texture_cache: Implement Guard mechanism
This commit is contained in:
parent
7731a0e2d1
commit
a79831d9d0
2 changed files with 12 additions and 1 deletions
|
@ -424,6 +424,8 @@ std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
|
|||
}
|
||||
current_framebuffer_config_state = fb_config_state;
|
||||
|
||||
texture_cache.Guard(true);
|
||||
|
||||
View depth_surface{};
|
||||
if (using_depth_fb) {
|
||||
depth_surface = texture_cache.GetDepthBufferSurface(preserve_contents);
|
||||
|
@ -500,6 +502,8 @@ std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
|
|||
depth_surface->GetSurfaceParams().type == SurfaceType::DepthStencil;
|
||||
}
|
||||
|
||||
texture_cache.Guard(false);
|
||||
|
||||
current_state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(fbkey);
|
||||
SyncViewport(current_state);
|
||||
|
||||
|
|
|
@ -64,6 +64,10 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
void Guard(bool new_guard) {
|
||||
guard_cache = new_guard;
|
||||
}
|
||||
|
||||
void FlushRegion(CacheAddr addr, std::size_t size) {
|
||||
std::lock_guard lock{mutex};
|
||||
|
||||
|
@ -251,7 +255,7 @@ protected:
|
|||
void Unregister(TSurface surface) {
|
||||
std::lock_guard lock{mutex};
|
||||
|
||||
if (surface->IsProtected()) {
|
||||
if (guard_cache && surface->IsProtected()) {
|
||||
return;
|
||||
}
|
||||
const GPUVAddr gpu_addr = surface->GetGpuAddr();
|
||||
|
@ -573,6 +577,9 @@ private:
|
|||
|
||||
u64 ticks{};
|
||||
|
||||
// Guards the cache for protection conflicts.
|
||||
bool guard_cache{};
|
||||
|
||||
// The internal Cache is different for the Texture Cache. It's based on buckets
|
||||
// of 1MB. This fits better for the purpose of this cache as textures are normaly
|
||||
// large in size.
|
||||
|
|
Loading…
Reference in a new issue