Merge pull request #6321 from stenzek/efb-savestates
Support saving EFB and texture cache in save states
This commit is contained in:
commit
ac9912bad3
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@ -14,3 +14,8 @@
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[Video_Stereoscopy]
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StereoConvergence = 5000
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[Video_Settings]
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# This game creates a large number of EFB copies at different addresses, resulting
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# in a large texture cache which takes considerable time to save.
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SaveTextureCacheToState = False
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@ -0,0 +1,18 @@
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# NATJ01, NATP01, NATE01 - Mario Tennis (Virtual Console)
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[Core]
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# Values set here will override the main Dolphin settings.
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[OnLoad]
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# Add memory patches to be loaded once on boot here.
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[OnFrame]
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# Add memory patches to be applied every frame here.
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[ActionReplay]
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# Add action replay cheats here.
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[Video_Settings]
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# This game creates a large number of EFB copies at different addresses, resulting
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# in a large texture cache which takes considerable time to save.
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SaveTextureCacheToState = False
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@ -91,6 +91,8 @@ const ConfigInfo<int> GFX_SHADER_COMPILER_THREADS{
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{System::GFX, "Settings", "ShaderCompilerThreads"}, 1};
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const ConfigInfo<int> GFX_SHADER_PRECOMPILER_THREADS{
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{System::GFX, "Settings", "ShaderPrecompilerThreads"}, 1};
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const ConfigInfo<bool> GFX_SAVE_TEXTURE_CACHE_TO_STATE{
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{System::GFX, "Settings", "SaveTextureCacheToState"}, true};
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const ConfigInfo<bool> GFX_SW_ZCOMPLOC{{System::GFX, "Settings", "SWZComploc"}, true};
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const ConfigInfo<bool> GFX_SW_ZFREEZE{{System::GFX, "Settings", "SWZFreeze"}, true};
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@ -67,6 +67,7 @@ extern const ConfigInfo<bool> GFX_WAIT_FOR_SHADERS_BEFORE_STARTING;
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extern const ConfigInfo<ShaderCompilationMode> GFX_SHADER_COMPILATION_MODE;
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extern const ConfigInfo<int> GFX_SHADER_COMPILER_THREADS;
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extern const ConfigInfo<int> GFX_SHADER_PRECOMPILER_THREADS;
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extern const ConfigInfo<bool> GFX_SAVE_TEXTURE_CACHE_TO_STATE;
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extern const ConfigInfo<bool> GFX_SW_ZCOMPLOC;
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extern const ConfigInfo<bool> GFX_SW_ZFREEZE;
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@ -90,6 +90,7 @@ bool IsSettingSaveable(const Config::ConfigLocation& config_location)
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Config::GFX_SHADER_COMPILATION_MODE.location,
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Config::GFX_SHADER_COMPILER_THREADS.location,
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Config::GFX_SHADER_PRECOMPILER_THREADS.location,
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Config::GFX_SAVE_TEXTURE_CACHE_TO_STATE.location,
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Config::GFX_SW_ZCOMPLOC.location,
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Config::GFX_SW_ZFREEZE.location,
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@ -21,6 +21,7 @@
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#include "Common/CPUDetect.h"
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#include "Common/CommonPaths.h"
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#include "Common/CommonTypes.h"
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#include "Common/Event.h"
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#include "Common/FileUtil.h"
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#include "Common/Flag.h"
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#include "Common/Logging/LogManager.h"
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@ -110,6 +111,7 @@ struct HostJob
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};
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static std::mutex s_host_jobs_lock;
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static std::queue<HostJob> s_host_jobs_queue;
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static Common::Event s_cpu_thread_job_finished;
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static thread_local bool tls_is_cpu_thread = false;
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@ -433,6 +435,7 @@ static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi
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Common::ScopeGuard movie_guard{Movie::Shutdown};
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HW::Init();
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Common::ScopeGuard hw_guard{[] {
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// We must set up this flag before executing HW::Shutdown()
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s_hardware_initialized = false;
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@ -771,6 +774,45 @@ void RunAsCPUThread(std::function<void()> function)
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PauseAndLock(false, was_unpaused);
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}
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void RunOnCPUThread(std::function<void()> function, bool wait_for_completion)
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{
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// If the CPU thread is not running, assume there is no active CPU thread we can race against.
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if (!IsRunning() || IsCPUThread())
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{
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function();
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return;
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}
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// Pause the CPU (set it to stepping mode).
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const bool was_running = PauseAndLock(true, true);
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// Queue the job function.
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if (wait_for_completion)
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{
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// Trigger the event after executing the function.
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s_cpu_thread_job_finished.Reset();
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CPU::AddCPUThreadJob([&function]() {
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function();
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s_cpu_thread_job_finished.Set();
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});
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}
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else
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{
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CPU::AddCPUThreadJob(std::move(function));
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}
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// Release the CPU thread, and let it execute the callback.
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PauseAndLock(false, was_running);
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// If we're waiting for completion, block until the event fires.
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if (wait_for_completion)
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{
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// Periodically yield to the UI thread, so we don't deadlock.
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while (!s_cpu_thread_job_finished.WaitFor(std::chrono::milliseconds(10)))
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Host_YieldToUI();
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}
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}
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// Display FPS info
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// This should only be called from VI
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void VideoThrottle()
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@ -82,6 +82,10 @@ void UpdateTitle();
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// This should only be called from the CPU thread or the host thread.
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void RunAsCPUThread(std::function<void()> function);
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// Run a function on the CPU thread, asynchronously.
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// This is only valid to call from the host thread, since it uses PauseAndLock() internally.
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void RunOnCPUThread(std::function<void()> function, bool wait_for_completion);
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// for calling back into UI code without introducing a dependency on it in core
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using StateChangedCallbackFunc = std::function<void(Core::State)>;
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void SetOnStateChangedCallback(StateChangedCallbackFunc callback);
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@ -6,6 +6,7 @@
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#include <condition_variable>
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#include <mutex>
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#include <queue>
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#include "AudioCommon/AudioCommon.h"
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#include "Common/CommonTypes.h"
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@ -44,6 +45,7 @@ static bool s_state_paused_and_locked = false;
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static bool s_state_system_request_stepping = false;
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static bool s_state_cpu_step_instruction = false;
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static Common::Event* s_state_cpu_step_instruction_sync = nullptr;
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static std::queue<std::function<void()>> s_pending_jobs;
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void Init(PowerPC::CPUCore cpu_core)
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{
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@ -60,6 +62,9 @@ void Shutdown()
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// Requires holding s_state_change_lock
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static void FlushStepSyncEventLocked()
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{
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if (!s_state_cpu_step_instruction)
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return;
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if (s_state_cpu_step_instruction_sync)
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{
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s_state_cpu_step_instruction_sync->Set();
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@ -68,12 +73,25 @@ static void FlushStepSyncEventLocked()
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s_state_cpu_step_instruction = false;
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}
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static void ExecutePendingJobs(std::unique_lock<std::mutex>& state_lock)
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{
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while (!s_pending_jobs.empty())
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{
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auto callback = s_pending_jobs.front();
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s_pending_jobs.pop();
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state_lock.unlock();
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callback();
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state_lock.lock();
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}
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}
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void Run()
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{
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std::unique_lock<std::mutex> state_lock(s_state_change_lock);
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while (s_state != State::PowerDown)
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{
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s_state_cpu_cvar.wait(state_lock, [] { return !s_state_paused_and_locked; });
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ExecutePendingJobs(state_lock);
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switch (s_state)
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{
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@ -108,8 +126,10 @@ void Run()
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case State::Stepping:
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// Wait for step command.
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s_state_cpu_cvar.wait(state_lock,
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[] { return s_state_cpu_step_instruction || !IsStepping(); });
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s_state_cpu_cvar.wait(state_lock, [&state_lock] {
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ExecutePendingJobs(state_lock);
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return s_state_cpu_step_instruction || !IsStepping();
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});
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if (!IsStepping())
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{
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// Signal event if the mode changes.
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@ -330,4 +350,11 @@ bool PauseAndLock(bool do_lock, bool unpause_on_unlock, bool control_adjacent)
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}
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return was_unpaused;
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}
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void AddCPUThreadJob(std::function<void()> function)
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{
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std::unique_lock<std::mutex> state_lock(s_state_change_lock);
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s_pending_jobs.push(std::move(function));
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}
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} // namespace CPU
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@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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#pragma once
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#include <functional>
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namespace Common
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{
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@ -74,4 +75,8 @@ const State* GetStatePtr();
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// "control_adjacent" causes PauseAndLock to behave like EnableStepping by modifying the
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// state of the Audio and FIFO subsystems as well.
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bool PauseAndLock(bool do_lock, bool unpause_on_unlock = true, bool control_adjacent = false);
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// Adds a job to be executed during on the CPU thread. This should be combined with PauseAndLock(),
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// as while the CPU is in the run loop, it won't execute the function.
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void AddCPUThreadJob(std::function<void()> function);
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} // namespace CPU
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@ -63,7 +63,7 @@ static AfterLoadCallbackFunc s_on_after_load_callback;
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// Temporary undo state buffer
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static std::vector<u8> g_undo_load_buffer;
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static std::vector<u8> g_current_buffer;
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static int g_loadDepth = 0;
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static bool s_load_or_save_in_progress;
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static std::mutex g_cs_undo_load_buffer;
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static std::mutex g_cs_current_buffer;
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@ -72,7 +72,7 @@ static Common::Event g_compressAndDumpStateSyncEvent;
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static std::thread g_save_thread;
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// Don't forget to increase this after doing changes on the savestate system
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static const u32 STATE_VERSION = 110; // Last changed in PR 8036
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static const u32 STATE_VERSION = 111; // Last changed in PR 6321
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// Maps savestate versions to Dolphin versions.
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// Versions after 42 don't need to be added to this list,
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@ -170,6 +170,11 @@ static void DoState(PointerWrap& p)
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return;
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}
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// Movie must be done before the video backend, because the window is redrawn in the video backend
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// state load, and the frame number must be up-to-date.
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Movie::DoState(p);
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p.DoMarker("Movie");
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// Begin with video backend, so that it gets a chance to clear its caches and writeback modified
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// things to RAM
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g_video_backend->DoState(p);
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@ -186,8 +191,6 @@ static void DoState(PointerWrap& p)
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if (SConfig::GetInstance().bWii)
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Wiimote::DoState(p);
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p.DoMarker("Wiimote");
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Movie::DoState(p);
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p.DoMarker("Movie");
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Gecko::DoState(p);
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p.DoMarker("Gecko");
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@ -204,16 +207,19 @@ void LoadFromBuffer(std::vector<u8>& buffer)
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return;
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}
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Core::RunAsCPUThread([&] {
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Core::RunOnCPUThread(
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[&] {
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u8* ptr = &buffer[0];
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PointerWrap p(&ptr, PointerWrap::MODE_READ);
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DoState(p);
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});
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},
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true);
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}
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void SaveToBuffer(std::vector<u8>& buffer)
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{
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Core::RunAsCPUThread([&] {
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Core::RunOnCPUThread(
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[&] {
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u8* ptr = nullptr;
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PointerWrap p(&ptr, PointerWrap::MODE_MEASURE);
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@ -224,7 +230,8 @@ void SaveToBuffer(std::vector<u8>& buffer)
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ptr = &buffer[0];
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p.SetMode(PointerWrap::MODE_WRITE);
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DoState(p);
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});
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},
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true);
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}
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// return state number not in map
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@ -381,7 +388,13 @@ static void CompressAndDumpState(CompressAndDumpState_args save_args)
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void SaveAs(const std::string& filename, bool wait)
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{
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Core::RunAsCPUThread([&] {
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if (s_load_or_save_in_progress)
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return;
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s_load_or_save_in_progress = true;
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Core::RunOnCPUThread(
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[&] {
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// Measure the size of the buffer.
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u8* ptr = nullptr;
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PointerWrap p(&ptr, PointerWrap::MODE_MEASURE);
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@ -416,7 +429,10 @@ void SaveAs(const std::string& filename, bool wait)
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// someone aborted the save by changing the mode?
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Core::DisplayMessage("Unable to save: Internal DoState Error", 4000);
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}
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});
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},
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true);
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s_load_or_save_in_progress = false;
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}
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bool ReadHeader(const std::string& filename, StateHeader& header)
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@ -515,7 +531,7 @@ static void LoadFileStateData(const std::string& filename, std::vector<u8>& ret_
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void LoadAs(const std::string& filename)
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{
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if (!Core::IsRunning())
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if (!Core::IsRunning() || s_load_or_save_in_progress)
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{
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return;
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}
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@ -525,9 +541,10 @@ void LoadAs(const std::string& filename)
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return;
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}
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Core::RunAsCPUThread([&] {
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g_loadDepth++;
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s_load_or_save_in_progress = true;
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Core::RunOnCPUThread(
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[&] {
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// Save temp buffer for undo load state
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if (!Movie::IsJustStartingRecordingInputFromSaveState())
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{
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@ -573,16 +590,16 @@ void LoadAs(const std::string& filename)
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Core::DisplayMessage("The savestate could not be loaded", OSD::Duration::NORMAL);
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// since we could be in an inconsistent state now (and might crash or whatever), undo.
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if (g_loadDepth < 2)
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UndoLoadState();
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}
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}
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if (s_on_after_load_callback)
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s_on_after_load_callback();
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},
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true);
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g_loadDepth--;
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});
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s_load_or_save_in_progress = false;
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}
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void SetOnAfterLoadCallback(AfterLoadCallbackFunc callback)
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|
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@ -100,10 +100,13 @@ void HacksWidget::CreateWidgets()
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m_disable_bounding_box =
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new GraphicsBool(tr("Disable Bounding Box"), Config::GFX_HACK_BBOX_ENABLE, true);
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m_vertex_rounding = new GraphicsBool(tr("Vertex Rounding"), Config::GFX_HACK_VERTEX_ROUDING);
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m_save_texture_cache_state =
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new GraphicsBool(tr("Save Texture Cache to State"), Config::GFX_SAVE_TEXTURE_CACHE_TO_STATE);
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other_layout->addWidget(m_fast_depth_calculation, 0, 0);
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other_layout->addWidget(m_disable_bounding_box, 0, 1);
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other_layout->addWidget(m_vertex_rounding, 1, 0);
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other_layout->addWidget(m_save_texture_cache_state, 1, 1);
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main_layout->addWidget(efb_box);
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main_layout->addWidget(texture_cache_box);
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|
@ -244,6 +247,10 @@ void HacksWidget::AddDescriptions()
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static const char TR_DISABLE_BOUNDINGBOX_DESCRIPTION[] =
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QT_TR_NOOP("Disables bounding box emulation.\n\nThis may improve GPU performance "
|
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"significantly, but some games will break.\n\nIf unsure, leave this checked.");
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static const char TR_SAVE_TEXTURE_CACHE_TO_STATE_DESCRIPTION[] = QT_TR_NOOP(
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"Includes the contents of the embedded frame buffer (EFB) and upscaled EFB copies "
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"in save states. Fixes missing and/or non-upscaled textures/objects when loading "
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"states at the cost of additional save/load time.\n\nIf unsure, leave this checked.");
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static const char TR_VERTEX_ROUNDING_DESCRIPTION[] =
|
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QT_TR_NOOP("Rounds 2D vertices to whole pixels.\n\nFixes graphical problems in some games at "
|
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"higher internal resolutions. This setting has no effect when native internal "
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@ -259,6 +266,7 @@ void HacksWidget::AddDescriptions()
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AddDescription(m_gpu_texture_decoding, TR_GPU_DECODING_DESCRIPTION);
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AddDescription(m_fast_depth_calculation, TR_FAST_DEPTH_CALC_DESCRIPTION);
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AddDescription(m_disable_bounding_box, TR_DISABLE_BOUNDINGBOX_DESCRIPTION);
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AddDescription(m_save_texture_cache_state, TR_SAVE_TEXTURE_CACHE_TO_STATE_DESCRIPTION);
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AddDescription(m_vertex_rounding, TR_VERTEX_ROUNDING_DESCRIPTION);
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}
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||||
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||||
|
|
|
@ -42,6 +42,7 @@ private:
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|||
QCheckBox* m_fast_depth_calculation;
|
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QCheckBox* m_disable_bounding_box;
|
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QCheckBox* m_vertex_rounding;
|
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QCheckBox* m_save_texture_cache_state;
|
||||
QCheckBox* m_defer_efb_copies;
|
||||
|
||||
void CreateWidgets();
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
#include "VideoCommon/VertexManagerBase.h"
|
||||
#include "VideoCommon/VideoBackendBase.h"
|
||||
#include "VideoCommon/VideoCommon.h"
|
||||
#include "VideoCommon/VideoState.h"
|
||||
|
||||
AsyncRequests AsyncRequests::s_singleton;
|
||||
|
||||
|
@ -154,6 +155,10 @@ void AsyncRequests::HandleEvent(const AsyncRequests::Event& e)
|
|||
case Event::PERF_QUERY:
|
||||
g_perf_query->FlushResults();
|
||||
break;
|
||||
|
||||
case Event::DO_SAVE_STATE:
|
||||
VideoCommon_DoState(*e.do_save_state.p);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include "Common/Flag.h"
|
||||
|
||||
struct EfbPokeData;
|
||||
class PointerWrap;
|
||||
|
||||
class AsyncRequests
|
||||
{
|
||||
|
@ -28,6 +29,7 @@ public:
|
|||
SWAP_EVENT,
|
||||
BBOX_READ,
|
||||
PERF_QUERY,
|
||||
DO_SAVE_STATE,
|
||||
} type;
|
||||
u64 time;
|
||||
|
||||
|
@ -64,6 +66,11 @@ public:
|
|||
struct
|
||||
{
|
||||
} perf_query;
|
||||
|
||||
struct
|
||||
{
|
||||
PointerWrap* p;
|
||||
} do_save_state;
|
||||
};
|
||||
};
|
||||
|
||||
|
|
|
@ -68,9 +68,6 @@ static void BPWritten(const BPCmd& bp)
|
|||
----------------------------------------------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
// check for invalid state, else unneeded configuration are built
|
||||
g_video_backend->CheckInvalidState();
|
||||
|
||||
if (((s32*)&bpmem)[bp.address] == bp.newvalue)
|
||||
{
|
||||
if (!(bp.address == BPMEM_TRIGGER_EFB_COPY || bp.address == BPMEM_CLEARBBOX1 ||
|
||||
|
|
|
@ -299,14 +299,15 @@ void RunGpuLoop()
|
|||
[] {
|
||||
const SConfig& param = SConfig::GetInstance();
|
||||
|
||||
// Run events from the CPU thread.
|
||||
AsyncRequests::GetInstance()->PullEvents();
|
||||
|
||||
// Do nothing while paused
|
||||
if (!s_emu_running_state.IsSet())
|
||||
return;
|
||||
|
||||
if (s_use_deterministic_gpu_thread)
|
||||
{
|
||||
AsyncRequests::GetInstance()->PullEvents();
|
||||
|
||||
// All the fifo/CP stuff is on the CPU. We just need to run the opcode decoder.
|
||||
u8* seen_ptr = s_video_buffer_seen_ptr;
|
||||
u8* write_ptr = s_video_buffer_write_ptr;
|
||||
|
@ -321,9 +322,6 @@ void RunGpuLoop()
|
|||
else
|
||||
{
|
||||
CommandProcessor::SCPFifoStruct& fifo = CommandProcessor::fifo;
|
||||
|
||||
AsyncRequests::GetInstance()->PullEvents();
|
||||
|
||||
CommandProcessor::SetCPStatusFromGPU();
|
||||
|
||||
// check if we are able to run this buffer
|
||||
|
|
|
@ -7,8 +7,10 @@
|
|||
#include "VideoCommon/FramebufferShaderGen.h"
|
||||
#include "VideoCommon/VertexManagerBase.h"
|
||||
|
||||
#include "Common/ChunkFile.h"
|
||||
#include "Common/Logging/Log.h"
|
||||
#include "Common/MsgHandler.h"
|
||||
#include "Core/Config/GraphicsSettings.h"
|
||||
#include "VideoCommon/AbstractFramebuffer.h"
|
||||
#include "VideoCommon/AbstractPipeline.h"
|
||||
#include "VideoCommon/AbstractShader.h"
|
||||
|
@ -464,6 +466,20 @@ bool FramebufferManager::CompileReadbackPipelines()
|
|||
return false;
|
||||
}
|
||||
|
||||
// EFB restore pipeline
|
||||
auto restore_shader = g_renderer->CreateShaderFromSource(
|
||||
ShaderStage::Pixel, FramebufferShaderGen::GenerateEFBRestorePixelShader());
|
||||
if (!restore_shader)
|
||||
return false;
|
||||
|
||||
config.framebuffer_state = GetEFBFramebufferState();
|
||||
config.framebuffer_state.per_sample_shading = false;
|
||||
config.vertex_shader = g_shader_cache->GetScreenQuadVertexShader();
|
||||
config.pixel_shader = restore_shader.get();
|
||||
m_efb_restore_pipeline = g_renderer->CreatePipeline(config);
|
||||
if (!m_efb_restore_pipeline)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -842,3 +858,107 @@ void FramebufferManager::DestroyPokePipelines()
|
|||
m_color_poke_pipeline.reset();
|
||||
m_poke_vertex_format.reset();
|
||||
}
|
||||
|
||||
void FramebufferManager::DoState(PointerWrap& p)
|
||||
{
|
||||
FlushEFBPokes();
|
||||
|
||||
bool save_efb_state = Config::Get(Config::GFX_SAVE_TEXTURE_CACHE_TO_STATE);
|
||||
p.Do(save_efb_state);
|
||||
if (!save_efb_state)
|
||||
return;
|
||||
|
||||
if (p.GetMode() == PointerWrap::MODE_WRITE || p.GetMode() == PointerWrap::MODE_MEASURE)
|
||||
DoSaveState(p);
|
||||
else
|
||||
DoLoadState(p);
|
||||
}
|
||||
|
||||
void FramebufferManager::DoSaveState(PointerWrap& p)
|
||||
{
|
||||
// For multisampling, we need to resolve first before we can save.
|
||||
// This won't be bit-exact when loading, which could cause interesting rendering side-effects for
|
||||
// a frame. But whatever, MSAA doesn't exactly behave that well anyway.
|
||||
AbstractTexture* color_texture = ResolveEFBColorTexture(m_efb_color_texture->GetRect());
|
||||
AbstractTexture* depth_texture = ResolveEFBDepthTexture(m_efb_depth_texture->GetRect());
|
||||
|
||||
// We don't want to save these as rendertarget textures, just the data itself when deserializing.
|
||||
const TextureConfig color_texture_config(color_texture->GetWidth(), color_texture->GetHeight(),
|
||||
color_texture->GetLevels(), color_texture->GetLayers(),
|
||||
1, GetEFBColorFormat(), 0);
|
||||
g_texture_cache->SerializeTexture(color_texture, color_texture_config, p);
|
||||
|
||||
if (GetEFBDepthFormat() == AbstractTextureFormat::D32F)
|
||||
{
|
||||
const TextureConfig depth_texture_config(
|
||||
depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(),
|
||||
depth_texture->GetLayers(), 1,
|
||||
AbstractTexture::GetColorFormatForDepthFormat(GetEFBDepthFormat()), 0);
|
||||
g_texture_cache->SerializeTexture(depth_texture, depth_texture_config, p);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the EFB is backed by a D24S8 texture, we first have to convert it to R32F.
|
||||
const TextureConfig temp_texture_config(depth_texture->GetWidth(), depth_texture->GetHeight(),
|
||||
depth_texture->GetLevels(), depth_texture->GetLayers(),
|
||||
1, AbstractTextureFormat::R32F,
|
||||
AbstractTextureFlag_RenderTarget);
|
||||
std::unique_ptr<AbstractTexture> temp_texture = g_renderer->CreateTexture(temp_texture_config);
|
||||
std::unique_ptr<AbstractFramebuffer> temp_fb =
|
||||
g_renderer->CreateFramebuffer(temp_texture.get(), nullptr);
|
||||
if (temp_texture && temp_fb)
|
||||
{
|
||||
g_renderer->ScaleTexture(temp_fb.get(), temp_texture->GetRect(), depth_texture,
|
||||
depth_texture->GetRect());
|
||||
|
||||
const TextureConfig depth_texture_config(
|
||||
depth_texture->GetWidth(), depth_texture->GetHeight(), depth_texture->GetLevels(),
|
||||
depth_texture->GetLayers(), 1, temp_texture->GetFormat(), 0);
|
||||
g_texture_cache->SerializeTexture(depth_texture, depth_texture_config, p);
|
||||
}
|
||||
else
|
||||
{
|
||||
PanicAlert("Failed to create temp texture for depth saving");
|
||||
g_texture_cache->SerializeTexture(color_texture, color_texture_config, p);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferManager::DoLoadState(PointerWrap& p)
|
||||
{
|
||||
// Invalidate any peek cache tiles.
|
||||
InvalidatePeekCache(true);
|
||||
|
||||
// Deserialize the color and depth textures. This could fail.
|
||||
auto color_tex = g_texture_cache->DeserializeTexture(p);
|
||||
auto depth_tex = g_texture_cache->DeserializeTexture(p);
|
||||
|
||||
// If the stereo mode is different in the save state, throw it away.
|
||||
if (!color_tex || !depth_tex ||
|
||||
color_tex->texture->GetLayers() != m_efb_color_texture->GetLayers())
|
||||
{
|
||||
WARN_LOG(VIDEO, "Failed to deserialize EFB contents. Clearing instead.");
|
||||
g_renderer->SetAndClearFramebuffer(
|
||||
m_efb_framebuffer.get(), {{0.0f, 0.0f, 0.0f, 0.0f}},
|
||||
g_ActiveConfig.backend_info.bSupportsReversedDepthRange ? 1.0f : 0.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
// Size differences are okay here, since the linear filtering will downscale/upscale it.
|
||||
// Depth buffer is always point sampled, since we don't want to interpolate depth values.
|
||||
const bool rescale = color_tex->texture->GetWidth() != m_efb_color_texture->GetWidth() ||
|
||||
color_tex->texture->GetHeight() != m_efb_color_texture->GetHeight();
|
||||
|
||||
// Draw the deserialized textures over the EFB.
|
||||
g_renderer->BeginUtilityDrawing();
|
||||
g_renderer->SetAndDiscardFramebuffer(m_efb_framebuffer.get());
|
||||
g_renderer->SetViewportAndScissor(m_efb_framebuffer->GetRect());
|
||||
g_renderer->SetPipeline(m_efb_restore_pipeline.get());
|
||||
g_renderer->SetTexture(0, color_tex->texture.get());
|
||||
g_renderer->SetTexture(1, depth_tex->texture.get());
|
||||
g_renderer->SetSamplerState(0, rescale ? RenderState::GetLinearSamplerState() :
|
||||
RenderState::GetPointSamplerState());
|
||||
g_renderer->SetSamplerState(1, RenderState::GetPointSamplerState());
|
||||
g_renderer->Draw(0, 3);
|
||||
g_renderer->EndUtilityDrawing();
|
||||
}
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
#include "VideoCommon/TextureConfig.h"
|
||||
|
||||
class NativeVertexFormat;
|
||||
class PointerWrap;
|
||||
|
||||
enum class EFBReinterpretType
|
||||
{
|
||||
|
@ -95,6 +96,9 @@ public:
|
|||
void PokeEFBDepth(u32 x, u32 y, float depth);
|
||||
void FlushEFBPokes();
|
||||
|
||||
// Save state load/save.
|
||||
void DoState(PointerWrap& p);
|
||||
|
||||
protected:
|
||||
struct EFBPokeVertex
|
||||
{
|
||||
|
@ -145,6 +149,9 @@ protected:
|
|||
void DrawPokeVertices(const EFBPokeVertex* vertices, u32 vertex_count,
|
||||
const AbstractPipeline* pipeline);
|
||||
|
||||
void DoLoadState(PointerWrap& p);
|
||||
void DoSaveState(PointerWrap& p);
|
||||
|
||||
std::unique_ptr<AbstractTexture> m_efb_color_texture;
|
||||
std::unique_ptr<AbstractTexture> m_efb_convert_color_texture;
|
||||
std::unique_ptr<AbstractTexture> m_efb_depth_texture;
|
||||
|
@ -156,6 +163,9 @@ protected:
|
|||
std::unique_ptr<AbstractFramebuffer> m_efb_depth_resolve_framebuffer;
|
||||
std::unique_ptr<AbstractPipeline> m_efb_depth_resolve_pipeline;
|
||||
|
||||
// Pipeline for restoring the contents of the EFB from a save state
|
||||
std::unique_ptr<AbstractPipeline> m_efb_restore_pipeline;
|
||||
|
||||
// Format conversion shaders
|
||||
std::array<std::unique_ptr<AbstractPipeline>, 6> m_format_conversion_pipelines;
|
||||
|
||||
|
|
|
@ -644,4 +644,24 @@ std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureF
|
|||
return ss.str();
|
||||
}
|
||||
|
||||
std::string GenerateEFBRestorePixelShader()
|
||||
{
|
||||
std::stringstream ss;
|
||||
EmitSamplerDeclarations(ss, 0, 2, false);
|
||||
EmitPixelMainDeclaration(ss, 1, 0, "float4",
|
||||
GetAPIType() == APIType::D3D ? "out float depth : SV_Depth, " : "");
|
||||
ss << "{\n";
|
||||
ss << " float3 coords = float3(v_tex0.x, "
|
||||
<< (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin ? "1.0 - " : "")
|
||||
<< "v_tex0.y, v_tex0.z);\n";
|
||||
ss << " ocol0 = ";
|
||||
EmitSampleTexture(ss, 0, "coords");
|
||||
ss << ";\n";
|
||||
ss << " " << (GetAPIType() == APIType::D3D ? "depth" : "gl_FragDepth") << " = ";
|
||||
EmitSampleTexture(ss, 1, "coords");
|
||||
ss << ".r;\n";
|
||||
ss << "}\n";
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
} // namespace FramebufferShaderGen
|
||||
|
|
|
@ -30,5 +30,6 @@ std::string GenerateEFBPokeVertexShader();
|
|||
std::string GenerateColorPixelShader();
|
||||
std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samples);
|
||||
std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureFormat to_format);
|
||||
std::string GenerateEFBRestorePixelShader();
|
||||
|
||||
} // namespace FramebufferShaderGen
|
||||
|
|
|
@ -25,6 +25,7 @@
|
|||
#include <imgui.h>
|
||||
|
||||
#include "Common/Assert.h"
|
||||
#include "Common/ChunkFile.h"
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "Common/Config/Config.h"
|
||||
#include "Common/Event.h"
|
||||
|
@ -1324,8 +1325,11 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
|
|||
}
|
||||
|
||||
// Update our last xfb values
|
||||
m_last_xfb_width = (fb_width < 1 || fb_width > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fb_width;
|
||||
m_last_xfb_height = (fb_height < 1 || fb_height > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fb_height;
|
||||
m_last_xfb_addr = xfb_addr;
|
||||
m_last_xfb_ticks = ticks;
|
||||
m_last_xfb_width = fb_width;
|
||||
m_last_xfb_stride = fb_stride;
|
||||
m_last_xfb_height = fb_height;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1681,6 +1685,27 @@ bool Renderer::UseVertexDepthRange() const
|
|||
return fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f;
|
||||
}
|
||||
|
||||
void Renderer::DoState(PointerWrap& p)
|
||||
{
|
||||
p.Do(m_aspect_wide);
|
||||
p.Do(m_frame_count);
|
||||
p.Do(m_prev_efb_format);
|
||||
p.Do(m_last_xfb_ticks);
|
||||
p.Do(m_last_xfb_addr);
|
||||
p.Do(m_last_xfb_width);
|
||||
p.Do(m_last_xfb_stride);
|
||||
p.Do(m_last_xfb_height);
|
||||
|
||||
if (p.GetMode() == PointerWrap::MODE_READ)
|
||||
{
|
||||
// Force the next xfb to be displayed.
|
||||
m_last_xfb_id = std::numeric_limits<u64>::max();
|
||||
|
||||
// And actually display it.
|
||||
Swap(m_last_xfb_addr, m_last_xfb_width, m_last_xfb_stride, m_last_xfb_height, m_last_xfb_ticks);
|
||||
}
|
||||
}
|
||||
|
||||
std::unique_ptr<VideoCommon::AsyncShaderCompiler> Renderer::CreateAsyncShaderCompiler()
|
||||
{
|
||||
return std::make_unique<VideoCommon::AsyncShaderCompiler>();
|
||||
|
|
|
@ -41,6 +41,7 @@ class AbstractTexture;
|
|||
class AbstractStagingTexture;
|
||||
class NativeVertexFormat;
|
||||
class NetPlayChatUI;
|
||||
class PointerWrap;
|
||||
struct TextureConfig;
|
||||
struct ComputePipelineConfig;
|
||||
struct AbstractPipelineConfig;
|
||||
|
@ -237,6 +238,7 @@ public:
|
|||
void ChangeSurface(void* new_surface_handle);
|
||||
void ResizeSurface();
|
||||
bool UseVertexDepthRange() const;
|
||||
void DoState(PointerWrap& p);
|
||||
|
||||
virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler();
|
||||
|
||||
|
@ -356,9 +358,10 @@ private:
|
|||
|
||||
// Tracking of XFB textures so we don't render duplicate frames.
|
||||
u64 m_last_xfb_id = std::numeric_limits<u64>::max();
|
||||
|
||||
// Note: Only used for auto-ir
|
||||
u64 m_last_xfb_ticks = 0;
|
||||
u32 m_last_xfb_addr = 0;
|
||||
u32 m_last_xfb_width = 0;
|
||||
u32 m_last_xfb_stride = 0;
|
||||
u32 m_last_xfb_height = 0;
|
||||
|
||||
// NOTE: The methods below are called on the framedumping thread.
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
|
||||
#include "Common/Align.h"
|
||||
#include "Common/Assert.h"
|
||||
#include "Common/ChunkFile.h"
|
||||
#include "Common/CommonTypes.h"
|
||||
#include "Common/FileUtil.h"
|
||||
#include "Common/Hash.h"
|
||||
|
@ -23,6 +24,7 @@
|
|||
#include "Common/MemoryUtil.h"
|
||||
#include "Common/StringUtil.h"
|
||||
|
||||
#include "Core/Config/GraphicsSettings.h"
|
||||
#include "Core/ConfigManager.h"
|
||||
#include "Core/FifoPlayer/FifoPlayer.h"
|
||||
#include "Core/FifoPlayer/FifoRecorder.h"
|
||||
|
@ -404,6 +406,329 @@ void TextureCacheBase::ScaleTextureCacheEntryTo(TextureCacheBase::TCacheEntry* e
|
|||
config, TexPoolEntry(std::move(new_texture->texture), std::move(new_texture->framebuffer)));
|
||||
}
|
||||
|
||||
bool TextureCacheBase::CheckReadbackTexture(u32 width, u32 height, AbstractTextureFormat format)
|
||||
{
|
||||
if (m_readback_texture && m_readback_texture->GetConfig().width >= width &&
|
||||
m_readback_texture->GetConfig().height >= height &&
|
||||
m_readback_texture->GetConfig().format == format)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
TextureConfig staging_config(std::max(width, 128u), std::max(height, 128u), 1, 1, 1, format, 0);
|
||||
m_readback_texture.reset();
|
||||
m_readback_texture =
|
||||
g_renderer->CreateStagingTexture(StagingTextureType::Readback, staging_config);
|
||||
return m_readback_texture != nullptr;
|
||||
}
|
||||
|
||||
void TextureCacheBase::SerializeTexture(AbstractTexture* tex, const TextureConfig& config,
|
||||
PointerWrap& p)
|
||||
{
|
||||
// If we're in measure mode, skip the actual readback to save some time.
|
||||
const bool skip_readback = p.GetMode() == PointerWrap::MODE_MEASURE;
|
||||
p.DoPOD(config);
|
||||
|
||||
std::vector<u8> texture_data;
|
||||
if (skip_readback || CheckReadbackTexture(config.width, config.height, config.format))
|
||||
{
|
||||
// Save out each layer of the texture to the staging texture, and then
|
||||
// append it onto the end of the vector. This gives us all the sub-images
|
||||
// in one single buffer which can be written out to the save state.
|
||||
for (u32 layer = 0; layer < config.layers; layer++)
|
||||
{
|
||||
for (u32 level = 0; level < config.levels; level++)
|
||||
{
|
||||
u32 level_width = std::max(config.width >> level, 1u);
|
||||
u32 level_height = std::max(config.height >> level, 1u);
|
||||
auto rect = tex->GetConfig().GetMipRect(level);
|
||||
if (!skip_readback)
|
||||
m_readback_texture->CopyFromTexture(tex, rect, layer, level, rect);
|
||||
|
||||
size_t stride = AbstractTexture::CalculateStrideForFormat(config.format, level_width);
|
||||
size_t size = stride * level_height;
|
||||
size_t start = texture_data.size();
|
||||
texture_data.resize(texture_data.size() + size);
|
||||
if (!skip_readback)
|
||||
m_readback_texture->ReadTexels(rect, &texture_data[start], static_cast<u32>(stride));
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
PanicAlert("Failed to create staging texture for serialization");
|
||||
}
|
||||
|
||||
p.Do(texture_data);
|
||||
}
|
||||
|
||||
std::optional<TextureCacheBase::TexPoolEntry> TextureCacheBase::DeserializeTexture(PointerWrap& p)
|
||||
{
|
||||
TextureConfig config;
|
||||
p.Do(config);
|
||||
|
||||
std::vector<u8> texture_data;
|
||||
p.Do(texture_data);
|
||||
|
||||
if (p.GetMode() != PointerWrap::MODE_READ || texture_data.empty())
|
||||
return std::nullopt;
|
||||
|
||||
auto tex = AllocateTexture(config);
|
||||
if (!tex)
|
||||
{
|
||||
PanicAlert("Failed to create texture for deserialization");
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
size_t start = 0;
|
||||
for (u32 layer = 0; layer < config.layers; layer++)
|
||||
{
|
||||
for (u32 level = 0; level < config.levels; level++)
|
||||
{
|
||||
u32 level_width = std::max(config.width >> level, 1u);
|
||||
u32 level_height = std::max(config.height >> level, 1u);
|
||||
size_t stride = AbstractTexture::CalculateStrideForFormat(config.format, level_width);
|
||||
size_t size = stride * level_height;
|
||||
if ((start + size) > texture_data.size())
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Insufficient texture data for layer %u level %u", layer, level);
|
||||
return tex;
|
||||
}
|
||||
|
||||
tex->texture->Load(level, level_width, level_height, level_width, &texture_data[start], size);
|
||||
start += size;
|
||||
}
|
||||
}
|
||||
|
||||
return tex;
|
||||
}
|
||||
|
||||
void TextureCacheBase::DoState(PointerWrap& p)
|
||||
{
|
||||
// Flush all pending XFB copies before either loading or saving.
|
||||
FlushEFBCopies();
|
||||
|
||||
p.Do(last_entry_id);
|
||||
|
||||
if (p.GetMode() == PointerWrap::MODE_WRITE || p.GetMode() == PointerWrap::MODE_MEASURE)
|
||||
DoSaveState(p);
|
||||
else
|
||||
DoLoadState(p);
|
||||
}
|
||||
|
||||
void TextureCacheBase::DoSaveState(PointerWrap& p)
|
||||
{
|
||||
std::map<const TCacheEntry*, u32> entry_map;
|
||||
std::vector<TCacheEntry*> entries_to_save;
|
||||
auto ShouldSaveEntry = [](const TCacheEntry* entry) {
|
||||
// We skip non-copies as they can be decoded from RAM when the state is loaded.
|
||||
// Storing them would duplicate data in the save state file, adding to decompression time.
|
||||
return entry->IsCopy();
|
||||
};
|
||||
auto AddCacheEntryToMap = [&entry_map, &entries_to_save, &p](TCacheEntry* entry) -> u32 {
|
||||
auto iter = entry_map.find(entry);
|
||||
if (iter != entry_map.end())
|
||||
return iter->second;
|
||||
|
||||
// Since we are sequentially allocating texture entries, we need to save the textures in the
|
||||
// same order they were collected. This is because of iterating both the address and hash maps.
|
||||
// Therefore, the map is used for fast lookup, and the vector for ordering.
|
||||
u32 id = static_cast<u32>(entry_map.size());
|
||||
entry_map.emplace(entry, id);
|
||||
entries_to_save.push_back(entry);
|
||||
return id;
|
||||
};
|
||||
auto GetCacheEntryId = [&entry_map](const TCacheEntry* entry) -> std::optional<u32> {
|
||||
auto iter = entry_map.find(entry);
|
||||
return iter != entry_map.end() ? std::make_optional(iter->second) : std::nullopt;
|
||||
};
|
||||
|
||||
// Transform the textures_by_address and textures_by_hash maps to a mapping
|
||||
// of address/hash to entry ID.
|
||||
std::vector<std::pair<u32, u32>> textures_by_address_list;
|
||||
std::vector<std::pair<u64, u32>> textures_by_hash_list;
|
||||
if (Config::Get(Config::GFX_SAVE_TEXTURE_CACHE_TO_STATE))
|
||||
{
|
||||
for (const auto& it : textures_by_address)
|
||||
{
|
||||
if (ShouldSaveEntry(it.second))
|
||||
{
|
||||
u32 id = AddCacheEntryToMap(it.second);
|
||||
textures_by_address_list.push_back(std::make_pair(it.first, id));
|
||||
}
|
||||
}
|
||||
for (const auto& it : textures_by_hash)
|
||||
{
|
||||
if (ShouldSaveEntry(it.second))
|
||||
{
|
||||
u32 id = AddCacheEntryToMap(it.second);
|
||||
textures_by_hash_list.push_back(std::make_pair(it.first, id));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Save the texture cache entries out in the order the were referenced.
|
||||
u32 size = static_cast<u32>(entries_to_save.size());
|
||||
p.Do(size);
|
||||
for (TCacheEntry* entry : entries_to_save)
|
||||
{
|
||||
g_texture_cache->SerializeTexture(entry->texture.get(), entry->texture->GetConfig(), p);
|
||||
entry->DoState(p);
|
||||
}
|
||||
p.DoMarker("TextureCacheEntries");
|
||||
|
||||
// Save references for each cache entry.
|
||||
// As references are circular, we need to have everything created before linking entries.
|
||||
std::set<std::pair<u32, u32>> reference_pairs;
|
||||
for (const auto& it : entry_map)
|
||||
{
|
||||
const TCacheEntry* entry = it.first;
|
||||
auto id1 = GetCacheEntryId(entry);
|
||||
if (!id1)
|
||||
continue;
|
||||
|
||||
for (const TCacheEntry* referenced_entry : entry->references)
|
||||
{
|
||||
auto id2 = GetCacheEntryId(referenced_entry);
|
||||
if (!id2)
|
||||
continue;
|
||||
|
||||
auto refpair1 = std::make_pair(*id1, *id2);
|
||||
auto refpair2 = std::make_pair(*id2, *id1);
|
||||
if (reference_pairs.count(refpair1) == 0 && reference_pairs.count(refpair2) == 0)
|
||||
reference_pairs.insert(refpair1);
|
||||
}
|
||||
}
|
||||
|
||||
size = static_cast<u32>(reference_pairs.size());
|
||||
p.Do(size);
|
||||
for (const auto& it : reference_pairs)
|
||||
{
|
||||
p.Do(it.first);
|
||||
p.Do(it.second);
|
||||
}
|
||||
|
||||
size = static_cast<u32>(textures_by_address_list.size());
|
||||
p.Do(size);
|
||||
for (const auto& it : textures_by_address_list)
|
||||
{
|
||||
p.Do(it.first);
|
||||
p.Do(it.second);
|
||||
}
|
||||
|
||||
size = static_cast<u32>(textures_by_hash_list.size());
|
||||
p.Do(size);
|
||||
for (const auto& it : textures_by_hash_list)
|
||||
{
|
||||
p.Do(it.first);
|
||||
p.Do(it.second);
|
||||
}
|
||||
|
||||
// Free the readback texture to potentially save host-mapped GPU memory, depending on where
|
||||
// the driver mapped the staging buffer.
|
||||
m_readback_texture.reset();
|
||||
}
|
||||
|
||||
void TextureCacheBase::DoLoadState(PointerWrap& p)
|
||||
{
|
||||
// Helper for getting a cache entry from an ID.
|
||||
std::map<u32, TCacheEntry*> id_map;
|
||||
auto GetEntry = [&id_map](u32 id) {
|
||||
auto iter = id_map.find(id);
|
||||
return iter == id_map.end() ? nullptr : iter->second;
|
||||
};
|
||||
|
||||
// Only clear out state when actually restoring/loading.
|
||||
// Since we throw away entries when not in loading mode now, we don't need to check
|
||||
// before inserting entries into the cache, as GetEntry will always return null.
|
||||
const bool commit_state = p.GetMode() == PointerWrap::MODE_READ;
|
||||
if (commit_state)
|
||||
Invalidate();
|
||||
|
||||
// Preload all cache entries.
|
||||
u32 size = 0;
|
||||
p.Do(size);
|
||||
for (u32 i = 0; i < size; i++)
|
||||
{
|
||||
// Even if the texture isn't valid, we still need to create the cache entry object
|
||||
// to update the point in the state state. We'll just throw it away if it's invalid.
|
||||
auto tex = g_texture_cache->DeserializeTexture(p);
|
||||
TCacheEntry* entry = new TCacheEntry(std::move(tex->texture), std::move(tex->framebuffer));
|
||||
entry->textures_by_hash_iter = g_texture_cache->textures_by_hash.end();
|
||||
entry->DoState(p);
|
||||
if (entry->texture && commit_state)
|
||||
id_map.emplace(i, entry);
|
||||
else
|
||||
delete entry;
|
||||
}
|
||||
p.DoMarker("TextureCacheEntries");
|
||||
|
||||
// Link all cache entry references.
|
||||
p.Do(size);
|
||||
for (u32 i = 0; i < size; i++)
|
||||
{
|
||||
u32 id1 = 0, id2 = 0;
|
||||
p.Do(id1);
|
||||
p.Do(id2);
|
||||
TCacheEntry* e1 = GetEntry(id1);
|
||||
TCacheEntry* e2 = GetEntry(id2);
|
||||
if (e1 && e2)
|
||||
e1->CreateReference(e2);
|
||||
}
|
||||
|
||||
// Fill in address map.
|
||||
p.Do(size);
|
||||
for (u32 i = 0; i < size; i++)
|
||||
{
|
||||
u32 addr = 0;
|
||||
u32 id = 0;
|
||||
p.Do(addr);
|
||||
p.Do(id);
|
||||
|
||||
TCacheEntry* entry = GetEntry(id);
|
||||
if (entry)
|
||||
textures_by_address.emplace(addr, entry);
|
||||
}
|
||||
|
||||
// Fill in hash map.
|
||||
p.Do(size);
|
||||
for (u32 i = 0; i < size; i++)
|
||||
{
|
||||
u64 hash = 0;
|
||||
u32 id = 0;
|
||||
p.Do(hash);
|
||||
p.Do(id);
|
||||
|
||||
TCacheEntry* entry = GetEntry(id);
|
||||
if (entry)
|
||||
entry->textures_by_hash_iter = textures_by_hash.emplace(hash, entry);
|
||||
}
|
||||
}
|
||||
|
||||
void TextureCacheBase::TCacheEntry::DoState(PointerWrap& p)
|
||||
{
|
||||
p.Do(addr);
|
||||
p.Do(size_in_bytes);
|
||||
p.Do(base_hash);
|
||||
p.Do(hash);
|
||||
p.Do(format);
|
||||
p.Do(memory_stride);
|
||||
p.Do(is_efb_copy);
|
||||
p.Do(is_custom_tex);
|
||||
p.Do(may_have_overlapping_textures);
|
||||
p.Do(tmem_only);
|
||||
p.Do(has_arbitrary_mips);
|
||||
p.Do(should_force_safe_hashing);
|
||||
p.Do(is_xfb_copy);
|
||||
p.Do(is_xfb_container);
|
||||
p.Do(id);
|
||||
p.Do(reference_changed);
|
||||
p.Do(native_width);
|
||||
p.Do(native_height);
|
||||
p.Do(native_levels);
|
||||
p.Do(frameCount);
|
||||
}
|
||||
|
||||
TextureCacheBase::TCacheEntry*
|
||||
TextureCacheBase::DoPartialTextureUpdates(TCacheEntry* entry_to_update, u8* palette,
|
||||
TLUTFormat tlutfmt)
|
||||
|
|
|
@ -24,6 +24,7 @@
|
|||
|
||||
class AbstractFramebuffer;
|
||||
class AbstractStagingTexture;
|
||||
class PointerWrap;
|
||||
struct VideoConfig;
|
||||
|
||||
struct TextureAndTLUTFormat
|
||||
|
@ -185,6 +186,17 @@ public:
|
|||
u32 GetNumLevels() const { return texture->GetConfig().levels; }
|
||||
u32 GetNumLayers() const { return texture->GetConfig().layers; }
|
||||
AbstractTextureFormat GetFormat() const { return texture->GetConfig().format; }
|
||||
void DoState(PointerWrap& p);
|
||||
};
|
||||
|
||||
// Minimal version of TCacheEntry just for TexPool
|
||||
struct TexPoolEntry
|
||||
{
|
||||
std::unique_ptr<AbstractTexture> texture;
|
||||
std::unique_ptr<AbstractFramebuffer> framebuffer;
|
||||
int frameCount = FRAMECOUNT_INVALID;
|
||||
|
||||
TexPoolEntry(std::unique_ptr<AbstractTexture> tex, std::unique_ptr<AbstractFramebuffer> fb);
|
||||
};
|
||||
|
||||
TextureCacheBase();
|
||||
|
@ -224,6 +236,13 @@ public:
|
|||
// Flushes all pending EFB copies to emulated RAM.
|
||||
void FlushEFBCopies();
|
||||
|
||||
// Texture Serialization
|
||||
void SerializeTexture(AbstractTexture* tex, const TextureConfig& config, PointerWrap& p);
|
||||
std::optional<TexPoolEntry> DeserializeTexture(PointerWrap& p);
|
||||
|
||||
// Save States
|
||||
void DoState(PointerWrap& p);
|
||||
|
||||
// Returns false if the top/bottom row coefficients are zero.
|
||||
static bool NeedsCopyFilterInShader(const EFBCopyFilterCoefficients& coefficients);
|
||||
|
||||
|
@ -256,15 +275,6 @@ protected:
|
|||
static std::bitset<8> valid_bind_points;
|
||||
|
||||
private:
|
||||
// Minimal version of TCacheEntry just for TexPool
|
||||
struct TexPoolEntry
|
||||
{
|
||||
std::unique_ptr<AbstractTexture> texture;
|
||||
std::unique_ptr<AbstractFramebuffer> framebuffer;
|
||||
int frameCount = FRAMECOUNT_INVALID;
|
||||
|
||||
TexPoolEntry(std::unique_ptr<AbstractTexture> tex, std::unique_ptr<AbstractFramebuffer> fb);
|
||||
};
|
||||
using TexAddrCache = std::multimap<u32, TCacheEntry*>;
|
||||
using TexHashCache = std::multimap<u64, TCacheEntry*>;
|
||||
using TexPool = std::unordered_multimap<TextureConfig, TexPoolEntry>;
|
||||
|
@ -319,6 +329,10 @@ private:
|
|||
// Returns an EFB copy staging texture to the pool, so it can be re-used.
|
||||
void ReleaseEFBCopyStagingTexture(std::unique_ptr<AbstractStagingTexture> tex);
|
||||
|
||||
bool CheckReadbackTexture(u32 width, u32 height, AbstractTextureFormat format);
|
||||
void DoSaveState(PointerWrap& p);
|
||||
void DoLoadState(PointerWrap& p);
|
||||
|
||||
TexAddrCache textures_by_address;
|
||||
TexHashCache textures_by_hash;
|
||||
TexPool texture_pool;
|
||||
|
@ -354,6 +368,11 @@ private:
|
|||
// List of pending EFB copies. It is important that the order is preserved for these,
|
||||
// so that overlapping textures are written to guest RAM in the order they are issued.
|
||||
std::vector<TCacheEntry*> m_pending_efb_copies;
|
||||
|
||||
// Staging texture used for readbacks.
|
||||
// We store this in the class so that the same staging texture can be used for multiple
|
||||
// readbacks, saving the overhead of allocating a new buffer every time.
|
||||
std::unique_ptr<AbstractStagingTexture> m_readback_texture;
|
||||
};
|
||||
|
||||
extern std::unique_ptr<TextureCacheBase> g_texture_cache;
|
||||
|
|
|
@ -338,9 +338,6 @@ void VertexManagerBase::Flush()
|
|||
|
||||
m_is_flushed = true;
|
||||
|
||||
// loading a state will invalidate BP, so check for it
|
||||
g_video_backend->CheckInvalidState();
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
PRIM_LOG("frame%d:\n texgen=%u, numchan=%u, dualtex=%u, ztex=%u, cole=%u, alpe=%u, ze=%u",
|
||||
g_ActiveConfig.iSaveTargetId, xfmem.numTexGen.numTexGens, xfmem.numChan.numColorChans,
|
||||
|
@ -464,6 +461,16 @@ void VertexManagerBase::Flush()
|
|||
|
||||
void VertexManagerBase::DoState(PointerWrap& p)
|
||||
{
|
||||
if (p.GetMode() == PointerWrap::MODE_READ)
|
||||
{
|
||||
// Flush old vertex data before loading state.
|
||||
Flush();
|
||||
|
||||
// Clear all caches that touch RAM
|
||||
// (? these don't appear to touch any emulation state that gets saved. moved to on load only.)
|
||||
VertexLoaderManager::MarkAllDirty();
|
||||
}
|
||||
|
||||
p.Do(m_zslope);
|
||||
}
|
||||
|
||||
|
|
|
@ -40,6 +40,7 @@
|
|||
#include "VideoCommon/RenderBase.h"
|
||||
#include "VideoCommon/TextureCacheBase.h"
|
||||
#include "VideoCommon/VertexLoaderManager.h"
|
||||
#include "VideoCommon/VertexManagerBase.h"
|
||||
#include "VideoCommon/VertexShaderManager.h"
|
||||
#include "VideoCommon/VideoCommon.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
|
@ -236,41 +237,22 @@ void VideoBackendBase::PopulateBackendInfo()
|
|||
g_Config.Refresh();
|
||||
}
|
||||
|
||||
// Run from the CPU thread
|
||||
void VideoBackendBase::DoState(PointerWrap& p)
|
||||
{
|
||||
bool software = false;
|
||||
p.Do(software);
|
||||
|
||||
if (p.GetMode() == PointerWrap::MODE_READ && software == true)
|
||||
if (!SConfig::GetInstance().bCPUThread)
|
||||
{
|
||||
// change mode to abort load of incompatible save state.
|
||||
p.SetMode(PointerWrap::MODE_VERIFY);
|
||||
}
|
||||
|
||||
VideoCommon_DoState(p);
|
||||
p.DoMarker("VideoCommon");
|
||||
|
||||
// Refresh state.
|
||||
if (p.GetMode() == PointerWrap::MODE_READ)
|
||||
{
|
||||
m_invalid = true;
|
||||
|
||||
// Clear all caches that touch RAM
|
||||
// (? these don't appear to touch any emulation state that gets saved. moved to on load only.)
|
||||
VertexLoaderManager::MarkAllDirty();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
void VideoBackendBase::CheckInvalidState()
|
||||
{
|
||||
if (m_invalid)
|
||||
{
|
||||
m_invalid = false;
|
||||
AsyncRequests::Event ev = {};
|
||||
ev.do_save_state.p = &p;
|
||||
ev.type = AsyncRequests::Event::DO_SAVE_STATE;
|
||||
AsyncRequests::GetInstance()->PushEvent(ev, true);
|
||||
|
||||
BPReload();
|
||||
g_texture_cache->Invalidate();
|
||||
}
|
||||
// Let the GPU thread sleep after loading the state, so we're not spinning if paused after loading
|
||||
// a state. The next GP burst will wake it up again.
|
||||
Fifo::GpuMaySleep();
|
||||
}
|
||||
|
||||
void VideoBackendBase::InitializeShared()
|
||||
|
@ -282,8 +264,6 @@ void VideoBackendBase::InitializeShared()
|
|||
// do not initialize again for the config window
|
||||
m_initialized = true;
|
||||
|
||||
m_invalid = false;
|
||||
|
||||
CommandProcessor::Init();
|
||||
Fifo::Init();
|
||||
OpcodeDecoder::Init();
|
||||
|
|
|
@ -63,18 +63,14 @@ public:
|
|||
// Called by the UI thread when the graphics config is opened.
|
||||
static void PopulateBackendInfo();
|
||||
|
||||
// the implementation needs not do synchronization logic, because calls to it are surrounded by
|
||||
// PauseAndLock now
|
||||
// Wrapper function which pushes the event to the GPU thread.
|
||||
void DoState(PointerWrap& p);
|
||||
|
||||
void CheckInvalidState();
|
||||
|
||||
protected:
|
||||
void InitializeShared();
|
||||
void ShutdownShared();
|
||||
|
||||
bool m_initialized = false;
|
||||
bool m_invalid = false;
|
||||
};
|
||||
|
||||
extern std::vector<std::unique_ptr<VideoBackendBase>> g_available_video_backends;
|
||||
|
|
|
@ -10,9 +10,12 @@
|
|||
#include "VideoCommon/CPMemory.h"
|
||||
#include "VideoCommon/CommandProcessor.h"
|
||||
#include "VideoCommon/Fifo.h"
|
||||
#include "VideoCommon/FramebufferManager.h"
|
||||
#include "VideoCommon/GeometryShaderManager.h"
|
||||
#include "VideoCommon/PixelEngine.h"
|
||||
#include "VideoCommon/PixelShaderManager.h"
|
||||
#include "VideoCommon/RenderBase.h"
|
||||
#include "VideoCommon/TextureCacheBase.h"
|
||||
#include "VideoCommon/TextureDecoder.h"
|
||||
#include "VideoCommon/VertexManagerBase.h"
|
||||
#include "VideoCommon/VertexShaderManager.h"
|
||||
|
@ -21,6 +24,15 @@
|
|||
|
||||
void VideoCommon_DoState(PointerWrap& p)
|
||||
{
|
||||
bool software = false;
|
||||
p.Do(software);
|
||||
|
||||
if (p.GetMode() == PointerWrap::MODE_READ && software == true)
|
||||
{
|
||||
// change mode to abort load of incompatible save state.
|
||||
p.SetMode(PointerWrap::MODE_VERIFY);
|
||||
}
|
||||
|
||||
// BP Memory
|
||||
p.Do(bpmem);
|
||||
p.DoMarker("BP Memory");
|
||||
|
@ -63,5 +75,19 @@ void VideoCommon_DoState(PointerWrap& p)
|
|||
BoundingBox::DoState(p);
|
||||
p.DoMarker("BoundingBox");
|
||||
|
||||
// TODO: search for more data that should be saved and add it here
|
||||
g_framebuffer_manager->DoState(p);
|
||||
p.DoMarker("FramebufferManager");
|
||||
|
||||
g_texture_cache->DoState(p);
|
||||
p.DoMarker("TextureCache");
|
||||
|
||||
g_renderer->DoState(p);
|
||||
p.DoMarker("Renderer");
|
||||
|
||||
// Refresh state.
|
||||
if (p.GetMode() == PointerWrap::MODE_READ)
|
||||
{
|
||||
// Inform backend of new state from registers.
|
||||
BPReload();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue