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texture_cache: Change internal cache from lists to vectors

This commit is contained in:
ReinUsesLisp 2019-05-10 01:10:16 -03:00
parent b347543e83
commit 28d7c2f5a5

View file

@ -4,11 +4,11 @@
#pragma once
#include <list>
#include <memory>
#include <set>
#include <tuple>
#include <unordered_map>
#include <vector>
#include <boost/icl/interval_map.hpp>
#include <boost/range/iterator_range.hpp>
@ -172,7 +172,7 @@ public:
return nullptr;
}
const CacheAddr page = cache_addr >> registry_page_bits;
std::list<TSurface>& list = registry[page];
std::vector<TSurface>& list = registry[page];
for (auto& s : list) {
if (s->GetCacheAddr() == cache_addr) {
return s;
@ -482,7 +482,8 @@ private:
CacheAddr start = surface->GetCacheAddr() >> registry_page_bits;
const CacheAddr end = (surface->GetCacheAddrEnd() - 1) >> registry_page_bits;
while (start <= end) {
registry[start].remove(surface);
auto& reg{registry[start]};
reg.erase(std::find(reg.begin(), reg.end(), surface));
start++;
}
}
@ -496,7 +497,7 @@ private:
const CacheAddr end = (cache_addr_end - 1) >> registry_page_bits;
std::vector<TSurface> surfaces;
while (start <= end) {
std::list<TSurface>& list = registry[start];
std::vector<TSurface>& list = registry[start];
for (auto& s : list) {
if (!s->IsPicked() && s->Overlaps(cache_addr, cache_addr_end)) {
s->MarkAsPicked(true);
@ -553,12 +554,12 @@ private:
// large in size.
static constexpr u64 registry_page_bits{20};
static constexpr u64 registry_page_size{1 << registry_page_bits};
std::unordered_map<CacheAddr, std::list<TSurface>> registry;
std::unordered_map<CacheAddr, std::vector<TSurface>> registry;
/// The surface reserve is a "backup" cache, this is where we put unique surfaces that have
/// previously been used. This is to prevent surfaces from being constantly created and
/// destroyed when used with different surface parameters.
std::unordered_map<SurfaceParams, std::list<TSurface>> surface_reserve;
std::unordered_map<SurfaceParams, std::vector<TSurface>> surface_reserve;
std::array<RenderInfo, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> render_targets;
DepthBufferInfo depth_buffer;