+ boolean cachable = SVGA_SURFACE_CACHE_ENABLED && key->cachable;
+
+ SVGA_DBG(DEBUG_CACHE|DEBUG_DMA,
+ "%s sz %dx%dx%d mips %d faces %d cachable %d\n",
+ __FUNCTION__,
+ key->size.width,
+ key->size.height,
+ key->size.depth,
+ key->numMipLevels,
+ key->numFaces,
+ key->cachable);
+
+ if (cachable) {
+ if (key->format == SVGA3D_BUFFER) {
+ /* For buffers, round the buffer size up to the nearest power
+ * of two to increase the probability of cache hits. Keep
+ * texture surface dimensions unchanged.
+ */
+ uint32_t size = 1;
+ while(size < key->size.width)
+ size <<= 1;
+ key->size.width = size;
+ /* Since we're reusing buffers we're effectively transforming all
+ * of them into dynamic buffers.
+ *
+ * It would be nice to not cache long lived static buffers. But there
+ * is no way to detect the long lived from short lived ones yet. A
+ * good heuristic would be buffer size.
+ */
+ key->flags &= ~SVGA3D_SURFACE_HINT_STATIC;
+ key->flags |= SVGA3D_SURFACE_HINT_DYNAMIC;
+ }