.NoPrefetch)
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if (commandBuffer.Type == CommandBufferType.NoPrefetch)
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@ -199,7 +218,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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}
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}
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_currentCommandBuffer = entry;
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_currentCommandBuffer = entry;
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_currentCommandBuffer.Fetch(entry.Processor.MemoryManager, flushCommandBuffer);
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ReadOnlySpan<int> words = entry.Fetch(entry.Processor.MemoryManager, flushCommandBuffer);
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// If we are changing the current channel,
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// If we are changing the current channel,
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// we need to force all the host state to be updated.
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// we need to force all the host state to be updated.
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@ -209,7 +228,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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entry.Processor.ForceAllDirty();
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entry.Processor.ForceAllDirty();
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}
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}
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entry.Processor.Process(entry.EntryAddress, _currentCommandBuffer.Words);
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entry.Processor.Process(entry.EntryAddress, words);
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}
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}
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_interrupt = false;
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_interrupt = false;
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