rpcs3/rpcs3/Emu/RSX/GL/GLTextureCache.cpp

63 lines
1.4 KiB
C++

#include "stdafx.h"
#include "GLGSRender.h"
#include "GLTextureCache.h"
namespace gl
{
bool texture_cache::flush_section(u32 address)
{
if (address < no_access_range.first ||
address >= no_access_range.second)
return false;
bool post_task = false;
cached_texture_section* section_to_post = nullptr;
{
std::lock_guard<std::mutex> lock(m_section_mutex);
for (cached_texture_section &tex : no_access_memory_sections)
{
if (tex.is_dirty()) continue;
if (tex.is_locked() && tex.overlaps(address))
{
if (tex.is_flushed())
{
LOG_WARNING(RSX, "Section matches range, but marked as already flushed!, 0x%X+0x%X", tex.get_section_base(), tex.get_section_size());
continue;
}
//LOG_WARNING(RSX, "Cell needs GPU data synced here, address=0x%X", address);
if (std::this_thread::get_id() != m_renderer_thread)
{
post_task = true;
section_to_post = &tex;
break;
}
tex.flush();
return true;
}
}
}
if (post_task)
{
//LOG_WARNING(RSX, "Cache access not from worker thread! address = 0x%X", address);
work_item &task = m_renderer->post_flush_request(address, section_to_post);
vm::temporary_unlock();
{
std::unique_lock<std::mutex> lock(task.guard_mutex);
task.cv.wait(lock, [&task] { return task.processed; });
}
task.received = true;
return task.result;
}
return false;
}
}