GPUDevice: Fix erratic texture pool recycling
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@ -793,23 +793,21 @@ std::unique_ptr<GPUTexture> GPUDevice::FetchTexture(u32 width, u32 height, u32 l
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if (is_texture && m_features.prefer_unused_textures)
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{
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// Try to find a texture that wasn't used this frame first.
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// Start at the back of the pool.
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it = m_texture_pool.end();
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for (auto rit = m_texture_pool.rbegin(); rit != m_texture_pool.rend(); ++rit)
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for (it = m_texture_pool.begin(); it != m_texture_pool.end(); ++it)
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{
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if (rit->use_counter == m_texture_pool_counter)
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if (it->use_counter == m_texture_pool_counter)
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{
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// We're into textures recycled this frame, not going to find anything newer.
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// But prefer reuse over creating a new texture.
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if (m_texture_pool.size() < pool_size)
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{
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it = m_texture_pool.end();
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break;
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}
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}
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if (rit->key == key)
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{
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it = std::prev(rit.base());
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if (it->key == key)
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break;
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}
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}
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}
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else
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@ -869,7 +867,7 @@ void GPUDevice::RecycleTexture(std::unique_ptr<GPUTexture> texture)
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pool.push_back({std::move(texture), m_texture_pool_counter, key});
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const u32 max_size = is_texture ? MAX_TEXTURE_POOL_SIZE : MAX_TARGET_POOL_SIZE;
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while (pool.size() >= max_size)
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while (pool.size() > max_size)
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{
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Log_ProfileFmt("Trim {}x{} texture from pool", pool.front().texture->GetWidth(), pool.front().texture->GetHeight());
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pool.pop_front();
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@ -901,7 +899,7 @@ void GPUDevice::TrimTexturePool()
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TexturePool& pool = pool_idx ? m_target_pool : m_texture_pool;
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for (auto it = pool.begin(); it != pool.end();)
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{
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const u32 delta = (it->use_counter - prev_counter);
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const u32 delta = (prev_counter - it->use_counter);
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if (delta < POOL_PURGE_DELAY)
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break;
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@ -680,7 +680,7 @@ protected:
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std::unique_ptr<GPUSampler> m_linear_sampler;
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private:
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static constexpr u32 MAX_TEXTURE_POOL_SIZE = 100;
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static constexpr u32 MAX_TEXTURE_POOL_SIZE = 125;
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static constexpr u32 MAX_TARGET_POOL_SIZE = 50;
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static constexpr u32 POOL_PURGE_DELAY = 300;
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