Merge pull request #1955 from degasus/master
TexCache: Rewrite the texID generation for paletted textures
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ae514cb0f2
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@ -323,7 +323,6 @@ TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage)
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u32 texID = address;
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// Hash assigned to texcache entry (also used to generate filenames used for texture dumping and custom texture lookup)
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u64 tex_hash = TEXHASH_INVALID;
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u64 tlut_hash = TEXHASH_INVALID;
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u32 full_format = texformat;
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@ -345,7 +344,10 @@ TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage)
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if (isPaletteTexture)
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{
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palette_size = TexDecoder_GetPaletteSize(texformat);
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tlut_hash = GetHash64(&texMem[tlutaddr], palette_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
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u64 tlut_hash = GetHash64(&texMem[tlutaddr], palette_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
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// Mix the tlut hash into the texture hash. So we only have to compare it one.
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tex_hash ^= tlut_hash;
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// NOTE: For non-paletted textures, texID is equal to the texture address.
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// A paletted texture, however, may have multiple texIDs assigned though depending on the currently used tlut.
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@ -355,18 +357,13 @@ TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage)
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// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
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// we must make sure that a paletted texture gets assigned multiple IDs for each tlut used.
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//
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// TODO: Because texID isn't always the same as the address now, CopyRenderTargetToTexture might be broken now
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u32 temp_texID = texID;
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texID ^= ((u32)tlut_hash) ^(u32)(tlut_hash >> 32);
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tex_hash ^= tlut_hash;
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// Don't change the texID depending on the tlut_hash for paletted textures that are efb copies and don't have
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// an entry in the cache for texID ^ tlut_hash. This makes those textures less broken when using efb to texture.
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// EFB copys however didn't know anything about the tlut, so don't change the texID if there
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// already is an efb copy at this source. This makes those textures less broken when using efb to texture.
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// Examples are the mini map in Twilight Princess and objects on the targetting computer in Rogue Squadron 2(RS2).
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// TODO: Convert those textures using the right palette, so they display correctly
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auto iter = textures.find(temp_texID);
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if (iter != textures.end() && iter->second->IsEfbCopy() && textures.find(texID) == textures.end())
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texID = temp_texID;
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auto iter = textures.find(texID);
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if (iter == textures.end() || !iter->second->IsEfbCopy())
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texID ^= ((u32)tlut_hash) ^(u32)(tlut_hash >> 32);
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}
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// GPUs don't like when the specified mipmap count would require more than one 1x1-sized LOD in the mipmap chain
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