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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
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# include <algorithm>
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# include <string>
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# include "Common/FileUtil.h"
# include "Common/MemoryUtil.h"
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# include "Common/StringUtil.h"
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# include "Core/ConfigManager.h"
# include "Core/HW/Memmap.h"
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# include "VideoCommon/Debugger.h"
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# include "VideoCommon/FramebufferManagerBase.h"
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# 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 = 200 ;
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static const int TEXTURE_POOL_KILL_THRESHOLD = 3 ;
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static const u64 FRAMECOUNT_INVALID = 0 ;
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TextureCache * g_texture_cache ;
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GC_ALIGNED16 ( u8 * TextureCache : : temp ) = nullptr ;
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size_t TextureCache : : temp_size ;
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TextureCache : : TexCache TextureCache : : textures ;
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TextureCache : : TexPool TextureCache : : texture_pool ;
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TextureCache : : BackupConfig TextureCache : : backup_config ;
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static bool invalidate_texture_cache_requested ;
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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 ) ;
}
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TextureCache : : TextureCache ( )
{
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temp_size = 2048 * 2048 * 4 ;
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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 )
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HiresTexture : : Init ( SConfig : : GetInstance ( ) . m_LocalCoreStartupParameter . m_strUniqueID ) ;
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SetHash64Function ( ) ;
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invalidate_texture_cache_requested = false ;
}
void TextureCache : : RequestInvalidateTextureCache ( )
{
invalidate_texture_cache_requested = true ;
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}
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void TextureCache : : Invalidate ( )
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{
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for ( auto & tex : textures )
{
delete tex . second ;
}
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textures . clear ( ) ;
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for ( auto & rt : texture_pool )
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{
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delete rt . second ;
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}
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texture_pool . clear ( ) ;
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}
TextureCache : : ~ TextureCache ( )
{
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Invalidate ( ) ;
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FreeAlignedMemory ( temp ) ;
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temp = nullptr ;
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}
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void TextureCache : : OnConfigChanged ( VideoConfig & config )
{
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if ( g_texture_cache )
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{
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// 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 | |
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config . bHiresTextures ! = backup_config . s_hires_textures | |
invalidate_texture_cache_requested )
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{
g_texture_cache - > Invalidate ( ) ;
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if ( g_ActiveConfig . bHiresTextures )
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HiresTexture : : Init ( SConfig : : GetInstance ( ) . m_LocalCoreStartupParameter . m_strUniqueID ) ;
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TexDecoder_SetTexFmtOverlayOptions ( g_ActiveConfig . bTexFmtOverlayEnable , g_ActiveConfig . bTexFmtOverlayCenter ) ;
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invalidate_texture_cache_requested = false ;
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}
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// TODO: Probably shouldn't clear all render targets here, just mark them dirty or something.
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if ( config . bEFBCopyCacheEnable ! = backup_config . s_copy_cache_enable ) // TODO: not sure if this is needed?
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{
g_texture_cache - > ClearRenderTargets ( ) ;
}
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if ( ( config . iStereoMode > 0 ) ! = backup_config . s_stereo_3d | |
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config . bStereoEFBMonoDepth ! = backup_config . s_efb_mono_depth )
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{
g_texture_cache - > DeleteShaders ( ) ;
g_texture_cache - > CompileShaders ( ) ;
}
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}
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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_copy_cache_enable = config . bEFBCopyCacheEnable ;
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backup_config . s_stereo_3d = config . iStereoMode > 0 ;
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backup_config . s_efb_mono_depth = config . bStereoEFBMonoDepth ;
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}
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void TextureCache : : Cleanup ( int _frameCount )
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{
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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 ( iter - > second - > frameCount = = FRAMECOUNT_INVALID )
{
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 ( ) )
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{
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FreeTexture ( iter - > second ) ;
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iter = textures . erase ( iter ) ;
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}
else
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{
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+ + iter ;
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}
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}
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TexPool : : iterator iter2 = texture_pool . begin ( ) ;
TexPool : : iterator tcend2 = texture_pool . end ( ) ;
while ( iter2 ! = tcend2 )
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{
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if ( iter2 - > second - > frameCount = = FRAMECOUNT_INVALID )
{
iter2 - > second - > frameCount = _frameCount ;
}
if ( _frameCount > TEXTURE_POOL_KILL_THRESHOLD + iter2 - > second - > frameCount )
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{
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delete iter2 - > second ;
iter2 = texture_pool . erase ( iter2 ) ;
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}
else
{
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+ + iter2 ;
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}
}
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}
void TextureCache : : InvalidateRange ( u32 start_address , u32 size )
{
TexCache : : iterator
iter = textures . begin ( ) ,
tcend = textures . end ( ) ;
while ( iter ! = tcend )
{
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if ( iter - > second - > OverlapsMemoryRange ( start_address , size ) )
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{
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FreeTexture ( iter - > second ) ;
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textures . erase ( iter + + ) ;
}
else
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{
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+ + iter ;
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}
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}
}
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 ( ) )
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- - iter ;
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for ( ; iter ! = tcend ; + + iter )
{
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if ( iter - > second - > OverlapsMemoryRange ( start_address , size ) )
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{
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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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bool TextureCache : : TCacheEntryBase : : OverlapsMemoryRange ( u32 range_address , u32 range_size ) const
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{
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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 )
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return false ;
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return true ;
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}
void TextureCache : : ClearRenderTargets ( )
{
TexCache : : iterator
iter = textures . begin ( ) ,
tcend = textures . end ( ) ;
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while ( iter ! = tcend )
{
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if ( iter - > second - > type = = TCET_EC_VRAM )
{
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FreeTexture ( iter - > second ) ;
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textures . erase ( iter + + ) ;
}
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else
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{
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+ + iter ;
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}
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}
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}
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void TextureCache : : DumpTexture ( TCacheEntryBase * entry , std : : string basename , unsigned int level )
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{
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std : : string szDir = File : : GetUserPath ( D_DUMPTEXTURES_IDX ) +
SConfig : : GetInstance ( ) . m_LocalCoreStartupParameter . m_strUniqueID ;
// make sure that the directory exists
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if ( ! File : : Exists ( szDir ) | | ! File : : IsDirectory ( szDir ) )
File : : CreateDir ( szDir ) ;
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if ( level > 0 )
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{
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basename + = StringFromFormat ( " _mip%i " , level ) ;
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}
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std : : string filename = szDir + " / " + basename + " .png " ;
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if ( ! File : : Exists ( filename ) )
entry - > Save ( filename , level ) ;
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}
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static u32 CalculateLevelSize ( u32 level_0_size , u32 level )
{
return ( level_0_size + ( ( 1 < < level ) - 1 ) ) > > level ;
}
// Used by TextureCache::Load
static TextureCache : : TCacheEntryBase * ReturnEntry ( unsigned int stage , TextureCache : : TCacheEntryBase * entry )
{
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entry - > frameCount = FRAMECOUNT_INVALID ;
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entry - > Bind ( stage ) ;
GFX_DEBUGGER_PAUSE_AT ( NEXT_TEXTURE_CHANGE , true ) ;
return entry ;
}
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TextureCache : : TCacheEntryBase * TextureCache : : Load ( const u32 stage )
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{
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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 ;
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u32 tex_levels = ( tex . texMode1 [ id ] . max_lod + 0xf ) / 0x10 + 1 ;
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const bool from_tmem = tex . texImage1 [ id ] . image_type ! = 0 ;
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if ( 0 = = address )
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return nullptr ;
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// TexelSizeInNibbles(format) * width * height / 16;
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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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// Hash assigned to texcache entry (also used to generate filenames used for texture dumping and custom texture lookup)
u64 tex_hash = TEXHASH_INVALID ;
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u64 tlut_hash = TEXHASH_INVALID ;
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u32 full_format = texformat ;
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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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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 ) ;
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// 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 ;
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if ( isPaletteTexture )
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{
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palette_size = TexDecoder_GetPaletteSize ( texformat ) ;
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tlut_hash = GetHash64 ( & texMem [ tlutaddr ] , palette_size , g_ActiveConfig . iSafeTextureCache_ColorSamples ) ;
// NOTE: For non-paletted textures, texID is equal to the texture address.
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// 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.
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//
// TODO: Because texID isn't always the same as the address now, CopyRenderTargetToTexture might be broken now
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u32 temp_texID = texID ;
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texID ^ = ( ( u32 ) tlut_hash ) ^ ( u32 ) ( tlut_hash > > 32 ) ;
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tex_hash ^ = tlut_hash ;
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// Don't change the texID depending on the tlut_hash for paletted textures that are efb copies and don't have
// an entry in the cache for texID ^ tlut_hash. This makes those textures less broken when using efb to texture.
// Examples are the mini map in Twilight Princess and objects on the targetting computer in Rogue Squadron 2(RS2).
// TODO: Convert those textures using the right palette, so they display correctly
auto iter = textures . find ( temp_texID ) ;
if ( iter ! = textures . end ( ) & & iter - > second - > IsEfbCopy ( ) & & textures . find ( texID ) = = textures . end ( ) )
texID = temp_texID ;
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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 ) ;
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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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entry - > type = TCET_EC_VRAM ;
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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
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// (similar to what is already being done in Renderer::ReinterpretPixelFormat())
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return ReturnEntry ( stage , entry ) ;
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}
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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 - > native_levels > = tex_levels & & entry - > native_width = = nativeW & & entry - > native_height = = nativeH )
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{
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return ReturnEntry ( stage , entry ) ;
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}
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// pool this texture and make a new one later
FreeTexture ( entry ) ;
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}
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std : : unique_ptr < HiresTexture > hires_tex ;
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if ( g_ActiveConfig . bHiresTextures )
{
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hires_tex . reset ( HiresTexture : : Search (
src_data , texture_size ,
& texMem [ tlutaddr ] , palette_size ,
width , height ,
texformat
) ) ;
if ( hires_tex )
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{
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auto & l = hires_tex - > m_levels [ 0 ] ;
if ( l . width ! = width | | l . height ! = height )
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{
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width = l . width ;
height = l . height ;
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}
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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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}
}
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if ( ! hires_tex )
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{
if ( ! ( texformat = = GX_TF_RGBA8 & & from_tmem ) )
{
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const u8 * tlut = & texMem [ tlutaddr ] ;
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TexDecoder_Decode ( temp , src_data , expandedWidth , expandedHeight , texformat , tlut , ( TlutFormat ) tlutfmt ) ;
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}
else
{
u8 * src_data_gb = & texMem [ bpmem . tex [ stage / 4 ] . texImage2 [ stage % 4 ] . tmem_odd * TMEM_LINE_SIZE ] ;
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TexDecoder_DecodeRGBA8FromTmem ( temp , src_data , src_data_gb , expandedWidth , expandedHeight ) ;
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}
}
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u32 texLevels = use_mipmaps ? tex_levels : 1 ;
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const bool using_custom_lods = hires_tex & & hires_tex - > m_levels . size ( ) > = texLevels ;
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// Only load native mips if their dimensions fit to our virtual texture dimensions
const bool use_native_mips = use_mipmaps & & ! using_custom_lods & & ( width = = nativeW & & height = = nativeH ) ;
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texLevels = ( use_native_mips | | using_custom_lods ) ? texLevels : 1 ; // TODO: Should be forced to 1 for non-pow2 textures (e.g. efb copies with automatically adjusted IR)
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// create the entry/texture
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TCacheEntryConfig config ;
config . width = width ;
config . height = height ;
config . levels = texLevels ;
entry = AllocateTexture ( config ) ;
entry - > type = TCET_NORMAL ;
GFX_DEBUGGER_PAUSE_AT ( NEXT_NEW_TEXTURE , true ) ;
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entry - > SetGeneralParameters ( address , texture_size , full_format ) ;
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entry - > SetDimensions ( nativeW , nativeH , tex_levels ) ;
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entry - > hash = tex_hash ;
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// load texture
entry - > Load ( width , height , expandedWidth , 0 ) ;
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if ( entry - > IsEfbCopy ( ) & & ! g_ActiveConfig . bCopyEFBToTexture )
entry - > type = TCET_EC_DYNAMIC ;
else
entry - > type = TCET_NORMAL ;
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std : : string basename = " " ;
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if ( g_ActiveConfig . bDumpTextures & & ! hires_tex )
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{
basename = HiresTexture : : GenBaseName (
src_data , texture_size ,
& texMem [ tlutaddr ] , palette_size ,
width , height ,
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texformat , true
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) ;
DumpTexture ( entry , basename , 0 ) ;
}
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u32 level = 1 ;
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// load mips - TODO: Loading mipmaps from tmem is untested!
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if ( use_native_mips )
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{
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src_data + = texture_size ;
const u8 * ptr_even = nullptr ;
const u8 * ptr_odd = nullptr ;
if ( from_tmem )
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{
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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 ] ;
}
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for ( ; 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 ) ;
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entry - > Load ( mip_width , mip_height , expanded_mip_width , level ) ;
if ( g_ActiveConfig . bDumpTextures )
DumpTexture ( entry , basename , level ) ;
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}
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}
else if ( using_custom_lods )
{
for ( ; level ! = texLevels ; + + level )
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{
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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 ) ;
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}
}
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INCSTAT ( stats . numTexturesUploaded ) ;
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SETSTAT ( stats . numTexturesAlive , textures . size ( ) ) ;
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return ReturnEntry ( stage , entry ) ;
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}
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void TextureCache : : CopyRenderTargetToTexture ( u32 dstAddr , unsigned int dstFormat , PEControl : : PixelFormat srcFormat ,
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const EFBRectangle & srcRect , bool isIntensity , bool scaleByHalf )
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{
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// Emulation methods:
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//
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// - EFB to RAM:
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// 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.
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//
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// - EFB to texture:
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// 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.
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//
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// - Hybrid EFB copies:
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// 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.
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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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bool efbHasAlpha = bpmem . zcontrol . pixel_format = = PEControl : : RGBA6_Z24 ;
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if ( srcFormat = = PEControl : : 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 = 2 ;
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break ;
case 11 : // Z16 (reverse order)
colmat [ 0 ] = colmat [ 4 ] = colmat [ 8 ] = colmat [ 13 ] = 1.0f ;
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cbufid = 3 ;
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break ;
case 6 : // Z24X8
colmat [ 0 ] = colmat [ 5 ] = colmat [ 10 ] = 1.0f ;
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cbufid = 4 ;
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break ;
case 9 : // Z8M
colmat [ 1 ] = colmat [ 5 ] = colmat [ 9 ] = colmat [ 13 ] = 1.0f ;
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cbufid = 5 ;
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break ;
case 10 : // Z8L
colmat [ 2 ] = colmat [ 6 ] = colmat [ 10 ] = colmat [ 14 ] = 1.0f ;
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cbufid = 6 ;
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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 = 7 ;
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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 ;
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cbufid = 8 ;
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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 ;
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cbufid = 9 ;
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}
else
{
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cbufid = 10 ;
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}
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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 ;
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cbufid = 11 ;
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}
else
{
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cbufid = 12 ;
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}
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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 ;
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cbufid = 13 ;
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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 ;
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cbufid = 14 ;
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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 = 15 ;
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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 ;
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cbufid = 16 ;
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if ( ! efbHasAlpha )
{
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ColorMask [ 3 ] = 0.0f ;
fConstAdd [ 3 ] = 1.0f ;
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cbufid = 17 ;
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}
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break ;
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case 3 : // RA8
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colmat [ 0 ] = colmat [ 4 ] = colmat [ 8 ] = colmat [ 15 ] = 1.0f ;
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cbufid = 18 ;
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if ( ! efbHasAlpha )
{
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ColorMask [ 3 ] = 0.0f ;
fConstAdd [ 3 ] = 1.0f ;
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cbufid = 19 ;
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}
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break ;
case 7 : // A8
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colmat [ 3 ] = colmat [ 7 ] = colmat [ 11 ] = colmat [ 15 ] = 1.0f ;
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cbufid = 20 ;
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if ( ! efbHasAlpha )
{
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ColorMask [ 3 ] = 0.0f ;
fConstAdd [ 0 ] = 1.0f ;
fConstAdd [ 1 ] = 1.0f ;
fConstAdd [ 2 ] = 1.0f ;
fConstAdd [ 3 ] = 1.0f ;
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cbufid = 21 ;
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}
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break ;
case 9 : // G8
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colmat [ 1 ] = colmat [ 5 ] = colmat [ 9 ] = colmat [ 13 ] = 1.0f ;
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cbufid = 22 ;
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break ;
case 10 : // B8
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colmat [ 2 ] = colmat [ 6 ] = colmat [ 10 ] = colmat [ 14 ] = 1.0f ;
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cbufid = 23 ;
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break ;
case 11 : // RG8
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colmat [ 0 ] = colmat [ 4 ] = colmat [ 8 ] = colmat [ 13 ] = 1.0f ;
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cbufid = 24 ;
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break ;
case 12 : // GB8
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colmat [ 1 ] = colmat [ 5 ] = colmat [ 9 ] = colmat [ 14 ] = 1.0f ;
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cbufid = 25 ;
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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
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cbufid = 26 ;
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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 ;
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cbufid = 27 ;
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if ( ! efbHasAlpha )
{
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ColorMask [ 3 ] = 0.0f ;
fConstAdd [ 3 ] = 1.0f ;
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cbufid = 28 ;
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}
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break ;
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case 6 : // RGBA8
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colmat [ 0 ] = colmat [ 5 ] = colmat [ 10 ] = colmat [ 15 ] = 1.0f ;
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cbufid = 29 ;
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if ( ! efbHasAlpha )
{
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ColorMask [ 3 ] = 0.0f ;
fConstAdd [ 3 ] = 1.0f ;
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cbufid = 30 ;
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}
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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 ;
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cbufid = 31 ;
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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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FreeTexture ( entry ) ;
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// create the texture
TCacheEntryConfig config ;
config . rendertarget = true ;
config . width = scaled_tex_w ;
config . height = scaled_tex_h ;
config . layers = FramebufferManagerBase : : GetEFBLayers ( ) ;
entry = AllocateTexture ( config ) ;
// TODO: Using the wrong dstFormat, dumb...
entry - > SetGeneralParameters ( dstAddr , 0 , dstFormat ) ;
entry - > SetDimensions ( tex_w , tex_h , 1 ) ;
entry - > SetHashes ( TEXHASH_INVALID ) ;
entry - > type = TCET_EC_VRAM ;
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entry - > frameCount = FRAMECOUNT_INVALID ;
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entry - > FromRenderTarget ( dstAddr , dstFormat , srcFormat , srcRect , isIntensity , scaleByHalf , cbufid , colmat ) ;
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}
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TextureCache : : TCacheEntryBase * TextureCache : : AllocateTexture ( const TCacheEntryConfig & config )
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{
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TexPool : : iterator iter = texture_pool . find ( config ) ;
if ( iter ! = texture_pool . end ( ) )
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{
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TextureCache : : TCacheEntryBase * entry = iter - > second ;
texture_pool . erase ( iter ) ;
return entry ;
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}
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INCSTAT ( stats . numTexturesCreated ) ;
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return g_texture_cache - > CreateTexture ( config ) ;
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}
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void TextureCache : : FreeTexture ( TCacheEntryBase * entry )
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{
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entry - > frameCount = FRAMECOUNT_INVALID ;
texture_pool . insert ( TexPool : : value_type ( entry - > config , entry ) ) ;
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}