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author | Lioncash <mathew1800@gmail.com> | 2019-10-15 21:03:41 +0200 |
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committer | Lioncash <mathew1800@gmail.com> | 2019-10-15 21:40:00 +0200 |
commit | 524eb15513f54051c4109a21486d6961a1d8bb6f (patch) | |
tree | 40a42e87831155eceba86ef935a9ad9d9bbce92e /src/video_core/texture_cache/texture_cache.h | |
parent | Merge pull request #2965 from FernandoS27/fair-core-timing (diff) | |
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Diffstat (limited to 'src/video_core/texture_cache/texture_cache.h')
-rw-r--r-- | src/video_core/texture_cache/texture_cache.h | 135 |
1 files changed, 78 insertions, 57 deletions
diff --git a/src/video_core/texture_cache/texture_cache.h b/src/video_core/texture_cache/texture_cache.h index ca2da8f97..8caa041be 100644 --- a/src/video_core/texture_cache/texture_cache.h +++ b/src/video_core/texture_cache/texture_cache.h @@ -62,10 +62,10 @@ public: } } - /*** - * `Guard` guarantees that rendertargets don't unregister themselves if the + /** + * Guarantees that rendertargets don't unregister themselves if the * collide. Protection is currently only done on 3D slices. - ***/ + */ void GuardRenderTargets(bool new_guard) { guard_render_targets = new_guard; } @@ -287,7 +287,7 @@ protected: const Tegra::Engines::Fermi2D::Config& copy_config) = 0; // Depending on the backend, a buffer copy can be slow as it means deoptimizing the texture - // and reading it from a sepparate buffer. + // and reading it from a separate buffer. virtual void BufferCopy(TSurface& src_surface, TSurface& dst_surface) = 0; void ManageRenderTargetUnregister(TSurface& surface) { @@ -386,12 +386,13 @@ private: }; /** - * `PickStrategy` takes care of selecting a proper strategy to deal with a texture recycle. - * @param overlaps, the overlapping surfaces registered in the cache. - * @param params, the paremeters on the new surface. - * @param gpu_addr, the starting address of the new surface. - * @param untopological, tells the recycler that the texture has no way to match the overlaps - * due to topological reasons. + * Takes care of selecting a proper strategy to deal with a texture recycle. + * + * @param overlaps The overlapping surfaces registered in the cache. + * @param params The parameters on the new surface. + * @param gpu_addr The starting address of the new surface. + * @param untopological Indicates to the recycler that the texture has no way + * to match the overlaps due to topological reasons. **/ RecycleStrategy PickStrategy(std::vector<TSurface>& overlaps, const SurfaceParams& params, const GPUVAddr gpu_addr, const MatchTopologyResult untopological) { @@ -419,16 +420,19 @@ private: } /** - * `RecycleSurface` es a method we use to decide what to do with textures we can't resolve in - *the cache It has 2 implemented strategies: Ignore and Flush. Ignore just unregisters all the - *overlaps and loads the new texture. Flush, flushes all the overlaps into memory and loads the - *new surface from that data. - * @param overlaps, the overlapping surfaces registered in the cache. - * @param params, the paremeters on the new surface. - * @param gpu_addr, the starting address of the new surface. - * @param preserve_contents, tells if the new surface should be loaded from meory or left blank - * @param untopological, tells the recycler that the texture has no way to match the overlaps - * due to topological reasons. + * Used to decide what to do with textures we can't resolve in the cache It has 2 implemented + * strategies: Ignore and Flush. + * + * - Ignore: Just unregisters all the overlaps and loads the new texture. + * - Flush: Flushes all the overlaps into memory and loads the new surface from that data. + * + * @param overlaps The overlapping surfaces registered in the cache. + * @param params The parameters for the new surface. + * @param gpu_addr The starting address of the new surface. + * @param preserve_contents Indicates that the new surface should be loaded from memory or left + * blank. + * @param untopological Indicates to the recycler that the texture has no way to match the + * overlaps due to topological reasons. **/ std::pair<TSurface, TView> RecycleSurface(std::vector<TSurface>& overlaps, const SurfaceParams& params, const GPUVAddr gpu_addr, @@ -465,10 +469,12 @@ private: } /** - * `RebuildSurface` this method takes a single surface and recreates into another that - * may differ in format, target or width alingment. - * @param current_surface, the registered surface in the cache which we want to convert. - * @param params, the new surface params which we'll use to recreate the surface. + * Takes a single surface and recreates into another that may differ in + * format, target or width alignment. + * + * @param current_surface The registered surface in the cache which we want to convert. + * @param params The new surface params which we'll use to recreate the surface. + * @param is_render Whether or not the surface is a render target. **/ std::pair<TSurface, TView> RebuildSurface(TSurface current_surface, const SurfaceParams& params, bool is_render) { @@ -502,12 +508,14 @@ private: } /** - * `ManageStructuralMatch` this method takes a single surface and checks with the new surface's - * params if it's an exact match, we return the main view of the registered surface. If it's - * formats don't match, we rebuild the surface. We call this last method a `Mirage`. If formats + * Takes a single surface and checks with the new surface's params if it's an exact + * match, we return the main view of the registered surface. If its formats don't + * match, we rebuild the surface. We call this last method a `Mirage`. If formats * match but the targets don't, we create an overview View of the registered surface. - * @param current_surface, the registered surface in the cache which we want to convert. - * @param params, the new surface params which we want to check. + * + * @param current_surface The registered surface in the cache which we want to convert. + * @param params The new surface params which we want to check. + * @param is_render Whether or not the surface is a render target. **/ std::pair<TSurface, TView> ManageStructuralMatch(TSurface current_surface, const SurfaceParams& params, bool is_render) { @@ -529,13 +537,14 @@ private: } /** - * `TryReconstructSurface` unlike `RebuildSurface` where we know the registered surface - * matches the candidate in some way, we got no guarantess here. We try to see if the overlaps - * are sublayers/mipmaps of the new surface, if they all match we end up recreating a surface - * for them, else we return nothing. - * @param overlaps, the overlapping surfaces registered in the cache. - * @param params, the paremeters on the new surface. - * @param gpu_addr, the starting address of the new surface. + * Unlike RebuildSurface where we know whether or not registered surfaces match the candidate + * in some way, we have no guarantees here. We try to see if the overlaps are sublayers/mipmaps + * of the new surface, if they all match we end up recreating a surface for them, + * else we return nothing. + * + * @param overlaps The overlapping surfaces registered in the cache. + * @param params The parameters on the new surface. + * @param gpu_addr The starting address of the new surface. **/ std::optional<std::pair<TSurface, TView>> TryReconstructSurface(std::vector<TSurface>& overlaps, const SurfaceParams& params, @@ -584,19 +593,27 @@ private: } /** - * `GetSurface` gets the starting address and parameters of a candidate surface and tries - * to find a matching surface within the cache. This is done in 3 big steps. The first is to - * check the 1st Level Cache in order to find an exact match, if we fail, we move to step 2. - * Step 2 is checking if there are any overlaps at all, if none, we just load the texture from - * memory else we move to step 3. Step 3 consists on figuring the relationship between the - * candidate texture and the overlaps. We divide the scenarios depending if there's 1 or many - * overlaps. If there's many, we just try to reconstruct a new surface out of them based on the - * candidate's parameters, if we fail, we recycle. When there's only 1 overlap then we have to - * check if the candidate is a view (layer/mipmap) of the overlap or if the registered surface - * is a mipmap/layer of the candidate. In this last case we reconstruct a new surface. - * @param gpu_addr, the starting address of the candidate surface. - * @param params, the paremeters on the candidate surface. - * @param preserve_contents, tells if the new surface should be loaded from meory or left blank. + * Gets the starting address and parameters of a candidate surface and tries + * to find a matching surface within the cache. This is done in 3 big steps: + * + * 1. Check the 1st Level Cache in order to find an exact match, if we fail, we move to step 2. + * + * 2. Check if there are any overlaps at all, if there are none, we just load the texture from + * memory else we move to step 3. + * + * 3. Consists of figuring out the relationship between the candidate texture and the + * overlaps. We divide the scenarios depending if there's 1 or many overlaps. If + * there's many, we just try to reconstruct a new surface out of them based on the + * candidate's parameters, if we fail, we recycle. When there's only 1 overlap then we + * have to check if the candidate is a view (layer/mipmap) of the overlap or if the + * registered surface is a mipmap/layer of the candidate. In this last case we reconstruct + * a new surface. + * + * @param gpu_addr The starting address of the candidate surface. + * @param params The parameters on the candidate surface. + * @param preserve_contents Indicates that the new surface should be loaded from memory or + * left blank. + * @param is_render Whether or not the surface is a render target. **/ std::pair<TSurface, TView> GetSurface(const GPUVAddr gpu_addr, const SurfaceParams& params, bool preserve_contents, bool is_render) { @@ -651,7 +668,7 @@ private: // Step 3 // Now we need to figure the relationship between the texture and its overlaps // we do a topological test to ensure we can find some relationship. If it fails - // inmediatly recycle the texture + // immediately recycle the texture for (const auto& surface : overlaps) { const auto topological_result = surface->MatchesTopology(params); if (topological_result != MatchTopologyResult::FullMatch) { @@ -720,12 +737,13 @@ private: } /** - * `DeduceSurface` gets the starting address and parameters of a candidate surface and tries - * to find a matching surface within the cache that's similar to it. If there are many textures + * Gets the starting address and parameters of a candidate surface and tries to find a + * matching surface within the cache that's similar to it. If there are many textures * or the texture found if entirely incompatible, it will fail. If no texture is found, the * blit will be unsuccessful. - * @param gpu_addr, the starting address of the candidate surface. - * @param params, the paremeters on the candidate surface. + * + * @param gpu_addr The starting address of the candidate surface. + * @param params The parameters on the candidate surface. **/ Deduction DeduceSurface(const GPUVAddr gpu_addr, const SurfaceParams& params) { const auto host_ptr{system.GPU().MemoryManager().GetPointer(gpu_addr)}; @@ -777,11 +795,14 @@ private: } /** - * `DeduceBestBlit` gets the a source and destination starting address and parameters, + * Gets the a source and destination starting address and parameters, * and tries to deduce if they are supposed to be depth textures. If so, their * parameters are modified and fixed into so. - * @param gpu_addr, the starting address of the candidate surface. - * @param params, the parameters on the candidate surface. + * + * @param src_params The parameters of the candidate surface. + * @param dst_params The parameters of the destination surface. + * @param src_gpu_addr The starting address of the candidate surface. + * @param dst_gpu_addr The starting address of the destination surface. **/ void DeduceBestBlit(SurfaceParams& src_params, SurfaceParams& dst_params, const GPUVAddr src_gpu_addr, const GPUVAddr dst_gpu_addr) { |