mirror of
https://github.com/skyline-emu/skyline.git
synced 2024-11-05 23:55:08 +01:00
Disable preserve buffer/texture attachment opt for now
Causes several issues and crashes in Pokemon without an obvious cause.
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parent
e483cf9634
commit
1cfc4278f9
@ -251,10 +251,11 @@ namespace skyline::gpu::interconnect {
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bool CommandExecutor::AttachTexture(TextureView *view) {
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bool didLock{view->LockWithTag(tag)};
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if (didLock) {
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if (view->texture->FrequentlyLocked())
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attachedTextures.emplace_back(view->texture);
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else
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preserveAttachedTextures.emplace_back(view->texture);
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// TODO: fixup remaining bugs with this and add better heuristics to avoid pauses
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// if (view->texture->FrequentlyLocked())
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attachedTextures.emplace_back(view->texture);
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// else
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// preserveAttachedTextures.emplace_back(view->texture);
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}
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return didLock;
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@ -273,34 +274,33 @@ namespace skyline::gpu::interconnect {
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buffer->unlock();
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}
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void CommandExecutor::AttachBufferBase(std::shared_ptr<Buffer> buffer) {
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// TODO: fixup remaining bugs with this and add better heuristics to avoid pauses
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// if (buffer->FrequentlyLocked())
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attachedBuffers.emplace_back(std::move(buffer));
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// else
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// preserveAttachedBuffers.emplace_back(std::move(buffer));
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}
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bool CommandExecutor::AttachBuffer(BufferView &view) {
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bool didLock{view.LockWithTag(tag)};
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if (didLock) {
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if (view.GetBuffer()->FrequentlyLocked())
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attachedBuffers.emplace_back(view.GetBuffer()->shared_from_this());
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else
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preserveAttachedBuffers.emplace_back(view.GetBuffer()->shared_from_this());
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}
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if (didLock)
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AttachBufferBase(view.GetBuffer()->shared_from_this());
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return didLock;
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}
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void CommandExecutor::AttachLockedBufferView(BufferView &view, ContextLock<BufferView> &&lock) {
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if (lock.OwnsLock()) {
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// Transfer ownership to executor so that the resource will stay locked for the period it is used on the GPU
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if (view.GetBuffer()->FrequentlyLocked())
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attachedBuffers.emplace_back(view.GetBuffer()->shared_from_this());
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else
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preserveAttachedBuffers.emplace_back(view.GetBuffer()->shared_from_this());
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AttachBufferBase(view.GetBuffer()->shared_from_this());
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lock.Release(); // The executor will handle unlocking the lock so it doesn't need to be handled here
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}
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}
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void CommandExecutor::AttachLockedBuffer(std::shared_ptr<Buffer> buffer, ContextLock<Buffer> &&lock) {
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if (lock.OwnsLock()) {
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if (buffer->FrequentlyLocked())
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attachedBuffers.emplace_back(std::move(buffer));
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else
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preserveAttachedBuffers.emplace_back(std::move(buffer));
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AttachBufferBase(std::move(buffer));
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lock.Release(); // See AttachLockedBufferView(...)
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}
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}
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@ -154,6 +154,8 @@ namespace skyline::gpu::interconnect {
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*/
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void ResetInternal();
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void AttachBufferBase(std::shared_ptr<Buffer> buffer);
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public:
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std::shared_ptr<FenceCycle> cycle; //!< The fence cycle that this command executor uses to wait for the GPU to finish executing commands
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LinearAllocatorState<> *allocator;
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