// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include #include "Common/FileUtil.h" #include "Common/MemoryUtil.h" #include "Common/StringUtil.h" #include "Core/ConfigManager.h" #include "Core/HW/Memmap.h" #include "VideoCommon/Debugger.h" #include "VideoCommon/FramebufferManagerBase.h" #include "VideoCommon/HiresTextures.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/TextureCacheBase.h" #include "VideoCommon/VideoConfig.h" static const u64 TEXHASH_INVALID = 0; static const int TEXTURE_KILL_THRESHOLD = 10; static const int TEXTURE_POOL_KILL_THRESHOLD = 3; static const u64 FRAMECOUNT_INVALID = 0; TextureCache *g_texture_cache; GC_ALIGNED16(u8 *TextureCache::temp) = nullptr; size_t TextureCache::temp_size; TextureCache::TexCache TextureCache::textures; TextureCache::TexPool TextureCache::texture_pool; TextureCache::TCacheEntryBase* TextureCache::bound_textures[8]; TextureCache::BackupConfig TextureCache::backup_config; static bool invalidate_texture_cache_requested; TextureCache::TCacheEntryBase::~TCacheEntryBase() { } void TextureCache::CheckTempSize(size_t required_size) { if (required_size <= temp_size) return; temp_size = required_size; FreeAlignedMemory(temp); temp = (u8*)AllocateAlignedMemory(temp_size, 16); } TextureCache::TextureCache() { temp_size = 2048 * 2048 * 4; if (!temp) temp = (u8*)AllocateAlignedMemory(temp_size, 16); TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter); if (g_ActiveConfig.bHiresTextures && !g_ActiveConfig.bDumpTextures) HiresTexture::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID); SetHash64Function(); invalidate_texture_cache_requested = false; } void TextureCache::RequestInvalidateTextureCache() { invalidate_texture_cache_requested = true; } void TextureCache::Invalidate() { UnbindTextures(); for (auto& tex : textures) { delete tex.second; } textures.clear(); for (auto& rt : texture_pool) { delete rt.second; } texture_pool.clear(); } TextureCache::~TextureCache() { Invalidate(); FreeAlignedMemory(temp); temp = nullptr; } void TextureCache::OnConfigChanged(VideoConfig& config) { if (g_texture_cache) { // TODO: Invalidating texcache is really stupid in some of these cases if (config.iSafeTextureCache_ColorSamples != backup_config.s_colorsamples || config.bTexFmtOverlayEnable != backup_config.s_texfmt_overlay || config.bTexFmtOverlayCenter != backup_config.s_texfmt_overlay_center || config.bHiresTextures != backup_config.s_hires_textures || invalidate_texture_cache_requested) { g_texture_cache->Invalidate(); if (g_ActiveConfig.bHiresTextures) HiresTexture::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID); TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter); invalidate_texture_cache_requested = false; } if ((config.iStereoMode > 0) != backup_config.s_stereo_3d || config.bStereoEFBMonoDepth != backup_config.s_efb_mono_depth) { g_texture_cache->DeleteShaders(); g_texture_cache->CompileShaders(); } } backup_config.s_colorsamples = config.iSafeTextureCache_ColorSamples; backup_config.s_texfmt_overlay = config.bTexFmtOverlayEnable; backup_config.s_texfmt_overlay_center = config.bTexFmtOverlayCenter; backup_config.s_hires_textures = config.bHiresTextures; backup_config.s_stereo_3d = config.iStereoMode > 0; backup_config.s_efb_mono_depth = config.bStereoEFBMonoDepth; } void TextureCache::Cleanup(int _frameCount) { TexCache::iterator iter = textures.begin(); TexCache::iterator tcend = textures.end(); while (iter != tcend) { if(iter->second->frameCount == FRAMECOUNT_INVALID) { iter->second->frameCount = _frameCount; } if (_frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount && // EFB copies living on the host GPU are unrecoverable and thus shouldn't be deleted !iter->second->IsEfbCopy()) { FreeTexture(iter->second); iter = textures.erase(iter); } else { ++iter; } } TexPool::iterator iter2 = texture_pool.begin(); TexPool::iterator tcend2 = texture_pool.end(); while (iter2 != tcend2) { if(iter2->second->frameCount == FRAMECOUNT_INVALID) { iter2->second->frameCount = _frameCount; } if (_frameCount > TEXTURE_POOL_KILL_THRESHOLD + iter2->second->frameCount) { delete iter2->second; iter2 = texture_pool.erase(iter2); } else { ++iter2; } } } void TextureCache::MakeRangeDynamic(u32 start_address, u32 size) { TexCache::iterator iter = textures.begin(); while (iter != textures.end()) { if (iter->second->OverlapsMemoryRange(start_address, size)) { FreeTexture(iter->second); iter = textures.erase(iter); } else { ++iter; } } } bool TextureCache::TCacheEntryBase::OverlapsMemoryRange(u32 range_address, u32 range_size) const { if (addr + size_in_bytes <= range_address) return false; if (addr >= range_address + range_size) return false; return true; } void TextureCache::DumpTexture(TCacheEntryBase* entry, std::string basename, unsigned int level) { std::string szDir = File::GetUserPath(D_DUMPTEXTURES_IDX) + SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID; // make sure that the directory exists if (!File::Exists(szDir) || !File::IsDirectory(szDir)) File::CreateDir(szDir); if (level > 0) { basename += StringFromFormat("_mip%i", level); } std::string filename = szDir + "/" + basename + ".png"; if (!File::Exists(filename)) entry->Save(filename, level); } static u32 CalculateLevelSize(u32 level_0_size, u32 level) { return (level_0_size + ((1 << level) - 1)) >> level; } // Used by TextureCache::Load TextureCache::TCacheEntryBase* TextureCache::ReturnEntry(unsigned int stage, TCacheEntryBase* entry) { entry->frameCount = FRAMECOUNT_INVALID; bound_textures[stage] = entry; GFX_DEBUGGER_PAUSE_AT(NEXT_TEXTURE_CHANGE, true); return entry; } void TextureCache::BindTextures() { for (int i = 0; i < 8; ++i) { if (bound_textures[i]) bound_textures[i]->Bind(i); } } void TextureCache::UnbindTextures() { std::fill(std::begin(bound_textures), std::end(bound_textures), nullptr); } TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage) { const FourTexUnits &tex = bpmem.tex[stage >> 2]; const u32 id = stage & 3; const u32 address = (tex.texImage3[id].image_base/* & 0x1FFFFF*/) << 5; u32 width = tex.texImage0[id].width + 1; u32 height = tex.texImage0[id].height + 1; const int texformat = tex.texImage0[id].format; const u32 tlutaddr = tex.texTlut[id].tmem_offset << 9; const u32 tlutfmt = tex.texTlut[id].tlut_format; u32 tex_levels = (tex.texMode1[id].max_lod + 0xf) / 0x10 + 1; const bool use_mipmaps = (tex.texMode0[id].min_filter & 3) != 0 && tex_levels > 0; const bool from_tmem = tex.texImage1[id].image_type != 0; if (0 == address) return nullptr; // TexelSizeInNibbles(format) * width * height / 16; const unsigned int bsw = TexDecoder_GetBlockWidthInTexels(texformat) - 1; const unsigned int bsh = TexDecoder_GetBlockHeightInTexels(texformat) - 1; unsigned int expandedWidth = (width + bsw) & (~bsw); unsigned int expandedHeight = (height + bsh) & (~bsh); const unsigned int nativeW = width; const unsigned int nativeH = height; // Hash assigned to texcache entry (also used to generate filenames used for texture dumping and custom texture lookup) u64 tex_hash = TEXHASH_INVALID; u32 full_format = texformat; const bool isPaletteTexture = (texformat == GX_TF_C4 || texformat == GX_TF_C8 || texformat == GX_TF_C14X2); // Reject invalid tlut format. if (isPaletteTexture && tlutfmt > GX_TL_RGB5A3) return nullptr; if (isPaletteTexture) full_format = texformat | (tlutfmt << 16); const u32 texture_size = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat); const u8* src_data; if (from_tmem) src_data = &texMem[bpmem.tex[stage / 4].texImage1[stage % 4].tmem_even * TMEM_LINE_SIZE]; else src_data = Memory::GetPointer(address); // TODO: This doesn't hash GB tiles for preloaded RGBA8 textures (instead, it's hashing more data from the low tmem bank than it should) tex_hash = GetHash64(src_data, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples); u32 palette_size = 0; u64 tlut_hash = 0; if (isPaletteTexture) { palette_size = TexDecoder_GetPaletteSize(texformat); tlut_hash = GetHash64(&texMem[tlutaddr], palette_size, g_ActiveConfig.iSafeTextureCache_ColorSamples); } // GPUs don't like when the specified mipmap count would require more than one 1x1-sized LOD in the mipmap chain // e.g. 64x64 with 7 LODs would have the mipmap chain 64x64,32x32,16x16,8x8,4x4,2x2,1x1,0x0, so we limit the mipmap count to 6 there tex_levels = std::min(IntLog2(std::max(width, height)) + 1, tex_levels); // Find all texture cache entries for the current texture address, and decide whether to use one of // them, or to create a new one // // In most cases, the fastest way is to use only one texture cache entry for the same address. Usually, // when a texture changes, the old version of the texture is unlikely to be used again. If there were // new cache entries created for normal texture updates, there would be a slowdown due to a huge amount // of unused cache entries. Also thanks to texture pooling, overwriting an existing cache entry is // faster than creating a new one from scratch. // // Some games use the same address for different textures though. If the same cache entry was used in // this case, it would be constantly overwritten, and effectively there wouldn't be any caching for // those textures. Examples for this are Metroid Prime and Castlevania 3. Metroid Prime has multiple // sets of fonts on each other stored in a single texture and uses the palette to make different // characters visible or invisible. In Castlevania 3 some textures are used for 2 different things or // at least in 2 different ways(size 1024x1024 vs 1024x256). // // To determine whether to use multiple cache entries or a single entry, use the following heuristic: // If the same texture address is used several times during the same frame, assume the address is used // for different purposes and allow creating an additional cache entry. If there's at least one entry // that hasn't been used for the same frame, then overwrite it, in order to keep the cache as small as // possible. If the current texture is found in the cache, use that entry. // // For efb copies, the entry created in CopyRenderTargetToTexture always has to be used, or else it was // done in vain. std::pair iter_range = textures.equal_range(address); TexCache::iterator iter = iter_range.first; TexCache::iterator oldest_entry = iter; int temp_frameCount = 0x7fffffff; TexCache::iterator unconverted_copy = textures.end(); while (iter != iter_range.second) { TCacheEntryBase* entry = iter->second; if (entry->IsEfbCopy()) { // EFB copies have slightly different rules: the hash doesn't need to match // in EFB2Tex mode, and EFB copy formats have different meanings from texture // formats. if (g_ActiveConfig.bCopyEFBToTexture || (tex_hash == entry->hash && (!isPaletteTexture || g_Config.backend_info.bSupportsPaletteConversion))) { // TODO: We should check format/width/height/levels for EFB copies. Checking // format is complicated because EFB copy formats don't exactly match // texture formats. I'm not sure what effect checking width/height/levels // would have. if (!isPaletteTexture || !g_Config.backend_info.bSupportsPaletteConversion) return ReturnEntry(stage, entry); // Note that we found an unconverted EFB copy, then continue. We'll // perform the conversion later. Currently, we only convert EFB copies to // palette textures; we could do other conversions if it proved to be // beneficial. unconverted_copy = iter; } else { // Aggressively prune EFB copies: if it isn't useful here, it will probably // never be useful again. It's theoretically possible for a game to do // something weird where the copy could become useful in the future, but in // practice it doesn't happen. FreeTexture(entry); iter = textures.erase(iter); continue; } } else { // For normal textures, all texture parameters need to match if (entry->hash == (tex_hash ^ tlut_hash) && entry->format == full_format && entry->native_levels >= tex_levels && entry->native_width == nativeW && entry->native_height == nativeH) { return ReturnEntry(stage, entry); } } // Find the entry which hasn't been used for the longest time if (entry->frameCount != FRAMECOUNT_INVALID && entry->frameCount < temp_frameCount) { temp_frameCount = entry->frameCount; oldest_entry = iter; } ++iter; } if (unconverted_copy != textures.end()) { // Perform palette decoding. TCacheEntryBase *entry = unconverted_copy->second; TCacheEntryConfig config; config.rendertarget = true; config.width = entry->config.width; config.height = entry->config.height; config.layers = FramebufferManagerBase::GetEFBLayers(); TCacheEntryBase *decoded_entry = AllocateTexture(config); decoded_entry->SetGeneralParameters(address, texture_size, full_format); decoded_entry->SetDimensions(entry->native_width, entry->native_height, 1); decoded_entry->SetHashes(tex_hash ^ tlut_hash); decoded_entry->frameCount = FRAMECOUNT_INVALID; decoded_entry->is_efb_copy = false; g_texture_cache->ConvertTexture(decoded_entry, entry, &texMem[tlutaddr], (TlutFormat)tlutfmt); textures.insert(TexCache::value_type(address, decoded_entry)); return ReturnEntry(stage, decoded_entry); } // If at least one entry was not used for the same frame, overwrite the oldest one if (temp_frameCount != 0x7fffffff) { // pool this texture and make a new one later FreeTexture(oldest_entry->second); textures.erase(oldest_entry); } std::unique_ptr hires_tex; if (g_ActiveConfig.bHiresTextures) { hires_tex.reset(HiresTexture::Search( src_data, texture_size, &texMem[tlutaddr], palette_size, width, height, texformat, use_mipmaps )); if (hires_tex) { auto& l = hires_tex->m_levels[0]; if (l.width != width || l.height != height) { width = l.width; height = l.height; } expandedWidth = l.width; expandedHeight = l.height; CheckTempSize(l.data_size); memcpy(temp, l.data, l.data_size); } } if (!hires_tex) { if (!(texformat == GX_TF_RGBA8 && from_tmem)) { const u8* tlut = &texMem[tlutaddr]; TexDecoder_Decode(temp, src_data, expandedWidth, expandedHeight, texformat, tlut, (TlutFormat) tlutfmt); } else { u8* src_data_gb = &texMem[bpmem.tex[stage/4].texImage2[stage%4].tmem_odd * TMEM_LINE_SIZE]; TexDecoder_DecodeRGBA8FromTmem(temp, src_data, src_data_gb, expandedWidth, expandedHeight); } } u32 texLevels = use_mipmaps ? tex_levels : 1; const bool using_custom_lods = hires_tex && hires_tex->m_levels.size() >= texLevels; // Only load native mips if their dimensions fit to our virtual texture dimensions const bool use_native_mips = use_mipmaps && !using_custom_lods && (width == nativeW && height == nativeH); texLevels = (use_native_mips || using_custom_lods) ? texLevels : 1; // TODO: Should be forced to 1 for non-pow2 textures (e.g. efb copies with automatically adjusted IR) // create the entry/texture TCacheEntryConfig config; config.width = width; config.height = height; config.levels = texLevels; TCacheEntryBase* entry = AllocateTexture(config); GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true); textures.insert(TexCache::value_type(address, entry)); entry->SetGeneralParameters(address, texture_size, full_format); entry->SetDimensions(nativeW, nativeH, tex_levels); entry->hash = tex_hash ^ tlut_hash; entry->is_efb_copy = false; // load texture entry->Load(width, height, expandedWidth, 0); std::string basename = ""; if (g_ActiveConfig.bDumpTextures && !hires_tex) { basename = HiresTexture::GenBaseName( src_data, texture_size, &texMem[tlutaddr], palette_size, width, height, texformat, use_mipmaps, true ); DumpTexture(entry, basename, 0); } u32 level = 1; // load mips - TODO: Loading mipmaps from tmem is untested! if (use_native_mips) { src_data += texture_size; const u8* ptr_even = nullptr; const u8* ptr_odd = nullptr; if (from_tmem) { ptr_even = &texMem[bpmem.tex[stage/4].texImage1[stage%4].tmem_even * TMEM_LINE_SIZE + texture_size]; ptr_odd = &texMem[bpmem.tex[stage/4].texImage2[stage%4].tmem_odd * TMEM_LINE_SIZE]; } for (; level != texLevels; ++level) { const u32 mip_width = CalculateLevelSize(width, level); const u32 mip_height = CalculateLevelSize(height, level); const u32 expanded_mip_width = (mip_width + bsw) & (~bsw); const u32 expanded_mip_height = (mip_height + bsh) & (~bsh); const u8*& mip_src_data = from_tmem ? ((level % 2) ? ptr_odd : ptr_even) : src_data; const u8* tlut = &texMem[tlutaddr]; TexDecoder_Decode(temp, mip_src_data, expanded_mip_width, expanded_mip_height, texformat, tlut, (TlutFormat) tlutfmt); mip_src_data += TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat); entry->Load(mip_width, mip_height, expanded_mip_width, level); if (g_ActiveConfig.bDumpTextures) DumpTexture(entry, basename, level); } } else if (using_custom_lods) { for (; level != texLevels; ++level) { auto& l = hires_tex->m_levels[level]; CheckTempSize(l.data_size); memcpy(temp, l.data, l.data_size); entry->Load(l.width, l.height, l.width, level); } } INCSTAT(stats.numTexturesUploaded); SETSTAT(stats.numTexturesAlive, textures.size()); return ReturnEntry(stage, entry); } void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf) { // Emulation methods: // // - EFB to RAM: // Encodes the requested EFB data at its native resolution to the emulated RAM using shaders. // Load() decodes the data from there again (using TextureDecoder) if the EFB copy is being used as a texture again. // Advantage: CPU can read data from the EFB copy and we don't lose any important updates to the texture // Disadvantage: Encoding+decoding steps often are redundant because only some games read or modify EFB copies before using them as textures. // // - EFB to texture: // Copies the requested EFB data to a texture object in VRAM, performing any color conversion using shaders. // Advantage: Works for many games, since in most cases EFB copies aren't read or modified at all before being used as a texture again. // Since we don't do any further encoding or decoding here, this method is much faster. // It also allows enhancing the visual quality by doing scaled EFB copies. // // - Hybrid EFB copies: // 1a) Whenever this function gets called, encode the requested EFB data to RAM (like EFB to RAM) // 1b) Set type to TCET_EC_DYNAMIC for all texture cache entries in the destination address range. // If EFB copy caching is enabled, further checks will (try to) prevent redundant EFB copies. // 2) Check if a texture cache entry for the specified dstAddr already exists (i.e. if an EFB copy was triggered to that address before): // 2a) Entry doesn't exist: // - Also copy the requested EFB data to a texture object in VRAM (like EFB to texture) // - Create a texture cache entry for the target (type = TCET_EC_VRAM) // - Store a hash of the encoded RAM data in the texcache entry. // 2b) Entry exists AND type is TCET_EC_VRAM: // - Like case 2a, but reuse the old texcache entry instead of creating a new one. // 2c) Entry exists AND type is TCET_EC_DYNAMIC: // - Only encode the texture to RAM (like EFB to RAM) and store a hash of the encoded data in the existing texcache entry. // - Do NOT copy the requested EFB data to a VRAM object. Reason: the texture is dynamic, i.e. the CPU is modifying it. Storing a VRAM copy is useless, because we'd always end up deleting it and reloading the data from RAM anyway. // 3) If the EFB copy gets used as a texture, compare the source RAM hash with the hash you stored when encoding the EFB data to RAM. // 3a) If the two hashes match AND type is TCET_EC_VRAM, reuse the VRAM copy you created // 3b) If the two hashes differ AND type is TCET_EC_VRAM, screw your existing VRAM copy. Set type to TCET_EC_DYNAMIC. // Redecode the source RAM data to a VRAM object. The entry basically behaves like a normal texture now. // 3c) If type is TCET_EC_DYNAMIC, treat the EFB copy like a normal texture. // Advantage: Non-dynamic EFB copies can be visually enhanced like with EFB to texture. // Compatibility is as good as EFB to RAM. // Disadvantage: Slower than EFB to texture and often even slower than EFB to RAM. // EFB copy cache depends on accurate texture hashing being enabled. However, with accurate hashing you end up being as slow as without a copy cache anyway. // // Disadvantage of all methods: Calling this function requires the GPU to perform a pipeline flush which stalls any further CPU processing. // // For historical reasons, Dolphin doesn't actually implement "pure" EFB to RAM emulation, but only EFB to texture and hybrid EFB copies. float colmat[28] = {0}; float *const fConstAdd = colmat + 16; float *const ColorMask = colmat + 20; ColorMask[0] = ColorMask[1] = ColorMask[2] = ColorMask[3] = 255.0f; ColorMask[4] = ColorMask[5] = ColorMask[6] = ColorMask[7] = 1.0f / 255.0f; unsigned int cbufid = -1; bool efbHasAlpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24; if (srcFormat == PEControl::Z24) { switch (dstFormat) { case 0: // Z4 colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f; cbufid = 0; break; case 1: // Z8 case 8: // Z8 colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f; cbufid = 1; break; case 3: // Z16 colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f; cbufid = 2; break; case 11: // Z16 (reverse order) colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f; cbufid = 3; break; case 6: // Z24X8 colmat[0] = colmat[5] = colmat[10] = 1.0f; cbufid = 4; break; case 9: // Z8M colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f; cbufid = 5; break; case 10: // Z8L colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; cbufid = 6; break; case 12: // Z16L - copy lower 16 depth bits // expected to be used as an IA8 texture (upper 8 bits stored as intensity, lower 8 bits stored as alpha) // Used e.g. in Zelda: Skyward Sword colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f; cbufid = 7; break; default: ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", dstFormat); colmat[2] = colmat[5] = colmat[8] = 1.0f; cbufid = 8; break; } } else if (isIntensity) { fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f; switch (dstFormat) { case 0: // I4 case 1: // I8 case 2: // IA4 case 3: // IA8 case 8: // I8 // TODO - verify these coefficients colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f; colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f; colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f; if (dstFormat < 2 || dstFormat == 8) { colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f; fConstAdd[3] = 16.0f/255.0f; if (dstFormat == 0) { ColorMask[0] = ColorMask[1] = ColorMask[2] = 15.0f; ColorMask[4] = ColorMask[5] = ColorMask[6] = 1.0f / 15.0f; cbufid = 9; } else { cbufid = 10; } } else// alpha { colmat[15] = 1; if (dstFormat == 2) { ColorMask[0] = ColorMask[1] = ColorMask[2] = ColorMask[3] = 15.0f; ColorMask[4] = ColorMask[5] = ColorMask[6] = ColorMask[7] = 1.0f / 15.0f; cbufid = 11; } else { cbufid = 12; } } break; default: ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%x", dstFormat); colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; cbufid = 13; break; } } else { switch (dstFormat) { case 0: // R4 colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; ColorMask[0] = 15.0f; ColorMask[4] = 1.0f / 15.0f; cbufid = 14; break; case 1: // R8 case 8: // R8 colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; cbufid = 15; break; case 2: // RA4 colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f; ColorMask[0] = ColorMask[3] = 15.0f; ColorMask[4] = ColorMask[7] = 1.0f / 15.0f; cbufid = 16; if (!efbHasAlpha) { ColorMask[3] = 0.0f; fConstAdd[3] = 1.0f; cbufid = 17; } break; case 3: // RA8 colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f; cbufid = 18; if (!efbHasAlpha) { ColorMask[3] = 0.0f; fConstAdd[3] = 1.0f; cbufid = 19; } break; case 7: // A8 colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f; cbufid = 20; if (!efbHasAlpha) { ColorMask[3] = 0.0f; fConstAdd[0] = 1.0f; fConstAdd[1] = 1.0f; fConstAdd[2] = 1.0f; fConstAdd[3] = 1.0f; cbufid = 21; } break; case 9: // G8 colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f; cbufid = 22; break; case 10: // B8 colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; cbufid = 23; break; case 11: // RG8 colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f; cbufid = 24; break; case 12: // GB8 colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f; cbufid = 25; break; case 4: // RGB565 colmat[0] = colmat[5] = colmat[10] = 1.0f; ColorMask[0] = ColorMask[2] = 31.0f; ColorMask[4] = ColorMask[6] = 1.0f / 31.0f; ColorMask[1] = 63.0f; ColorMask[5] = 1.0f / 63.0f; fConstAdd[3] = 1.0f; // set alpha to 1 cbufid = 26; break; case 5: // RGB5A3 colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; ColorMask[0] = ColorMask[1] = ColorMask[2] = 31.0f; ColorMask[4] = ColorMask[5] = ColorMask[6] = 1.0f / 31.0f; ColorMask[3] = 7.0f; ColorMask[7] = 1.0f / 7.0f; cbufid = 27; if (!efbHasAlpha) { ColorMask[3] = 0.0f; fConstAdd[3] = 1.0f; cbufid = 28; } break; case 6: // RGBA8 colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; cbufid = 29; if (!efbHasAlpha) { ColorMask[3] = 0.0f; fConstAdd[3] = 1.0f; cbufid = 30; } break; default: ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", dstFormat); colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; cbufid = 31; break; } } const unsigned int tex_w = scaleByHalf ? srcRect.GetWidth()/2 : srcRect.GetWidth(); const unsigned int tex_h = scaleByHalf ? srcRect.GetHeight()/2 : srcRect.GetHeight(); unsigned int scaled_tex_w = g_ActiveConfig.bCopyEFBScaled ? Renderer::EFBToScaledX(tex_w) : tex_w; unsigned int scaled_tex_h = g_ActiveConfig.bCopyEFBScaled ? Renderer::EFBToScaledY(tex_h) : tex_h; // remove all texture cache entries at dstAddr std::pair iter_range = textures.equal_range(dstAddr); TexCache::iterator iter = iter_range.first; while (iter != iter_range.second) { FreeTexture(iter->second); iter = textures.erase(iter); } // create the texture TCacheEntryConfig config; config.rendertarget = true; config.width = scaled_tex_w; config.height = scaled_tex_h; config.layers = FramebufferManagerBase::GetEFBLayers(); TCacheEntryBase* entry = AllocateTexture(config); // TODO: Using the wrong dstFormat, dumb... entry->SetGeneralParameters(dstAddr, 0, dstFormat); entry->SetDimensions(tex_w, tex_h, 1); entry->SetHashes(TEXHASH_INVALID); entry->frameCount = FRAMECOUNT_INVALID; entry->is_efb_copy = true; entry->FromRenderTarget(dstAddr, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf, cbufid, colmat); textures.insert(TexCache::value_type(dstAddr, entry)); } TextureCache::TCacheEntryBase* TextureCache::AllocateTexture(const TCacheEntryConfig& config) { TexPool::iterator iter = texture_pool.find(config); if (iter != texture_pool.end()) { TextureCache::TCacheEntryBase* entry = iter->second; texture_pool.erase(iter); return entry; } INCSTAT(stats.numTexturesCreated); return g_texture_cache->CreateTexture(config); } void TextureCache::FreeTexture(TCacheEntryBase* entry) { entry->frameCount = FRAMECOUNT_INVALID; texture_pool.insert(TexPool::value_type(entry->config, entry)); }