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https://github.com/yuzu-mirror/yuzu
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texture_cache: Implement L1_Inner_cache
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1 changed files with 30 additions and 13 deletions
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@ -395,6 +395,26 @@ private:
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const auto host_ptr{memory_manager->GetPointer(gpu_addr)};
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const auto host_ptr{memory_manager->GetPointer(gpu_addr)};
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const auto cache_addr{ToCacheAddr(host_ptr)};
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const auto cache_addr{ToCacheAddr(host_ptr)};
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if (l1_cache.count(cache_addr) > 0) {
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TSurface current_surface = l1_cache[cache_addr];
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if (!current_surface->MatchesTopology(params)) {
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std::vector<TSurface> overlaps{current_surface};
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return RecycleSurface(overlaps, params, gpu_addr, preserve_contents, true);
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}
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MatchStructureResult s_result = current_surface->MatchesStructure(params);
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if (s_result != MatchStructureResult::None &&
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current_surface->GetGpuAddr() == gpu_addr &&
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(params.target != SurfaceTarget::Texture3D ||
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current_surface->MatchTarget(params.target))) {
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if (s_result == MatchStructureResult::FullMatch) {
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return ManageStructuralMatch(current_surface, params);
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} else {
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return RebuildSurface(current_surface, params);
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}
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}
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}
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const std::size_t candidate_size = params.GetGuestSizeInBytes();
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const std::size_t candidate_size = params.GetGuestSizeInBytes();
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auto overlaps{GetSurfacesInRegion(cache_addr, candidate_size)};
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auto overlaps{GetSurfacesInRegion(cache_addr, candidate_size)};
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@ -410,17 +430,6 @@ private:
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if (overlaps.size() == 1) {
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if (overlaps.size() == 1) {
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TSurface current_surface = overlaps[0];
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TSurface current_surface = overlaps[0];
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MatchStructureResult s_result = current_surface->MatchesStructure(params);
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if (s_result != MatchStructureResult::None &&
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current_surface->GetGpuAddr() == gpu_addr &&
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(params.target != SurfaceTarget::Texture3D ||
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current_surface->MatchTarget(params.target))) {
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if (s_result == MatchStructureResult::FullMatch) {
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return ManageStructuralMatch(current_surface, params);
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} else {
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return RebuildSurface(current_surface, params);
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}
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}
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if (!current_surface->IsInside(gpu_addr, gpu_addr + candidate_size)) {
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if (!current_surface->IsInside(gpu_addr, gpu_addr + candidate_size)) {
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return RecycleSurface(overlaps, params, gpu_addr, preserve_contents, false);
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return RecycleSurface(overlaps, params, gpu_addr, preserve_contents, false);
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}
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}
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@ -473,8 +482,10 @@ private:
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}
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}
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void RegisterInnerCache(TSurface& surface) {
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void RegisterInnerCache(TSurface& surface) {
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CacheAddr start = surface->GetCacheAddr() >> registry_page_bits;
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const CacheAddr cache_addr = surface->GetCacheAddr();
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CacheAddr start = cache_addr >> registry_page_bits;
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const CacheAddr end = (surface->GetCacheAddrEnd() - 1) >> registry_page_bits;
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const CacheAddr end = (surface->GetCacheAddrEnd() - 1) >> registry_page_bits;
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l1_cache[cache_addr] = surface;
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while (start <= end) {
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while (start <= end) {
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registry[start].push_back(surface);
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registry[start].push_back(surface);
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start++;
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start++;
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@ -482,8 +493,10 @@ private:
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}
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}
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void UnregisterInnerCache(TSurface& surface) {
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void UnregisterInnerCache(TSurface& surface) {
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CacheAddr start = surface->GetCacheAddr() >> registry_page_bits;
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const CacheAddr cache_addr = surface->GetCacheAddr();
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CacheAddr start = cache_addr >> registry_page_bits;
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const CacheAddr end = (surface->GetCacheAddrEnd() - 1) >> registry_page_bits;
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const CacheAddr end = (surface->GetCacheAddrEnd() - 1) >> registry_page_bits;
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l1_cache.erase(cache_addr);
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while (start <= end) {
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while (start <= end) {
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auto& reg{registry[start]};
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auto& reg{registry[start]};
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reg.erase(std::find(reg.begin(), reg.end(), surface));
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reg.erase(std::find(reg.begin(), reg.end(), surface));
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@ -559,6 +572,10 @@ private:
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static constexpr u64 registry_page_size{1 << registry_page_bits};
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static constexpr u64 registry_page_size{1 << registry_page_bits};
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std::unordered_map<CacheAddr, std::vector<TSurface>> registry;
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std::unordered_map<CacheAddr, std::vector<TSurface>> registry;
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// The L1 Cache is used for fast texture lookup before checking the overlaps
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// This avoids calculating size and other stuffs.
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std::unordered_map<CacheAddr, TSurface> l1_cache;
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/// The surface reserve is a "backup" cache, this is where we put unique surfaces that have
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/// The surface reserve is a "backup" cache, this is where we put unique surfaces that have
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/// previously been used. This is to prevent surfaces from being constantly created and
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/// previously been used. This is to prevent surfaces from being constantly created and
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/// destroyed when used with different surface parameters.
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/// destroyed when used with different surface parameters.
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