gl_renderer: Cache textures, framebuffers, and shaders based on CPU address.
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parent
16d65182f9
commit
d647d9550c
11 changed files with 70 additions and 138 deletions
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@ -251,8 +251,8 @@ std::string ReadCString(VAddr vaddr, std::size_t max_length) {
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return string;
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}
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void RasterizerMarkRegionCached(Tegra::GPUVAddr gpu_addr, u64 size, bool cached) {
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if (gpu_addr == 0) {
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void RasterizerMarkRegionCached(VAddr vaddr, u64 size, bool cached) {
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if (vaddr == 0) {
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return;
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}
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@ -261,19 +261,8 @@ void RasterizerMarkRegionCached(Tegra::GPUVAddr gpu_addr, u64 size, bool cached)
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// CPU pages, hence why we iterate on a CPU page basis (note: GPU page size is different). This
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// assumes the specified GPU address region is contiguous as well.
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u64 num_pages = ((gpu_addr + size - 1) >> PAGE_BITS) - (gpu_addr >> PAGE_BITS) + 1;
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for (unsigned i = 0; i < num_pages; ++i, gpu_addr += PAGE_SIZE) {
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boost::optional<VAddr> maybe_vaddr =
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Core::System::GetInstance().GPU().MemoryManager().GpuToCpuAddress(gpu_addr);
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// The GPU <-> CPU virtual memory mapping is not 1:1
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if (!maybe_vaddr) {
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LOG_ERROR(HW_Memory,
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"Trying to flush a cached region to an invalid physical address {:016X}",
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gpu_addr);
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continue;
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}
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VAddr vaddr = *maybe_vaddr;
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u64 num_pages = ((vaddr + size - 1) >> PAGE_BITS) - (vaddr >> PAGE_BITS) + 1;
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for (unsigned i = 0; i < num_pages; ++i, vaddr += PAGE_SIZE) {
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PageType& page_type = current_page_table->attributes[vaddr >> PAGE_BITS];
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if (cached) {
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@ -344,29 +333,19 @@ void RasterizerFlushVirtualRegion(VAddr start, u64 size, FlushMode mode) {
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const VAddr overlap_start = std::max(start, region_start);
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const VAddr overlap_end = std::min(end, region_end);
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const std::vector<Tegra::GPUVAddr> gpu_addresses =
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system_instance.GPU().MemoryManager().CpuToGpuAddress(overlap_start);
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if (gpu_addresses.empty()) {
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return;
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}
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const u64 overlap_size = overlap_end - overlap_start;
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for (const auto& gpu_address : gpu_addresses) {
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auto& rasterizer = system_instance.Renderer().Rasterizer();
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switch (mode) {
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case FlushMode::Flush:
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rasterizer.FlushRegion(gpu_address, overlap_size);
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break;
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case FlushMode::Invalidate:
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rasterizer.InvalidateRegion(gpu_address, overlap_size);
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break;
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case FlushMode::FlushAndInvalidate:
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rasterizer.FlushAndInvalidateRegion(gpu_address, overlap_size);
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break;
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}
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auto& rasterizer = system_instance.Renderer().Rasterizer();
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switch (mode) {
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case FlushMode::Flush:
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rasterizer.FlushRegion(overlap_start, overlap_size);
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break;
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case FlushMode::Invalidate:
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rasterizer.InvalidateRegion(overlap_start, overlap_size);
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break;
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case FlushMode::FlushAndInvalidate:
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rasterizer.FlushAndInvalidateRegion(overlap_start, overlap_size);
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break;
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}
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};
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