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Implement fast DMA texture to texture copy (#7299)
* Implement fast DMA texture to texture copy * PR feedback
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@ -276,8 +276,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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dstBaseOffset += dstStride * (yCount - 1);
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}
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ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
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// If remapping is disabled, we always copy the components directly, in order.
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// If it's enabled, but the mapping is just XYZW, we also copy them in order.
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bool isIdentityRemap = !remap ||
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@ -289,6 +287,52 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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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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// Check if the source texture exists on the GPU, if it does, do a GPU side copy.
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// Otherwise, we would need to flush the source texture which is costly.
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// We don't expect the source to be linear in such cases, as linear source usually indicates buffer or CPU written data.
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if (completeSource && completeDest && !srcLinear && isIdentityRemap)
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{
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var source = memoryManager.Physical.TextureCache.FindTexture(
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memoryManager,
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srcGpuVa,
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srcBpp,
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srcStride,
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src.Height,
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xCount,
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yCount,
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srcLinear,
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src.MemoryLayout.UnpackGobBlocksInY(),
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src.MemoryLayout.UnpackGobBlocksInZ());
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if (source != null && source.Height == yCount)
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{
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source.SynchronizeMemory();
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var target = memoryManager.Physical.TextureCache.FindOrCreateTexture(
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memoryManager,
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source.Info.FormatInfo,
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dstGpuVa,
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xCount,
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yCount,
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dstStride,
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dstLinear,
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dst.MemoryLayout.UnpackGobBlocksInY(),
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dst.MemoryLayout.UnpackGobBlocksInZ());
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if (source.ScaleFactor != target.ScaleFactor)
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{
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target.PropagateScale(source);
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}
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source.HostTexture.CopyTo(target.HostTexture, 0, 0);
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target.SignalModified();
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return;
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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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// Try to set the texture data directly,
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// but only if we are doing a complete copy,
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// and not for block linear to linear copies, since those are typically accessed from the CPU.
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@ -347,6 +347,53 @@ namespace Ryujinx.Graphics.Gpu.Image
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return texture;
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}
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/// <summary>
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/// Tries to find an existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
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/// <param name="formatInfo">Format of the texture</param>
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/// <param name="gpuAddress">GPU virtual address of the texture</param>
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/// <param name="xCount">Texture width in bytes</param>
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/// <param name="yCount">Texture height</param>
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/// <param name="stride">Texture stride if linear, otherwise ignored</param>
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/// <param name="isLinear">Indicates if the texture is linear or block linear</param>
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/// <param name="gobBlocksInY">GOB blocks in Y for block linear textures</param>
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/// <param name="gobBlocksInZ">GOB blocks in Z for 3D block linear textures</param>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(
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MemoryManager memoryManager,
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FormatInfo formatInfo,
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ulong gpuAddress,
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int xCount,
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int yCount,
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int stride,
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bool isLinear,
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int gobBlocksInY,
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int gobBlocksInZ)
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{
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TextureInfo info = new(
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gpuAddress,
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xCount / formatInfo.BytesPerPixel,
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yCount,
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1,
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1,
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1,
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1,
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stride,
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isLinear,
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gobBlocksInY,
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gobBlocksInZ,
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1,
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Target.Texture2D,
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formatInfo);
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Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.ForCopy, info, 0, sizeHint: new Size(xCount, yCount, 1));
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texture?.SynchronizeMemory();
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return texture;
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}
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/// <summary>
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/// Tries to find an existing texture, or create a new one if not found.
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/// </summary>
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