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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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@ -58,24 +58,6 @@ void KeplerCompute::CallMultiMethod(u32 method, const u32* base_start, u32 amoun
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}
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}
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Texture::FullTextureInfo KeplerCompute::GetTexture(std::size_t offset) const {
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const std::bitset<8> cbuf_mask = launch_description.const_buffer_enable_mask.Value();
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ASSERT(cbuf_mask[regs.tex_cb_index]);
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const auto& texinfo = launch_description.const_buffer_config[regs.tex_cb_index];
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ASSERT(texinfo.Address() != 0);
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const GPUVAddr address = texinfo.Address() + offset * sizeof(Texture::TextureHandle);
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ASSERT(address < texinfo.Address() + texinfo.size);
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const Texture::TextureHandle tex_handle{memory_manager.Read<u32>(address)};
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return GetTextureInfo(tex_handle);
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}
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Texture::FullTextureInfo KeplerCompute::GetTextureInfo(Texture::TextureHandle tex_handle) const {
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return Texture::FullTextureInfo{GetTICEntry(tex_handle.tic_id), GetTSCEntry(tex_handle.tsc_id)};
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}
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u32 KeplerCompute::AccessConstBuffer32(ShaderType stage, u64 const_buffer, u64 offset) const {
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ASSERT(stage == ShaderType::Compute);
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const auto& buffer = launch_description.const_buffer_config[const_buffer];
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@ -98,9 +80,11 @@ SamplerDescriptor KeplerCompute::AccessBindlessSampler(ShaderType stage, u64 con
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SamplerDescriptor KeplerCompute::AccessSampler(u32 handle) const {
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const Texture::TextureHandle tex_handle{handle};
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const Texture::FullTextureInfo tex_info = GetTextureInfo(tex_handle);
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SamplerDescriptor result = SamplerDescriptor::FromTIC(tex_info.tic);
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result.is_shadow.Assign(tex_info.tsc.depth_compare_enabled.Value());
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const Texture::TICEntry tic = GetTICEntry(tex_handle.tic_id);
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const Texture::TSCEntry tsc = GetTSCEntry(tex_handle.tsc_id);
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SamplerDescriptor result = SamplerDescriptor::FromTIC(tic);
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result.is_shadow.Assign(tsc.depth_compare_enabled.Value());
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return result;
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}
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