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https://github.com/yuzu-emu/yuzu-android
synced 2024-12-27 01:01:22 -08:00
rasterizer_cache: Reintroduce method for flushing.
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@ -17,6 +17,22 @@
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template <class T>
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template <class T>
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class RasterizerCache : NonCopyable {
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class RasterizerCache : NonCopyable {
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public:
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public:
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/// Write any cached resources overlapping the region back to memory (if dirty)
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void FlushRegion(Tegra::GPUVAddr addr, size_t size) {
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if (size == 0)
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return;
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const ObjectInterval interval{addr, addr + size};
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for (auto& pair : boost::make_iterator_range(object_cache.equal_range(interval))) {
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for (auto& cached_object : pair.second) {
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if (!cached_object)
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continue;
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cached_object->Flush();
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}
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}
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}
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/// Mark the specified region as being invalidated
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/// Mark the specified region as being invalidated
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void InvalidateRegion(VAddr addr, u64 size) {
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void InvalidateRegion(VAddr addr, u64 size) {
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if (size == 0)
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if (size == 0)
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@ -71,6 +87,7 @@ protected:
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void Unregister(const T& object) {
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void Unregister(const T& object) {
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auto& rasterizer = Core::System::GetInstance().Renderer().Rasterizer();
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auto& rasterizer = Core::System::GetInstance().Renderer().Rasterizer();
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rasterizer.UpdatePagesCachedCount(object->GetAddr(), object->GetSizeInBytes(), -1);
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rasterizer.UpdatePagesCachedCount(object->GetAddr(), object->GetSizeInBytes(), -1);
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object->Flush();
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object_cache.subtract({GetInterval(object), ObjectSet{object}});
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object_cache.subtract({GetInterval(object), ObjectSet{object}});
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}
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}
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@ -24,6 +24,9 @@ struct CachedBufferEntry final {
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return size;
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return size;
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}
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}
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// We do not have to flush this cache as things in it are never modified by us.
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void Flush() {}
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VAddr addr;
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VAddr addr;
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std::size_t size;
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std::size_t size;
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GLintptr offset;
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GLintptr offset;
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@ -33,6 +33,9 @@ public:
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return GLShader::MAX_PROGRAM_CODE_LENGTH * sizeof(u64);
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return GLShader::MAX_PROGRAM_CODE_LENGTH * sizeof(u64);
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}
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}
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// We do not have to flush this cache as things in it are never modified by us.
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void Flush() {}
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/// Gets the shader entries for the shader
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/// Gets the shader entries for the shader
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const GLShader::ShaderEntries& GetShaderEntries() const {
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const GLShader::ShaderEntries& GetShaderEntries() const {
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return entries;
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return entries;
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