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Improve the speed of redundant ASTC texture data updates (#1636)
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1 changed files with 30 additions and 1 deletions
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@ -16,6 +16,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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class Texture : IRange, IDisposable
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{
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// How many updates we need before switching to the byte-by-byte comparison
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// modification check method.
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// This method uses much more memory so we want to avoid it if possible.
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private const int ByteComparisonSwitchThreshold = 4;
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private GpuContext _context;
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private SizeInfo _sizeInfo;
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@ -51,6 +56,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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private int _firstLevel;
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private bool _hasData;
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private int _updateCount;
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private byte[] _currentData;
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private ITexture _arrayViewTexture;
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private Target _arrayViewTarget;
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@ -545,7 +552,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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/// <summary>
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/// Checks if the memory for this texture was modified, and returns true if it was.
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/// Checks if the memory for this texture was modified, and returns true if it was.
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/// The modified flags are consumed as a result.
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/// </summary>
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/// <remarks>
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@ -591,6 +598,27 @@ namespace Ryujinx.Graphics.Gpu.Image
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IsModified = false;
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// If the host does not support ASTC compression, we need to do the decompression.
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// The decompression is slow, so we want to avoid it as much as possible.
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// This does a byte-by-byte check and skips the update if the data is equal in this case.
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// This improves the speed on applications that overwrites ASTC data without changing anything.
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if (Info.FormatInfo.Format.IsAstc() && !_context.Capabilities.SupportsAstcCompression)
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{
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if (_updateCount < ByteComparisonSwitchThreshold)
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{
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_updateCount++;
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}
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else
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{
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bool dataMatches = _currentData != null && data.SequenceEqual(_currentData);
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_currentData = data.ToArray();
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if (dataMatches)
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{
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return;
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}
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}
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}
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data = ConvertToHostCompatibleFormat(data);
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HostTexture.SetData(data);
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@ -1132,6 +1160,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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private void DisposeTextures()
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{
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_currentData = null;
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HostTexture.Release();
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_arrayViewTexture?.Release();
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