Merge pull request #2978 from lioncash/doxygen

video_core/texture_cache: Amend Doxygen references
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Rodrigo Locatti 2019-10-16 22:09:40 -03:00 committed by GitHub
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@ -62,10 +62,10 @@ public:
}
}
/***
* `Guard` guarantees that rendertargets don't unregister themselves if the
/**
* Guarantees that rendertargets don't unregister themselves if the
* collide. Protection is currently only done on 3D slices.
***/
*/
void GuardRenderTargets(bool new_guard) {
guard_render_targets = new_guard;
}
@ -287,7 +287,7 @@ protected:
const Tegra::Engines::Fermi2D::Config& copy_config) = 0;
// Depending on the backend, a buffer copy can be slow as it means deoptimizing the texture
// and reading it from a sepparate buffer.
// and reading it from a separate buffer.
virtual void BufferCopy(TSurface& src_surface, TSurface& dst_surface) = 0;
void ManageRenderTargetUnregister(TSurface& surface) {
@ -386,12 +386,13 @@ private:
};
/**
* `PickStrategy` takes care of selecting a proper strategy to deal with a texture recycle.
* @param overlaps, the overlapping surfaces registered in the cache.
* @param params, the paremeters on the new surface.
* @param gpu_addr, the starting address of the new surface.
* @param untopological, tells the recycler that the texture has no way to match the overlaps
* due to topological reasons.
* Takes care of selecting a proper strategy to deal with a texture recycle.
*
* @param overlaps The overlapping surfaces registered in the cache.
* @param params The parameters on the new surface.
* @param gpu_addr The starting address of the new surface.
* @param untopological Indicates to the recycler that the texture has no way
* to match the overlaps due to topological reasons.
**/
RecycleStrategy PickStrategy(std::vector<TSurface>& overlaps, const SurfaceParams& params,
const GPUVAddr gpu_addr, const MatchTopologyResult untopological) {
@ -419,16 +420,19 @@ private:
}
/**
* `RecycleSurface` es a method we use to decide what to do with textures we can't resolve in
*the cache It has 2 implemented strategies: Ignore and Flush. Ignore just unregisters all the
*overlaps and loads the new texture. Flush, flushes all the overlaps into memory and loads the
*new surface from that data.
* @param overlaps, the overlapping surfaces registered in the cache.
* @param params, the paremeters on the new surface.
* @param gpu_addr, the starting address of the new surface.
* @param preserve_contents, tells if the new surface should be loaded from meory or left blank
* @param untopological, tells the recycler that the texture has no way to match the overlaps
* due to topological reasons.
* Used to decide what to do with textures we can't resolve in the cache It has 2 implemented
* strategies: Ignore and Flush.
*
* - Ignore: Just unregisters all the overlaps and loads the new texture.
* - Flush: Flushes all the overlaps into memory and loads the new surface from that data.
*
* @param overlaps The overlapping surfaces registered in the cache.
* @param params The parameters for the new surface.
* @param gpu_addr The starting address of the new surface.
* @param preserve_contents Indicates that the new surface should be loaded from memory or left
* blank.
* @param untopological Indicates to the recycler that the texture has no way to match the
* overlaps due to topological reasons.
**/
std::pair<TSurface, TView> RecycleSurface(std::vector<TSurface>& overlaps,
const SurfaceParams& params, const GPUVAddr gpu_addr,
@ -465,10 +469,12 @@ private:
}
/**
* `RebuildSurface` this method takes a single surface and recreates into another that
* may differ in format, target or width alingment.
* @param current_surface, the registered surface in the cache which we want to convert.
* @param params, the new surface params which we'll use to recreate the surface.
* Takes a single surface and recreates into another that may differ in
* format, target or width alignment.
*
* @param current_surface The registered surface in the cache which we want to convert.
* @param params The new surface params which we'll use to recreate the surface.
* @param is_render Whether or not the surface is a render target.
**/
std::pair<TSurface, TView> RebuildSurface(TSurface current_surface, const SurfaceParams& params,
bool is_render) {
@ -502,12 +508,14 @@ private:
}
/**
* `ManageStructuralMatch` this method takes a single surface and checks with the new surface's
* params if it's an exact match, we return the main view of the registered surface. If it's
* formats don't match, we rebuild the surface. We call this last method a `Mirage`. If formats
* Takes a single surface and checks with the new surface's params if it's an exact
* match, we return the main view of the registered surface. If its formats don't
* match, we rebuild the surface. We call this last method a `Mirage`. If formats
* match but the targets don't, we create an overview View of the registered surface.
* @param current_surface, the registered surface in the cache which we want to convert.
* @param params, the new surface params which we want to check.
*
* @param current_surface The registered surface in the cache which we want to convert.
* @param params The new surface params which we want to check.
* @param is_render Whether or not the surface is a render target.
**/
std::pair<TSurface, TView> ManageStructuralMatch(TSurface current_surface,
const SurfaceParams& params, bool is_render) {
@ -529,13 +537,14 @@ private:
}
/**
* `TryReconstructSurface` unlike `RebuildSurface` where we know the registered surface
* matches the candidate in some way, we got no guarantess here. We try to see if the overlaps
* are sublayers/mipmaps of the new surface, if they all match we end up recreating a surface
* for them, else we return nothing.
* @param overlaps, the overlapping surfaces registered in the cache.
* @param params, the paremeters on the new surface.
* @param gpu_addr, the starting address of the new surface.
* Unlike RebuildSurface where we know whether or not registered surfaces match the candidate
* in some way, we have no guarantees here. We try to see if the overlaps are sublayers/mipmaps
* of the new surface, if they all match we end up recreating a surface for them,
* else we return nothing.
*
* @param overlaps The overlapping surfaces registered in the cache.
* @param params The parameters on the new surface.
* @param gpu_addr The starting address of the new surface.
**/
std::optional<std::pair<TSurface, TView>> TryReconstructSurface(std::vector<TSurface>& overlaps,
const SurfaceParams& params,
@ -584,19 +593,27 @@ private:
}
/**
* `GetSurface` gets the starting address and parameters of a candidate surface and tries
* to find a matching surface within the cache. This is done in 3 big steps. The first is to
* check the 1st Level Cache in order to find an exact match, if we fail, we move to step 2.
* Step 2 is checking if there are any overlaps at all, if none, we just load the texture from
* memory else we move to step 3. Step 3 consists on figuring the relationship between the
* candidate texture and the overlaps. We divide the scenarios depending if there's 1 or many
* overlaps. If there's many, we just try to reconstruct a new surface out of them based on the
* candidate's parameters, if we fail, we recycle. When there's only 1 overlap then we have to
* check if the candidate is a view (layer/mipmap) of the overlap or if the registered surface
* is a mipmap/layer of the candidate. In this last case we reconstruct a new surface.
* @param gpu_addr, the starting address of the candidate surface.
* @param params, the paremeters on the candidate surface.
* @param preserve_contents, tells if the new surface should be loaded from meory or left blank.
* Gets the starting address and parameters of a candidate surface and tries
* to find a matching surface within the cache. This is done in 3 big steps:
*
* 1. Check the 1st Level Cache in order to find an exact match, if we fail, we move to step 2.
*
* 2. Check if there are any overlaps at all, if there are none, we just load the texture from
* memory else we move to step 3.
*
* 3. Consists of figuring out the relationship between the candidate texture and the
* overlaps. We divide the scenarios depending if there's 1 or many overlaps. If
* there's many, we just try to reconstruct a new surface out of them based on the
* candidate's parameters, if we fail, we recycle. When there's only 1 overlap then we
* have to check if the candidate is a view (layer/mipmap) of the overlap or if the
* registered surface is a mipmap/layer of the candidate. In this last case we reconstruct
* a new surface.
*
* @param gpu_addr The starting address of the candidate surface.
* @param params The parameters on the candidate surface.
* @param preserve_contents Indicates that the new surface should be loaded from memory or
* left blank.
* @param is_render Whether or not the surface is a render target.
**/
std::pair<TSurface, TView> GetSurface(const GPUVAddr gpu_addr, const SurfaceParams& params,
bool preserve_contents, bool is_render) {
@ -651,7 +668,7 @@ private:
// Step 3
// Now we need to figure the relationship between the texture and its overlaps
// we do a topological test to ensure we can find some relationship. If it fails
// inmediatly recycle the texture
// immediately recycle the texture
for (const auto& surface : overlaps) {
const auto topological_result = surface->MatchesTopology(params);
if (topological_result != MatchTopologyResult::FullMatch) {
@ -720,12 +737,13 @@ private:
}
/**
* `DeduceSurface` gets the starting address and parameters of a candidate surface and tries
* to find a matching surface within the cache that's similar to it. If there are many textures
* Gets the starting address and parameters of a candidate surface and tries to find a
* matching surface within the cache that's similar to it. If there are many textures
* or the texture found if entirely incompatible, it will fail. If no texture is found, the
* blit will be unsuccessful.
* @param gpu_addr, the starting address of the candidate surface.
* @param params, the paremeters on the candidate surface.
*
* @param gpu_addr The starting address of the candidate surface.
* @param params The parameters on the candidate surface.
**/
Deduction DeduceSurface(const GPUVAddr gpu_addr, const SurfaceParams& params) {
const auto host_ptr{system.GPU().MemoryManager().GetPointer(gpu_addr)};
@ -777,11 +795,14 @@ private:
}
/**
* `DeduceBestBlit` gets the a source and destination starting address and parameters,
* Gets the a source and destination starting address and parameters,
* and tries to deduce if they are supposed to be depth textures. If so, their
* parameters are modified and fixed into so.
* @param gpu_addr, the starting address of the candidate surface.
* @param params, the parameters on the candidate surface.
*
* @param src_params The parameters of the candidate surface.
* @param dst_params The parameters of the destination surface.
* @param src_gpu_addr The starting address of the candidate surface.
* @param dst_gpu_addr The starting address of the destination surface.
**/
void DeduceBestBlit(SurfaceParams& src_params, SurfaceParams& dst_params,
const GPUVAddr src_gpu_addr, const GPUVAddr dst_gpu_addr) {