early-access version 2402
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@@ -29,11 +29,11 @@ enum class ImageFlagBits : u32 {
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Sparse = 1 << 9, ///< Image has non continous submemory.
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// Garbage Collection Flags
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BadOverlap = 1 << 10, ///< This image overlaps other but doesn't fit, has higher
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///< garbage collection priority
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Alias = 1 << 11, ///< This image has aliases and has priority on garbage
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///< collection
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GCProtected = 1 << 12, ///< Protected from low-tier GC as they are costy to load back.
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BadOverlap = 1 << 10, ///< This image overlaps other but doesn't fit, has higher
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///< garbage collection priority
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Alias = 1 << 11, ///< This image has aliases and has priority on garbage
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///< collection
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CostlyLoad = 1 << 12, ///< Protected from low-tier GC as it is costly to load back.
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// Rescaler
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Rescaled = 1 << 13,
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@@ -53,16 +53,16 @@ TextureCache<P>::TextureCache(Runtime& runtime_, VideoCore::RasterizerInterface&
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const s64 device_memory = static_cast<s64>(runtime.GetDeviceLocalMemory());
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const s64 min_spacing_expected = device_memory - 1_GiB - 512_MiB;
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const s64 min_spacing_critical = device_memory - 1_GiB;
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const s64 mem_tresshold = std::min(device_memory, TARGET_THRESHOLD);
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const s64 min_vacancy_expected = (6 * mem_tresshold) / 10;
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const s64 min_vacancy_critical = (3 * mem_tresshold) / 10;
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const s64 mem_threshold = std::min(device_memory, TARGET_THRESHOLD);
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const s64 min_vacancy_expected = (6 * mem_threshold) / 10;
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const s64 min_vacancy_critical = (3 * mem_threshold) / 10;
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expected_memory = static_cast<u64>(
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std::max(std::min(device_memory - min_vacancy_expected, min_spacing_expected),
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DEFAULT_EXPECTED_MEMORY));
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critical_memory = static_cast<u64>(
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std::max(std::min(device_memory - min_vacancy_critical, min_spacing_critical),
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DEFAULT_CRITICAL_MEMORY));
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minimum_memory = static_cast<u64>((device_memory - mem_tresshold) / 2);
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minimum_memory = static_cast<u64>((device_memory - mem_threshold) / 2);
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} else {
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expected_memory = DEFAULT_EXPECTED_MEMORY + 512_MiB;
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critical_memory = DEFAULT_CRITICAL_MEMORY + 1_GiB;
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@@ -85,7 +85,8 @@ void TextureCache<P>::RunGarbageCollector() {
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auto& image = slot_images[image_id];
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const bool must_download =
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image.IsSafeDownload() && False(image.flags & ImageFlagBits::BadOverlap);
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if (!high_priority_mode && must_download) {
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if (!high_priority_mode &&
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(must_download || True(image.flags & ImageFlagBits::CostlyLoad))) {
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return false;
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}
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if (must_download) {
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