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https://github.com/yuzu-emu/yuzu-android
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texture_cache: Document the most important methods.
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@ -64,6 +64,10 @@ public:
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}
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}
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/**
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* `Guard` guarantees that rendertargets don't unregister themselves if the
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* collide. Protection is currently only done on 3D slices.
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**/
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void Guard(bool new_guard) {
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guard_cache = new_guard;
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}
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@ -293,6 +297,14 @@ private:
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BufferCopy = 3,
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};
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/**
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* `PickStrategy` takes care of selecting a proper strategy to deal with a texture recycle.
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* @param overlaps, the overlapping surfaces registered in the cache.
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* @param params, the paremeters on the new surface.
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* @param gpu_addr, the starting address of the new surface.
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* @param untopological, tells the recycler that the texture has no way to match the overlaps
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* due to topological reasons.
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**/
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RecycleStrategy PickStrategy(std::vector<TSurface>& overlaps, const SurfaceParams& params,
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const GPUVAddr gpu_addr, const bool untopological) {
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if (Settings::values.use_accurate_gpu_emulation) {
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@ -315,6 +327,18 @@ private:
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return RecycleStrategy::Ignore;
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}
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/**
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* `RecycleSurface` es a method we use to decide what to do with textures we can't resolve in
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*the cache It has 2 implemented strategies: Ignore and Flush. Ignore just unregisters all the
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*overlaps and loads the new texture. Flush, flushes all the overlaps into memory and loads the
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*new surface from that data.
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* @param overlaps, the overlapping surfaces registered in the cache.
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* @param params, the paremeters on the new surface.
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* @param gpu_addr, the starting address of the new surface.
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* @param preserve_contents, tells if the new surface should be loaded from meory or left blank
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* @param untopological, tells the recycler that the texture has no way to match the overlaps
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* due to topological reasons.
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**/
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std::pair<TSurface, TView> RecycleSurface(std::vector<TSurface>& overlaps,
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const SurfaceParams& params, const GPUVAddr gpu_addr,
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const bool preserve_contents,
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@ -343,6 +367,12 @@ private:
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}
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}
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/**
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* `RebuildSurface` this method takes a single surface and recreates into another that
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* may differ in format, target or width alingment.
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* @param current_surface, the registered surface in the cache which we want to convert.
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* @param params, the new surface params which we'll use to recreate the surface.
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**/
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std::pair<TSurface, TView> RebuildSurface(TSurface current_surface,
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const SurfaceParams& params) {
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const auto gpu_addr = current_surface->GetGpuAddr();
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@ -357,6 +387,14 @@ private:
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return {new_surface, new_surface->GetMainView()};
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}
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/**
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* `ManageStructuralMatch` this method takes a single surface and checks with the new surface's
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* params if it's an exact match, we return the main view of the registered surface. If it's
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* formats don't match, we rebuild the surface. We call this last method a `Mirage`. If formats
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* match but the targets don't, we create an overview View of the registered surface.
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* @param current_surface, the registered surface in the cache which we want to convert.
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* @param params, the new surface params which we want to check.
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**/
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std::pair<TSurface, TView> ManageStructuralMatch(TSurface current_surface,
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const SurfaceParams& params) {
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const bool is_mirage = !current_surface->MatchFormat(params.pixel_format);
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@ -370,10 +408,18 @@ private:
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return {current_surface, current_surface->EmplaceOverview(params)};
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}
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std::optional<std::pair<TSurface, TView>> ReconstructSurface(std::vector<TSurface>& overlaps,
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const SurfaceParams& params,
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const GPUVAddr gpu_addr,
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const u8* host_ptr) {
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/**
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* `TryReconstructSurface` unlike `RebuildSurface` where we know the registered surface
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* matches the candidate in some way, we got no guarantess here. We try to see if the overlaps
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* are sublayers/mipmaps of the new surface, if they all match we end up recreating a surface
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* for them, else we return nothing.
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* @param overlaps, the overlapping surfaces registered in the cache.
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* @param params, the paremeters on the new surface.
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* @param gpu_addr, the starting address of the new surface.
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**/
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std::optional<std::pair<TSurface, TView>> TryReconstructSurface(std::vector<TSurface>& overlaps,
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const SurfaceParams& params,
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const GPUVAddr gpu_addr) {
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if (params.target == SurfaceTarget::Texture3D) {
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return {};
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}
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@ -412,12 +458,30 @@ private:
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return {{new_surface, new_surface->GetMainView()}};
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}
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/**
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* `GetSurface` gets the starting address and parameters of a candidate surface and tries
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* to find a matching surface within the cache. This is done in 3 big steps. The first is to
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* check the 1st Level Cache in order to find an exact match, if we fail, we move to step 2.
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* Step 2 is checking if there are any overlaps at all, if none, we just load the texture from
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* memory else we move to step 3. Step 3 consists on figuring the relationship between the
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* candidate texture and the overlaps. We divide the scenarios depending if there's 1 or many
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* overlaps. If there's many, we just try to reconstruct a new surface out of them based on the
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* candidate's parameters, if we fail, we recycle. When there's only 1 overlap then we have to
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* check if the candidate is a view (layer/mipmap) of the overlap or if the registered surface
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* is a mipmap/layer of the candidate. In this last case we reconstruct a new surface.
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* @param gpu_addr, the starting address of the candidate surface.
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* @param params, the paremeters on the candidate surface.
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* @param preserve_contents, tells if the new surface should be loaded from meory or left blank.
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**/
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std::pair<TSurface, TView> GetSurface(const GPUVAddr gpu_addr, const SurfaceParams& params,
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bool preserve_contents) {
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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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// Step 1
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// Check Level 1 Cache for a fast structural match. If candidate surface
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// matches at certain level we are pretty much done.
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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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@ -437,31 +501,43 @@ private:
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}
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}
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// Step 2
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// Obtain all possible overlaps in the memory region
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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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// If none are found, we are done. we just load the surface and create it.
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if (overlaps.empty()) {
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return InitializeSurface(gpu_addr, params, preserve_contents);
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}
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// Step 3
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// Now we need to figure the relationship between the texture and its overlaps
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// we do a topological test to ensure we can find some relationship. If it fails
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// inmediatly recycle the texture
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for (auto surface : overlaps) {
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if (!surface->MatchesTopology(params)) {
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return RecycleSurface(overlaps, params, gpu_addr, preserve_contents, true);
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}
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}
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// Split cases between 1 overlap or many.
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if (overlaps.size() == 1) {
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TSurface current_surface = overlaps[0];
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// First check if the surface is within the overlap. If not, it means
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// two things either the candidate surface is a supertexture of the overlap
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// or they don't match in any known way.
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if (!current_surface->IsInside(gpu_addr, gpu_addr + candidate_size)) {
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if (current_surface->GetGpuAddr() == gpu_addr) {
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std::optional<std::pair<TSurface, TView>> view =
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ReconstructSurface(overlaps, params, gpu_addr, host_ptr);
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TryReconstructSurface(overlaps, params, gpu_addr);
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if (view.has_value()) {
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return *view;
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}
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}
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return RecycleSurface(overlaps, params, gpu_addr, preserve_contents, false);
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}
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// Now we check if the candidate is a mipmap/layer of the overlap
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std::optional<TView> view =
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current_surface->EmplaceView(params, gpu_addr, candidate_size);
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if (view.has_value()) {
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@ -472,15 +548,18 @@ private:
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}
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return {current_surface, *view};
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}
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return RecycleSurface(overlaps, params, gpu_addr, preserve_contents, false);
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} else {
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// If there are many overlaps, odds are they are subtextures of the candidate
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// surface. We try to construct a new surface based on the candidate parameters,
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// using the overlaps. If a single overlap fails, this will fail.
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std::optional<std::pair<TSurface, TView>> view =
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ReconstructSurface(overlaps, params, gpu_addr, host_ptr);
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TryReconstructSurface(overlaps, params, gpu_addr);
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if (view.has_value()) {
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return *view;
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}
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return RecycleSurface(overlaps, params, gpu_addr, preserve_contents, false);
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}
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// We failed all the tests, recycle the overlaps into a new texture.
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return RecycleSurface(overlaps, params, gpu_addr, preserve_contents, false);
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}
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std::pair<TSurface, TView> InitializeSurface(GPUVAddr gpu_addr, const SurfaceParams& params,
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