forked from Mirror/Ryujinx
Optimize RangeList by not doing an allocation on every call to the Find methods
This commit is contained in:
parent
e0c95b18eb
commit
d0c7732fe2
3 changed files with 92 additions and 28 deletions
|
@ -11,6 +11,9 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||||
{
|
{
|
||||||
class TextureManager
|
class TextureManager
|
||||||
{
|
{
|
||||||
|
private const int OverlapsBufferInitialCapacity = 10;
|
||||||
|
private const int OverlapsBufferMaxCapacity = 10000;
|
||||||
|
|
||||||
private GpuContext _context;
|
private GpuContext _context;
|
||||||
|
|
||||||
private TextureBindingsManager _cpBindingsManager;
|
private TextureBindingsManager _cpBindingsManager;
|
||||||
|
@ -24,6 +27,8 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||||
|
|
||||||
private RangeList<Texture> _textures;
|
private RangeList<Texture> _textures;
|
||||||
|
|
||||||
|
private Texture[] _textureOverlaps;
|
||||||
|
|
||||||
private AutoDeleteCache _cache;
|
private AutoDeleteCache _cache;
|
||||||
|
|
||||||
public TextureManager(GpuContext context)
|
public TextureManager(GpuContext context)
|
||||||
|
@ -41,6 +46,8 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||||
|
|
||||||
_textures = new RangeList<Texture>();
|
_textures = new RangeList<Texture>();
|
||||||
|
|
||||||
|
_textureOverlaps = new Texture[OverlapsBufferInitialCapacity];
|
||||||
|
|
||||||
_cache = new AutoDeleteCache();
|
_cache = new AutoDeleteCache();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -321,10 +328,12 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||||
bool isSamplerTexture = (flags & TextureSearchFlags.Sampler) != 0;
|
bool isSamplerTexture = (flags & TextureSearchFlags.Sampler) != 0;
|
||||||
|
|
||||||
// Try to find a perfect texture match, with the same address and parameters.
|
// Try to find a perfect texture match, with the same address and parameters.
|
||||||
Texture[] sameAddressOverlaps = _textures.FindOverlaps(info.Address);
|
int sameAddressOverlapsCount = _textures.FindOverlaps(info.Address, ref _textureOverlaps);
|
||||||
|
|
||||||
foreach (Texture overlap in sameAddressOverlaps)
|
for (int index = 0; index < sameAddressOverlapsCount; index++)
|
||||||
{
|
{
|
||||||
|
Texture overlap = _textureOverlaps[index];
|
||||||
|
|
||||||
if (overlap.IsPerfectMatch(info, flags))
|
if (overlap.IsPerfectMatch(info, flags))
|
||||||
{
|
{
|
||||||
if (!isSamplerTexture)
|
if (!isSamplerTexture)
|
||||||
|
@ -376,12 +385,14 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||||
// Find view compatible matches.
|
// Find view compatible matches.
|
||||||
ulong size = (ulong)sizeInfo.TotalSize;
|
ulong size = (ulong)sizeInfo.TotalSize;
|
||||||
|
|
||||||
Texture[] overlaps = _textures.FindOverlaps(info.Address, size);
|
int overlapsCount = _textures.FindOverlaps(info.Address, size, ref _textureOverlaps);
|
||||||
|
|
||||||
Texture texture = null;
|
Texture texture = null;
|
||||||
|
|
||||||
foreach (Texture overlap in overlaps)
|
for (int index = 0; index < overlapsCount; index++)
|
||||||
{
|
{
|
||||||
|
Texture overlap = _textureOverlaps[index];
|
||||||
|
|
||||||
if (overlap.IsViewCompatible(info, size, out int firstLayer, out int firstLevel))
|
if (overlap.IsViewCompatible(info, size, out int firstLayer, out int firstLevel))
|
||||||
{
|
{
|
||||||
if (!isSamplerTexture)
|
if (!isSamplerTexture)
|
||||||
|
@ -412,8 +423,10 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||||
// otherwise the copied data would be overwritten by a future synchronization.
|
// otherwise the copied data would be overwritten by a future synchronization.
|
||||||
texture.SynchronizeMemory();
|
texture.SynchronizeMemory();
|
||||||
|
|
||||||
foreach (Texture overlap in overlaps)
|
for (int index = 0; index < overlapsCount; index++)
|
||||||
{
|
{
|
||||||
|
Texture overlap = _textureOverlaps[index];
|
||||||
|
|
||||||
if (texture.IsViewCompatible(overlap.Info, overlap.Size, out int firstLayer, out int firstLevel))
|
if (texture.IsViewCompatible(overlap.Info, overlap.Size, out int firstLayer, out int firstLevel))
|
||||||
{
|
{
|
||||||
TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, firstLevel);
|
TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, firstLevel);
|
||||||
|
@ -432,8 +445,10 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||||
// of the 3D texture to the newly created 3D texture.
|
// of the 3D texture to the newly created 3D texture.
|
||||||
if (info.Target == Target.Texture3D)
|
if (info.Target == Target.Texture3D)
|
||||||
{
|
{
|
||||||
foreach (Texture overlap in overlaps)
|
for (int index = 0; index < overlapsCount; index++)
|
||||||
{
|
{
|
||||||
|
Texture overlap = _textureOverlaps[index];
|
||||||
|
|
||||||
if (texture.IsViewCompatible(
|
if (texture.IsViewCompatible(
|
||||||
overlap.Info,
|
overlap.Info,
|
||||||
overlap.Size,
|
overlap.Size,
|
||||||
|
@ -456,9 +471,19 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||||
|
|
||||||
_textures.Add(texture);
|
_textures.Add(texture);
|
||||||
|
|
||||||
|
ShrinkOverlapsBufferIfNeeded();
|
||||||
|
|
||||||
return texture;
|
return texture;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void ShrinkOverlapsBufferIfNeeded()
|
||||||
|
{
|
||||||
|
if (_textureOverlaps.Length > OverlapsBufferMaxCapacity)
|
||||||
|
{
|
||||||
|
Array.Resize(ref _textureOverlaps, OverlapsBufferMaxCapacity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private static TextureInfo AdjustSizes(Texture parent, TextureInfo info, int firstLevel)
|
private static TextureInfo AdjustSizes(Texture parent, TextureInfo info, int firstLevel)
|
||||||
{
|
{
|
||||||
// When the texture is used as view of another texture, we must
|
// When the texture is used as view of another texture, we must
|
||||||
|
|
|
@ -8,6 +8,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||||
{
|
{
|
||||||
class BufferManager
|
class BufferManager
|
||||||
{
|
{
|
||||||
|
private const int OverlapsBufferInitialCapacity = 10;
|
||||||
|
private const int OverlapsBufferMaxCapacity = 10000;
|
||||||
|
|
||||||
private const ulong BufferAlignmentSize = 0x1000;
|
private const ulong BufferAlignmentSize = 0x1000;
|
||||||
private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
|
private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
|
||||||
|
|
||||||
|
@ -15,6 +18,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||||
|
|
||||||
private RangeList<Buffer> _buffers;
|
private RangeList<Buffer> _buffers;
|
||||||
|
|
||||||
|
private Buffer[] _bufferOverlaps;
|
||||||
|
|
||||||
private IndexBuffer _indexBuffer;
|
private IndexBuffer _indexBuffer;
|
||||||
|
|
||||||
private VertexBuffer[] _vertexBuffers;
|
private VertexBuffer[] _vertexBuffers;
|
||||||
|
@ -57,6 +62,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||||
|
|
||||||
_buffers = new RangeList<Buffer>();
|
_buffers = new RangeList<Buffer>();
|
||||||
|
|
||||||
|
_bufferOverlaps = new Buffer[OverlapsBufferInitialCapacity];
|
||||||
|
|
||||||
_vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
|
_vertexBuffers = new VertexBuffer[Constants.TotalVertexBuffers];
|
||||||
|
|
||||||
_cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers);
|
_cpStorageBuffers = new BuffersPerStage(Constants.TotalCpStorageBuffers);
|
||||||
|
@ -207,9 +214,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||||
|
|
||||||
private void CreateBuffer(ulong address, ulong size)
|
private void CreateBuffer(ulong address, ulong size)
|
||||||
{
|
{
|
||||||
Buffer[] overlaps = _buffers.FindOverlapsNonOverlapping(address, size);
|
int overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
|
||||||
|
|
||||||
if (overlaps.Length != 0)
|
if (overlapsCount != 0)
|
||||||
{
|
{
|
||||||
// The buffer already exists. We can just return the existing buffer
|
// The buffer already exists. We can just return the existing buffer
|
||||||
// if the buffer we need is fully contained inside the overlapping buffer.
|
// if the buffer we need is fully contained inside the overlapping buffer.
|
||||||
|
@ -218,10 +225,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||||
// old buffer(s) to the new buffer.
|
// old buffer(s) to the new buffer.
|
||||||
ulong endAddress = address + size;
|
ulong endAddress = address + size;
|
||||||
|
|
||||||
if (overlaps[0].Address > address || overlaps[0].EndAddress < endAddress)
|
if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
|
||||||
{
|
{
|
||||||
foreach (Buffer buffer in overlaps)
|
for (int index = 0; index < overlapsCount; index++)
|
||||||
{
|
{
|
||||||
|
Buffer buffer = _bufferOverlaps[index];
|
||||||
|
|
||||||
address = Math.Min(address, buffer.Address);
|
address = Math.Min(address, buffer.Address);
|
||||||
endAddress = Math.Max(endAddress, buffer.EndAddress);
|
endAddress = Math.Max(endAddress, buffer.EndAddress);
|
||||||
|
|
||||||
|
@ -234,8 +243,10 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||||
|
|
||||||
_buffers.Add(newBuffer);
|
_buffers.Add(newBuffer);
|
||||||
|
|
||||||
foreach (Buffer buffer in overlaps)
|
for (int index = 0; index < overlapsCount; index++)
|
||||||
{
|
{
|
||||||
|
Buffer buffer = _bufferOverlaps[index];
|
||||||
|
|
||||||
int dstOffset = (int)(buffer.Address - newBuffer.Address);
|
int dstOffset = (int)(buffer.Address - newBuffer.Address);
|
||||||
|
|
||||||
buffer.CopyTo(newBuffer, dstOffset);
|
buffer.CopyTo(newBuffer, dstOffset);
|
||||||
|
@ -253,6 +264,16 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||||
|
|
||||||
_buffers.Add(buffer);
|
_buffers.Add(buffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
ShrinkOverlapsBufferIfNeeded();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ShrinkOverlapsBufferIfNeeded()
|
||||||
|
{
|
||||||
|
if (_bufferOverlaps.Length > OverlapsBufferMaxCapacity)
|
||||||
|
{
|
||||||
|
Array.Resize(ref _bufferOverlaps, OverlapsBufferMaxCapacity);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public ulong GetComputeUniformBufferAddress(int index)
|
public ulong GetComputeUniformBufferAddress(int index)
|
||||||
|
|
|
@ -1,9 +1,12 @@
|
||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|
||||||
namespace Ryujinx.Graphics.Gpu.Memory
|
namespace Ryujinx.Graphics.Gpu.Memory
|
||||||
{
|
{
|
||||||
class RangeList<T> where T : IRange<T>
|
class RangeList<T> where T : IRange<T>
|
||||||
{
|
{
|
||||||
|
private const int ArrayGrowthSize = 32;
|
||||||
|
|
||||||
private List<T> _items;
|
private List<T> _items;
|
||||||
|
|
||||||
public RangeList()
|
public RangeList()
|
||||||
|
@ -72,14 +75,14 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||||
return _items[index];
|
return _items[index];
|
||||||
}
|
}
|
||||||
|
|
||||||
public T[] FindOverlaps(T item)
|
public int FindOverlaps(T item, ref T[] output)
|
||||||
{
|
{
|
||||||
return FindOverlaps(item.Address, item.Size);
|
return FindOverlaps(item.Address, item.Size, ref output);
|
||||||
}
|
}
|
||||||
|
|
||||||
public T[] FindOverlaps(ulong address, ulong size)
|
public int FindOverlaps(ulong address, ulong size, ref T[] output)
|
||||||
{
|
{
|
||||||
List<T> overlapsList = new List<T>();
|
int outputIndex = 0;
|
||||||
|
|
||||||
ulong endAddress = address + size;
|
ulong endAddress = address + size;
|
||||||
|
|
||||||
|
@ -94,24 +97,29 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||||
|
|
||||||
if (item.OverlapsWith(address, size))
|
if (item.OverlapsWith(address, size))
|
||||||
{
|
{
|
||||||
overlapsList.Add(item);
|
if (outputIndex == output.Length)
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return overlapsList.ToArray();
|
|
||||||
}
|
|
||||||
|
|
||||||
public T[] FindOverlapsNonOverlapping(T item)
|
|
||||||
{
|
{
|
||||||
return FindOverlapsNonOverlapping(item.Address, item.Size);
|
Array.Resize(ref output, outputIndex + ArrayGrowthSize);
|
||||||
}
|
}
|
||||||
|
|
||||||
public T[] FindOverlapsNonOverlapping(ulong address, ulong size)
|
output[outputIndex++] = item;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return outputIndex;
|
||||||
|
}
|
||||||
|
|
||||||
|
public int FindOverlapsNonOverlapping(T item, ref T[] output)
|
||||||
|
{
|
||||||
|
return FindOverlapsNonOverlapping(item.Address, item.Size, ref output);
|
||||||
|
}
|
||||||
|
|
||||||
|
public int FindOverlapsNonOverlapping(ulong address, ulong size, ref T[] output)
|
||||||
{
|
{
|
||||||
// This is a bit faster than FindOverlaps, but only works
|
// This is a bit faster than FindOverlaps, but only works
|
||||||
// when none of the items on the list overlaps with each other.
|
// when none of the items on the list overlaps with each other.
|
||||||
List<T> overlapsList = new List<T>();
|
int outputIndex = 0;
|
||||||
|
|
||||||
ulong endAddress = address + size;
|
ulong endAddress = address + size;
|
||||||
|
|
||||||
|
@ -126,20 +134,25 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||||
|
|
||||||
do
|
do
|
||||||
{
|
{
|
||||||
overlapsList.Add(_items[index++]);
|
if (outputIndex == output.Length)
|
||||||
|
{
|
||||||
|
Array.Resize(ref output, outputIndex + ArrayGrowthSize);
|
||||||
|
}
|
||||||
|
|
||||||
|
output[outputIndex++] = _items[index++];
|
||||||
}
|
}
|
||||||
while (index < _items.Count && _items[index].OverlapsWith(address, size));
|
while (index < _items.Count && _items[index].OverlapsWith(address, size));
|
||||||
}
|
}
|
||||||
|
|
||||||
return overlapsList.ToArray();
|
return outputIndex;
|
||||||
}
|
}
|
||||||
|
|
||||||
public T[] FindOverlaps(ulong address)
|
public int FindOverlaps(ulong address, ref T[] output)
|
||||||
{
|
{
|
||||||
List<T> overlapsList = new List<T>();
|
|
||||||
|
|
||||||
int index = BinarySearch(address);
|
int index = BinarySearch(address);
|
||||||
|
|
||||||
|
int outputIndex = 0;
|
||||||
|
|
||||||
if (index >= 0)
|
if (index >= 0)
|
||||||
{
|
{
|
||||||
while (index > 0 && _items[index - 1].Address == address)
|
while (index > 0 && _items[index - 1].Address == address)
|
||||||
|
@ -156,11 +169,16 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
overlapsList.Add(overlap);
|
if (outputIndex == output.Length)
|
||||||
|
{
|
||||||
|
Array.Resize(ref output, outputIndex + ArrayGrowthSize);
|
||||||
|
}
|
||||||
|
|
||||||
|
output[outputIndex++] = overlap;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return overlapsList.ToArray();
|
return outputIndex;
|
||||||
}
|
}
|
||||||
|
|
||||||
private int BinarySearch(ulong address)
|
private int BinarySearch(ulong address)
|
||||||
|
|
Loading…
Reference in a new issue