TextureCache: Rewrite EFB Copy control flow
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dcdf8fd3ce
commit
087ba5268a
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@ -32,8 +32,8 @@ public:
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void Init();
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void Shutdown();
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void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool isIntensity, bool scaleByHalf);
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PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool isIntensity, bool scaleByHalf);
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private:
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bool m_ready;
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@ -184,10 +184,8 @@ TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntry
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}
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}
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void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, unsigned int dstFormat, u32 dstStride,
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PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool isIntensity, bool scaleByHalf, unsigned int cbufid,
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const float *colmat)
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void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool scaleByHalf, unsigned int cbufid, const float *colmat)
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{
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g_renderer->ResetAPIState();
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@ -34,10 +34,8 @@ private:
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void Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int levels) override;
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void FromRenderTarget(u8* dst, unsigned int dstFormat, u32 dstStride,
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PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool isIntensity, bool scaleByHalf, unsigned int cbufid,
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const float *colmat) override;
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void FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool scaleByHalf, unsigned int cbufid, const float *colmat) override;
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void Bind(unsigned int stage) override;
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bool Save(const std::string& filename, unsigned int level) override;
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@ -215,10 +215,8 @@ void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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TextureCache::SetStage();
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}
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void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, unsigned int dstFormat, u32 dstStride,
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PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool isIntensity, bool scaleByHalf, unsigned int cbufid,
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const float *colmat)
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void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool scaleByHalf, unsigned int cbufid, const float *colmat)
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{
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g_renderer->ResetAPIState(); // reset any game specific settings
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@ -42,10 +42,8 @@ private:
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void Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level) override;
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void FromRenderTarget(u8 *dst, unsigned int dstFormat, u32 dstStride,
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PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool isIntensity, bool scaleByHalf, unsigned int cbufid,
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const float *colmat) override;
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void FromRenderTarget(u8 *dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool scaleByHalf, unsigned int cbufid, const float *colmat) override;
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void Bind(unsigned int stage) override;
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bool Save(const std::string& filename, unsigned int level) override;
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@ -269,7 +269,7 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
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}
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}
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void EncodeToRamFromTexture(u8 *dest_ptr, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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PEControl::PixelFormat srcFormat, bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source)
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{
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g_renderer->ResetAPIState();
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@ -26,7 +26,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
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void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture);
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// returns size of the encoded data (in bytes)
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void EncodeToRamFromTexture(u8 *dest_ptr, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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PEControl::PixelFormat srcFormat, bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source);
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}
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@ -1032,80 +1032,109 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFo
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}
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}
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// create the texture
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TCacheEntryConfig config;
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config.rendertarget = true;
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config.width = scaled_tex_w;
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config.height = scaled_tex_h;
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config.layers = FramebufferManagerBase::GetEFBLayers();
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u32 blockH = TexDecoder_GetBlockHeightInTexels(dstFormat);
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const u32 blockW = TexDecoder_GetBlockWidthInTexels(dstFormat);
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TCacheEntryBase* entry = AllocateTexture(config);
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// Round up source height to multiple of block size
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u32 actualHeight = ROUND_UP(tex_h, blockH);
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const u32 actualWidth = ROUND_UP(tex_w, blockW);
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entry->SetGeneralParameters(dstAddr, 0, dstFormat);
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entry->SetDimensions(tex_w, tex_h, 1);
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u32 num_blocks_y = actualHeight / blockH;
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const u32 num_blocks_x = actualWidth / blockW;
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entry->frameCount = FRAMECOUNT_INVALID;
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entry->SetEfbCopy(dstStride);
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entry->is_custom_tex = false;
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// RGBA takes two cache lines per block; all others take one
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const u32 bytes_per_block = dstFormat == GX_TF_RGBA8 ? 64 : 32;
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entry->FromRenderTarget(dst, dstFormat, dstStride, srcFormat, srcRect, isIntensity, scaleByHalf, cbufid, colmat);
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u32 bytes_per_row = num_blocks_x * bytes_per_block;
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if (g_ActiveConfig.bSkipEFBCopyToRam)
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{
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entry->Zero(dst);
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}
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else
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bool copy_to_ram = !g_ActiveConfig.bSkipEFBCopyToRam;
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bool copy_to_vram = true;
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if (copy_to_ram)
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{
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g_texture_cache->CopyEFB(
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dst,
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entry->format,
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entry->native_width,
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entry->BytesPerRow(),
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entry->NumBlocksY(),
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entry->memory_stride,
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dstFormat,
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tex_w,
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bytes_per_row,
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num_blocks_y,
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dstStride,
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srcFormat,
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srcRect,
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isIntensity,
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scaleByHalf);
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}
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u64 hash = entry->CalculateHash();
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entry->SetHashes(hash, hash);
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// Invalidate all textures that overlap the range of our efb copy.
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// Unless our efb copy has a weird stride, then we want avoid invalidating textures which
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// we might be able to do a partial texture update on.
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if (entry->memory_stride == entry->BytesPerRow())
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else
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{
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TexCache::iterator iter = textures_by_address.begin();
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while (iter != textures_by_address.end())
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// Hack: Most games don't actually need the correct texture data in RAM
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// and we can just keep a copy in VRAM. We zero the memory so we
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// can check it hasn't changed before using our copy in VRAM.
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u8* ptr = dst;
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for (u32 i = 0; i < num_blocks_y; i++)
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{
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if (iter->second->OverlapsMemoryRange(dstAddr, entry->size_in_bytes))
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iter = FreeTexture(iter);
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else
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++iter;
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memset(ptr, 0, bytes_per_row);
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ptr += dstStride;
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}
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}
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if (g_ActiveConfig.bDumpEFBTarget)
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{
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static int count = 0;
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entry->Save(StringFromFormat("%sefb_frame_%i.png", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
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count++), 0);
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}
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if (g_bRecordFifoData)
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{
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// Mark the memory behind this efb copy as dynamicly generated for the Fifo log
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u32 address = dstAddr;
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for (u32 i = 0; i < entry->NumBlocksY(); i++)
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for (u32 i = 0; i < num_blocks_y; i++)
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{
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FifoRecorder::GetInstance().UseMemory(address, entry->BytesPerRow(), MemoryUpdate::TEXTURE_MAP, true);
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address += entry->memory_stride;
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FifoRecorder::GetInstance().UseMemory(address, bytes_per_row, MemoryUpdate::TEXTURE_MAP, true);
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address += dstStride;
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}
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}
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textures_by_address.emplace((u64)dstAddr, entry);
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// Invalidate all textures that overlap the range of our efb copy.
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// Unless our efb copy has a weird stride, then we want avoid invalidating textures which
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// we might be able to do a partial texture update on.
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if (dstStride == bytes_per_row || !copy_to_vram)
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{
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TexCache::iterator iter = textures_by_address.begin();
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while (iter != textures_by_address.end())
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{
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if (iter->second->addr + iter->second->size_in_bytes <= dstAddr || iter->second->addr >= dstAddr + num_blocks_y * dstStride)
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++iter;
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else
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iter = FreeTexture(iter);
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}
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}
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if (copy_to_vram)
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{
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// create the texture
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TCacheEntryConfig config;
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config.rendertarget = true;
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config.width = scaled_tex_w;
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config.height = scaled_tex_h;
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config.layers = FramebufferManagerBase::GetEFBLayers();
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TCacheEntryBase* entry = AllocateTexture(config);
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entry->SetGeneralParameters(dstAddr, 0, dstFormat);
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entry->SetDimensions(tex_w, tex_h, 1);
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entry->frameCount = FRAMECOUNT_INVALID;
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entry->SetEfbCopy(dstStride);
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entry->is_custom_tex = false;
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entry->FromRenderTarget(dst, srcFormat, srcRect, scaleByHalf, cbufid, colmat);
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u64 hash = entry->CalculateHash();
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entry->SetHashes(hash, hash);
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if (g_ActiveConfig.bDumpEFBTarget)
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{
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static int count = 0;
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entry->Save(StringFromFormat("%sefb_frame_%i.png", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
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count++), 0);
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}
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textures_by_address.emplace((u64)dstAddr, entry);
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}
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}
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TextureCacheBase::TCacheEntryBase* TextureCacheBase::AllocateTexture(const TCacheEntryConfig& config)
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@ -1177,16 +1206,6 @@ void TextureCacheBase::TCacheEntryBase::SetEfbCopy(u32 stride)
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size_in_bytes = memory_stride * NumBlocksY();
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}
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// Fill gamecube memory backing this texture with zeros.
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void TextureCacheBase::TCacheEntryBase::Zero(u8* ptr)
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{
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for (u32 i = 0; i < NumBlocksY(); i++)
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{
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memset(ptr, 0, BytesPerRow());
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ptr += memory_stride;
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}
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}
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u64 TextureCacheBase::TCacheEntryBase::CalculateHash() const
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{
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u8* ptr = Memory::GetPointer(addr);
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@ -101,10 +101,8 @@ public:
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virtual void Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level) = 0;
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virtual void FromRenderTarget(u8* dst, unsigned int dstFormat, u32 dstStride,
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PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool isIntensity, bool scaleByHalf, unsigned int cbufid,
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const float *colmat) = 0;
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virtual void FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool scaleByHalf, unsigned int cbufid, const float *colmat) = 0;
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bool OverlapsMemoryRange(u32 range_address, u32 range_size) const;
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@ -113,8 +111,6 @@ public:
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u32 NumBlocksY() const;
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u32 BytesPerRow() const;
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void Zero(u8* ptr);
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u64 CalculateHash() const;
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};
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