[Vulkan] Swap back to the setup buffer for uploads
Invalidate all regions when a resolve texture is requested
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@ -330,8 +330,6 @@ TextureCache::TextureRegion* TextureCache::AllocateTextureRegion(
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region->allocation_info = vma_info;
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region->region_contents_valid = false;
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texture->regions.push_back(std::unique_ptr<TextureRegion>(region));
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return region;
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}
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@ -423,6 +421,11 @@ TextureCache::Texture* TextureCache::DemandResolveTexture(
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break;
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}
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for (auto& region : it->second->regions) {
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// Invalidate region contents
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region->region_contents_valid = false;
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}
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// Tell the trace writer to "cache" this memory (but not read it)
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trace_writer_->WriteMemoryReadCachedNop(texture_info.guest_address,
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texture_info.input_length);
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@ -576,6 +579,7 @@ TextureCache::TextureRegion* TextureCache::DemandRegion(
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region->region_contents_valid = true;
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}
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containing_tex->regions.push_back(std::unique_ptr<TextureRegion>(region));
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return region;
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}
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@ -598,7 +602,7 @@ TextureCache::TextureRegion* TextureCache::DemandRegion(
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texture_info.guest_address, texture_info.input_length,
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cpu::MMIOHandler::kWatchWrite, &WatchCallback, this, texture);
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if (!UploadTexture(command_buffer, completion_fence, texture, texture_info)) {
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if (!UploadTexture(setup_buffer, completion_fence, texture, texture_info)) {
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FreeTexture(texture);
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return nullptr;
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}
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@ -941,16 +945,16 @@ void TextureSwap(Endian endianness, void* dest, const void* src,
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}
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}
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void TextureCache::FlushPendingCommands(VkCommandBuffer command_buffer,
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void TextureCache::FlushPendingCommands(VkCommandBuffer setup_buffer,
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VkFence completion_fence) {
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auto status = vkEndCommandBuffer(command_buffer);
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auto status = vkEndCommandBuffer(setup_buffer);
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CheckResult(status, "vkEndCommandBuffer");
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VkSubmitInfo submit_info;
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std::memset(&submit_info, 0, sizeof(submit_info));
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submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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submit_info.commandBufferCount = 1;
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submit_info.pCommandBuffers = &command_buffer;
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submit_info.pCommandBuffers = &setup_buffer;
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if (device_queue_) {
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auto status =
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@ -969,12 +973,12 @@ void TextureCache::FlushPendingCommands(VkCommandBuffer command_buffer,
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vkResetFences(*device_, 1, &completion_fence);
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// Reset the command buffer and put it back into the recording state.
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vkResetCommandBuffer(command_buffer, 0);
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vkResetCommandBuffer(setup_buffer, 0);
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VkCommandBufferBeginInfo begin_info;
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std::memset(&begin_info, 0, sizeof(begin_info));
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begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
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vkBeginCommandBuffer(command_buffer, &begin_info);
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vkBeginCommandBuffer(setup_buffer, &begin_info);
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}
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void TextureCache::ConvertTexelCTX1(uint8_t* dest, size_t dest_pitch,
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@ -1293,7 +1297,7 @@ void TextureCache::WritebackTexture(Texture* texture) {
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wb_staging_buffer_.Scavenge();
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}
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bool TextureCache::UploadTexture(VkCommandBuffer command_buffer,
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bool TextureCache::UploadTexture(VkCommandBuffer setup_buffer,
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VkFence completion_fence, Texture* dest,
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const TextureInfo& src) {
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#if FINE_GRAINED_DRAW_SCOPES
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@ -1310,7 +1314,7 @@ bool TextureCache::UploadTexture(VkCommandBuffer command_buffer,
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// Need to have unique memory for every upload for at least one frame. If we
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// run out of memory, we need to flush all queued upload commands to the
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// GPU.
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FlushPendingCommands(command_buffer, completion_fence);
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FlushPendingCommands(setup_buffer, completion_fence);
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// Uploads have been flushed. Continue.
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if (!staging_buffer_.CanAcquire(unpack_length)) {
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@ -1384,7 +1388,7 @@ bool TextureCache::UploadTexture(VkCommandBuffer command_buffer,
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VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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}
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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vkCmdPipelineBarrier(setup_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0,
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nullptr, 1, &barrier);
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@ -1397,7 +1401,7 @@ bool TextureCache::UploadTexture(VkCommandBuffer command_buffer,
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// Do just a depth upload (for now).
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copy_region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
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}
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vkCmdCopyBufferToImage(command_buffer, staging_buffer_.gpu_buffer(),
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vkCmdCopyBufferToImage(setup_buffer, staging_buffer_.gpu_buffer(),
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dest->base_region->image,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©_region);
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@ -1406,7 +1410,7 @@ bool TextureCache::UploadTexture(VkCommandBuffer command_buffer,
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barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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barrier.oldLayout = barrier.newLayout;
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barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT,
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vkCmdPipelineBarrier(setup_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT,
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VK_PIPELINE_STAGE_VERTEX_SHADER_BIT |
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VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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0, 0, nullptr, 0, nullptr, 1, &barrier);
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@ -171,7 +171,7 @@ class TextureCache {
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VkFence completion_fence = nullptr);
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Sampler* Demand(const SamplerInfo& sampler_info);
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void FlushPendingCommands(VkCommandBuffer command_buffer,
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void FlushPendingCommands(VkCommandBuffer setup_buffer,
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VkFence completion_fence);
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static void ConvertTexelCTX1(uint8_t* dest, size_t dest_pitch,
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@ -192,7 +192,7 @@ class TextureCache {
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// Queues commands to upload a texture from system memory, applying any
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// conversions necessary. This may flush the command buffer to the GPU if we
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// run out of staging memory.
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bool UploadTexture(VkCommandBuffer command_buffer, VkFence completion_fence,
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bool UploadTexture(VkCommandBuffer setup_buffer, VkFence completion_fence,
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Texture* dest, const TextureInfo& src);
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void HashTextureBindings(XXH64_state_t* hash_state, uint32_t& fetch_mask,
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