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texture_cache: Use unordered_map::find instead of operator[] on hot code
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d2b2557542
commit
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@ -310,19 +310,21 @@ public:
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dst_surface.first->MarkAsModified(true, Tick());
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dst_surface.first->MarkAsModified(true, Tick());
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}
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}
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TSurface TryFindFramebufferSurface(VAddr addr) {
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TSurface TryFindFramebufferSurface(VAddr addr) const {
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if (!addr) {
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if (!addr) {
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return nullptr;
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return nullptr;
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}
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}
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const VAddr page = addr >> registry_page_bits;
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const VAddr page = addr >> registry_page_bits;
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std::vector<TSurface>& list = registry[page];
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const auto it = registry.find(page);
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for (auto& surface : list) {
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if (it == registry.end()) {
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if (surface->GetCpuAddr() == addr) {
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return surface;
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}
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}
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return nullptr;
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return nullptr;
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}
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}
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const auto& list = it->second;
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const auto found = std::find_if(list.begin(), list.end(), [addr](const auto& surface) {
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return surface->GetCpuAddr() == addr;
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});
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return found != list.end() ? *found : nullptr;
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}
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u64 Tick() {
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u64 Tick() {
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return ++ticks;
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return ++ticks;
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@ -1130,19 +1132,21 @@ private:
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return {};
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return {};
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}
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}
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const VAddr cpu_addr_end = cpu_addr + size;
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const VAddr cpu_addr_end = cpu_addr + size;
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VAddr start = cpu_addr >> registry_page_bits;
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const VAddr end = (cpu_addr_end - 1) >> registry_page_bits;
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const VAddr end = (cpu_addr_end - 1) >> registry_page_bits;
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VectorSurface surfaces;
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VectorSurface surfaces;
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while (start <= end) {
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for (VAddr start = cpu_addr >> registry_page_bits; start <= end; ++start) {
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std::vector<TSurface>& list = registry[start];
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const auto it = registry.find(start);
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for (auto& surface : list) {
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if (it == registry.end()) {
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if (!surface->IsPicked() && surface->Overlaps(cpu_addr, cpu_addr_end)) {
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continue;
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}
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for (auto& surface : it->second) {
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if (surface->IsPicked() || !surface->Overlaps(cpu_addr, cpu_addr_end)) {
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continue;
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}
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surface->MarkAsPicked(true);
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surface->MarkAsPicked(true);
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surfaces.push_back(surface);
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surfaces.push_back(surface);
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}
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}
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}
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}
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start++;
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}
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for (auto& surface : surfaces) {
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for (auto& surface : surfaces) {
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surface->MarkAsPicked(false);
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surface->MarkAsPicked(false);
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}
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}
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