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Dynamically increase buffer size when resizing (#2861)
* Grow buffers by 1.5x of its size when resizing * Further restrict the cases where the dynamic expansion is done
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1 changed files with 31 additions and 2 deletions
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@ -17,6 +17,8 @@ namespace Ryujinx.Graphics.Gpu.Memory
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private const ulong BufferAlignmentSize = 0x1000;
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private const ulong BufferAlignmentMask = BufferAlignmentSize - 1;
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private const ulong MaxDynamicGrowthSize = 0x100000;
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private readonly GpuContext _context;
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private readonly PhysicalMemory _physicalMemory;
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@ -166,10 +168,35 @@ namespace Ryujinx.Graphics.Gpu.Memory
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// Otherwise, we must delete the overlapping buffers and create a bigger buffer
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// that fits all the data we need. We also need to copy the contents from the
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// old buffer(s) to the new buffer.
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ulong endAddress = address + size;
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if (_bufferOverlaps[0].Address > address || _bufferOverlaps[0].EndAddress < endAddress)
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{
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// Check if the following conditions are met:
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// - We have a single overlap.
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// - The overlap starts at or before the requested range. That is, the overlap happens at the end.
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// - The size delta between the new, merged buffer and the old one is of at most 2 pages.
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// In this case, we attempt to extend the buffer further than the requested range,
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// this can potentially avoid future resizes if the application keeps using overlapping
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// sequential memory.
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// Allowing for 2 pages (rather than just one) is necessary to catch cases where the
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// range crosses a page, and after alignment, ends having a size of 2 pages.
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if (overlapsCount == 1 &&
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address >= _bufferOverlaps[0].Address &&
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endAddress - _bufferOverlaps[0].EndAddress <= BufferAlignmentSize * 2)
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{
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// Try to grow the buffer by 1.5x of its current size.
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// This improves performance in the cases where the buffer is resized often by small amounts.
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ulong existingSize = _bufferOverlaps[0].Size;
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ulong growthSize = (existingSize + Math.Min(existingSize >> 1, MaxDynamicGrowthSize)) & ~BufferAlignmentMask;
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size = Math.Max(size, growthSize);
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endAddress = address + size;
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overlapsCount = _buffers.FindOverlapsNonOverlapping(address, size, ref _bufferOverlaps);
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}
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for (int index = 0; index < overlapsCount; index++)
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{
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Buffer buffer = _bufferOverlaps[index];
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@ -183,7 +210,9 @@ namespace Ryujinx.Graphics.Gpu.Memory
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}
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}
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Buffer newBuffer = new Buffer(_context, _physicalMemory, address, endAddress - address, _bufferOverlaps.Take(overlapsCount));
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ulong newSize = endAddress - address;
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Buffer newBuffer = new Buffer(_context, _physicalMemory, address, newSize, _bufferOverlaps.Take(overlapsCount));
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lock (_buffers)
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{
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@ -202,7 +231,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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buffer.DisposeData();
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}
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newBuffer.SynchronizeMemory(address, endAddress - address);
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newBuffer.SynchronizeMemory(address, newSize);
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// Existing buffers were modified, we need to rebind everything.
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NotifyBuffersModified?.Invoke();
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