dolphin/Source/Core/VideoCommon/TextureCacheBase.cpp

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <algorithm>
#include <string>
#include "Common/FileUtil.h"
#include "Common/MemoryUtil.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "Core/HW/Memmap.h"
#include "VideoCommon/Debugger.h"
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#include "VideoCommon/FramebufferManagerBase.h"
#include "VideoCommon/HiresTextures.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VideoConfig.h"
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static const u64 TEXHASH_INVALID = 0;
static const int TEXTURE_KILL_THRESHOLD = 60;
static const int TEXTURE_POOL_KILL_THRESHOLD = 3;
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static const int FRAMECOUNT_INVALID = 0;
TextureCache *g_texture_cache;
GC_ALIGNED16(u8 *TextureCache::temp) = nullptr;
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size_t TextureCache::temp_size;
TextureCache::TexCache TextureCache::textures;
TextureCache::TexPool TextureCache::texture_pool;
TextureCache::TCacheEntryBase* TextureCache::bound_textures[8];
TextureCache::BackupConfig TextureCache::backup_config;
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static bool invalidate_texture_cache_requested;
TextureCache::TCacheEntryBase::~TCacheEntryBase()
{
}
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void TextureCache::CheckTempSize(size_t required_size)
{
if (required_size <= temp_size)
return;
temp_size = required_size;
FreeAlignedMemory(temp);
temp = (u8*)AllocateAlignedMemory(temp_size, 16);
}
TextureCache::TextureCache()
{
temp_size = 2048 * 2048 * 4;
if (!temp)
temp = (u8*)AllocateAlignedMemory(temp_size, 16);
TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter);
if (g_ActiveConfig.bHiresTextures && !g_ActiveConfig.bDumpTextures)
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HiresTexture::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID);
SetHash64Function();
invalidate_texture_cache_requested = false;
}
void TextureCache::RequestInvalidateTextureCache()
{
invalidate_texture_cache_requested = true;
}
void TextureCache::Invalidate()
{
UnbindTextures();
for (auto& tex : textures)
{
delete tex.second;
}
textures.clear();
for (auto& rt : texture_pool)
{
delete rt.second;
}
texture_pool.clear();
}
TextureCache::~TextureCache()
{
Invalidate();
FreeAlignedMemory(temp);
temp = nullptr;
}
void TextureCache::OnConfigChanged(VideoConfig& config)
{
if (g_texture_cache)
{
// TODO: Invalidating texcache is really stupid in some of these cases
if (config.iSafeTextureCache_ColorSamples != backup_config.s_colorsamples ||
config.bTexFmtOverlayEnable != backup_config.s_texfmt_overlay ||
config.bTexFmtOverlayCenter != backup_config.s_texfmt_overlay_center ||
config.bHiresTextures != backup_config.s_hires_textures ||
invalidate_texture_cache_requested)
{
g_texture_cache->Invalidate();
if (g_ActiveConfig.bHiresTextures)
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HiresTexture::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID);
TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter);
invalidate_texture_cache_requested = false;
}
if ((config.iStereoMode > 0) != backup_config.s_stereo_3d ||
config.bStereoEFBMonoDepth != backup_config.s_efb_mono_depth)
{
g_texture_cache->DeleteShaders();
g_texture_cache->CompileShaders();
}
}
backup_config.s_colorsamples = config.iSafeTextureCache_ColorSamples;
backup_config.s_texfmt_overlay = config.bTexFmtOverlayEnable;
backup_config.s_texfmt_overlay_center = config.bTexFmtOverlayCenter;
backup_config.s_hires_textures = config.bHiresTextures;
backup_config.s_stereo_3d = config.iStereoMode > 0;
backup_config.s_efb_mono_depth = config.bStereoEFBMonoDepth;
}
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void TextureCache::Cleanup(int _frameCount)
{
TexCache::iterator iter = textures.begin();
TexCache::iterator tcend = textures.end();
while (iter != tcend)
{
if (iter->second->frameCount == FRAMECOUNT_INVALID)
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{
iter->second->frameCount = _frameCount;
}
if (_frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount &&
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// EFB copies living on the host GPU are unrecoverable and thus shouldn't be deleted
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!iter->second->IsEfbCopy())
{
FreeTexture(iter->second);
iter = textures.erase(iter);
}
else
{
++iter;
}
}
TexPool::iterator iter2 = texture_pool.begin();
TexPool::iterator tcend2 = texture_pool.end();
while (iter2 != tcend2)
{
if (iter2->second->frameCount == FRAMECOUNT_INVALID)
{
iter2->second->frameCount = _frameCount;
}
if (_frameCount > TEXTURE_POOL_KILL_THRESHOLD + iter2->second->frameCount)
{
delete iter2->second;
iter2 = texture_pool.erase(iter2);
}
else
{
++iter2;
}
}
}
void TextureCache::MakeRangeDynamic(u32 start_address, u32 size)
{
TexCache::iterator
iter = textures.begin();
while (iter != textures.end())
{
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if (iter->second->OverlapsMemoryRange(start_address, size))
{
FreeTexture(iter->second);
iter = textures.erase(iter);
}
else
{
++iter;
}
}
}
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bool TextureCache::TCacheEntryBase::OverlapsMemoryRange(u32 range_address, u32 range_size) const
{
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if (addr + size_in_bytes <= range_address)
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return false;
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if (addr >= range_address + range_size)
return false;
return true;
}
void TextureCache::DumpTexture(TCacheEntryBase* entry, std::string basename, unsigned int level)
{
std::string szDir = File::GetUserPath(D_DUMPTEXTURES_IDX) +
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID;
// make sure that the directory exists
if (!File::Exists(szDir) || !File::IsDirectory(szDir))
File::CreateDir(szDir);
if (level > 0)
{
basename += StringFromFormat("_mip%i", level);
}
std::string filename = szDir + "/" + basename + ".png";
if (!File::Exists(filename))
entry->Save(filename, level);
}
static u32 CalculateLevelSize(u32 level_0_size, u32 level)
{
return (level_0_size + ((1 << level) - 1)) >> level;
}
// Used by TextureCache::Load
TextureCache::TCacheEntryBase* TextureCache::ReturnEntry(unsigned int stage, TCacheEntryBase* entry)
{
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entry->frameCount = FRAMECOUNT_INVALID;
bound_textures[stage] = entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_TEXTURE_CHANGE, true);
return entry;
}
void TextureCache::BindTextures()
{
for (int i = 0; i < 8; ++i)
{
if (bound_textures[i])
bound_textures[i]->Bind(i);
}
}
void TextureCache::UnbindTextures()
{
std::fill(std::begin(bound_textures), std::end(bound_textures), nullptr);
}
TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage)
{
const FourTexUnits &tex = bpmem.tex[stage >> 2];
const u32 id = stage & 3;
const u32 address = (tex.texImage3[id].image_base/* & 0x1FFFFF*/) << 5;
u32 width = tex.texImage0[id].width + 1;
u32 height = tex.texImage0[id].height + 1;
const int texformat = tex.texImage0[id].format;
const u32 tlutaddr = tex.texTlut[id].tmem_offset << 9;
const u32 tlutfmt = tex.texTlut[id].tlut_format;
const bool use_mipmaps = (tex.texMode0[id].min_filter & 3) != 0;
u32 tex_levels = use_mipmaps ? ((tex.texMode1[id].max_lod + 0xf) / 0x10 + 1) : 1;
const bool from_tmem = tex.texImage1[id].image_type != 0;
if (0 == address)
return nullptr;
// TexelSizeInNibbles(format) * width * height / 16;
const unsigned int bsw = TexDecoder_GetBlockWidthInTexels(texformat) - 1;
const unsigned int bsh = TexDecoder_GetBlockHeightInTexels(texformat) - 1;
unsigned int expandedWidth = (width + bsw) & (~bsw);
unsigned int expandedHeight = (height + bsh) & (~bsh);
const unsigned int nativeW = width;
const unsigned int nativeH = height;
// Hash assigned to texcache entry (also used to generate filenames used for texture dumping and custom texture lookup)
u64 tex_hash = TEXHASH_INVALID;
u32 full_format = texformat;
const bool isPaletteTexture = (texformat == GX_TF_C4 || texformat == GX_TF_C8 || texformat == GX_TF_C14X2);
// Reject invalid tlut format.
if (isPaletteTexture && tlutfmt > GX_TL_RGB5A3)
return nullptr;
if (isPaletteTexture)
full_format = texformat | (tlutfmt << 16);
const u32 texture_size = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat);
const u8* src_data;
if (from_tmem)
src_data = &texMem[bpmem.tex[stage / 4].texImage1[stage % 4].tmem_even * TMEM_LINE_SIZE];
else
src_data = Memory::GetPointer(address);
// TODO: This doesn't hash GB tiles for preloaded RGBA8 textures (instead, it's hashing more data from the low tmem bank than it should)
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tex_hash = GetHash64(src_data, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
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u32 palette_size = 0;
u64 tlut_hash = 0;
if (isPaletteTexture)
{
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palette_size = TexDecoder_GetPaletteSize(texformat);
tlut_hash = GetHash64(&texMem[tlutaddr], palette_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
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}
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// GPUs don't like when the specified mipmap count would require more than one 1x1-sized LOD in the mipmap chain
// e.g. 64x64 with 7 LODs would have the mipmap chain 64x64,32x32,16x16,8x8,4x4,2x2,1x1,0x0, so we limit the mipmap count to 6 there
tex_levels = std::min<u32>(IntLog2(std::max(width, height)) + 1, tex_levels);
// Find all texture cache entries for the current texture address, and decide whether to use one of
// them, or to create a new one
//
// In most cases, the fastest way is to use only one texture cache entry for the same address. Usually,
// when a texture changes, the old version of the texture is unlikely to be used again. If there were
// new cache entries created for normal texture updates, there would be a slowdown due to a huge amount
// of unused cache entries. Also thanks to texture pooling, overwriting an existing cache entry is
// faster than creating a new one from scratch.
//
// Some games use the same address for different textures though. If the same cache entry was used in
// this case, it would be constantly overwritten, and effectively there wouldn't be any caching for
// those textures. Examples for this are Metroid Prime and Castlevania 3. Metroid Prime has multiple
// sets of fonts on each other stored in a single texture and uses the palette to make different
// characters visible or invisible. In Castlevania 3 some textures are used for 2 different things or
// at least in 2 different ways(size 1024x1024 vs 1024x256).
//
// To determine whether to use multiple cache entries or a single entry, use the following heuristic:
// If the same texture address is used several times during the same frame, assume the address is used
// for different purposes and allow creating an additional cache entry. If there's at least one entry
// that hasn't been used for the same frame, then overwrite it, in order to keep the cache as small as
// possible. If the current texture is found in the cache, use that entry.
//
// For efb copies, the entry created in CopyRenderTargetToTexture always has to be used, or else it was
// done in vain.
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std::pair <TexCache::iterator, TexCache::iterator> iter_range = textures.equal_range(address);
TexCache::iterator iter = iter_range.first;
TexCache::iterator oldest_entry = iter;
int temp_frameCount = 0x7fffffff;
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TexCache::iterator unconverted_copy = textures.end();
while (iter != iter_range.second)
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{
TCacheEntryBase* entry = iter->second;
if (entry->IsEfbCopy())
{
// EFB copies have slightly different rules: the hash doesn't need to match
// in EFB2Tex mode, and EFB copy formats have different meanings from texture
// formats.
if (g_ActiveConfig.bSkipEFBCopyToRam ||
(tex_hash == entry->hash && (!isPaletteTexture || g_Config.backend_info.bSupportsPaletteConversion)))
{
// TODO: We should check format/width/height/levels for EFB copies. Checking
// format is complicated because EFB copy formats don't exactly match
// texture formats. I'm not sure what effect checking width/height/levels
// would have.
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if (!isPaletteTexture || !g_Config.backend_info.bSupportsPaletteConversion)
return ReturnEntry(stage, entry);
// Note that we found an unconverted EFB copy, then continue. We'll
// perform the conversion later. Currently, we only convert EFB copies to
// palette textures; we could do other conversions if it proved to be
// beneficial.
unconverted_copy = iter;
}
else
{
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// Aggressively prune EFB copies: if it isn't useful here, it will probably
// never be useful again. It's theoretically possible for a game to do
// something weird where the copy could become useful in the future, but in
// practice it doesn't happen.
FreeTexture(entry);
iter = textures.erase(iter);
continue;
}
}
else
{
// For normal textures, all texture parameters need to match
if (entry->hash == (tex_hash ^ tlut_hash) && entry->format == full_format && entry->native_levels >= tex_levels &&
entry->native_width == nativeW && entry->native_height == nativeH)
{
return ReturnEntry(stage, entry);
}
}
// Find the entry which hasn't been used for the longest time
if (entry->frameCount != FRAMECOUNT_INVALID && entry->frameCount < temp_frameCount)
{
temp_frameCount = entry->frameCount;
oldest_entry = iter;
}
++iter;
}
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if (unconverted_copy != textures.end())
{
// Perform palette decoding.
TCacheEntryBase *entry = unconverted_copy->second;
TCacheEntryConfig config;
config.rendertarget = true;
config.width = entry->config.width;
config.height = entry->config.height;
config.layers = FramebufferManagerBase::GetEFBLayers();
TCacheEntryBase *decoded_entry = AllocateTexture(config);
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decoded_entry->SetGeneralParameters(address, texture_size, full_format);
decoded_entry->SetDimensions(entry->native_width, entry->native_height, 1);
decoded_entry->SetHashes(tex_hash ^ tlut_hash);
decoded_entry->frameCount = FRAMECOUNT_INVALID;
decoded_entry->is_efb_copy = false;
g_texture_cache->ConvertTexture(decoded_entry, entry, &texMem[tlutaddr], (TlutFormat)tlutfmt);
textures.insert(TexCache::value_type(address, decoded_entry));
return ReturnEntry(stage, decoded_entry);
}
// If at least one entry was not used for the same frame, overwrite the oldest one
if (temp_frameCount != 0x7fffffff)
{
// pool this texture and make a new one later
FreeTexture(oldest_entry->second);
textures.erase(oldest_entry);
}
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std::unique_ptr<HiresTexture> hires_tex;
if (g_ActiveConfig.bHiresTextures)
{
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hires_tex.reset(HiresTexture::Search(
src_data, texture_size,
&texMem[tlutaddr], palette_size,
width, height,
texformat, use_mipmaps
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));
if (hires_tex)
{
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auto& l = hires_tex->m_levels[0];
if (l.width != width || l.height != height)
{
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width = l.width;
height = l.height;
}
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expandedWidth = l.width;
expandedHeight = l.height;
CheckTempSize(l.data_size);
memcpy(temp, l.data, l.data_size);
}
}
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if (!hires_tex)
{
if (!(texformat == GX_TF_RGBA8 && from_tmem))
{
const u8* tlut = &texMem[tlutaddr];
TexDecoder_Decode(temp, src_data, expandedWidth, expandedHeight, texformat, tlut, (TlutFormat) tlutfmt);
}
else
{
u8* src_data_gb = &texMem[bpmem.tex[stage / 4].texImage2[stage % 4].tmem_odd * TMEM_LINE_SIZE];
TexDecoder_DecodeRGBA8FromTmem(temp, src_data, src_data_gb, expandedWidth, expandedHeight);
}
}
// how many levels the allocated texture shall have
const u32 texLevels = hires_tex ? (u32)hires_tex->m_levels.size() : tex_levels;
// create the entry/texture
TCacheEntryConfig config;
config.width = width;
config.height = height;
config.levels = texLevels;
TCacheEntryBase* entry = AllocateTexture(config);
GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
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textures.insert(TexCache::value_type(address, entry));
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entry->SetGeneralParameters(address, texture_size, full_format);
entry->SetDimensions(nativeW, nativeH, tex_levels);
entry->hash = tex_hash ^ tlut_hash;
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entry->is_efb_copy = false;
entry->is_custom_tex = hires_tex != nullptr;
// load texture
entry->Load(width, height, expandedWidth, 0);
std::string basename = "";
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if (g_ActiveConfig.bDumpTextures && !hires_tex)
{
basename = HiresTexture::GenBaseName(
src_data, texture_size,
&texMem[tlutaddr], palette_size,
width, height,
texformat, use_mipmaps,
true
);
DumpTexture(entry, basename, 0);
}
if (hires_tex)
{
for (u32 level = 1; level != texLevels; ++level)
{
auto& l = hires_tex->m_levels[level];
CheckTempSize(l.data_size);
memcpy(temp, l.data, l.data_size);
entry->Load(l.width, l.height, l.width, level);
}
}
else
{
// load mips - TODO: Loading mipmaps from tmem is untested!
src_data += texture_size;
const u8* ptr_even = nullptr;
const u8* ptr_odd = nullptr;
if (from_tmem)
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{
ptr_even = &texMem[bpmem.tex[stage / 4].texImage1[stage % 4].tmem_even * TMEM_LINE_SIZE + texture_size];
ptr_odd = &texMem[bpmem.tex[stage / 4].texImage2[stage % 4].tmem_odd * TMEM_LINE_SIZE];
}
for (u32 level = 1; level != texLevels; ++level)
{
const u32 mip_width = CalculateLevelSize(width, level);
const u32 mip_height = CalculateLevelSize(height, level);
const u32 expanded_mip_width = (mip_width + bsw) & (~bsw);
const u32 expanded_mip_height = (mip_height + bsh) & (~bsh);
const u8*& mip_src_data = from_tmem
? ((level % 2) ? ptr_odd : ptr_even)
: src_data;
const u8* tlut = &texMem[tlutaddr];
TexDecoder_Decode(temp, mip_src_data, expanded_mip_width, expanded_mip_height, texformat, tlut, (TlutFormat)tlutfmt);
mip_src_data += TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);
entry->Load(mip_width, mip_height, expanded_mip_width, level);
if (g_ActiveConfig.bDumpTextures)
DumpTexture(entry, basename, level);
}
}
INCSTAT(stats.numTexturesUploaded);
SETSTAT(stats.numTexturesAlive, textures.size());
return ReturnEntry(stage, entry);
}
void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, PEControl::PixelFormat srcFormat,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
{
// Emulation methods:
//
// - EFB to RAM:
// Encodes the requested EFB data at its native resolution to the emulated RAM using shaders.
// Load() decodes the data from there again (using TextureDecoder) if the EFB copy is being used as a texture again.
// Advantage: CPU can read data from the EFB copy and we don't lose any important updates to the texture
// Disadvantage: Encoding+decoding steps often are redundant because only some games read or modify EFB copies before using them as textures.
//
// - EFB to texture:
// Copies the requested EFB data to a texture object in VRAM, performing any color conversion using shaders.
// Advantage: Works for many games, since in most cases EFB copies aren't read or modified at all before being used as a texture again.
// Since we don't do any further encoding or decoding here, this method is much faster.
// It also allows enhancing the visual quality by doing scaled EFB copies.
//
// - Hybrid EFB copies:
// 1a) Whenever this function gets called, encode the requested EFB data to RAM (like EFB to RAM)
// 1b) Set type to TCET_EC_DYNAMIC for all texture cache entries in the destination address range.
// If EFB copy caching is enabled, further checks will (try to) prevent redundant EFB copies.
// 2) Check if a texture cache entry for the specified dstAddr already exists (i.e. if an EFB copy was triggered to that address before):
// 2a) Entry doesn't exist:
// - Also copy the requested EFB data to a texture object in VRAM (like EFB to texture)
// - Create a texture cache entry for the target (type = TCET_EC_VRAM)
// - Store a hash of the encoded RAM data in the texcache entry.
// 2b) Entry exists AND type is TCET_EC_VRAM:
// - Like case 2a, but reuse the old texcache entry instead of creating a new one.
// 2c) Entry exists AND type is TCET_EC_DYNAMIC:
// - Only encode the texture to RAM (like EFB to RAM) and store a hash of the encoded data in the existing texcache entry.
// - Do NOT copy the requested EFB data to a VRAM object. Reason: the texture is dynamic, i.e. the CPU is modifying it. Storing a VRAM copy is useless, because we'd always end up deleting it and reloading the data from RAM anyway.
// 3) If the EFB copy gets used as a texture, compare the source RAM hash with the hash you stored when encoding the EFB data to RAM.
// 3a) If the two hashes match AND type is TCET_EC_VRAM, reuse the VRAM copy you created
// 3b) If the two hashes differ AND type is TCET_EC_VRAM, screw your existing VRAM copy. Set type to TCET_EC_DYNAMIC.
// Redecode the source RAM data to a VRAM object. The entry basically behaves like a normal texture now.
// 3c) If type is TCET_EC_DYNAMIC, treat the EFB copy like a normal texture.
// Advantage: Non-dynamic EFB copies can be visually enhanced like with EFB to texture.
// Compatibility is as good as EFB to RAM.
// Disadvantage: Slower than EFB to texture and often even slower than EFB to RAM.
// EFB copy cache depends on accurate texture hashing being enabled. However, with accurate hashing you end up being as slow as without a copy cache anyway.
//
// Disadvantage of all methods: Calling this function requires the GPU to perform a pipeline flush which stalls any further CPU processing.
//
// For historical reasons, Dolphin doesn't actually implement "pure" EFB to RAM emulation, but only EFB to texture and hybrid EFB copies.
float colmat[28] = {0};
float *const fConstAdd = colmat + 16;
float *const ColorMask = colmat + 20;
ColorMask[0] = ColorMask[1] = ColorMask[2] = ColorMask[3] = 255.0f;
ColorMask[4] = ColorMask[5] = ColorMask[6] = ColorMask[7] = 1.0f / 255.0f;
unsigned int cbufid = -1;
bool efbHasAlpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
if (srcFormat == PEControl::Z24)
{
switch (dstFormat)
{
case 0: // Z4
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f;
cbufid = 0;
break;
case 1: // Z8
case 8: // Z8
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f;
cbufid = 1;
break;
case 3: // Z16
colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f;
cbufid = 2;
break;
case 11: // Z16 (reverse order)
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
cbufid = 3;
break;
case 6: // Z24X8
colmat[0] = colmat[5] = colmat[10] = 1.0f;
cbufid = 4;
break;
case 9: // Z8M
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
cbufid = 5;
break;
case 10: // Z8L
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
cbufid = 6;
break;
case 12: // Z16L - copy lower 16 depth bits
// expected to be used as an IA8 texture (upper 8 bits stored as intensity, lower 8 bits stored as alpha)
// Used e.g. in Zelda: Skyward Sword
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f;
cbufid = 7;
break;
default:
ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", dstFormat);
colmat[2] = colmat[5] = colmat[8] = 1.0f;
cbufid = 8;
break;
}
}
else if (isIntensity)
{
fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f / 255.0f;
switch (dstFormat)
{
case 0: // I4
case 1: // I8
case 2: // IA4
case 3: // IA8
case 8: // I8
// TODO - verify these coefficients
colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f;
colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f;
colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f;
if (dstFormat < 2 || dstFormat == 8)
{
colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f;
fConstAdd[3] = 16.0f / 255.0f;
if (dstFormat == 0)
{
ColorMask[0] = ColorMask[1] = ColorMask[2] = 15.0f;
ColorMask[4] = ColorMask[5] = ColorMask[6] = 1.0f / 15.0f;
cbufid = 9;
}
else
{
cbufid = 10;
}
}
else// alpha
{
colmat[15] = 1;
if (dstFormat == 2)
{
ColorMask[0] = ColorMask[1] = ColorMask[2] = ColorMask[3] = 15.0f;
ColorMask[4] = ColorMask[5] = ColorMask[6] = ColorMask[7] = 1.0f / 15.0f;
cbufid = 11;
}
else
{
cbufid = 12;
}
}
break;
default:
ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%x", dstFormat);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
cbufid = 13;
break;
}
}
else
{
switch (dstFormat)
{
case 0: // R4
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
ColorMask[0] = 15.0f;
ColorMask[4] = 1.0f / 15.0f;
cbufid = 14;
break;
case 1: // R8
case 8: // R8
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
cbufid = 15;
break;
case 2: // RA4
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f;
ColorMask[0] = ColorMask[3] = 15.0f;
ColorMask[4] = ColorMask[7] = 1.0f / 15.0f;
cbufid = 16;
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if (!efbHasAlpha)
{
ColorMask[3] = 0.0f;
fConstAdd[3] = 1.0f;
cbufid = 17;
}
break;
case 3: // RA8
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f;
cbufid = 18;
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if (!efbHasAlpha)
{
ColorMask[3] = 0.0f;
fConstAdd[3] = 1.0f;
cbufid = 19;
}
break;
case 7: // A8
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f;
cbufid = 20;
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if (!efbHasAlpha)
{
ColorMask[3] = 0.0f;
fConstAdd[0] = 1.0f;
fConstAdd[1] = 1.0f;
fConstAdd[2] = 1.0f;
fConstAdd[3] = 1.0f;
cbufid = 21;
}
break;
case 9: // G8
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
cbufid = 22;
break;
case 10: // B8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
cbufid = 23;
break;
case 11: // RG8
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
cbufid = 24;
break;
case 12: // GB8
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f;
cbufid = 25;
break;
case 4: // RGB565
colmat[0] = colmat[5] = colmat[10] = 1.0f;
ColorMask[0] = ColorMask[2] = 31.0f;
ColorMask[4] = ColorMask[6] = 1.0f / 31.0f;
ColorMask[1] = 63.0f;
ColorMask[5] = 1.0f / 63.0f;
fConstAdd[3] = 1.0f; // set alpha to 1
cbufid = 26;
break;
case 5: // RGB5A3
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
ColorMask[0] = ColorMask[1] = ColorMask[2] = 31.0f;
ColorMask[4] = ColorMask[5] = ColorMask[6] = 1.0f / 31.0f;
ColorMask[3] = 7.0f;
ColorMask[7] = 1.0f / 7.0f;
cbufid = 27;
2014-08-30 20:51:27 +00:00
if (!efbHasAlpha)
{
ColorMask[3] = 0.0f;
fConstAdd[3] = 1.0f;
cbufid = 28;
}
break;
case 6: // RGBA8
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
cbufid = 29;
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if (!efbHasAlpha)
{
ColorMask[3] = 0.0f;
fConstAdd[3] = 1.0f;
cbufid = 30;
}
break;
default:
ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", dstFormat);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
cbufid = 31;
break;
}
}
const unsigned int tex_w = scaleByHalf ? srcRect.GetWidth() / 2 : srcRect.GetWidth();
const unsigned int tex_h = scaleByHalf ? srcRect.GetHeight() / 2 : srcRect.GetHeight();
unsigned int scaled_tex_w = g_ActiveConfig.bCopyEFBScaled ? Renderer::EFBToScaledX(tex_w) : tex_w;
unsigned int scaled_tex_h = g_ActiveConfig.bCopyEFBScaled ? Renderer::EFBToScaledY(tex_h) : tex_h;
// remove all texture cache entries at dstAddr
2015-02-19 23:19:31 +00:00
std::pair <TexCache::iterator, TexCache::iterator> iter_range = textures.equal_range(dstAddr);
TexCache::iterator iter = iter_range.first;
while (iter != iter_range.second)
{
FreeTexture(iter->second);
iter = textures.erase(iter);
}
// create the texture
TCacheEntryConfig config;
config.rendertarget = true;
config.width = scaled_tex_w;
config.height = scaled_tex_h;
config.layers = FramebufferManagerBase::GetEFBLayers();
TCacheEntryBase* entry = AllocateTexture(config);
// TODO: Using the wrong dstFormat, dumb...
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entry->SetGeneralParameters(dstAddr, 0, dstFormat);
entry->SetDimensions(tex_w, tex_h, 1);
entry->SetHashes(TEXHASH_INVALID);
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entry->frameCount = FRAMECOUNT_INVALID;
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entry->is_efb_copy = true;
entry->is_custom_tex = false;
entry->FromRenderTarget(dstAddr, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf, cbufid, colmat);
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textures.insert(TexCache::value_type(dstAddr, entry));
}
TextureCache::TCacheEntryBase* TextureCache::AllocateTexture(const TCacheEntryConfig& config)
{
TexPool::iterator iter = texture_pool.find(config);
if (iter != texture_pool.end())
{
TextureCache::TCacheEntryBase* entry = iter->second;
texture_pool.erase(iter);
return entry;
}
INCSTAT(stats.numTexturesCreated);
return g_texture_cache->CreateTexture(config);
}
void TextureCache::FreeTexture(TCacheEntryBase* entry)
{
entry->frameCount = FRAMECOUNT_INVALID;
texture_pool.insert(TexPool::value_type(entry->config, entry));
}