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https://github.com/yuzu-emu/yuzu-android
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gl_rasterizer_cache: Refactor to only call GetRegionEnd on surface creation.
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949d7832fa
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@ -62,12 +62,12 @@ static std::pair<u32, u32> GetASTCBlockSize(PixelFormat format) {
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}
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}
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void SurfaceParams::InitCacheParameters(Tegra::GPUVAddr gpu_addr) {
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void SurfaceParams::InitCacheParameters(Tegra::GPUVAddr gpu_addr_) {
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auto& memory_manager{Core::System::GetInstance().GPU().MemoryManager()};
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const auto cpu_addr{memory_manager.GpuToCpuAddress(gpu_addr)};
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const auto max_size{memory_manager.GetRegionEnd(gpu_addr) - gpu_addr};
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const auto cpu_addr{memory_manager.GpuToCpuAddress(gpu_addr_)};
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addr = cpu_addr ? *cpu_addr : 0;
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gpu_addr = gpu_addr_;
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size_in_bytes = SizeInBytesRaw();
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if (IsPixelFormatASTC(pixel_format)) {
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@ -76,15 +76,6 @@ void SurfaceParams::InitCacheParameters(Tegra::GPUVAddr gpu_addr) {
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} else {
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size_in_bytes_gl = SizeInBytesGL();
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}
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// Clamp size to mapped GPU memory region
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// TODO(bunnei): Super Mario Odyssey maps a 0x40000 byte region and then uses it for a 0x80000
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// R32F render buffer. We do not yet know if this is a game bug or something else, but this
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// check is necessary to prevent flushing from overwriting unmapped memory.
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if (size_in_bytes > max_size) {
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LOG_ERROR(HW_GPU, "Surface size {} exceeds region size {}", size_in_bytes, max_size);
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size_in_bytes = max_size;
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}
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}
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/*static*/ SurfaceParams SurfaceParams::CreateForTexture(
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@ -719,7 +710,8 @@ static void CopySurface(const Surface& src_surface, const Surface& dst_surface,
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}
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CachedSurface::CachedSurface(const SurfaceParams& params)
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: params(params), gl_target(SurfaceTargetToGL(params.target)) {
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: params(params), gl_target(SurfaceTargetToGL(params.target)),
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cached_size_in_bytes(params.size_in_bytes) {
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texture.Create();
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const auto& rect{params.GetRect()};
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@ -769,6 +761,18 @@ CachedSurface::CachedSurface(const SurfaceParams& params)
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VideoCore::LabelGLObject(GL_TEXTURE, texture.handle, params.addr,
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SurfaceParams::SurfaceTargetName(params.target));
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// Clamp size to mapped GPU memory region
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// TODO(bunnei): Super Mario Odyssey maps a 0x40000 byte region and then uses it for a 0x80000
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// R32F render buffer. We do not yet know if this is a game bug or something else, but this
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// check is necessary to prevent flushing from overwriting unmapped memory.
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auto& memory_manager{Core::System::GetInstance().GPU().MemoryManager()};
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const u64 max_size{memory_manager.GetRegionEnd(params.gpu_addr) - params.gpu_addr};
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if (cached_size_in_bytes > max_size) {
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LOG_ERROR(HW_GPU, "Surface size {} exceeds region size {}", params.size_in_bytes, max_size);
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cached_size_in_bytes = max_size;
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}
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}
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static void ConvertS8Z24ToZ24S8(std::vector<u8>& data, u32 width, u32 height, bool reverse) {
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@ -912,7 +916,7 @@ void CachedSurface::FlushGLBuffer() {
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ASSERT_MSG(!IsPixelFormatASTC(params.pixel_format), "Unimplemented");
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// OpenGL temporary buffer needs to be big enough to store raw texture size
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gl_buffer.resize(params.size_in_bytes);
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gl_buffer.resize(GetSizeInBytes());
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const FormatTuple& tuple = GetFormatTuple(params.pixel_format, params.component_type);
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// Ensure no bad interactions with GL_UNPACK_ALIGNMENT
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@ -783,6 +783,7 @@ struct SurfaceParams {
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// Parameters used for caching
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VAddr addr;
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Tegra::GPUVAddr gpu_addr;
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std::size_t size_in_bytes;
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std::size_t size_in_bytes_gl;
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@ -802,6 +803,7 @@ struct SurfaceReserveKey : Common::HashableStruct<OpenGL::SurfaceParams> {
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static SurfaceReserveKey Create(const OpenGL::SurfaceParams& params) {
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SurfaceReserveKey res;
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res.state = params;
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res.state.gpu_addr = {}; // Ignore GPU vaddr in caching
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res.state.rt = {}; // Ignore rt config in caching
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return res;
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}
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@ -826,7 +828,7 @@ public:
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}
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std::size_t GetSizeInBytes() const {
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return params.size_in_bytes;
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return cached_size_in_bytes;
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}
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void Flush() {
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@ -865,6 +867,7 @@ private:
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std::vector<u8> gl_buffer;
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SurfaceParams params;
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GLenum gl_target;
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std::size_t cached_size_in_bytes;
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bool dirty = false;
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};
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