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@ -14,10 +14,10 @@
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namespace OpenGL {
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CachedBufferEntry::CachedBufferEntry(VAddr cpu_addr, std::size_t size, GLintptr offset,
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std::size_t alignment, u8* host_ptr)
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: RasterizerCacheObject{host_ptr}, cpu_addr{cpu_addr}, size{size}, offset{offset},
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alignment{alignment} {}
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CachedBufferEntry::CachedBufferEntry(VAddr cpu_addr, u8* host_ptr, std::size_t size,
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std::size_t alignment, GLuint buffer, GLintptr offset)
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: RasterizerCacheObject{host_ptr}, cpu_addr{cpu_addr}, size{size}, alignment{alignment},
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buffer{buffer}, offset{offset} {}
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OGLBufferCache::OGLBufferCache(RasterizerOpenGL& rasterizer, std::size_t size)
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: RasterizerCache{rasterizer}, stream_buffer(size, true) {}
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@ -28,16 +28,20 @@ std::pair<GLuint, GLintptr> OGLBufferCache::UploadMemory(GPUVAddr gpu_addr, std:
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auto& memory_manager = Core::System::GetInstance().GPU().MemoryManager();
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const auto& host_ptr{memory_manager.GetPointer(gpu_addr)};
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if (!host_ptr) {
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// Return a dummy buffer when host_ptr is invalid.
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return {0, 0};
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}
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// Cache management is a big overhead, so only cache entries with a given size.
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// TODO: Figure out which size is the best for given games.
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cache &= size >= 2048;
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const auto& host_ptr{memory_manager.GetPointer(gpu_addr)};
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if (cache) {
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auto entry = TryGet(host_ptr);
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if (entry) {
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if (auto entry = TryGet(host_ptr); entry) {
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if (entry->GetSize() >= size && entry->GetAlignment() == alignment) {
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return {stream_buffer.GetHandle(), entry->GetOffset()};
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return {entry->GetBuffer(), entry->GetOffset()};
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}
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Unregister(entry);
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}
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@ -46,21 +50,18 @@ std::pair<GLuint, GLintptr> OGLBufferCache::UploadMemory(GPUVAddr gpu_addr, std:
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AlignBuffer(alignment);
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const GLintptr uploaded_offset = buffer_offset;
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if (!host_ptr) {
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return {stream_buffer.GetHandle(), uploaded_offset};
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}
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std::memcpy(buffer_ptr, host_ptr, size);
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buffer_ptr += size;
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buffer_offset += size;
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const GLuint buffer = stream_buffer.GetHandle();
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if (cache) {
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auto entry = std::make_shared<CachedBufferEntry>(
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*memory_manager.GpuToCpuAddress(gpu_addr), size, uploaded_offset, alignment, host_ptr);
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Register(entry);
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const VAddr cpu_addr = *memory_manager.GpuToCpuAddress(gpu_addr);
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Register(std::make_shared<CachedBufferEntry>(cpu_addr, host_ptr, size, alignment, buffer,
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uploaded_offset));
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}
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return {stream_buffer.GetHandle(), uploaded_offset};
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return {buffer, uploaded_offset};
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}
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std::pair<GLuint, GLintptr> OGLBufferCache::UploadHostMemory(const void* raw_pointer,
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