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texture_cache: use two-pass collection for costly load resources (#13096)
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@ -72,12 +72,19 @@ TextureCache<P>::TextureCache(Runtime& runtime_, Tegra::MaxwellDeviceMemoryManag
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template <class P>
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void TextureCache<P>::RunGarbageCollector() {
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bool high_priority_mode = total_used_memory >= expected_memory;
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bool aggressive_mode = total_used_memory >= critical_memory;
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const u64 ticks_to_destroy = aggressive_mode ? 10ULL : high_priority_mode ? 25ULL : 50ULL;
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size_t num_iterations = aggressive_mode ? 40 : (high_priority_mode ? 20 : 10);
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const auto clean_up = [this, &num_iterations, &high_priority_mode,
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&aggressive_mode](ImageId image_id) {
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bool high_priority_mode = false;
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bool aggressive_mode = false;
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u64 ticks_to_destroy = 0;
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size_t num_iterations = 0;
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const auto Configure = [&](bool allow_aggressive) {
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high_priority_mode = total_used_memory >= expected_memory;
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aggressive_mode = allow_aggressive && total_used_memory >= critical_memory;
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ticks_to_destroy = aggressive_mode ? 10ULL : high_priority_mode ? 25ULL : 50ULL;
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num_iterations = aggressive_mode ? 40 : (high_priority_mode ? 20 : 10);
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};
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const auto Cleanup = [this, &num_iterations, &high_priority_mode,
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&aggressive_mode](ImageId image_id) {
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if (num_iterations == 0) {
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return true;
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}
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@ -123,7 +130,16 @@ void TextureCache<P>::RunGarbageCollector() {
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}
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return false;
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};
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lru_cache.ForEachItemBelow(frame_tick - ticks_to_destroy, clean_up);
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// Try to remove anything old enough and not high priority.
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Configure(false);
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lru_cache.ForEachItemBelow(frame_tick - ticks_to_destroy, Cleanup);
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// If pressure is still too high, prune aggressively.
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if (total_used_memory >= critical_memory) {
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Configure(true);
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lru_cache.ForEachItemBelow(frame_tick - ticks_to_destroy, Cleanup);
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}
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}
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template <class P>
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