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optimize TextureCacheBase::SerializeTexture, ::DeserializeTexture
texture serialization and deserialization used to involve many memory allocations and deallocations, along with many copies to and from those allocations. avoid those by reserving a memory region inside the output and writing there directly, skipping the allocation and copy to an intermediate buffer entirely.
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14959a1087
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43ceba4fef
@ -200,6 +200,16 @@ public:
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DoArray(arr, static_cast<u32>(N));
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}
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// The caller is required to inspect the mode of this PointerWrap
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// and deal with the pointer returned from this function themself.
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[[nodiscard]] u8* DoExternal(u32& count)
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{
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Do(count);
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u8* current = *ptr;
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*ptr += count;
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return current;
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}
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void Do(Common::Flag& flag)
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{
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bool s = flag.IsSet();
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@ -438,28 +438,48 @@ void TextureCacheBase::SerializeTexture(AbstractTexture* tex, const TextureConfi
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const bool skip_readback = p.GetMode() == PointerWrap::MODE_MEASURE;
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p.DoPOD(config);
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std::vector<u8> texture_data;
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if (skip_readback || CheckReadbackTexture(config.width, config.height, config.format))
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{
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// Save out each layer of the texture to the staging texture, and then
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// append it onto the end of the vector. This gives us all the sub-images
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// in one single buffer which can be written out to the save state.
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// First, measure the amount of memory needed.
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u32 total_size = 0;
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for (u32 layer = 0; layer < config.layers; layer++)
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{
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for (u32 level = 0; level < config.levels; level++)
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{
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u32 level_width = std::max(config.width >> level, 1u);
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u32 level_height = std::max(config.height >> level, 1u);
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auto rect = tex->GetConfig().GetMipRect(level);
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if (!skip_readback)
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u32 stride = AbstractTexture::CalculateStrideForFormat(config.format, level_width);
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u32 size = stride * level_height;
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total_size += size;
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}
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}
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// Set aside total_size bytes of space for the textures.
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// When measuring, this will be set aside and not written to,
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// but when writing we'll use this pointer directly to avoid
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// needing to allocate/free an extra buffer.
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u8* texture_data = p.DoExternal(total_size);
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if (!skip_readback)
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{
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// Save out each layer of the texture to the pointer.
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for (u32 layer = 0; layer < config.layers; layer++)
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{
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for (u32 level = 0; level < config.levels; level++)
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{
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u32 level_width = std::max(config.width >> level, 1u);
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u32 level_height = std::max(config.height >> level, 1u);
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auto rect = tex->GetConfig().GetMipRect(level);
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m_readback_texture->CopyFromTexture(tex, rect, layer, level, rect);
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size_t stride = AbstractTexture::CalculateStrideForFormat(config.format, level_width);
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size_t size = stride * level_height;
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size_t start = texture_data.size();
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texture_data.resize(texture_data.size() + size);
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if (!skip_readback)
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m_readback_texture->ReadTexels(rect, &texture_data[start], static_cast<u32>(stride));
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u32 stride = AbstractTexture::CalculateStrideForFormat(config.format, level_width);
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u32 size = stride * level_height;
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m_readback_texture->ReadTexels(rect, texture_data, stride);
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texture_data += size;
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}
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}
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}
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}
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@ -467,8 +487,6 @@ void TextureCacheBase::SerializeTexture(AbstractTexture* tex, const TextureConfi
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{
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PanicAlertFmt("Failed to create staging texture for serialization");
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}
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p.Do(texture_data);
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}
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std::optional<TextureCacheBase::TexPoolEntry> TextureCacheBase::DeserializeTexture(PointerWrap& p)
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@ -476,10 +494,12 @@ std::optional<TextureCacheBase::TexPoolEntry> TextureCacheBase::DeserializeTextu
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TextureConfig config;
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p.Do(config);
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std::vector<u8> texture_data;
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p.Do(texture_data);
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// Read in the size from the save state, then texture data will point to
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// a region of size total_size where textures are stored.
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u32 total_size = 0;
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u8* texture_data = p.DoExternal(total_size);
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if (p.GetMode() != PointerWrap::MODE_READ || texture_data.empty())
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if (p.GetMode() != PointerWrap::MODE_READ || total_size == 0)
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return std::nullopt;
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auto tex = AllocateTexture(config);
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@ -498,7 +518,7 @@ std::optional<TextureCacheBase::TexPoolEntry> TextureCacheBase::DeserializeTextu
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const u32 level_height = std::max(config.height >> level, 1u);
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const size_t stride = AbstractTexture::CalculateStrideForFormat(config.format, level_width);
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const size_t size = stride * level_height;
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if ((start + size) > texture_data.size())
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if ((start + size) > total_size)
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{
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ERROR_LOG_FMT(VIDEO, "Insufficient texture data for layer {} level {}", layer, level);
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return tex;
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