Updated with a less aggressive optimisation to EFB copy to RAM. The destination texture now does not get invalidated if its hash is found in the texture cache. Fixes Metroid Prime 3.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6353 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
8775abacc6
commit
6666b400a3
|
@ -137,9 +137,7 @@ void TextureCache::MakeRangeDynamic(u32 start_address, u32 size)
|
|||
|
||||
bool TextureCache::Find(u32 start_address, u64 hash)
|
||||
{
|
||||
TexCache::iterator
|
||||
iter = textures.lower_bound(start_address),
|
||||
tcend = textures.upper_bound(start_address);
|
||||
TexCache::iterator iter = textures.lower_bound(start_address);
|
||||
|
||||
if (iter->second->hash == hash)
|
||||
return true;
|
||||
|
|
|
@ -271,7 +271,7 @@ void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 sr
|
|||
// Draw...
|
||||
D3D::drawShadedTexQuad(srcTexture,&SrcRect,1,1,dstWidth,dstHeight,shader,VertexShaderCache::GetSimpleVertexShader(0));
|
||||
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
||||
// .. and then readback the results.
|
||||
// .. and then read back the results.
|
||||
// TODO: make this less slow.
|
||||
|
||||
D3DLOCKED_RECT drect;
|
||||
|
@ -406,12 +406,6 @@ u64 EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture,u32 Sou
|
|||
|
||||
int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
|
||||
|
||||
u64 hash = GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
|
||||
// If the texture in RAM is already in the texture cache, do not copy it again as it has not changed.
|
||||
if (TextureCache::Find(address, hash))
|
||||
return hash;
|
||||
|
||||
u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
|
||||
u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
|
||||
u16 samples = TextureConversionShader::GetEncodedSampleCount(format);
|
||||
|
@ -444,6 +438,12 @@ u64 EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture,u32 Sou
|
|||
|
||||
int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
|
||||
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0);
|
||||
u64 hash = GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
|
||||
// If the texture in RAM is already in the texture cache, do not copy it again as it has not changed.
|
||||
if (TextureCache::Find(address, hash))
|
||||
return hash;
|
||||
|
||||
TextureCache::MakeRangeDynamic(address,size_in_bytes);
|
||||
return hash;
|
||||
}
|
||||
|
|
|
@ -214,7 +214,7 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
|
|||
glEnd();
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// .. and then readback the results.
|
||||
// .. and then read back the results.
|
||||
// TODO: make this less slow.
|
||||
|
||||
int writeStride = bpmem.copyMipMapStrideChannels * 32;
|
||||
|
@ -345,12 +345,6 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture,float MValueX,float
|
|||
|
||||
int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
|
||||
|
||||
u64 hash = GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
|
||||
// If the texture in RAM is already in the texture cache, do not copy it again as it has not changed.
|
||||
if (TextureCache::Find(address, hash))
|
||||
return hash;
|
||||
|
||||
u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
|
||||
u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
|
||||
u16 samples = TextureConversionShader::GetEncodedSampleCount(format);
|
||||
|
@ -380,6 +374,12 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture,float MValueX,float
|
|||
|
||||
int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
|
||||
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0 && !bFromZBuffer);
|
||||
u64 hash = GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
|
||||
|
||||
// If the texture in RAM is already in the texture cache, do not copy it again as it has not changed.
|
||||
if (TextureCache::Find(address, hash))
|
||||
return hash;
|
||||
|
||||
TextureCache::MakeRangeDynamic(address,size_in_bytes);
|
||||
return hash;
|
||||
}
|
||||
|
@ -411,7 +411,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
|||
|
||||
Renderer::ResetAPIState(); // reset any game specific settings
|
||||
|
||||
// swich to texture converter frame buffer
|
||||
// switch to texture converter frame buffer
|
||||
// attach destTexture as color destination
|
||||
g_framebufferManager.SetFramebuffer(s_texConvFrameBuffer);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, destTexture);
|
||||
|
|
Loading…
Reference in New Issue