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Reduce some unnecessary allocations in DMA handler (#2886)
* experimental changes to try and reduce allocations in kernel threading and DMA handler * Simplify the changes in this branch to just 1. Don't make unnecessary copies of data just for texture-texture transfers and 2. Add a fast path for 1bpp linear byte copies * forgot to check src + dst linearity in 1bpp DMA fast path. Fixes the UE4 regression. * removing dev log I left in * Generalizing the DMA linear fast path to cases other than 1bpp copies * revert kernel changes * revert whitespace * remove unneeded references * PR feedback Co-authored-by: Logan Stromberg <lostromb@microsoft.com> Co-authored-by: gdk <gab.dark.100@gmail.com>
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@ -208,7 +208,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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}
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}
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ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
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ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
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Span<byte> dstSpan = memoryManager.GetSpan(dstGpuVa + (ulong)dstBaseOffset, dstSize).ToArray();
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bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount);
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bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount);
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bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount);
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bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount);
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@ -262,20 +261,33 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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target.SynchronizeMemory();
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target.SynchronizeMemory();
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target.SetData(data);
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target.SetData(data);
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target.SignalModified();
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target.SignalModified();
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return;
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return;
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}
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}
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else if (srcCalculator.LayoutMatches(dstCalculator))
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else if (srcCalculator.LayoutMatches(dstCalculator))
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{
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{
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srcSpan.CopyTo(dstSpan); // No layout conversion has to be performed, just copy the data entirely.
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// No layout conversion has to be performed, just copy the data entirely.
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memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, srcSpan);
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memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, dstSpan);
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return;
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return;
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}
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}
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}
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}
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unsafe bool Convert<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan) where T : unmanaged
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unsafe bool Convert<T>(Span<byte> dstSpan, ReadOnlySpan<byte> srcSpan) where T : unmanaged
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{
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if (srcLinear && dstLinear && srcBpp == dstBpp)
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{
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// Optimized path for purely linear copies - we don't need to calculate every single byte offset,
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// and we can make use of Span.CopyTo which is very very fast (even compared to pointers)
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for (int y = 0; y < yCount; y++)
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{
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srcCalculator.SetY(srcRegionY + y);
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dstCalculator.SetY(dstRegionY + y);
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int srcOffset = srcCalculator.GetOffset(srcRegionX);
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int dstOffset = dstCalculator.GetOffset(dstRegionX);
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srcSpan.Slice(srcOffset - srcBaseOffset, xCount * srcBpp)
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.CopyTo(dstSpan.Slice(dstOffset - dstBaseOffset, xCount * dstBpp));
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}
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}
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else
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{
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{
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fixed (byte* dstPtr = dstSpan, srcPtr = srcSpan)
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fixed (byte* dstPtr = dstSpan, srcPtr = srcSpan)
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{
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{
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@ -296,9 +308,16 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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}
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}
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}
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}
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}
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}
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}
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return true;
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return true;
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}
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}
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// OPT: This allocates a (potentially) huge temporary array and then copies an existing
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// region of memory into it, data that might get overwritten entirely anyways. Ideally this should
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// all be rewritten to use pooled arrays, but that gets complicated with packed data and strides
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Span<byte> dstSpan = memoryManager.GetSpan(dstGpuVa + (ulong)dstBaseOffset, dstSize).ToArray();
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bool _ = srcBpp switch
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bool _ = srcBpp switch
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{
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{
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1 => Convert<byte>(dstSpan, srcSpan),
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1 => Convert<byte>(dstSpan, srcSpan),
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