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