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authorFernando Sahmkow <fsahmkow27@gmail.com>2019-05-14 01:14:02 +0200
committerReinUsesLisp <reinuseslisp@airmail.cc>2019-06-21 02:36:12 +0200
commita79831d9d02f7c42d82ea36210cac7952a3ef16e (patch)
treeee201e6957b5018159eafe01b6378c11fef8c4cf /src/video_core
parenttexture_cache: General Fixes (diff)
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Diffstat (limited to 'src/video_core')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp4
-rw-r--r--src/video_core/texture_cache/texture_cache.h9
2 files changed, 12 insertions, 1 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 8218c5143..afacc3fbd 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -424,6 +424,8 @@ std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
}
current_framebuffer_config_state = fb_config_state;
+ texture_cache.Guard(true);
+
View depth_surface{};
if (using_depth_fb) {
depth_surface = texture_cache.GetDepthBufferSurface(preserve_contents);
@@ -500,6 +502,8 @@ std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
depth_surface->GetSurfaceParams().type == SurfaceType::DepthStencil;
}
+ texture_cache.Guard(false);
+
current_state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(fbkey);
SyncViewport(current_state);
diff --git a/src/video_core/texture_cache/texture_cache.h b/src/video_core/texture_cache/texture_cache.h
index 419c0de5e..2ad6210dd 100644
--- a/src/video_core/texture_cache/texture_cache.h
+++ b/src/video_core/texture_cache/texture_cache.h
@@ -64,6 +64,10 @@ public:
}
}
+ void Guard(bool new_guard) {
+ guard_cache = new_guard;
+ }
+
void FlushRegion(CacheAddr addr, std::size_t size) {
std::lock_guard lock{mutex};
@@ -251,7 +255,7 @@ protected:
void Unregister(TSurface surface) {
std::lock_guard lock{mutex};
- if (surface->IsProtected()) {
+ if (guard_cache && surface->IsProtected()) {
return;
}
const GPUVAddr gpu_addr = surface->GetGpuAddr();
@@ -573,6 +577,9 @@ private:
u64 ticks{};
+ // Guards the cache for protection conflicts.
+ bool guard_cache{};
+
// The internal Cache is different for the Texture Cache. It's based on buckets
// of 1MB. This fits better for the purpose of this cache as textures are normaly
// large in size.