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// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
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# include "MemoryUtil.h"
# include "VideoConfig.h"
# include "Statistics.h"
# include "HiresTextures.h"
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# include "RenderBase.h"
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# include "FileUtil.h"
# include "TextureCacheBase.h"
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# include "Debugger.h"
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# include "ConfigManager.h"
# include "HW/Memmap.h"
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// ugly
extern int frameCount ;
enum
{
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TEMP_SIZE = ( 2048 * 2048 * 4 ) ,
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TEXTURE_KILL_THRESHOLD = 200 ,
} ;
TextureCache * g_texture_cache ;
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GC_ALIGNED16 ( u8 * TextureCache : : temp ) = NULL ;
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TextureCache : : TexCache TextureCache : : textures ;
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bool TextureCache : : DeferredInvalidate ;
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TextureCache : : TCacheEntryBase : : ~ TCacheEntryBase ( )
{
}
TextureCache : : TextureCache ( )
{
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if ( ! temp )
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temp = ( u8 * ) AllocateAlignedMemory ( TEMP_SIZE , 16 ) ;
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TexDecoder_SetTexFmtOverlayOptions ( g_ActiveConfig . bTexFmtOverlayEnable , g_ActiveConfig . bTexFmtOverlayCenter ) ;
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if ( g_ActiveConfig . bHiresTextures & & ! g_ActiveConfig . bDumpTextures )
HiresTextures : : Init ( SConfig : : GetInstance ( ) . m_LocalCoreStartupParameter . m_strUniqueID . c_str ( ) ) ;
SetHash64Function ( g_ActiveConfig . bHiresTextures | | g_ActiveConfig . bDumpTextures ) ;
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}
void TextureCache : : Invalidate ( bool shutdown )
{
TexCache : : iterator
iter = textures . begin ( ) ,
tcend = textures . end ( ) ;
for ( ; iter ! = tcend ; + + iter )
{
if ( shutdown )
iter - > second - > addr = 0 ;
delete iter - > second ;
}
textures . clear ( ) ;
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if ( g_ActiveConfig . bHiresTextures & & ! g_ActiveConfig . bDumpTextures )
HiresTextures : : Init ( SConfig : : GetInstance ( ) . m_LocalCoreStartupParameter . m_strUniqueID . c_str ( ) ) ;
SetHash64Function ( g_ActiveConfig . bHiresTextures | | g_ActiveConfig . bDumpTextures ) ;
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DeferredInvalidate = false ;
}
void TextureCache : : InvalidateDefer ( )
{
DeferredInvalidate = true ;
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}
TextureCache : : ~ TextureCache ( )
{
Invalidate ( true ) ;
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if ( temp )
{
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FreeAlignedMemory ( temp ) ;
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temp = NULL ;
}
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}
void TextureCache : : Cleanup ( )
{
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TexCache : : iterator iter = textures . begin ( ) ;
TexCache : : iterator tcend = textures . end ( ) ;
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while ( iter ! = tcend )
{
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if ( frameCount > TEXTURE_KILL_THRESHOLD + iter - > second - > frameCount ) // TODO: Deleting EFB copies might not be a good idea here...
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{
delete iter - > second ;
textures . erase ( iter + + ) ;
}
else
+ + iter ;
}
}
void TextureCache : : InvalidateRange ( u32 start_address , u32 size )
{
TexCache : : iterator
iter = textures . begin ( ) ,
tcend = textures . end ( ) ;
while ( iter ! = tcend )
{
const int rangePosition = iter - > second - > IntersectsMemoryRange ( start_address , size ) ;
if ( 0 = = rangePosition )
{
delete iter - > second ;
textures . erase ( iter + + ) ;
}
else
+ + iter ;
}
}
void TextureCache : : MakeRangeDynamic ( u32 start_address , u32 size )
{
TexCache : : iterator
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iter = textures . lower_bound ( start_address ) ,
tcend = textures . upper_bound ( start_address + size ) ;
if ( iter ! = textures . begin ( ) )
iter - - ;
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for ( ; iter ! = tcend ; + + iter )
{
const int rangePosition = iter - > second - > IntersectsMemoryRange ( start_address , size ) ;
if ( 0 = = rangePosition )
{
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iter - > second - > SetHashes ( TEXHASH_INVALID ) ;
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}
}
}
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bool TextureCache : : Find ( u32 start_address , u64 hash )
{
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TexCache : : iterator iter = textures . lower_bound ( start_address ) ;
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if ( iter - > second - > hash = = hash )
return true ;
return false ;
}
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int TextureCache : : TCacheEntryBase : : IntersectsMemoryRange ( u32 range_address , u32 range_size ) const
{
if ( addr + size_in_bytes < range_address )
return - 1 ;
if ( addr > = range_address + range_size )
return 1 ;
return 0 ;
}
void TextureCache : : ClearRenderTargets ( )
{
TexCache : : iterator
iter = textures . begin ( ) ,
tcend = textures . end ( ) ;
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for ( ; iter ! = tcend ; + + iter )
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if ( iter - > second - > type ! = TCET_EC_DYNAMIC )
iter - > second - > type = TCET_NORMAL ;
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}
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PC_TexFormat TextureCache : : LoadCustomTexture ( u64 tex_hash , int texformat , unsigned int & width , unsigned int & height , u8 * dest )
{
char texPathTemp [ MAX_PATH ] ;
unsigned int newWidth = 0 ;
unsigned int newHeight = 0 ;
sprintf ( texPathTemp , " %s_%08x_%i " , SConfig : : GetInstance ( ) . m_LocalCoreStartupParameter . m_strUniqueID . c_str ( ) , ( u32 ) ( tex_hash & 0x00000000FFFFFFFFLL ) , texformat ) ;
PC_TexFormat ret = HiresTextures : : GetHiresTex ( texPathTemp , & newWidth , & newHeight , texformat , dest ) ;
if ( ret ! = PC_TEX_FMT_NONE )
{
width = newWidth ;
height = newHeight ;
}
return ret ;
}
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void TextureCache : : DumpTexture ( TCacheEntryBase * entry , unsigned int level )
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{
char szTemp [ MAX_PATH ] ;
std : : string szDir = File : : GetUserPath ( D_DUMPTEXTURES_IDX ) +
SConfig : : GetInstance ( ) . m_LocalCoreStartupParameter . m_strUniqueID ;
// make sure that the directory exists
if ( false = = File : : Exists ( szDir ) | | false = = File : : IsDirectory ( szDir ) )
File : : CreateDir ( szDir . c_str ( ) ) ;
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// For compatibility with old texture packs, don't print the LOD index for level 0.
// TODO: TLUT format should actually be stored in filename? :/
if ( level = = 0 )
{
sprintf ( szTemp , " %s/%s_%08x_%i.png " , szDir . c_str ( ) ,
SConfig : : GetInstance ( ) . m_LocalCoreStartupParameter . m_strUniqueID . c_str ( ) ,
( u32 ) ( entry - > hash & 0x00000000FFFFFFFFLL ) , entry - > format & 0xFFFF ) ;
}
else
{
sprintf ( szTemp , " %s/%s_%08x_%i_mip%d.png " , szDir . c_str ( ) ,
SConfig : : GetInstance ( ) . m_LocalCoreStartupParameter . m_strUniqueID . c_str ( ) ,
( u32 ) ( entry - > hash & 0x00000000FFFFFFFFLL ) , entry - > format & 0xFFFF , level ) ;
}
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if ( false = = File : : Exists ( szTemp ) )
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entry - > Save ( szTemp , level ) ;
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}
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TextureCache : : TCacheEntryBase * TextureCache : : Load ( unsigned int stage ,
u32 address , unsigned int width , unsigned int height , int texformat ,
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unsigned int tlutaddr , int tlutfmt , bool UseNativeMips , unsigned int maxlevel , bool from_tmem )
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{
if ( 0 = = address )
return NULL ;
// 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 ) ;
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const unsigned int nativeW = width ;
const unsigned int nativeH = height ;
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u32 texID = address ;
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u64 tex_hash = TEXHASH_INVALID ; // Hash assigned to texcache entry (also used to generate filenames used for texture dumping and custom texture lookup)
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u64 tlut_hash = TEXHASH_INVALID ;
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u32 full_format = texformat ;
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PC_TexFormat pcfmt = PC_TEX_FMT_NONE ;
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const bool isPaletteTexture = ( texformat = = GX_TF_C4 | | texformat = = GX_TF_C8 | | texformat = = GX_TF_C14X2 ) ;
if ( isPaletteTexture )
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full_format = texformat | ( tlutfmt < < 16 ) ;
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const u32 texture_size = TexDecoder_GetTextureSizeInBytes ( expandedWidth , expandedHeight , texformat ) ;
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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 ) ;
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tex_hash = GetHash64 ( src_data , texture_size , g_ActiveConfig . iSafeTextureCache_ColorSamples ) ;
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if ( isPaletteTexture )
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{
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const u32 palette_size = TexDecoder_GetPaletteSize ( texformat ) ;
tlut_hash = GetHash64 ( & texMem [ tlutaddr ] , palette_size , g_ActiveConfig . iSafeTextureCache_ColorSamples ) ;
// NOTE: For non-paletted textures, texID is equal to the texture address.
// A paletted texture, however, may have multiple texIDs assigned though depending on the currently used tlut.
// This (changing texID depending on the tlut_hash) is a trick to get around
// an issue with Metroid Prime's fonts (it has multiple sets of fonts on each other
// stored in a single texture and uses the palette to make different characters
// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
// we must make sure that a paletted texture gets assigned multiple IDs for each tlut used.
//
// TODO: Because texID isn't always the same as the address now, CopyRenderTargetToTexture might be broken now
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texID ^ = ( ( u32 ) tlut_hash ) ^ ( u32 ) ( tlut_hash > > 32 ) ;
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tex_hash ^ = tlut_hash ;
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}
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TCacheEntryBase * entry = textures [ texID ] ;
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if ( entry )
{
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// 1. Calculate reference hash:
// calculated from RAM texture data for normal textures. Hashes for paletted textures are modified by tlut_hash. 0 for virtual EFB copies.
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if ( g_ActiveConfig . bCopyEFBToTexture & & entry - > IsEfbCopy ( ) )
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tex_hash = TEXHASH_INVALID ;
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// 2. a) For EFB copies, only the hash and the texture address need to match
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if ( entry - > IsEfbCopy ( ) & & tex_hash = = entry - > hash & & address = = entry - > addr )
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{
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if ( entry - > type ! = TCET_EC_VRAM )
entry - > type = TCET_NORMAL ;
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// TODO: Print a warning if the format changes! In this case, we could reinterpret the internal texture object data to the new pixel format (similiar to what is already being done in Renderer::ReinterpretPixelFormat())
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goto return_entry ;
}
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// 2. b) For normal textures, all texture parameters need to match
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if ( address = = entry - > addr & & tex_hash = = entry - > hash & & full_format = = entry - > format & &
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entry - > num_mipmaps = = maxlevel & & entry - > native_width = = nativeW & & entry - > native_height = = nativeH )
{
goto return_entry ;
}
// 3. If we reach this line, we'll have to upload the new texture data to VRAM.
// If we're lucky, the texture parameters didn't change and we can reuse the internal texture object instead of destroying and recreating it.
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//
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// TODO: Don't we need to force texture decoding to RGBA8 for dynamic EFB copies?
// TODO: Actually, it should be enough if the internal texture format matches...
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if ( ( entry - > type = = TCET_NORMAL & & width = = entry - > native_width & & height = = entry - > native_height & & full_format = = entry - > format & & entry - > num_mipmaps = = maxlevel )
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| | ( entry - > type = = TCET_EC_DYNAMIC & & entry - > native_width = = width & & entry - > native_height = = height ) )
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{
// reuse the texture
}
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else
{
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// delete the texture and make a new one
delete entry ;
entry = NULL ;
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}
}
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if ( g_ActiveConfig . bHiresTextures )
{
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pcfmt = LoadCustomTexture ( tex_hash , texformat , width , height , temp ) ;
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if ( pcfmt ! = PC_TEX_FMT_NONE )
{
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expandedWidth = width ;
expandedHeight = height ;
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}
}
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// TODO: RGBA8 textures are stored non-continuously in tmem, that might cause problems when preloading is enabled
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if ( pcfmt = = PC_TEX_FMT_NONE )
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pcfmt = TexDecoder_Decode ( temp , src_data , expandedWidth ,
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expandedHeight , texformat , tlutaddr , tlutfmt , g_ActiveConfig . backend_info . bUseRGBATextures ) ;
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bool isPow2 ;
unsigned int texLevels ;
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UseNativeMips = UseNativeMips & & ( width = = nativeW & & height = = nativeH ) ; // Only load native mips if their dimensions fit to our virtual texture dimensions
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isPow2 = ! ( ( width & ( width - 1 ) ) | | ( height & ( height - 1 ) ) ) ;
texLevels = ( isPow2 & & UseNativeMips & & maxlevel ) ?
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GetPow2 ( std : : max ( width , height ) ) : ! isPow2 ;
if ( ( texLevels > ( maxlevel + 1 ) ) & & maxlevel )
texLevels = maxlevel + 1 ;
// create the entry/texture
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if ( NULL = = entry ) {
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textures [ texID ] = entry = g_texture_cache - > CreateTexture ( width , height , expandedWidth , texLevels , pcfmt ) ;
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// Sometimes, we can get around recreating a texture if only the number of mip levels changes
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// e.g. if our texture cache entry got too many mipmap levels we can limit the number of used levels by setting the appropriate render states
// Thus, we don't update this member for every Load, but just whenever the texture gets recreated
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//
// TODO: Won't we end up recreating textures all the time because maxlevel doesn't necessarily equal texLevels?
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entry - > num_mipmaps = maxlevel ; // TODO: Does this actually work? We can't really adjust mipmap settings per-stage...
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entry - > type = TCET_NORMAL ;
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GFX_DEBUGGER_PAUSE_AT ( NEXT_NEW_TEXTURE , true ) ;
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}
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entry - > SetGeneralParameters ( address , texture_size , full_format , entry - > num_mipmaps ) ;
entry - > SetDimensions ( nativeW , nativeH , width , height ) ;
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entry - > hash = tex_hash ;
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if ( entry - > IsEfbCopy ( ) & & ! g_ActiveConfig . bCopyEFBToTexture ) entry - > type = TCET_EC_DYNAMIC ;
else entry - > type = TCET_NORMAL ;
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// load texture
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entry - > Load ( width , height , expandedWidth , 0 , ( texLevels = = 0 ) ) ;
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// TODO: won't this cause loaded hires textures to be dumped as well?
if ( g_ActiveConfig . bDumpTextures )
DumpTexture ( entry , 0 ) ;
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// load mips - TODO: Loading mipmaps from tmem is untested!
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if ( texLevels > 1 & & pcfmt ! = PC_TEX_FMT_NONE )
{
const unsigned int bsdepth = TexDecoder_GetTexelSizeInNibbles ( texformat ) ;
unsigned int level = 1 ;
unsigned int mipWidth = ( width + 1 ) > > 1 ;
unsigned int mipHeight = ( height + 1 ) > > 1 ;
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u8 * ptr_even = NULL , * ptr_odd = NULL ;
if ( from_tmem )
{
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 ] ;
}
src_data + = texture_size ;
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while ( ( mipHeight | | mipWidth ) & & ( level < texLevels ) )
{
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u8 * * ptr ;
if ( from_tmem ) ptr = ( level % 2 ) ? & ptr_odd : & ptr_even ;
else ptr = & src_data ;
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const unsigned int currentWidth = ( mipWidth > 0 ) ? mipWidth : 1 ;
const unsigned int currentHeight = ( mipHeight > 0 ) ? mipHeight : 1 ;
expandedWidth = ( currentWidth + bsw ) & ( ~ bsw ) ;
expandedHeight = ( currentHeight + bsh ) & ( ~ bsh ) ;
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TexDecoder_Decode ( temp , * ptr , expandedWidth , expandedHeight , texformat , tlutaddr , tlutfmt , g_ActiveConfig . backend_info . bUseRGBATextures ) ;
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entry - > Load ( currentWidth , currentHeight , expandedWidth , level , false ) ;
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// TODO: won't this cause loaded hires textures to be dumped as well?
if ( g_ActiveConfig . bDumpTextures )
DumpTexture ( entry , level ) ;
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* ptr + = ( ( std : : max ( mipWidth , bsw ) * std : : max ( mipHeight , bsh ) * bsdepth ) > > 1 ) ;
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mipWidth > > = 1 ;
mipHeight > > = 1 ;
+ + level ;
}
}
INCSTAT ( stats . numTexturesCreated ) ;
SETSTAT ( stats . numTexturesAlive , textures . size ( ) ) ;
return_entry :
entry - > frameCount = frameCount ;
entry - > Bind ( stage ) ;
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GFX_DEBUGGER_PAUSE_AT ( NEXT_TEXTURE_CHANGE , true ) ;
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return entry ;
}
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void TextureCache : : CopyRenderTargetToTexture ( u32 dstAddr , unsigned int dstFormat , unsigned int srcFormat ,
const EFBRectangle & srcRect , bool isIntensity , bool scaleByHalf )
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{
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// 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.
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// 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.
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// 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:
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// 1a) Whenever this function gets called, encode the requested EFB data to RAM (like EFB to RAM)
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// 1b) Set type to TCET_EC_DYNAMIC for all texture cache entries in the destination address range.
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// 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)
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// - Create a texture cache entry for the target (type = TCET_EC_VRAM)
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// - Store a hash of the encoded RAM data in the texcache entry.
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// 2b) Entry exists AND type is TCET_EC_VRAM:
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// - Like case 2a, but reuse the old texcache entry instead of creating a new one.
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// 2c) Entry exists AND type is TCET_EC_DYNAMIC:
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// - 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.
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// 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.
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// 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.
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// Redecode the source RAM data to a VRAM object. The entry basically behaves like a normal texture now.
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// 3c) If type is TCET_EC_DYNAMIC, treat the EFB copy like a normal texture.
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// 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.
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//
// Disadvantage of all methods: Calling this function requires the GPU to perform a pipeline flush which stalls any further CPU processing.
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//
// For historical reasons, Dolphin doesn't actually implement "pure" EFB to RAM emulation, but only EFB to texture and hybrid EFB copies.
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float colmat [ 28 ] = { 0 } ;
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float * const fConstAdd = colmat + 16 ;
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float * const ColorMask = colmat + 20 ;
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ColorMask [ 0 ] = ColorMask [ 1 ] = ColorMask [ 2 ] = ColorMask [ 3 ] = 255.0f ;
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ColorMask [ 4 ] = ColorMask [ 5 ] = ColorMask [ 6 ] = ColorMask [ 7 ] = 1.0f / 255.0f ;
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unsigned int cbufid = - 1 ;
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if ( srcFormat = = PIXELFMT_Z24 )
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{
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switch ( dstFormat )
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{
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case 0 : // Z4
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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 ;
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case 3 : // Z16
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colmat [ 1 ] = colmat [ 5 ] = colmat [ 9 ] = colmat [ 12 ] = 1.0f ;
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cbufid = 24 ;
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break ;
case 11 : // Z16 (reverse order)
colmat [ 0 ] = colmat [ 4 ] = colmat [ 8 ] = colmat [ 13 ] = 1.0f ;
cbufid = 2 ;
break ;
case 6 : // Z24X8
colmat [ 0 ] = colmat [ 5 ] = colmat [ 10 ] = 1.0f ;
cbufid = 3 ;
break ;
case 9 : // Z8M
colmat [ 1 ] = colmat [ 5 ] = colmat [ 9 ] = colmat [ 13 ] = 1.0f ;
cbufid = 4 ;
break ;
case 10 : // Z8L
colmat [ 2 ] = colmat [ 6 ] = colmat [ 10 ] = colmat [ 14 ] = 1.0f ;
cbufid = 5 ;
break ;
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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
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colmat [ 1 ] = colmat [ 5 ] = colmat [ 9 ] = colmat [ 14 ] = 1.0f ;
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cbufid = 6 ;
break ;
default :
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ERROR_LOG ( VIDEO , " Unknown copy zbuf format: 0x%x " , dstFormat ) ;
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colmat [ 2 ] = colmat [ 5 ] = colmat [ 8 ] = 1.0f ;
cbufid = 7 ;
break ;
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}
}
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else if ( isIntensity )
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{
fConstAdd [ 0 ] = fConstAdd [ 1 ] = fConstAdd [ 2 ] = 16.0f / 255.0f ;
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switch ( dstFormat )
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{
case 0 : // I4
case 1 : // I8
case 2 : // IA4
case 3 : // IA8
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case 8 : // I8
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// 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 ;
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if ( dstFormat < 2 | | dstFormat = = 8 )
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{
colmat [ 12 ] = 0.257f ; colmat [ 13 ] = 0.504f ; colmat [ 14 ] = 0.098f ;
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fConstAdd [ 3 ] = 16.0f / 255.0f ;
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if ( dstFormat = = 0 )
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{
ColorMask [ 0 ] = ColorMask [ 1 ] = ColorMask [ 2 ] = 15.0f ;
ColorMask [ 4 ] = ColorMask [ 5 ] = ColorMask [ 6 ] = 1.0f / 15.0f ;
cbufid = 8 ;
}
else
{
cbufid = 9 ;
}
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}
else // alpha
{
colmat [ 15 ] = 1 ;
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if ( dstFormat = = 2 )
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{
ColorMask [ 0 ] = ColorMask [ 1 ] = ColorMask [ 2 ] = ColorMask [ 3 ] = 15.0f ;
ColorMask [ 4 ] = ColorMask [ 5 ] = ColorMask [ 6 ] = ColorMask [ 7 ] = 1.0f / 15.0f ;
cbufid = 10 ;
}
else
{
cbufid = 11 ;
}
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}
break ;
default :
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ERROR_LOG ( VIDEO , " Unknown copy intensity format: 0x%x " , dstFormat ) ;
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colmat [ 0 ] = colmat [ 5 ] = colmat [ 10 ] = colmat [ 15 ] = 1.0f ;
cbufid = 23 ;
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break ;
}
}
else
{
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switch ( dstFormat )
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{
case 0 : // R4
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colmat [ 0 ] = colmat [ 4 ] = colmat [ 8 ] = colmat [ 12 ] = 1 ;
ColorMask [ 0 ] = 15.0f ;
ColorMask [ 4 ] = 1.0f / 15.0f ;
cbufid = 12 ;
break ;
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case 1 : // R8
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case 8 : // R8
colmat [ 0 ] = colmat [ 4 ] = colmat [ 8 ] = colmat [ 12 ] = 1 ;
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cbufid = 13 ;
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break ;
case 2 : // RA4
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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 = 14 ;
break ;
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case 3 : // RA8
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colmat [ 0 ] = colmat [ 4 ] = colmat [ 8 ] = colmat [ 15 ] = 1.0f ;
cbufid = 15 ;
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break ;
case 7 : // A8
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colmat [ 3 ] = colmat [ 7 ] = colmat [ 11 ] = colmat [ 15 ] = 1.0f ;
cbufid = 16 ;
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break ;
case 9 : // G8
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colmat [ 1 ] = colmat [ 5 ] = colmat [ 9 ] = colmat [ 13 ] = 1.0f ;
cbufid = 17 ;
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break ;
case 10 : // B8
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colmat [ 2 ] = colmat [ 6 ] = colmat [ 10 ] = colmat [ 14 ] = 1.0f ;
cbufid = 18 ;
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break ;
case 11 : // RG8
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colmat [ 0 ] = colmat [ 4 ] = colmat [ 8 ] = colmat [ 13 ] = 1.0f ;
cbufid = 19 ;
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break ;
case 12 : // GB8
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colmat [ 1 ] = colmat [ 5 ] = colmat [ 9 ] = colmat [ 14 ] = 1.0f ;
cbufid = 20 ;
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break ;
case 4 : // RGB565
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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 = 21 ;
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break ;
case 5 : // RGB5A3
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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 = 22 ;
break ;
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case 6 : // RGBA8
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colmat [ 0 ] = colmat [ 5 ] = colmat [ 10 ] = colmat [ 15 ] = 1.0f ;
cbufid = 23 ;
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break ;
default :
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ERROR_LOG ( VIDEO , " Unknown copy color format: 0x%x " , dstFormat ) ;
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colmat [ 0 ] = colmat [ 5 ] = colmat [ 10 ] = colmat [ 15 ] = 1.0f ;
cbufid = 23 ;
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break ;
}
}
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const unsigned int tex_w = scaleByHalf ? srcRect . GetWidth ( ) / 2 : srcRect . GetWidth ( ) ;
const unsigned int tex_h = scaleByHalf ? srcRect . GetHeight ( ) / 2 : srcRect . GetHeight ( ) ;
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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 ;
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TCacheEntryBase * entry = textures [ dstAddr ] ;
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if ( entry )
{
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if ( ( entry - > type = = TCET_EC_VRAM & & entry - > virtual_width = = scaled_tex_w & & entry - > virtual_height = = scaled_tex_h )
| | ( entry - > type = = TCET_EC_DYNAMIC & & entry - > native_width = = tex_w & & entry - > native_height = = tex_h ) )
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{
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if ( entry - > type = = TCET_EC_DYNAMIC )
{
scaled_tex_w = tex_w ;
scaled_tex_h = tex_h ;
}
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}
else
{
// remove it and recreate it as a render target
delete entry ;
entry = NULL ;
}
}
if ( NULL = = entry )
{
// create the texture
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textures [ dstAddr ] = entry = g_texture_cache - > CreateRenderTargetTexture ( scaled_tex_w , scaled_tex_h ) ;
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// TODO: Using the wrong dstFormat, dumb...
entry - > SetGeneralParameters ( dstAddr , 0 , dstFormat , 0 ) ;
entry - > SetDimensions ( tex_w , tex_h , scaled_tex_w , scaled_tex_h ) ;
entry - > SetHashes ( TEXHASH_INVALID ) ;
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entry - > type = TCET_EC_VRAM ;
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}
entry - > frameCount = frameCount ;
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g_renderer - > ResetAPIState ( ) ; // reset any game specific settings
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entry - > FromRenderTarget ( dstAddr , dstFormat , srcFormat , srcRect , isIntensity , scaleByHalf , cbufid , colmat ) ;
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g_renderer - > RestoreAPIState ( ) ;
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}