This is supposed to get efb2tex to the same texture as efb2ram, by applying the related efb copies as updates after each other, in the order of their creation.
Improve bookkeeping around formats. Hopefully make code less confusing.
- Rename TlutFormat -> TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
This is a remake of https://github.com/dolphin-emu/dolphin/pull/3749
Full credit goes to phire.
Old message:
"If none of the texture registers have changed and TMEM hasn't been invalidated or changed in other ways, we can blindly reuse the old texture cache entries without rehashing.
Not only does this fix the bloom effect in Spyro: A Hero's Tail (The game abused texture cache) but it will also provide speedups for other games which use the same texture over multiple draw calls, especially when safe texture cache is in use."
Changed the pr per phire's instructions to only return the current texture(s) if none of the texture registers were changed. If any texture register was changed, fall back to the default hashing and rebuilding textures from memory.
Some code was calling more than one of these functions in a row
(in particular, FileUtil.cpp itself did it a lot...), which is
a waste since it's possible to call stat a single time and then
read all three values from the stat struct. This commit adds a
File::FileInfo class that calls stat once on construction and
then lets Exists/IsDirectory/GetSize be executed very quickly.
The performance improvement mostly matters for functions that
can be handling a lot of files, such as File::ScanDirectoryTree.
I've also done some cleanup in code that uses these functions.
For instance, some code had checks like !Exists() || !IsDirectory(),
which is functionally equivalent to !IsDirectory(), and some
code was using File::GetSize even though there was an IOFile
object that the code could call GetSize on.
Fixes bug #10183 [0] introduced by 3bd184a / PR #4467 [1].
TextureCacheBase was no longer calling `entry->Load` for custom textures
since the compute shader decoding logic was added. This adds it back in.
It also slightly restructures the decoding if-group to match the one
below, which I think makes the logic more obvious.
(recommend viewing with `git diff -b` to ignore the indentation changes)
[0]: https://bugs.dolphin-emu.org/issues/10183
[1]: https://github.com/dolphin-emu/dolphin/pull/4467
New Super Mario Bros on PAL still renders at 60 fps, but skips every 5th XFB copy.
So our detection of "per frame" fails, and we require twice the amound of texture objects.
But our pool frees unused textures after 3 frames, so half of them needs to be reallocated
every few frames.
This commit removes the lock for render targets. It was introduced to not update a texture
while it is still in use. But render targets aren't updated while rendering, so this
lock isn't needed. Non-rendertarget textures however aren't as dynamic, so the lock should
have no performance update.
This stops the virtual method call from within the Renderer constructor.
The initialization here for GL had to be moved to VideoBackend, as the
Renderer constructor will not have been executed before the value is
required.
This is an issue because a driver may have to maintain two copies of a
texture if it batches all uploads together at the start of a frame.
In the Vulkan backend, we do something similar to avoid breaking out of a
render pass to copy a texture from the streaming buffer to the destination
image.
This was causing issues in the sms-bubbles fifolog, where an EFB copy to
the same address of a previously-used texture caused the previous texture
to be re-used again for a different image later on in the frame, causing
the original contents to be discarded.
Fixes a major preformance regression in Skies of Arcadia during
battle transisions.
I had plans for a more advanced version of this code after 5.0,
but here is a minimal implemenation for now.
This is an oversight from pr https://github.com/dolphin-emu/dolphin/pull/3266 . Thanks to degasus for pointing this out.
It's possible that MAX_TEXTURE_BINARY_SIZE can be optimised, but i wanted to play it safe considering the 5.0 stable release.
I'm not entirely sure what is happening, but this optimisation is causing an issue in Sonic Riders: Zero Gravity. Apparently the issue would also be fixed by PR#3747, but this PR should also fix similar issues.
Games that use partial updates might get slower with this, so some performance regression testing would be nice. Games like New Super Mario Bros, RS2, Zelda TP and Silent Hill. Testing with high graphics settings makes sense, since this would mostly end up in more work for the GPU.
- remove an outdated comment about the efb to ram and scaled efb restriction
- when upscaling efb copies, mark the new texture as efb copy
- dx12 fixes for the src box, especially the number of layers for 3D
This should get Donkey Kong Country Returns characters to be as broken as they should be. They will be fixed in a later pr.
Expected result is:
efbtex: characters are always flickering or invisible, no matter what scaling or IR setting
efb2ram: characters are always working properly at 1xIR, no matter what scaling or IR setting
This was causing crashes/driver resets when odd-dimension textures were
being loaded, due to the size we were uploading being larger than the size
of the higher-level texture calculated by the runtime.
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.
Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
Texture updates have been moved into TextureCache, while
TMEM updates where moved into bpmem. Code for handling
efb2ram updates was added to TextureCache.
There was a bug for preloaded RGBA8 textures, it only copied
half the texture. The TODO was wrong too.
This checks every TEXTURE_KILL_THRESHOLD frames, to see if the hash for the memory area of the efb copy has hanged. If it has changed, the efb copy can be removed, it wouldn't be used anymore. Before this pr, some efb copies would never be deleted.
Fixes issue https://bugs.dolphin-emu.org/issues/6101 and possibly some other VRAM leaks.
Instead of having special case code for efb2tex that ignores hashes,
the only diffence between efb2tex and efb2ram now is that efb2tex
writes zeros to the memory instead of actual texture data.
Though keep in mind, all efb2tex copies will have hashes of zero as
their hash.
Addded a few duplicated depth copy texture formats to the enum
in TextureDecoder.h. These texture formats were already implemented
in TextureCacheBase and the ogl/dx11 texture cache implementations.
This fixes issue 6563:
https://code.google.com/p/dolphin-emu/issues/detail?id=6563
This PR adds a 2nd map to texture cache, which uses the hash as key. Cache entries from this new map are used only if the address matches or if the texture was fully hashed. This restriction avoids false positive cache hits. This results in a possible situation where safe texture cache accuracy could be faster than the fast one.
Small textures means up to 1KB for fast texture cache accuracy, 4KB for medium, and all textures for safe accuracy.
Since this adds a small overhead to all texture cache handling, some regression testing would be nice. Games, which use a lot of textures the same time, should be affected the most.
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
A number of games make an EFB copy in I4/I8 format, then use it as a
texture in C4/C8 format. Detect when this happens, and decode the copy on
the GPU using the specified palette.
This has a few advantages: it allows using EFB2Tex for a few more games,
it, it preserves the resolution of scaled EFB copies, and it's probably a
bit faster.
D3D only at the moment, but porting to OpenGL should be straightforward..
This is the same trick which is used for Metroid's fonts/texts, but for all textures. If 2 different textures at the same address are loaded during the same frame, create a 2nd entry instead of overwriting the existing one. If the entry was overwritten in this case, there wouldn't be any caching, which results in a big performance drop.
The restriction to textures, which are loaded during the same frame, prevents creating lots of textures when textures are used in the regular way. This restriction is new. Overwriting textures, instead of creating new ones is faster, if the old ones are unlikely to be used again.
Since this would break efb copies, don't do it for efb copies.
Castlevania 3 goes from 80 fps to 115 fps for me.
There might be games that need a higher texture cache accuracy with this, but those games should also see a performance boost from this PR.
Some games, which use paletted textures, which are not efb copies, might be faster now. And also not require a higher texture cache accuracy anymore. (similar sitation as PR https://github.com/dolphin-emu/dolphin/pull/1916)
This changes the behavior if both texture are available. The old code did
try to load the modfied texID, the new code tries the unmodified texID first.
Don't change the texID depending on the tlut_hash for paletted textures that are efb copies and don't have an entry in the cache for texID ^ tlut_hash. This makes those textures less broken when using efb to texture.
This is not really fixing those textures, but it's a step forward. The mini map in Twilight Princess for example is in grayscales with this and is more or less usable.
We'll loose data on invalidating them. So just keep them until a new copy is done.
A wrong scaled copy is better than no copy if the game doesn't creates a new one.
This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call.
The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.
Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
- remove unused variables
- reduce the scope where it makes sense
- correct limits (did you know that strcat()'s last parameter does not
include the \0 that is always added?)
- set some free()'d pointers to NULL
At the moment, custom textures with:
- invalid mipmap size
- invalid aspect ratio
- non-fractional scaling factors
are allowed. But they can't be loaded fine by the backend, so generate a warning if someone trys to load them.