mirror of
https://git.h3cjp.net/H3cJP/citra.git
synced 2024-12-27 05:36:42 +00:00
texture_cache: Document the most important methods.
This commit is contained in:
parent
4530511ee4
commit
6162cb922e
|
@ -64,6 +64,10 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* `Guard` guarantees that rendertargets don't unregister themselves if the
|
||||
* collide. Protection is currently only done on 3D slices.
|
||||
**/
|
||||
void Guard(bool new_guard) {
|
||||
guard_cache = new_guard;
|
||||
}
|
||||
|
@ -293,6 +297,14 @@ private:
|
|||
BufferCopy = 3,
|
||||
};
|
||||
|
||||
/**
|
||||
* `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.
|
||||
**/
|
||||
RecycleStrategy PickStrategy(std::vector<TSurface>& overlaps, const SurfaceParams& params,
|
||||
const GPUVAddr gpu_addr, const bool untopological) {
|
||||
if (Settings::values.use_accurate_gpu_emulation) {
|
||||
|
@ -315,6 +327,18 @@ private:
|
|||
return RecycleStrategy::Ignore;
|
||||
}
|
||||
|
||||
/**
|
||||
* `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.
|
||||
**/
|
||||
std::pair<TSurface, TView> RecycleSurface(std::vector<TSurface>& overlaps,
|
||||
const SurfaceParams& params, const GPUVAddr gpu_addr,
|
||||
const bool preserve_contents,
|
||||
|
@ -343,6 +367,12 @@ 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.
|
||||
**/
|
||||
std::pair<TSurface, TView> RebuildSurface(TSurface current_surface,
|
||||
const SurfaceParams& params) {
|
||||
const auto gpu_addr = current_surface->GetGpuAddr();
|
||||
|
@ -357,6 +387,14 @@ private:
|
|||
return {new_surface, new_surface->GetMainView()};
|
||||
}
|
||||
|
||||
/**
|
||||
* `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
|
||||
* 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.
|
||||
**/
|
||||
std::pair<TSurface, TView> ManageStructuralMatch(TSurface current_surface,
|
||||
const SurfaceParams& params) {
|
||||
const bool is_mirage = !current_surface->MatchFormat(params.pixel_format);
|
||||
|
@ -370,10 +408,18 @@ private:
|
|||
return {current_surface, current_surface->EmplaceOverview(params)};
|
||||
}
|
||||
|
||||
std::optional<std::pair<TSurface, TView>> ReconstructSurface(std::vector<TSurface>& overlaps,
|
||||
const SurfaceParams& params,
|
||||
const GPUVAddr gpu_addr,
|
||||
const u8* host_ptr) {
|
||||
/**
|
||||
* `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.
|
||||
**/
|
||||
std::optional<std::pair<TSurface, TView>> TryReconstructSurface(std::vector<TSurface>& overlaps,
|
||||
const SurfaceParams& params,
|
||||
const GPUVAddr gpu_addr) {
|
||||
if (params.target == SurfaceTarget::Texture3D) {
|
||||
return {};
|
||||
}
|
||||
|
@ -412,12 +458,30 @@ private:
|
|||
return {{new_surface, new_surface->GetMainView()}};
|
||||
}
|
||||
|
||||
/**
|
||||
* `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.
|
||||
**/
|
||||
std::pair<TSurface, TView> GetSurface(const GPUVAddr gpu_addr, const SurfaceParams& params,
|
||||
bool preserve_contents) {
|
||||
|
||||
const auto host_ptr{memory_manager->GetPointer(gpu_addr)};
|
||||
const auto cache_addr{ToCacheAddr(host_ptr)};
|
||||
|
||||
// Step 1
|
||||
// Check Level 1 Cache for a fast structural match. If candidate surface
|
||||
// matches at certain level we are pretty much done.
|
||||
if (l1_cache.count(cache_addr) > 0) {
|
||||
TSurface current_surface = l1_cache[cache_addr];
|
||||
if (!current_surface->MatchesTopology(params)) {
|
||||
|
@ -437,31 +501,43 @@ private:
|
|||
}
|
||||
}
|
||||
|
||||
// Step 2
|
||||
// Obtain all possible overlaps in the memory region
|
||||
const std::size_t candidate_size = params.GetGuestSizeInBytes();
|
||||
auto overlaps{GetSurfacesInRegion(cache_addr, candidate_size)};
|
||||
|
||||
// If none are found, we are done. we just load the surface and create it.
|
||||
if (overlaps.empty()) {
|
||||
return InitializeSurface(gpu_addr, params, preserve_contents);
|
||||
}
|
||||
|
||||
// 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
|
||||
for (auto surface : overlaps) {
|
||||
if (!surface->MatchesTopology(params)) {
|
||||
return RecycleSurface(overlaps, params, gpu_addr, preserve_contents, true);
|
||||
}
|
||||
}
|
||||
|
||||
// Split cases between 1 overlap or many.
|
||||
if (overlaps.size() == 1) {
|
||||
TSurface current_surface = overlaps[0];
|
||||
// First check if the surface is within the overlap. If not, it means
|
||||
// two things either the candidate surface is a supertexture of the overlap
|
||||
// or they don't match in any known way.
|
||||
if (!current_surface->IsInside(gpu_addr, gpu_addr + candidate_size)) {
|
||||
if (current_surface->GetGpuAddr() == gpu_addr) {
|
||||
std::optional<std::pair<TSurface, TView>> view =
|
||||
ReconstructSurface(overlaps, params, gpu_addr, host_ptr);
|
||||
TryReconstructSurface(overlaps, params, gpu_addr);
|
||||
if (view.has_value()) {
|
||||
return *view;
|
||||
}
|
||||
}
|
||||
return RecycleSurface(overlaps, params, gpu_addr, preserve_contents, false);
|
||||
}
|
||||
// Now we check if the candidate is a mipmap/layer of the overlap
|
||||
std::optional<TView> view =
|
||||
current_surface->EmplaceView(params, gpu_addr, candidate_size);
|
||||
if (view.has_value()) {
|
||||
|
@ -472,15 +548,18 @@ private:
|
|||
}
|
||||
return {current_surface, *view};
|
||||
}
|
||||
return RecycleSurface(overlaps, params, gpu_addr, preserve_contents, false);
|
||||
} else {
|
||||
// If there are many overlaps, odds are they are subtextures of the candidate
|
||||
// surface. We try to construct a new surface based on the candidate parameters,
|
||||
// using the overlaps. If a single overlap fails, this will fail.
|
||||
std::optional<std::pair<TSurface, TView>> view =
|
||||
ReconstructSurface(overlaps, params, gpu_addr, host_ptr);
|
||||
TryReconstructSurface(overlaps, params, gpu_addr);
|
||||
if (view.has_value()) {
|
||||
return *view;
|
||||
}
|
||||
return RecycleSurface(overlaps, params, gpu_addr, preserve_contents, false);
|
||||
}
|
||||
// We failed all the tests, recycle the overlaps into a new texture.
|
||||
return RecycleSurface(overlaps, params, gpu_addr, preserve_contents, false);
|
||||
}
|
||||
|
||||
std::pair<TSurface, TView> InitializeSurface(GPUVAddr gpu_addr, const SurfaceParams& params,
|
||||
|
|
Loading…
Reference in a new issue