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https://github.com/yuzu-emu/yuzu-android.git
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video_core: Rewrite the texture cache
The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
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@ -141,7 +141,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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SamplerInfo info;
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info.is_shadow = is_depth_compare;
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const std::optional<Sampler> sampler = GetSampler(instr.sampler, info);
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const std::optional<SamplerEntry> sampler = GetSampler(instr.sampler, info);
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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@ -173,9 +173,9 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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SamplerInfo info;
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info.type = texture_type;
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info.is_array = is_array;
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const std::optional<Sampler> sampler = is_bindless
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? GetBindlessSampler(base_reg, info, index_var)
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: GetSampler(instr.sampler, info);
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const std::optional<SamplerEntry> sampler =
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is_bindless ? GetBindlessSampler(base_reg, info, index_var)
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: GetSampler(instr.sampler, info);
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Node4 values;
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if (!sampler) {
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std::generate(values.begin(), values.end(), [this] { return Immediate(0); });
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@ -217,9 +217,9 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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[[fallthrough]];
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case OpCode::Id::TXQ: {
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Node index_var;
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const std::optional<Sampler> sampler = is_bindless
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? GetBindlessSampler(instr.gpr8, {}, index_var)
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: GetSampler(instr.sampler, {});
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const std::optional<SamplerEntry> sampler =
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is_bindless ? GetBindlessSampler(instr.gpr8, {}, index_var)
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: GetSampler(instr.sampler, {});
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if (!sampler) {
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u32 indexer = 0;
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@ -272,7 +272,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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info.type = texture_type;
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info.is_array = is_array;
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Node index_var;
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const std::optional<Sampler> sampler =
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const std::optional<SamplerEntry> sampler =
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is_bindless ? GetBindlessSampler(instr.gpr20, info, index_var)
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: GetSampler(instr.sampler, info);
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@ -379,14 +379,15 @@ ShaderIR::SamplerInfo ShaderIR::GetSamplerInfo(
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return info;
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}
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std::optional<Sampler> ShaderIR::GetSampler(Tegra::Shader::Sampler sampler,
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SamplerInfo sampler_info) {
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std::optional<SamplerEntry> ShaderIR::GetSampler(Tegra::Shader::Sampler sampler,
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SamplerInfo sampler_info) {
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const u32 offset = static_cast<u32>(sampler.index.Value());
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const auto info = GetSamplerInfo(sampler_info, registry.ObtainBoundSampler(offset));
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// If this sampler has already been used, return the existing mapping.
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const auto it = std::find_if(used_samplers.begin(), used_samplers.end(),
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[offset](const Sampler& entry) { return entry.offset == offset; });
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const auto it =
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std::find_if(used_samplers.begin(), used_samplers.end(),
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[offset](const SamplerEntry& entry) { return entry.offset == offset; });
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if (it != used_samplers.end()) {
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ASSERT(!it->is_bindless && it->type == info.type && it->is_array == info.is_array &&
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it->is_shadow == info.is_shadow && it->is_buffer == info.is_buffer);
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@ -399,8 +400,8 @@ std::optional<Sampler> ShaderIR::GetSampler(Tegra::Shader::Sampler sampler,
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*info.is_shadow, *info.is_buffer, false);
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}
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std::optional<Sampler> ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg, SamplerInfo info,
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Node& index_var) {
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std::optional<SamplerEntry> ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
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SamplerInfo info, Node& index_var) {
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const Node sampler_register = GetRegister(reg);
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const auto [base_node, tracked_sampler_info] =
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TrackBindlessSampler(sampler_register, global_code, static_cast<s64>(global_code.size()));
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@ -416,7 +417,7 @@ std::optional<Sampler> ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
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// If this sampler has already been used, return the existing mapping.
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const auto it = std::find_if(used_samplers.begin(), used_samplers.end(),
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[buffer, offset](const Sampler& entry) {
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[buffer, offset](const SamplerEntry& entry) {
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return entry.buffer == buffer && entry.offset == offset;
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});
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if (it != used_samplers.end()) {
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@ -436,11 +437,12 @@ std::optional<Sampler> ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
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info = GetSamplerInfo(info, registry.ObtainSeparateSampler(indices, offsets));
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// Try to use an already created sampler if it exists
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const auto it = std::find_if(
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used_samplers.begin(), used_samplers.end(), [indices, offsets](const Sampler& entry) {
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return offsets == std::pair{entry.offset, entry.secondary_offset} &&
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indices == std::pair{entry.buffer, entry.secondary_buffer};
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});
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const auto it =
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std::find_if(used_samplers.begin(), used_samplers.end(),
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[indices, offsets](const SamplerEntry& entry) {
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return offsets == std::pair{entry.offset, entry.secondary_offset} &&
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indices == std::pair{entry.buffer, entry.secondary_buffer};
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});
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if (it != used_samplers.end()) {
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ASSERT(it->is_separated && it->type == info.type && it->is_array == info.is_array &&
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it->is_shadow == info.is_shadow && it->is_buffer == info.is_buffer);
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@ -460,7 +462,7 @@ std::optional<Sampler> ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
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// If this sampler has already been used, return the existing mapping.
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const auto it = std::find_if(
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used_samplers.begin(), used_samplers.end(),
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[base_offset](const Sampler& entry) { return entry.offset == base_offset; });
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[base_offset](const SamplerEntry& entry) { return entry.offset == base_offset; });
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if (it != used_samplers.end()) {
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ASSERT(!it->is_bindless && it->type == info.type && it->is_array == info.is_array &&
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it->is_shadow == info.is_shadow && it->is_buffer == info.is_buffer &&
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@ -565,9 +567,9 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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info.is_buffer = false;
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Node index_var;
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const std::optional<Sampler> sampler = is_bindless
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? GetBindlessSampler(*bindless_reg, info, index_var)
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: GetSampler(instr.sampler, info);
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const std::optional<SamplerEntry> sampler =
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is_bindless ? GetBindlessSampler(*bindless_reg, info, index_var)
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: GetSampler(instr.sampler, info);
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if (!sampler) {
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return {Immediate(0), Immediate(0), Immediate(0), Immediate(0)};
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}
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@ -724,7 +726,7 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
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info.is_shadow = depth_compare;
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Node index_var;
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const std::optional<Sampler> sampler =
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const std::optional<SamplerEntry> sampler =
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is_bindless ? GetBindlessSampler(parameter_register++, info, index_var)
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: GetSampler(instr.sampler, info);
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Node4 values;
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@ -783,7 +785,7 @@ Node4 ShaderIR::GetTldCode(Tegra::Shader::Instruction instr) {
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// const Node aoffi_register{is_aoffi ? GetRegister(gpr20_cursor++) : nullptr};
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// const Node multisample{is_multisample ? GetRegister(gpr20_cursor++) : nullptr};
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const std::optional<Sampler> sampler = GetSampler(instr.sampler, {});
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const std::optional<SamplerEntry> sampler = GetSampler(instr.sampler, {});
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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@ -800,7 +802,7 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
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info.type = texture_type;
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info.is_array = is_array;
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info.is_shadow = false;
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const std::optional<Sampler> sampler = GetSampler(instr.sampler, info);
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const std::optional<SamplerEntry> sampler = GetSampler(instr.sampler, info);
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const std::size_t type_coord_count = GetCoordCount(texture_type);
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const bool lod_enabled = instr.tlds.GetTextureProcessMode() == TextureProcessMode::LL;
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