Merge pull request #1485 from FernandoS27/render-info

Add more info into textures' object labels
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bunnei 2019-01-30 12:35:56 -05:00 committed by GitHub
commit 92b18345a8
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2 changed files with 57 additions and 2 deletions

View file

@ -128,6 +128,7 @@ std::size_t SurfaceParams::InnerMemorySize(bool force_gl, bool layer_only,
params.height = Common::AlignUp(config.tic.Height(), GetCompressionFactor(params.pixel_format));
params.unaligned_height = config.tic.Height();
params.target = SurfaceTargetFromTextureType(config.tic.texture_type);
params.identity = SurfaceClass::Uploaded;
switch (params.target) {
case SurfaceTarget::Texture1D:
@ -195,6 +196,7 @@ std::size_t SurfaceParams::InnerMemorySize(bool force_gl, bool layer_only,
params.height = config.height;
params.unaligned_height = config.height;
params.target = SurfaceTarget::Texture2D;
params.identity = SurfaceClass::RenderTarget;
params.depth = 1;
params.max_mip_level = 1;
params.is_layered = false;
@ -230,6 +232,7 @@ std::size_t SurfaceParams::InnerMemorySize(bool force_gl, bool layer_only,
params.height = zeta_height;
params.unaligned_height = zeta_height;
params.target = SurfaceTarget::Texture2D;
params.identity = SurfaceClass::DepthBuffer;
params.depth = 1;
params.max_mip_level = 1;
params.is_layered = false;
@ -258,6 +261,7 @@ std::size_t SurfaceParams::InnerMemorySize(bool force_gl, bool layer_only,
params.height = config.height;
params.unaligned_height = config.height;
params.target = SurfaceTarget::Texture2D;
params.identity = SurfaceClass::Copy;
params.depth = 1;
params.max_mip_level = 1;
params.rt = {};
@ -575,8 +579,7 @@ CachedSurface::CachedSurface(const SurfaceParams& params)
ApplyTextureDefaults(SurfaceTargetToGL(params.target), params.max_mip_level);
LabelGLObject(GL_TEXTURE, texture.handle, params.addr,
SurfaceParams::SurfaceTargetName(params.target));
OpenGL::LabelGLObject(GL_TEXTURE, texture.handle, params.addr, params.IdentityString());
// Clamp size to mapped GPU memory region
// TODO(bunnei): Super Mario Odyssey maps a 0x40000 byte region and then uses it for a 0x80000

View file

@ -35,6 +35,14 @@ using PixelFormat = VideoCore::Surface::PixelFormat;
using ComponentType = VideoCore::Surface::ComponentType;
struct SurfaceParams {
enum class SurfaceClass {
Uploaded,
RenderTarget,
DepthBuffer,
Copy,
};
static std::string SurfaceTargetName(SurfaceTarget target) {
switch (target) {
case SurfaceTarget::Texture1D:
@ -210,6 +218,48 @@ struct SurfaceParams {
/// Initializes parameters for caching, should be called after everything has been initialized
void InitCacheParameters(Tegra::GPUVAddr gpu_addr);
std::string TargetName() const {
switch (target) {
case SurfaceTarget::Texture1D:
return "1D";
case SurfaceTarget::Texture2D:
return "2D";
case SurfaceTarget::Texture3D:
return "3D";
case SurfaceTarget::Texture1DArray:
return "1DArray";
case SurfaceTarget::Texture2DArray:
return "2DArray";
case SurfaceTarget::TextureCubemap:
return "Cube";
default:
LOG_CRITICAL(HW_GPU, "Unimplemented surface_target={}", static_cast<u32>(target));
UNREACHABLE();
return fmt::format("TUK({})", static_cast<u32>(target));
}
}
std::string ClassName() const {
switch (identity) {
case SurfaceClass::Uploaded:
return "UP";
case SurfaceClass::RenderTarget:
return "RT";
case SurfaceClass::DepthBuffer:
return "DB";
case SurfaceClass::Copy:
return "CP";
default:
LOG_CRITICAL(HW_GPU, "Unimplemented surface_class={}", static_cast<u32>(identity));
UNREACHABLE();
return fmt::format("CUK({})", static_cast<u32>(identity));
}
}
std::string IdentityString() const {
return ClassName() + '_' + TargetName() + '_' + (is_tiled ? 'T' : 'L');
}
bool is_tiled;
u32 block_width;
u32 block_height;
@ -223,6 +273,7 @@ struct SurfaceParams {
u32 depth;
u32 unaligned_height;
SurfaceTarget target;
SurfaceClass identity;
u32 max_mip_level;
bool is_layered;
bool is_array;
@ -256,6 +307,7 @@ struct SurfaceReserveKey : Common::HashableStruct<OpenGL::SurfaceParams> {
static SurfaceReserveKey Create(const OpenGL::SurfaceParams& params) {
SurfaceReserveKey res;
res.state = params;
res.state.identity = {}; // Ignore the origin of the texture
res.state.gpu_addr = {}; // Ignore GPU vaddr in caching
res.state.rt = {}; // Ignore rt config in caching
return res;