@ -62,10 +62,10 @@ public:
}
}
/** *
* ` G uard` g uarantees that rendertargets don ' t unregister themselves if the
/**
* G uarantees that rendertargets don ' t unregister themselves if the
* collide . Protection is currently only done on 3 D 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 sep p arate buffer.
// and reading it from a sep arate 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 < TSurface > & 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 < TSurface , TView > RecycleSurface ( std : : vector < TSurface > & 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 < TSurface , TView > RebuildSurface ( TSurface current_surface , const SurfaceParams & params ,
bool is_render ) {
@ -502,12 +508,14 @@ private:
}
/**
* ` ManageStructuralMatch ` this method t akes 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
* T akes 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 .
*
* @ 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 < TSurface , TView > 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 < std : : pair < TSurface , TView > > TryReconstructSurface ( std : : vector < TSurface > & 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 1 st 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 1 st 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 < TSurface , TView > 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
// i nmediat ly recycle the texture
// i mmediate ly 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 ` g ets 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
* G ets 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 ` g ets the a source and destination starting address and parameters ,
* G ets 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 ) {