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rsx: Surface cache improvements 2 [part 2 of 3] #6357
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Contributor
kd-11
commented
Aug 16, 2019
- Further improves surface cache hierarchy and data tracking. Preserves data more strictly by ensuring everything generated on the GPU is visible to other surfaces.
- Implements Read Color Buffers and Read Depth Buffer for Vulkan. Fixes missing data when Cell and RSX work together to render a scene.
- Adds a workaround to prevent race conditions between Cell and RSX in the middle of a transfer operation. This is superceded by later works, but as they are still incomplete, this can serve as a stop-gap measure.
2 tasks
- Further improve aliased data preservation by unconditionally scanning. Its is possible for cache aliasing to occur when doing memory split. - Also sets up for RCB/RDB implementation
- Implements render target data load (aka Read Color Buffer/Read Depth Buffer) - Refactors vulkan surface barrier to be much cleaner. - Removes redundant surface barrier invocations after doing a merged load from surface cache. - Adds explicit access modes when gathering surfaces from cache.
This was referenced Aug 19, 2019
Appears a weird layer in GTA IV since this PR. |
gamerforEA
reviewed
Feb 26, 2020
if (tag.second != *reinterpret_cast<u64*>(vm::g_sudo_addr + tag.first)) | ||
void shuffle_tag() | ||
{ | ||
memory_tag_samples[0].second = memory_tag_samples[0].second; |
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Self-assignment looks like a typo
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Yea, missing ~
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