From 524eb15513f54051c4109a21486d6961a1d8bb6f Mon Sep 17 00:00:00 2001 From: Lioncash Date: Tue, 15 Oct 2019 15:03:41 -0400 Subject: video_core/texture_cache: Amend Doxygen references Amends the doxygen comments so that they properly resolve. While we're at it, we can correct some typos and fix up some of the comments' formatting in order to make them slightly nicer to read. --- src/video_core/texture_cache/texture_cache.h | 135 ++++++++++++++++----------- 1 file changed, 78 insertions(+), 57 deletions(-) (limited to 'src/video_core/texture_cache') 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& 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 RecycleSurface(std::vector& 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 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 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> TryReconstructSurface(std::vector& 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 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) { -- cgit v1.2.3