Ryujinx/src/Ryujinx.Graphics.Gpu/Image/AutoDeleteCache.cs
gdkchan 3e6e0e4afa
Add support for large sampler arrays on Vulkan (#6489)
* Add support for large sampler arrays on Vulkan

* Shader cache version bump

* Format whitespace

* Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout

* Handle array textures with different types on the same buffer

* Somewhat better caching system

* Avoid useless buffer data modification checks

* Move redundant bindings update checking to the backend

* Fix an issue where texture arrays would get the same bindings across stages on Vulkan

* Backport some fixes from part 2

* Fix typo

* PR feedback

* Format whitespace

* Add some missing XML docs
2024-04-07 18:25:55 -03:00

298 lines
10 KiB
C#

using System.Collections;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// An entry on the short duration texture cache.
/// </summary>
class ShortTextureCacheEntry
{
public bool IsAutoDelete;
public readonly TextureDescriptor Descriptor;
public readonly int InvalidatedSequence;
public readonly Texture Texture;
/// <summary>
/// Create a new entry on the short duration texture cache.
/// </summary>
/// <param name="descriptor">Last descriptor that referenced the texture</param>
/// <param name="texture">The texture</param>
public ShortTextureCacheEntry(TextureDescriptor descriptor, Texture texture)
{
Descriptor = descriptor;
InvalidatedSequence = texture.InvalidatedSequence;
Texture = texture;
}
/// <summary>
/// Create a new entry on the short duration texture cache from the auto delete cache.
/// </summary>
/// <param name="texture">The texture</param>
public ShortTextureCacheEntry(Texture texture)
{
IsAutoDelete = true;
InvalidatedSequence = texture.InvalidatedSequence;
Texture = texture;
}
}
/// <summary>
/// A texture cache that automatically removes older textures that are not used for some time.
/// The cache works with a rotated list with a fixed size. When new textures are added, the
/// old ones at the bottom of the list are deleted.
/// </summary>
class AutoDeleteCache : IEnumerable<Texture>
{
private const int MinCountForDeletion = 32;
private const int MaxCapacity = 2048;
private const ulong MaxTextureSizeCapacity = 1024 * 1024 * 1024; // MB;
private readonly LinkedList<Texture> _textures;
private ulong _totalSize;
private HashSet<ShortTextureCacheEntry> _shortCacheBuilder;
private HashSet<ShortTextureCacheEntry> _shortCache;
private readonly Dictionary<TextureDescriptor, ShortTextureCacheEntry> _shortCacheLookup;
/// <summary>
/// Creates a new instance of the automatic deletion cache.
/// </summary>
public AutoDeleteCache()
{
_textures = new LinkedList<Texture>();
_shortCacheBuilder = new HashSet<ShortTextureCacheEntry>();
_shortCache = new HashSet<ShortTextureCacheEntry>();
_shortCacheLookup = new Dictionary<TextureDescriptor, ShortTextureCacheEntry>();
}
/// <summary>
/// Adds a new texture to the cache, even if the texture added is already on the cache.
/// </summary>
/// <remarks>
/// Using this method is only recommended if you know that the texture is not yet on the cache,
/// otherwise it would store the same texture more than once.
/// </remarks>
/// <param name="texture">The texture to be added to the cache</param>
public void Add(Texture texture)
{
_totalSize += texture.Size;
texture.IncrementReferenceCount();
texture.CacheNode = _textures.AddLast(texture);
if (_textures.Count > MaxCapacity ||
(_totalSize > MaxTextureSizeCapacity && _textures.Count >= MinCountForDeletion))
{
RemoveLeastUsedTexture();
}
}
/// <summary>
/// Adds a new texture to the cache, or just moves it to the top of the list if the
/// texture is already on the cache.
/// </summary>
/// <remarks>
/// Moving the texture to the top of the list prevents it from being deleted,
/// as the textures on the bottom of the list are deleted when new ones are added.
/// </remarks>
/// <param name="texture">The texture to be added, or moved to the top</param>
public void Lift(Texture texture)
{
if (texture.CacheNode != null)
{
if (texture.CacheNode != _textures.Last)
{
_textures.Remove(texture.CacheNode);
_textures.AddLast(texture.CacheNode);
}
if (_totalSize > MaxTextureSizeCapacity && _textures.Count >= MinCountForDeletion)
{
RemoveLeastUsedTexture();
}
}
else
{
Add(texture);
}
}
/// <summary>
/// Removes the least used texture from the cache.
/// </summary>
private void RemoveLeastUsedTexture()
{
Texture oldestTexture = _textures.First.Value;
_totalSize -= oldestTexture.Size;
if (!oldestTexture.CheckModified(false))
{
// The texture must be flushed if it falls out of the auto delete cache.
// Flushes out of the auto delete cache do not trigger write tracking,
// as it is expected that other overlapping textures exist that have more up-to-date contents.
oldestTexture.Group.SynchronizeDependents(oldestTexture);
oldestTexture.FlushModified(false);
}
_textures.RemoveFirst();
oldestTexture.DecrementReferenceCount();
oldestTexture.CacheNode = null;
}
/// <summary>
/// Removes a texture from the cache.
/// </summary>
/// <param name="texture">The texture to be removed from the cache</param>
/// <param name="flush">True to remove the texture if it was on the cache</param>
/// <returns>True if the texture was found and removed, false otherwise</returns>
public bool Remove(Texture texture, bool flush)
{
if (texture.CacheNode == null)
{
return false;
}
// Remove our reference to this texture.
if (flush)
{
texture.FlushModified(false);
}
_textures.Remove(texture.CacheNode);
_totalSize -= texture.Size;
texture.CacheNode = null;
return texture.DecrementReferenceCount();
}
/// <summary>
/// Attempt to find a texture on the short duration cache.
/// </summary>
/// <param name="descriptor">The texture descriptor</param>
/// <returns>The texture if found, null otherwise</returns>
public Texture FindShortCache(in TextureDescriptor descriptor)
{
if (_shortCacheLookup.Count > 0 && _shortCacheLookup.TryGetValue(descriptor, out var entry))
{
if (entry.InvalidatedSequence == entry.Texture.InvalidatedSequence)
{
return entry.Texture;
}
else
{
_shortCacheLookup.Remove(descriptor);
}
}
return null;
}
/// <summary>
/// Removes a texture from the short duration cache.
/// </summary>
/// <param name="texture">Texture to remove from the short cache</param>
public void RemoveShortCache(Texture texture)
{
bool removed = _shortCache.Remove(texture.ShortCacheEntry);
removed |= _shortCacheBuilder.Remove(texture.ShortCacheEntry);
if (removed)
{
texture.DecrementReferenceCount();
if (!texture.ShortCacheEntry.IsAutoDelete)
{
_shortCacheLookup.Remove(texture.ShortCacheEntry.Descriptor);
}
texture.ShortCacheEntry = null;
}
}
/// <summary>
/// Adds a texture to the short duration cache.
/// It starts in the builder set, and it is moved into the deletion set on next process.
/// </summary>
/// <param name="texture">Texture to add to the short cache</param>
/// <param name="descriptor">Last used texture descriptor</param>
public void AddShortCache(Texture texture, ref TextureDescriptor descriptor)
{
var entry = new ShortTextureCacheEntry(descriptor, texture);
_shortCacheBuilder.Add(entry);
_shortCacheLookup.Add(entry.Descriptor, entry);
texture.ShortCacheEntry = entry;
texture.IncrementReferenceCount();
}
/// <summary>
/// Adds a texture to the short duration cache without a descriptor. This typically keeps it alive for two ticks.
/// On expiry, it will be removed from the AutoDeleteCache.
/// </summary>
/// <param name="texture">Texture to add to the short cache</param>
public void AddShortCache(Texture texture)
{
if (texture.ShortCacheEntry != null)
{
var entry = new ShortTextureCacheEntry(texture);
_shortCacheBuilder.Add(entry);
texture.ShortCacheEntry = entry;
texture.IncrementReferenceCount();
}
}
/// <summary>
/// Delete textures from the short duration cache.
/// Moves the builder set to be deleted on next process.
/// </summary>
public void ProcessShortCache()
{
HashSet<ShortTextureCacheEntry> toRemove = _shortCache;
foreach (var entry in toRemove)
{
entry.Texture.DecrementReferenceCount();
if (entry.IsAutoDelete)
{
Remove(entry.Texture, false);
}
else
{
_shortCacheLookup.Remove(entry.Descriptor);
}
entry.Texture.ShortCacheEntry = null;
}
toRemove.Clear();
_shortCache = _shortCacheBuilder;
_shortCacheBuilder = toRemove;
}
public IEnumerator<Texture> GetEnumerator()
{
return _textures.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return _textures.GetEnumerator();
}
}
}