900 lines
28 KiB
C++
900 lines
28 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <string>
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#include "Common/FileUtil.h"
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#include "Common/MemoryUtil.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "Core/HW/Memmap.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/FramebufferManagerBase.h"
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#include "VideoCommon/HiresTextures.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VideoConfig.h"
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static const u64 TEXHASH_INVALID = 0;
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static const int TEXTURE_KILL_THRESHOLD = 10;
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static const int TEXTURE_POOL_KILL_THRESHOLD = 3;
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static const int FRAMECOUNT_INVALID = 0;
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TextureCache *g_texture_cache;
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GC_ALIGNED16(u8 *TextureCache::temp) = nullptr;
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size_t TextureCache::temp_size;
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TextureCache::TexCache TextureCache::textures;
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TextureCache::TexPool TextureCache::texture_pool;
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TextureCache::TCacheEntryBase* TextureCache::bound_textures[8];
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TextureCache::BackupConfig TextureCache::backup_config;
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static bool invalidate_texture_cache_requested;
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TextureCache::TCacheEntryBase::~TCacheEntryBase()
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{
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}
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void TextureCache::CheckTempSize(size_t required_size)
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{
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if (required_size <= temp_size)
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return;
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temp_size = required_size;
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FreeAlignedMemory(temp);
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temp = (u8*)AllocateAlignedMemory(temp_size, 16);
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}
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TextureCache::TextureCache()
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{
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temp_size = 2048 * 2048 * 4;
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if (!temp)
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temp = (u8*)AllocateAlignedMemory(temp_size, 16);
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TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter);
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if (g_ActiveConfig.bHiresTextures && !g_ActiveConfig.bDumpTextures)
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HiresTexture::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID);
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SetHash64Function();
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invalidate_texture_cache_requested = false;
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}
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void TextureCache::RequestInvalidateTextureCache()
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{
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invalidate_texture_cache_requested = true;
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}
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void TextureCache::Invalidate()
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{
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UnbindTextures();
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for (auto& tex : textures)
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{
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delete tex.second;
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}
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textures.clear();
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for (auto& rt : texture_pool)
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{
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delete rt.second;
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}
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texture_pool.clear();
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}
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TextureCache::~TextureCache()
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{
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Invalidate();
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FreeAlignedMemory(temp);
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temp = nullptr;
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}
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void TextureCache::OnConfigChanged(VideoConfig& config)
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{
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if (g_texture_cache)
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{
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// TODO: Invalidating texcache is really stupid in some of these cases
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if (config.iSafeTextureCache_ColorSamples != backup_config.s_colorsamples ||
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config.bTexFmtOverlayEnable != backup_config.s_texfmt_overlay ||
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config.bTexFmtOverlayCenter != backup_config.s_texfmt_overlay_center ||
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config.bHiresTextures != backup_config.s_hires_textures ||
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invalidate_texture_cache_requested)
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{
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g_texture_cache->Invalidate();
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if (g_ActiveConfig.bHiresTextures)
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HiresTexture::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID);
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TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter);
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invalidate_texture_cache_requested = false;
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}
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if ((config.iStereoMode > 0) != backup_config.s_stereo_3d ||
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config.bStereoEFBMonoDepth != backup_config.s_efb_mono_depth)
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{
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g_texture_cache->DeleteShaders();
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g_texture_cache->CompileShaders();
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}
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}
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backup_config.s_colorsamples = config.iSafeTextureCache_ColorSamples;
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backup_config.s_texfmt_overlay = config.bTexFmtOverlayEnable;
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backup_config.s_texfmt_overlay_center = config.bTexFmtOverlayCenter;
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backup_config.s_hires_textures = config.bHiresTextures;
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backup_config.s_stereo_3d = config.iStereoMode > 0;
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backup_config.s_efb_mono_depth = config.bStereoEFBMonoDepth;
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}
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void TextureCache::Cleanup(int _frameCount)
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{
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TexCache::iterator iter = textures.begin();
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TexCache::iterator tcend = textures.end();
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while (iter != tcend)
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{
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if(iter->second->frameCount == FRAMECOUNT_INVALID)
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{
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iter->second->frameCount = _frameCount;
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}
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if (_frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount &&
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// EFB copies living on the host GPU are unrecoverable and thus shouldn't be deleted
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!iter->second->IsEfbCopy())
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{
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FreeTexture(iter->second);
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iter = textures.erase(iter);
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}
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else
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{
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++iter;
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}
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}
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TexPool::iterator iter2 = texture_pool.begin();
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TexPool::iterator tcend2 = texture_pool.end();
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while (iter2 != tcend2)
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{
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if(iter2->second->frameCount == FRAMECOUNT_INVALID)
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{
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iter2->second->frameCount = _frameCount;
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}
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if (_frameCount > TEXTURE_POOL_KILL_THRESHOLD + iter2->second->frameCount)
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{
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delete iter2->second;
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iter2 = texture_pool.erase(iter2);
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}
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else
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{
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++iter2;
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}
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}
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}
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void TextureCache::MakeRangeDynamic(u32 start_address, u32 size)
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{
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TexCache::iterator
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iter = textures.begin();
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while (iter != textures.end())
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{
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if (iter->second->OverlapsMemoryRange(start_address, size))
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{
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FreeTexture(iter->second);
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iter = textures.erase(iter);
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}
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else
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{
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++iter;
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}
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}
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}
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bool TextureCache::TCacheEntryBase::OverlapsMemoryRange(u32 range_address, u32 range_size) const
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{
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if (addr + size_in_bytes <= range_address)
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return false;
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if (addr >= range_address + range_size)
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return false;
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return true;
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}
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void TextureCache::DumpTexture(TCacheEntryBase* entry, std::string basename, unsigned int level)
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{
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std::string szDir = File::GetUserPath(D_DUMPTEXTURES_IDX) +
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID;
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// make sure that the directory exists
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if (!File::Exists(szDir) || !File::IsDirectory(szDir))
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File::CreateDir(szDir);
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if (level > 0)
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{
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basename += StringFromFormat("_mip%i", level);
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}
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std::string filename = szDir + "/" + basename + ".png";
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if (!File::Exists(filename))
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entry->Save(filename, level);
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}
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static u32 CalculateLevelSize(u32 level_0_size, u32 level)
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{
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return (level_0_size + ((1 << level) - 1)) >> level;
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}
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// Used by TextureCache::Load
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TextureCache::TCacheEntryBase* TextureCache::ReturnEntry(unsigned int stage, TCacheEntryBase* entry)
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{
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entry->frameCount = FRAMECOUNT_INVALID;
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bound_textures[stage] = entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_TEXTURE_CHANGE, true);
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return entry;
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}
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void TextureCache::BindTextures()
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{
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for (int i = 0; i < 8; ++i)
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{
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if (bound_textures[i])
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bound_textures[i]->Bind(i);
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}
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}
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void TextureCache::UnbindTextures()
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{
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std::fill(std::begin(bound_textures), std::end(bound_textures), nullptr);
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}
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TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage)
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{
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const FourTexUnits &tex = bpmem.tex[stage >> 2];
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const u32 id = stage & 3;
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const u32 address = (tex.texImage3[id].image_base/* & 0x1FFFFF*/) << 5;
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u32 width = tex.texImage0[id].width + 1;
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u32 height = tex.texImage0[id].height + 1;
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const int texformat = tex.texImage0[id].format;
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const u32 tlutaddr = tex.texTlut[id].tmem_offset << 9;
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const u32 tlutfmt = tex.texTlut[id].tlut_format;
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u32 tex_levels = (tex.texMode1[id].max_lod + 0xf) / 0x10 + 1;
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const bool use_mipmaps = (tex.texMode0[id].min_filter & 3) != 0 && tex_levels > 0;
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const bool from_tmem = tex.texImage1[id].image_type != 0;
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if (0 == address)
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return nullptr;
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// TexelSizeInNibbles(format) * width * height / 16;
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const unsigned int bsw = TexDecoder_GetBlockWidthInTexels(texformat) - 1;
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const unsigned int bsh = TexDecoder_GetBlockHeightInTexels(texformat) - 1;
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unsigned int expandedWidth = (width + bsw) & (~bsw);
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unsigned int expandedHeight = (height + bsh) & (~bsh);
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const unsigned int nativeW = width;
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const unsigned int nativeH = height;
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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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u32 full_format = texformat;
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const bool isPaletteTexture = (texformat == GX_TF_C4 || texformat == GX_TF_C8 || texformat == GX_TF_C14X2);
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// Reject invalid tlut format.
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if (isPaletteTexture && tlutfmt > GX_TL_RGB5A3)
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return nullptr;
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if (isPaletteTexture)
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full_format = texformat | (tlutfmt << 16);
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const u32 texture_size = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat);
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const u8* src_data;
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if (from_tmem)
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src_data = &texMem[bpmem.tex[stage / 4].texImage1[stage % 4].tmem_even * TMEM_LINE_SIZE];
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else
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src_data = Memory::GetPointer(address);
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// 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)
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tex_hash = GetHash64(src_data, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
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u32 palette_size = 0;
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u64 tlut_hash = 0;
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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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}
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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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// 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
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tex_levels = std::min<u32>(IntLog2(std::max(width, height)) + 1, tex_levels);
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// Find all texture cache entries for the current texture address, and decide whether to use one of
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// them, or to create a new one
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//
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// In most cases, the fastest way is to use only one texture cache entry for the same address. Usually,
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// when a texture changes, the old version of the texture is unlikely to be used again. If there were
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// new cache entries created for normal texture updates, there would be a slowdown due to a huge amount
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// of unused cache entries. Also thanks to texture pooling, overwriting an existing cache entry is
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// faster than creating a new one from scratch.
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//
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// Some games use the same address for different textures though. If the same cache entry was used in
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// this case, it would be constantly overwritten, and effectively there wouldn't be any caching for
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// those textures. Examples for this are Metroid Prime and Castlevania 3. Metroid Prime has multiple
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// sets of fonts on each other stored in a single texture and uses the palette to make different
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// characters visible or invisible. In Castlevania 3 some textures are used for 2 different things or
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// at least in 2 different ways(size 1024x1024 vs 1024x256).
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//
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// To determine whether to use multiple cache entries or a single entry, use the following heuristic:
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// If the same texture address is used several times during the same frame, assume the address is used
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// for different purposes and allow creating an additional cache entry. If there's at least one entry
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// that hasn't been used for the same frame, then overwrite it, in order to keep the cache as small as
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// possible. If the current texture is found in the cache, use that entry.
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//
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// For efb copies, the entry created in CopyRenderTargetToTexture always has to be used, or else it was
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// done in vain.
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std::pair <TexCache::iterator, TexCache::iterator> iter_range = textures.equal_range(address);
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TexCache::iterator iter = iter_range.first;
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TexCache::iterator oldest_entry = iter;
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int temp_frameCount = 0x7fffffff;
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TexCache::iterator unconverted_copy = textures.end();
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while (iter != iter_range.second)
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{
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TCacheEntryBase* entry = iter->second;
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if (entry->IsEfbCopy())
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{
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// EFB copies have slightly different rules: the hash doesn't need to match
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// in EFB2Tex mode, and EFB copy formats have different meanings from texture
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// formats.
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if (g_ActiveConfig.bCopyEFBToTexture ||
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(tex_hash == entry->hash && (!isPaletteTexture || g_Config.backend_info.bSupportsPaletteConversion)))
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{
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// TODO: We should check format/width/height/levels for EFB copies. Checking
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// format is complicated because EFB copy formats don't exactly match
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// texture formats. I'm not sure what effect checking width/height/levels
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// would have.
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if (!isPaletteTexture || !g_Config.backend_info.bSupportsPaletteConversion)
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return ReturnEntry(stage, entry);
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// Note that we found an unconverted EFB copy, then continue. We'll
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// perform the conversion later. Currently, we only convert EFB copies to
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// palette textures; we could do other conversions if it proved to be
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// beneficial.
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unconverted_copy = iter;
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}
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else
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{
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// Aggressively prune EFB copies: if it isn't useful here, it will probably
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// never be useful again. It's theoretically possible for a game to do
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// something weird where the copy could become useful in the future, but in
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// practice it doesn't happen.
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FreeTexture(entry);
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iter = textures.erase(iter);
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continue;
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}
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}
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else
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{
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// For normal textures, all texture parameters need to match
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if (entry->hash == (tex_hash ^ tlut_hash) && entry->format == full_format && entry->native_levels >= tex_levels &&
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entry->native_width == nativeW && entry->native_height == nativeH)
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{
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return ReturnEntry(stage, entry);
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}
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}
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// Find the entry which hasn't been used for the longest time
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if (entry->frameCount != FRAMECOUNT_INVALID && entry->frameCount < temp_frameCount)
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{
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temp_frameCount = entry->frameCount;
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oldest_entry = iter;
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}
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++iter;
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}
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if (unconverted_copy != textures.end())
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{
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// Perform palette decoding.
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TCacheEntryBase *entry = unconverted_copy->second;
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TCacheEntryConfig config;
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config.rendertarget = true;
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config.width = entry->config.width;
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config.height = entry->config.height;
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config.layers = FramebufferManagerBase::GetEFBLayers();
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TCacheEntryBase *decoded_entry = AllocateTexture(config);
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decoded_entry->SetGeneralParameters(address, texture_size, full_format);
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decoded_entry->SetDimensions(entry->native_width, entry->native_height, 1);
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decoded_entry->SetHashes(tex_hash ^ tlut_hash);
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decoded_entry->frameCount = FRAMECOUNT_INVALID;
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decoded_entry->is_efb_copy = false;
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g_texture_cache->ConvertTexture(decoded_entry, entry, &texMem[tlutaddr], (TlutFormat)tlutfmt);
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textures.insert(TexCache::value_type(address, decoded_entry));
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return ReturnEntry(stage, decoded_entry);
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}
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// If at least one entry was not used for the same frame, overwrite the oldest one
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if (temp_frameCount != 0x7fffffff)
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{
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// pool this texture and make a new one later
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FreeTexture(oldest_entry->second);
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textures.erase(oldest_entry);
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}
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std::unique_ptr<HiresTexture> hires_tex;
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if (g_ActiveConfig.bHiresTextures)
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{
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hires_tex.reset(HiresTexture::Search(
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src_data, texture_size,
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&texMem[tlutaddr], palette_size,
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width, height,
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texformat, use_mipmaps
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));
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if (hires_tex)
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{
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auto& l = hires_tex->m_levels[0];
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if (l.width != width || l.height != height)
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{
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width = l.width;
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height = l.height;
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}
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expandedWidth = l.width;
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expandedHeight = l.height;
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CheckTempSize(l.data_size);
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memcpy(temp, l.data, l.data_size);
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}
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}
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if (!hires_tex)
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{
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if (!(texformat == GX_TF_RGBA8 && from_tmem))
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{
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const u8* tlut = &texMem[tlutaddr];
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TexDecoder_Decode(temp, src_data, expandedWidth, expandedHeight, texformat, tlut, (TlutFormat) tlutfmt);
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}
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else
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{
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u8* src_data_gb = &texMem[bpmem.tex[stage/4].texImage2[stage%4].tmem_odd * TMEM_LINE_SIZE];
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TexDecoder_DecodeRGBA8FromTmem(temp, src_data, src_data_gb, expandedWidth, expandedHeight);
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}
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}
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u32 texLevels = use_mipmaps ? tex_levels : 1;
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const bool using_custom_lods = hires_tex && hires_tex->m_levels.size() >= texLevels;
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// Only load native mips if their dimensions fit to our virtual texture dimensions
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const bool use_native_mips = use_mipmaps && !using_custom_lods && (width == nativeW && height == nativeH);
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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)
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// 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 <TexCache::iterator, TexCache::iterator> 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));
|
|
}
|