GPU: Eliminate heap allocation on state load
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f9bf2e8239
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044d7a4797
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@ -359,19 +359,8 @@ bool GPU::DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_displ
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if (!sw.DoMarker("GPU-VRAM"))
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return false;
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if (sw.IsReading())
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{
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// Still need a temporary here.
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FixedHeapArray<u16, VRAM_WIDTH * VRAM_HEIGHT> temp;
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sw.DoBytes(temp.data(), VRAM_WIDTH * VRAM_HEIGHT * sizeof(u16));
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UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, temp.data(), false, false);
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}
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else
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{
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ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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sw.DoBytes(g_vram, VRAM_WIDTH * VRAM_HEIGHT * sizeof(u16));
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}
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}
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if (sw.IsReading())
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{
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@ -270,6 +270,12 @@ void GPU_HW::Reset(bool clear_vram)
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bool GPU_HW::DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_display)
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{
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// Need to download local VRAM copy before calling the base class, because it serializes this.
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if (m_sw_renderer)
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m_sw_renderer->Sync(true);
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else if (sw.IsWriting() && !host_texture)
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ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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if (!GPU::DoState(sw, host_texture, update_display))
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return false;
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@ -308,11 +314,18 @@ bool GPU_HW::DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_di
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tex->GetHeight());
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}
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}
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else if (sw.IsReading())
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{
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// Need to update the VRAM copy on the GPU with the state data.
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UpdateVRAMOnGPU(0, 0, VRAM_WIDTH, VRAM_HEIGHT, g_vram, VRAM_WIDTH * sizeof(u16), false, false,
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Common::Rectangle<u32>(0, 0, VRAM_WIDTH, VRAM_HEIGHT));
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}
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// invalidate the whole VRAM read texture when loading state
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if (sw.IsReading())
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{
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DebugAssert(!m_batch_vertex_ptr && !m_batch_index_ptr);
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ClearVRAMDirtyRectangle();
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SetFullVRAMDirtyRectangle();
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ResetBatchVertexDepth();
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}
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@ -2954,6 +2967,12 @@ void GPU_HW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, b
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}
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}
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UpdateVRAMOnGPU(x, y, width, height, data, sizeof(u16) * width, set_mask, check_mask, bounds);
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}
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void GPU_HW::UpdateVRAMOnGPU(u32 x, u32 y, u32 width, u32 height, const void* data, u32 data_pitch, bool set_mask,
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bool check_mask, const Common::Rectangle<u32>& bounds)
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{
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std::unique_ptr<GPUTexture> upload_texture;
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u32 map_index;
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@ -2961,7 +2980,7 @@ void GPU_HW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, b
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{
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map_index = 0;
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upload_texture = g_gpu_device->FetchTexture(width, height, 1, 1, 1, GPUTexture::Type::Texture,
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GPUTexture::Format::R16U, data, width * sizeof(u16));
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GPUTexture::Format::R16U, data, data_pitch);
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if (!upload_texture)
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{
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ERROR_LOG("Failed to get {}x{} upload texture. Things are gonna break.", width, height);
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@ -2971,9 +2990,10 @@ void GPU_HW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, b
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else
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{
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const u32 num_pixels = width * height;
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const u32 dst_pitch = width * sizeof(u16);
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void* map = m_vram_upload_buffer->Map(num_pixels);
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map_index = m_vram_upload_buffer->GetCurrentPosition();
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std::memcpy(map, data, num_pixels * sizeof(u16));
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StringUtil::StrideMemCpy(map, dst_pitch, data, data_pitch, dst_pitch, height);
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m_vram_upload_buffer->Unmap(num_pixels);
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}
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@ -204,6 +204,8 @@ private:
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void DrawRendererStats() override;
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void OnBufferSwapped() override;
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void UpdateVRAMOnGPU(u32 x, u32 y, u32 width, u32 height, const void* data, u32 data_pitch, bool set_mask,
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bool check_mask, const Common::Rectangle<u32>& bounds);
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bool BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u32 dst_x, u32 dst_y, u32 width, u32 height);
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/// Expands a line into two triangles.
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@ -73,6 +73,9 @@ bool GPU_SW::Initialize()
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bool GPU_SW::DoState(StateWrapper& sw, GPUTexture** host_texture, bool update_display)
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{
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// need to ensure the worker thread is done
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m_backend.Sync(true);
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// ignore the host texture for software mode, since we want to save vram here
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return GPU::DoState(sw, nullptr, update_display);
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}
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