mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 09:53:35 +01:00
cda659955c
* Initial test for texture sync * WIP new texture flushing setup * Improve rules for incompatible overlaps Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup. * Cleanup, improvements Improve rules for fast DMA * Small tweak to group together flushes of overlapping handles. * Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures. Fixes the new Life is Strange game. * Flush overlaps before init data, fix 3d texture size/overlap stuff * Fix 3D Textures, faster single layer flush Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods) * Remove unused method * Minor cleanup * More cleanup * Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too This one's for metro * Address feedback, ASTC+ETC to FormatClass * Change offset to use Span slice rather than IntPtr Add * Fix this too
118 lines
No EOL
3.8 KiB
C#
118 lines
No EOL
3.8 KiB
C#
using Ryujinx.Common.Logging;
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using System.Collections;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// A texture cache that automatically removes older textures that are not used for some time.
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/// The cache works with a rotated list with a fixed size. When new textures are added, the
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/// old ones at the bottom of the list are deleted.
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/// </summary>
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class AutoDeleteCache : IEnumerable<Texture>
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{
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private const int MaxCapacity = 2048;
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private readonly LinkedList<Texture> _textures;
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/// <summary>
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/// Creates a new instance of the automatic deletion cache.
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/// </summary>
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public AutoDeleteCache()
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{
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_textures = new LinkedList<Texture>();
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}
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/// <summary>
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/// Adds a new texture to the cache, even if the texture added is already on the cache.
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/// </summary>
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/// <remarks>
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/// Using this method is only recommended if you know that the texture is not yet on the cache,
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/// otherwise it would store the same texture more than once.
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/// </remarks>
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/// <param name="texture">The texture to be added to the cache</param>
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public void Add(Texture texture)
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{
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texture.IncrementReferenceCount();
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texture.CacheNode = _textures.AddLast(texture);
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if (_textures.Count > MaxCapacity)
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{
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Texture oldestTexture = _textures.First.Value;
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if (!oldestTexture.CheckModified(false))
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{
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// The texture must be flushed if it falls out of the auto delete cache.
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// Flushes out of the auto delete cache do not trigger write tracking,
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// as it is expected that other overlapping textures exist that have more up-to-date contents.
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oldestTexture.Group.SynchronizeDependents(oldestTexture);
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oldestTexture.FlushModified(false);
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}
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_textures.RemoveFirst();
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oldestTexture.DecrementReferenceCount();
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oldestTexture.CacheNode = null;
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}
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}
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/// <summary>
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/// Adds a new texture to the cache, or just moves it to the top of the list if the
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/// texture is already on the cache.
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/// </summary>
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/// <remarks>
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/// Moving the texture to the top of the list prevents it from being deleted,
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/// as the textures on the bottom of the list are deleted when new ones are added.
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/// </remarks>
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/// <param name="texture">The texture to be added, or moved to the top</param>
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public void Lift(Texture texture)
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{
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if (texture.CacheNode != null)
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{
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if (texture.CacheNode != _textures.Last)
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{
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_textures.Remove(texture.CacheNode);
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texture.CacheNode = _textures.AddLast(texture);
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}
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}
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else
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{
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Add(texture);
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}
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}
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public bool Remove(Texture texture, bool flush)
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{
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if (texture.CacheNode == null)
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{
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return false;
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}
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// Remove our reference to this texture.
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if (flush)
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{
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texture.FlushModified(false);
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}
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_textures.Remove(texture.CacheNode);
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texture.CacheNode = null;
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return texture.DecrementReferenceCount();
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}
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public IEnumerator<Texture> GetEnumerator()
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{
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return _textures.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return _textures.GetEnumerator();
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}
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}
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} |