[Vulkan] Swap back to the setup buffer for uploads

Invalidate all regions when a resolve texture is requested
This commit is contained in:
DrChat 2017-12-23 22:43:39 -06:00
parent ecbdebb43b
commit ab8ac984fe
2 changed files with 19 additions and 15 deletions

View File

@ -330,8 +330,6 @@ TextureCache::TextureRegion* TextureCache::AllocateTextureRegion(
region->allocation_info = vma_info;
region->region_contents_valid = false;
texture->regions.push_back(std::unique_ptr<TextureRegion>(region));
return region;
}
@ -423,6 +421,11 @@ TextureCache::Texture* TextureCache::DemandResolveTexture(
break;
}
for (auto& region : it->second->regions) {
// Invalidate region contents
region->region_contents_valid = false;
}
// Tell the trace writer to "cache" this memory (but not read it)
trace_writer_->WriteMemoryReadCachedNop(texture_info.guest_address,
texture_info.input_length);
@ -576,6 +579,7 @@ TextureCache::TextureRegion* TextureCache::DemandRegion(
region->region_contents_valid = true;
}
containing_tex->regions.push_back(std::unique_ptr<TextureRegion>(region));
return region;
}
@ -598,7 +602,7 @@ TextureCache::TextureRegion* TextureCache::DemandRegion(
texture_info.guest_address, texture_info.input_length,
cpu::MMIOHandler::kWatchWrite, &WatchCallback, this, texture);
if (!UploadTexture(command_buffer, completion_fence, texture, texture_info)) {
if (!UploadTexture(setup_buffer, completion_fence, texture, texture_info)) {
FreeTexture(texture);
return nullptr;
}
@ -941,16 +945,16 @@ void TextureSwap(Endian endianness, void* dest, const void* src,
}
}
void TextureCache::FlushPendingCommands(VkCommandBuffer command_buffer,
void TextureCache::FlushPendingCommands(VkCommandBuffer setup_buffer,
VkFence completion_fence) {
auto status = vkEndCommandBuffer(command_buffer);
auto status = vkEndCommandBuffer(setup_buffer);
CheckResult(status, "vkEndCommandBuffer");
VkSubmitInfo submit_info;
std::memset(&submit_info, 0, sizeof(submit_info));
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submit_info.commandBufferCount = 1;
submit_info.pCommandBuffers = &command_buffer;
submit_info.pCommandBuffers = &setup_buffer;
if (device_queue_) {
auto status =
@ -969,12 +973,12 @@ void TextureCache::FlushPendingCommands(VkCommandBuffer command_buffer,
vkResetFences(*device_, 1, &completion_fence);
// Reset the command buffer and put it back into the recording state.
vkResetCommandBuffer(command_buffer, 0);
vkResetCommandBuffer(setup_buffer, 0);
VkCommandBufferBeginInfo begin_info;
std::memset(&begin_info, 0, sizeof(begin_info));
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
vkBeginCommandBuffer(command_buffer, &begin_info);
vkBeginCommandBuffer(setup_buffer, &begin_info);
}
void TextureCache::ConvertTexelCTX1(uint8_t* dest, size_t dest_pitch,
@ -1293,7 +1297,7 @@ void TextureCache::WritebackTexture(Texture* texture) {
wb_staging_buffer_.Scavenge();
}
bool TextureCache::UploadTexture(VkCommandBuffer command_buffer,
bool TextureCache::UploadTexture(VkCommandBuffer setup_buffer,
VkFence completion_fence, Texture* dest,
const TextureInfo& src) {
#if FINE_GRAINED_DRAW_SCOPES
@ -1310,7 +1314,7 @@ bool TextureCache::UploadTexture(VkCommandBuffer command_buffer,
// Need to have unique memory for every upload for at least one frame. If we
// run out of memory, we need to flush all queued upload commands to the
// GPU.
FlushPendingCommands(command_buffer, completion_fence);
FlushPendingCommands(setup_buffer, completion_fence);
// Uploads have been flushed. Continue.
if (!staging_buffer_.CanAcquire(unpack_length)) {
@ -1384,7 +1388,7 @@ bool TextureCache::UploadTexture(VkCommandBuffer command_buffer,
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
}
vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
vkCmdPipelineBarrier(setup_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0,
nullptr, 1, &barrier);
@ -1397,7 +1401,7 @@ bool TextureCache::UploadTexture(VkCommandBuffer command_buffer,
// Do just a depth upload (for now).
copy_region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
}
vkCmdCopyBufferToImage(command_buffer, staging_buffer_.gpu_buffer(),
vkCmdCopyBufferToImage(setup_buffer, staging_buffer_.gpu_buffer(),
dest->base_region->image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy_region);
@ -1406,7 +1410,7 @@ bool TextureCache::UploadTexture(VkCommandBuffer command_buffer,
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
barrier.oldLayout = barrier.newLayout;
barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT,
vkCmdPipelineBarrier(setup_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT |
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0, 0, nullptr, 0, nullptr, 1, &barrier);

View File

@ -171,7 +171,7 @@ class TextureCache {
VkFence completion_fence = nullptr);
Sampler* Demand(const SamplerInfo& sampler_info);
void FlushPendingCommands(VkCommandBuffer command_buffer,
void FlushPendingCommands(VkCommandBuffer setup_buffer,
VkFence completion_fence);
static void ConvertTexelCTX1(uint8_t* dest, size_t dest_pitch,
@ -192,7 +192,7 @@ class TextureCache {
// Queues commands to upload a texture from system memory, applying any
// conversions necessary. This may flush the command buffer to the GPU if we
// run out of staging memory.
bool UploadTexture(VkCommandBuffer command_buffer, VkFence completion_fence,
bool UploadTexture(VkCommandBuffer setup_buffer, VkFence completion_fence,
Texture* dest, const TextureInfo& src);
void HashTextureBindings(XXH64_state_t* hash_state, uint32_t& fetch_mask,