dolphin/Source/Core/VideoCommon/TextureCacheBase.cpp

1575 lines
54 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cstring>
#include <memory>
#include <string>
#include <utility>
#include "Common/Align.h"
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/Hash.h"
#include "Common/Logging/Log.h"
#include "Common/MathUtil.h"
#include "Common/MemoryUtil.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "Core/FifoPlayer/FifoPlayer.h"
#include "Core/FifoPlayer/FifoRecorder.h"
#include "Core/HW/Memmap.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/FramebufferManagerBase.h"
#include "VideoCommon/HiresTextures.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/SamplerCommon.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
static const u64 TEXHASH_INVALID = 0;
// Sonic the Fighters (inside Sonic Gems Collection) loops a 64 frames animation
static const int TEXTURE_KILL_THRESHOLD = 64;
static const int TEXTURE_POOL_KILL_THRESHOLD = 3;
std::unique_ptr<TextureCacheBase> g_texture_cache;
std::bitset<8> TextureCacheBase::valid_bind_points;
TextureCacheBase::TCacheEntry::TCacheEntry(std::unique_ptr<AbstractTexture> tex)
: texture(std::move(tex))
{
}
TextureCacheBase::TCacheEntry::~TCacheEntry()
{
for (auto& reference : references)
reference->references.erase(this);
}
void TextureCacheBase::CheckTempSize(size_t required_size)
{
if (required_size <= temp_size)
return;
temp_size = required_size;
Common::FreeAlignedMemory(temp);
temp = static_cast<u8*>(Common::AllocateAlignedMemory(temp_size, 16));
}
TextureCacheBase::TextureCacheBase()
{
SetBackupConfig(g_ActiveConfig);
temp_size = 2048 * 2048 * 4;
temp = static_cast<u8*>(Common::AllocateAlignedMemory(temp_size, 16));
TexDecoder_SetTexFmtOverlayOptions(backup_config.texfmt_overlay,
backup_config.texfmt_overlay_center);
HiresTexture::Init();
SetHash64Function();
InvalidateAllBindPoints();
}
void TextureCacheBase::Invalidate()
{
InvalidateAllBindPoints();
for (size_t i = 0; i < bound_textures.size(); ++i)
{
bound_textures[i] = nullptr;
}
for (auto& tex : textures_by_address)
{
delete tex.second;
}
textures_by_address.clear();
textures_by_hash.clear();
texture_pool.clear();
}
TextureCacheBase::~TextureCacheBase()
{
HiresTexture::Shutdown();
Invalidate();
Common::FreeAlignedMemory(temp);
temp = nullptr;
}
void TextureCacheBase::OnConfigChanged(VideoConfig& config)
{
if (config.bHiresTextures != backup_config.hires_textures ||
config.bCacheHiresTextures != backup_config.cache_hires_textures)
{
HiresTexture::Update();
}
// TODO: Invalidating texcache is really stupid in some of these cases
if (config.iSafeTextureCache_ColorSamples != backup_config.color_samples ||
config.bTexFmtOverlayEnable != backup_config.texfmt_overlay ||
config.bTexFmtOverlayCenter != backup_config.texfmt_overlay_center ||
config.bHiresTextures != backup_config.hires_textures ||
config.bEnableGPUTextureDecoding != backup_config.gpu_texture_decoding)
{
Invalidate();
TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable,
g_ActiveConfig.bTexFmtOverlayCenter);
}
if ((config.iStereoMode > 0) != backup_config.stereo_3d ||
config.bStereoEFBMonoDepth != backup_config.efb_mono_depth)
{
g_texture_cache->DeleteShaders();
if (!g_texture_cache->CompileShaders())
PanicAlert("Failed to recompile one or more texture conversion shaders.");
}
SetBackupConfig(config);
}
void TextureCacheBase::Cleanup(int _frameCount)
{
TexAddrCache::iterator iter = textures_by_address.begin();
TexAddrCache::iterator tcend = textures_by_address.end();
while (iter != tcend)
{
if (iter->second->tmem_only)
{
iter = InvalidateTexture(iter);
}
else if (iter->second->frameCount == FRAMECOUNT_INVALID)
{
iter->second->frameCount = _frameCount;
++iter;
}
else if (_frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount)
{
if (iter->second->IsEfbCopy())
{
// Only remove EFB copies when they wouldn't be used anymore(changed hash), because EFB
// copies living on the
// host GPU are unrecoverable. Perform this check only every TEXTURE_KILL_THRESHOLD for
// performance reasons
if ((_frameCount - iter->second->frameCount) % TEXTURE_KILL_THRESHOLD == 1 &&
iter->second->hash != iter->second->CalculateHash())
{
iter = InvalidateTexture(iter);
}
else
{
++iter;
}
}
else
{
iter = InvalidateTexture(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)
{
iter2 = texture_pool.erase(iter2);
}
else
{
++iter2;
}
}
}
bool TextureCacheBase::TCacheEntry::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 TextureCacheBase::SetBackupConfig(const VideoConfig& config)
{
backup_config.color_samples = config.iSafeTextureCache_ColorSamples;
backup_config.texfmt_overlay = config.bTexFmtOverlayEnable;
backup_config.texfmt_overlay_center = config.bTexFmtOverlayCenter;
backup_config.hires_textures = config.bHiresTextures;
backup_config.cache_hires_textures = config.bCacheHiresTextures;
backup_config.stereo_3d = config.iStereoMode > 0;
backup_config.efb_mono_depth = config.bStereoEFBMonoDepth;
backup_config.gpu_texture_decoding = config.bEnableGPUTextureDecoding;
}
TextureCacheBase::TCacheEntry* TextureCacheBase::ApplyPaletteToEntry(TCacheEntry* entry,
u8* palette, u32 tlutfmt)
{
TextureConfig new_config = entry->texture->GetConfig();
new_config.levels = 1;
new_config.rendertarget = true;
TCacheEntry* decoded_entry = AllocateCacheEntry(new_config);
if (!decoded_entry)
return nullptr;
decoded_entry->SetGeneralParameters(entry->addr, entry->size_in_bytes, entry->format);
decoded_entry->SetDimensions(entry->native_width, entry->native_height, 1);
decoded_entry->SetHashes(entry->base_hash, entry->hash);
decoded_entry->frameCount = FRAMECOUNT_INVALID;
decoded_entry->is_efb_copy = false;
ConvertTexture(decoded_entry, entry, palette, static_cast<TlutFormat>(tlutfmt));
textures_by_address.emplace(entry->addr, decoded_entry);
return decoded_entry;
}
void TextureCacheBase::ScaleTextureCacheEntryTo(TextureCacheBase::TCacheEntry* entry, u32 new_width,
u32 new_height)
{
if (entry->GetWidth() == new_width && entry->GetHeight() == new_height)
{
return;
}
const u32 max = g_ActiveConfig.backend_info.MaxTextureSize;
if (max < new_width || max < new_height)
{
ERROR_LOG(VIDEO, "Texture too big, width = %d, height = %d", new_width, new_height);
return;
}
TextureConfig newconfig;
newconfig.width = new_width;
newconfig.height = new_height;
newconfig.layers = entry->GetNumLayers();
newconfig.rendertarget = true;
std::unique_ptr<AbstractTexture> new_texture = AllocateTexture(newconfig);
if (new_texture)
{
new_texture->CopyRectangleFromTexture(entry->texture.get(),
entry->texture->GetConfig().GetRect(),
new_texture->GetConfig().GetRect());
entry->texture.swap(new_texture);
auto config = new_texture->GetConfig();
// At this point new_texture has the old texture in it,
// we can potentially reuse this, so let's move it back to the pool
texture_pool.emplace(config, TexPoolEntry(std::move(new_texture)));
}
else
{
ERROR_LOG(VIDEO, "Scaling failed");
}
}
TextureCacheBase::TCacheEntry*
TextureCacheBase::DoPartialTextureUpdates(TCacheEntry* entry_to_update, u8* palette, u32 tlutfmt)
{
// If the flag may_have_overlapping_textures is cleared, there are no overlapping EFB copies,
// which aren't applied already. It is set for new textures, and for the affected range
// on each EFB copy.
if (!entry_to_update->may_have_overlapping_textures)
return entry_to_update;
entry_to_update->may_have_overlapping_textures = false;
const bool isPaletteTexture =
(entry_to_update->format == GX_TF_C4 || entry_to_update->format == GX_TF_C8 ||
entry_to_update->format == GX_TF_C14X2 || entry_to_update->format >= 0x10000);
// EFB copies are excluded from these updates, until there's an example where a game would
// benefit from updating. This would require more work to be done.
if (entry_to_update->IsEfbCopy())
return entry_to_update;
u32 block_width = TexDecoder_GetBlockWidthInTexels(entry_to_update->format & 0xf);
u32 block_height = TexDecoder_GetBlockHeightInTexels(entry_to_update->format & 0xf);
u32 block_size = block_width * block_height *
TexDecoder_GetTexelSizeInNibbles(entry_to_update->format & 0xf) / 2;
u32 numBlocksX = (entry_to_update->native_width + block_width - 1) / block_width;
auto iter = FindOverlappingTextures(entry_to_update->addr, entry_to_update->size_in_bytes);
while (iter.first != iter.second)
{
TCacheEntry* entry = iter.first->second;
if (entry != entry_to_update && entry->IsEfbCopy() && !entry->tmem_only &&
entry->references.count(entry_to_update) == 0 &&
entry->OverlapsMemoryRange(entry_to_update->addr, entry_to_update->size_in_bytes) &&
entry->memory_stride == numBlocksX * block_size)
{
if (entry->hash == entry->CalculateHash())
{
if (isPaletteTexture)
{
TCacheEntry* decoded_entry = ApplyPaletteToEntry(entry, palette, tlutfmt);
if (decoded_entry)
{
// Link the efb copy with the partially updated texture, so we won't apply this partial
// update again
entry->CreateReference(entry_to_update);
// Mark the texture update as used, as if it was loaded directly
entry->frameCount = FRAMECOUNT_INVALID;
entry = decoded_entry;
}
else
{
++iter.first;
continue;
}
}
u32 src_x, src_y, dst_x, dst_y;
// Note for understanding the math:
// Normal textures can't be strided, so the 2 missing cases with src_x > 0 don't exist
if (entry->addr >= entry_to_update->addr)
{
u32 block_offset = (entry->addr - entry_to_update->addr) / block_size;
u32 block_x = block_offset % numBlocksX;
u32 block_y = block_offset / numBlocksX;
src_x = 0;
src_y = 0;
dst_x = block_x * block_width;
dst_y = block_y * block_height;
}
else
{
u32 block_offset = (entry_to_update->addr - entry->addr) / block_size;
u32 block_x = (~block_offset + 1) % numBlocksX;
u32 block_y = (block_offset + block_x) / numBlocksX;
src_x = 0;
src_y = block_y * block_height;
dst_x = block_x * block_width;
dst_y = 0;
}
u32 copy_width =
std::min(entry->native_width - src_x, entry_to_update->native_width - dst_x);
u32 copy_height =
std::min(entry->native_height - src_y, entry_to_update->native_height - dst_y);
// If one of the textures is scaled, scale both with the current efb scaling factor
if (entry_to_update->native_width != entry_to_update->GetWidth() ||
entry_to_update->native_height != entry_to_update->GetHeight() ||
entry->native_width != entry->GetWidth() || entry->native_height != entry->GetHeight())
{
ScaleTextureCacheEntryTo(entry_to_update,
g_renderer->EFBToScaledX(entry_to_update->native_width),
g_renderer->EFBToScaledY(entry_to_update->native_height));
ScaleTextureCacheEntryTo(entry, g_renderer->EFBToScaledX(entry->native_width),
g_renderer->EFBToScaledY(entry->native_height));
src_x = g_renderer->EFBToScaledX(src_x);
src_y = g_renderer->EFBToScaledY(src_y);
dst_x = g_renderer->EFBToScaledX(dst_x);
dst_y = g_renderer->EFBToScaledY(dst_y);
copy_width = g_renderer->EFBToScaledX(copy_width);
copy_height = g_renderer->EFBToScaledY(copy_height);
}
MathUtil::Rectangle<int> srcrect, dstrect;
srcrect.left = src_x;
srcrect.top = src_y;
srcrect.right = (src_x + copy_width);
srcrect.bottom = (src_y + copy_height);
dstrect.left = dst_x;
dstrect.top = dst_y;
dstrect.right = (dst_x + copy_width);
dstrect.bottom = (dst_y + copy_height);
entry_to_update->texture->CopyRectangleFromTexture(entry->texture.get(), srcrect, dstrect);
if (isPaletteTexture)
{
// Remove the temporary converted texture, it won't be used anywhere else
// TODO: It would be nice to convert and copy in one step, but this code path isn't common
InvalidateTexture(GetTexCacheIter(entry));
}
else
{
// Link the two textures together, so we won't apply this partial update again
entry->CreateReference(entry_to_update);
// Mark the texture update as used, as if it was loaded directly
entry->frameCount = FRAMECOUNT_INVALID;
}
}
else
{
// If the hash does not match, this EFB copy will not be used for anything, so remove it
iter.first = InvalidateTexture(iter.first);
continue;
}
}
++iter.first;
}
return entry_to_update;
}
void TextureCacheBase::DumpTexture(TCacheEntry* entry, std::string basename, unsigned int level)
{
std::string szDir = File::GetUserPath(D_DUMPTEXTURES_IDX) + SConfig::GetInstance().GetGameID();
// make sure that the directory exists
if (!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->texture->Save(filename, level);
}
static u32 CalculateLevelSize(u32 level_0_size, u32 level)
{
return std::max(level_0_size >> level, 1u);
}
// Used by TextureCacheBase::Load
TextureCacheBase::TCacheEntry* TextureCacheBase::ReturnEntry(unsigned int stage, TCacheEntry* entry)
{
entry->frameCount = FRAMECOUNT_INVALID;
bound_textures[stage] = entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_TEXTURE_CHANGE, true);
// We need to keep track of invalided textures until they have actually been replaced or re-loaded
valid_bind_points.set(stage);
return entry;
}
void TextureCacheBase::BindTextures()
{
for (size_t i = 0; i < bound_textures.size(); ++i)
{
if (IsValidBindPoint(static_cast<u32>(i)) && bound_textures[i])
bound_textures[i]->texture->Bind(static_cast<u32>(i));
}
}
TextureCacheBase::TCacheEntry* TextureCacheBase::Load(const u32 stage)
{
// if this stage was not invalidated by changes to texture registers, keep the current texture
if (IsValidBindPoint(stage) && bound_textures[stage])
{
return ReturnEntry(stage, bound_textures[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;
const bool use_mipmaps = SamplerCommon::AreBpTexMode0MipmapsEnabled(tex.texMode0[id]);
u32 tex_levels = use_mipmaps ? ((tex.texMode1[id].max_lod + 0xf) / 0x10 + 1) : 1;
const bool from_tmem = tex.texImage1[id].image_type != 0;
// TexelSizeInNibbles(format) * width * height / 16;
const unsigned int bsw = TexDecoder_GetBlockWidthInTexels(texformat);
const unsigned int bsh = TexDecoder_GetBlockHeightInTexels(texformat);
unsigned int expandedWidth = Common::AlignUp(width, bsw);
unsigned int expandedHeight = Common::AlignUp(height, 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 base_hash = TEXHASH_INVALID;
u64 full_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);
u32 bytes_per_block = (bsw * bsh * TexDecoder_GetTexelSizeInNibbles(texformat)) / 2;
u32 additional_mips_size = 0; // not including level 0, which is texture_size
// 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<u32>(IntLog2(std::max(width, height)) + 1, tex_levels);
for (u32 level = 1; level != tex_levels; ++level)
{
// We still need to calculate the original size of the mips
const u32 expanded_mip_width = Common::AlignUp(CalculateLevelSize(width, level), bsw);
const u32 expanded_mip_height = Common::AlignUp(CalculateLevelSize(height, level), bsh);
additional_mips_size +=
TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, 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);
if (!src_data)
{
ERROR_LOG(VIDEO, "Trying to use an invalid texture address 0x%8x", address);
return nullptr;
}
// If we are recording a FifoLog, keep track of what memory we read.
// FifiRecorder does it's own memory modification tracking independant of the texture hashing
// below.
if (g_bRecordFifoData && !from_tmem)
FifoRecorder::GetInstance().UseMemory(address, texture_size + additional_mips_size,
MemoryUpdate::TEXTURE_MAP);
// 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)
base_hash = GetHash64(src_data, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
u32 palette_size = 0;
if (isPaletteTexture)
{
palette_size = TexDecoder_GetPaletteSize(texformat);
full_hash = base_hash ^ GetHash64(&texMem[tlutaddr], palette_size,
g_ActiveConfig.iSafeTextureCache_ColorSamples);
}
else
{
full_hash = base_hash;
}
// Search the texture cache for textures by address
//
// 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.
auto iter_range = textures_by_address.equal_range(address);
TexAddrCache::iterator iter = iter_range.first;
TexAddrCache::iterator oldest_entry = iter;
int temp_frameCount = 0x7fffffff;
TexAddrCache::iterator unconverted_copy = textures_by_address.end();
while (iter != iter_range.second)
{
TCacheEntry* entry = iter->second;
// Skip entries that are only left in our texture cache for the tmem cache emulation
if (entry->tmem_only)
{
++iter;
continue;
}
// Do not load strided EFB copies, they are not meant to be used directly
if (entry->IsEfbCopy() && entry->native_width == nativeW && entry->native_height == nativeH &&
entry->memory_stride == entry->BytesPerRow())
{
// EFB copies have slightly different rules as EFB copy formats have different
// meanings from texture formats.
if ((base_hash == entry->hash &&
(!isPaletteTexture || g_Config.backend_info.bSupportsPaletteConversion)) ||
IsPlayingBackFifologWithBrokenEFBCopies)
{
// 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.
iter = InvalidateTexture(iter);
continue;
}
}
else
{
// For normal textures, all texture parameters need to match
if (entry->hash == full_hash && entry->format == full_format &&
entry->native_levels >= tex_levels && entry->native_width == nativeW &&
entry->native_height == nativeH)
{
entry = DoPartialTextureUpdates(iter->second, &texMem[tlutaddr], tlutfmt);
return ReturnEntry(stage, entry);
}
}
// Find the texture which hasn't been used for the longest time. Count paletted
// textures as the same texture here, when the texture itself is the same. This
// improves the performance a lot in some games that use paletted textures.
// Example: Sonic the Fighters (inside Sonic Gems Collection)
// Skip EFB copies here, so they can be used for partial texture updates
if (entry->frameCount != FRAMECOUNT_INVALID && entry->frameCount < temp_frameCount &&
!entry->IsEfbCopy() && !(isPaletteTexture && entry->base_hash == base_hash))
{
temp_frameCount = entry->frameCount;
oldest_entry = iter;
}
++iter;
}
if (unconverted_copy != textures_by_address.end())
{
TCacheEntry* decoded_entry =
ApplyPaletteToEntry(unconverted_copy->second, &texMem[tlutaddr], tlutfmt);
if (decoded_entry)
{
return ReturnEntry(stage, decoded_entry);
}
}
// Search the texture cache for normal textures by hash
//
// If the texture was fully hashed, the address does not need to match. Identical duplicate
// textures cause unnecessary slowdowns
// Example: Tales of Symphonia (GC) uses over 500 small textures in menus, but only around 70
// different ones
if (g_ActiveConfig.iSafeTextureCache_ColorSamples == 0 ||
std::max(texture_size, palette_size) <=
(u32)g_ActiveConfig.iSafeTextureCache_ColorSamples * 8)
{
auto hash_range = textures_by_hash.equal_range(full_hash);
TexHashCache::iterator hash_iter = hash_range.first;
while (hash_iter != hash_range.second)
{
TCacheEntry* entry = hash_iter->second;
// All parameters, except the address, need to match here
if (entry->format == full_format && entry->native_levels >= tex_levels &&
entry->native_width == nativeW && entry->native_height == nativeH)
{
entry = DoPartialTextureUpdates(hash_iter->second, &texMem[tlutaddr], tlutfmt);
return ReturnEntry(stage, entry);
}
++hash_iter;
}
}
// 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
InvalidateTexture(oldest_entry);
}
std::shared_ptr<HiresTexture> hires_tex;
if (g_ActiveConfig.bHiresTextures)
{
hires_tex = HiresTexture::Search(src_data, texture_size, &texMem[tlutaddr], palette_size, width,
height, texformat, use_mipmaps);
if (hires_tex)
{
const auto& level = hires_tex->m_levels[0];
if (level.width != width || level.height != height)
{
width = level.width;
height = level.height;
}
expandedWidth = level.width;
expandedHeight = level.height;
}
}
// how many levels the allocated texture shall have
const u32 texLevels = hires_tex ? (u32)hires_tex->m_levels.size() : tex_levels;
// We can decode on the GPU if it is a supported format and the flag is enabled.
// Currently we don't decode RGBA8 textures from Tmem, as that would require copying from both
// banks, and if we're doing an copy we may as well just do the whole thing on the CPU, since
// there's no conversion between formats. In the future this could be extended with a separate
// shader, however.
bool decode_on_gpu =
!hires_tex && g_ActiveConfig.UseGPUTextureDecoding() &&
g_texture_cache->SupportsGPUTextureDecode(static_cast<TextureFormat>(texformat),
static_cast<TlutFormat>(tlutfmt)) &&
!(from_tmem && texformat == GX_TF_RGBA8);
// create the entry/texture
TextureConfig config;
config.width = width;
config.height = height;
config.levels = texLevels;
config.format = hires_tex ? hires_tex->GetFormat() : AbstractTextureFormat::RGBA8;
TCacheEntry* entry = AllocateCacheEntry(config);
GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
if (!entry)
return nullptr;
const u8* tlut = &texMem[tlutaddr];
if (hires_tex)
{
const auto& level = hires_tex->m_levels[0];
entry->texture->Load(0, level.width, level.height, level.row_length, level.data.get(),
level.data_size);
}
if (!hires_tex && decode_on_gpu)
{
u32 row_stride = bytes_per_block * (expandedWidth / bsw);
g_texture_cache->DecodeTextureOnGPU(
entry, 0, src_data, texture_size, static_cast<TextureFormat>(texformat), width, height,
expandedWidth, expandedHeight, row_stride, tlut, static_cast<TlutFormat>(tlutfmt));
}
else if (!hires_tex)
{
size_t decoded_texture_size = expandedWidth * sizeof(u32) * expandedHeight;
CheckTempSize(decoded_texture_size);
if (!(texformat == GX_TF_RGBA8 && from_tmem))
{
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);
}
entry->texture->Load(0, width, height, expandedWidth, temp, decoded_texture_size);
}
iter = textures_by_address.emplace(address, entry);
if (g_ActiveConfig.iSafeTextureCache_ColorSamples == 0 ||
std::max(texture_size, palette_size) <=
(u32)g_ActiveConfig.iSafeTextureCache_ColorSamples * 8)
{
entry->textures_by_hash_iter = textures_by_hash.emplace(full_hash, entry);
}
entry->SetGeneralParameters(address, texture_size, full_format);
entry->SetDimensions(nativeW, nativeH, tex_levels);
entry->SetHashes(base_hash, full_hash);
entry->is_efb_copy = false;
entry->is_custom_tex = hires_tex != nullptr;
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);
}
if (hires_tex)
{
for (u32 level_index = 1; level_index != texLevels; ++level_index)
{
const auto& level = hires_tex->m_levels[level_index];
entry->texture->Load(level_index, level.width, level.height, level.row_length,
level.data.get(), level.data_size);
}
}
else
{
// load mips - TODO: Loading mipmaps from tmem is untested!
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 (u32 level = 1; level != texLevels; ++level)
{
const u32 mip_width = CalculateLevelSize(width, level);
const u32 mip_height = CalculateLevelSize(height, level);
const u32 expanded_mip_width = Common::AlignUp(mip_width, bsw);
const u32 expanded_mip_height = Common::AlignUp(mip_height, bsh);
const u8*& mip_src_data = from_tmem ? ((level % 2) ? ptr_odd : ptr_even) : src_data;
size_t mip_size =
TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);
if (decode_on_gpu)
{
u32 row_stride = bytes_per_block * (expanded_mip_width / bsw);
g_texture_cache->DecodeTextureOnGPU(entry, level, mip_src_data, mip_size,
static_cast<TextureFormat>(texformat), mip_width,
mip_height, expanded_mip_width, expanded_mip_height,
row_stride, tlut, static_cast<TlutFormat>(tlutfmt));
}
else
{
// No need to call CheckTempSize here, as mips will always be smaller than the base level.
size_t decoded_mip_size = expanded_mip_width * sizeof(u32) * expanded_mip_height;
TexDecoder_Decode(temp, mip_src_data, expanded_mip_width, expanded_mip_height, texformat,
tlut, (TlutFormat)tlutfmt);
entry->texture->Load(level, mip_width, mip_height, expanded_mip_width, temp,
decoded_mip_size);
}
mip_src_data += mip_size;
if (g_ActiveConfig.bDumpTextures)
DumpTexture(entry, basename, level);
}
}
INCSTAT(stats.numTexturesUploaded);
SETSTAT(stats.numTexturesAlive, textures_by_address.size());
entry = DoPartialTextureUpdates(iter->second, &texMem[tlutaddr], tlutfmt);
return ReturnEntry(stage, entry);
}
void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, u32 dstStride,
bool is_depth_copy, 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 = UINT_MAX;
u32 srcFormat = bpmem.zcontrol.pixel_format;
bool efbHasAlpha = srcFormat == PEControl::RGBA6_Z24;
if (is_depth_copy)
{
switch (dstFormat)
{
case 0: // Z4
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f;
cbufid = 0;
dstFormat |= _GX_TF_CTF;
break;
case 8: // Z8H
dstFormat |= _GX_TF_CTF;
case 1: // 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;
dstFormat |= _GX_TF_CTF;
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;
dstFormat |= _GX_TF_CTF;
break;
case 10: // Z8L
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
cbufid = 6;
dstFormat |= _GX_TF_CTF;
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;
dstFormat |= _GX_TF_CTF;
break;
default:
ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", dstFormat);
colmat[2] = colmat[5] = colmat[8] = 1.0f;
cbufid = 8;
break;
}
dstFormat |= _GX_TF_ZTF;
}
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] = 255.0f / 16.0f;
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] = 255.0f / 16.0f;
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] = 255.0f / 16.0f;
ColorMask[4] = 1.0f / 15.0f;
cbufid = 14;
dstFormat |= _GX_TF_CTF;
break;
case 1: // R8
case 8: // R8
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
cbufid = 15;
dstFormat = GX_CTF_R8;
break;
case 2: // RA4
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f;
ColorMask[0] = ColorMask[3] = 255.0f / 16.0f;
ColorMask[4] = ColorMask[7] = 1.0f / 15.0f;
cbufid = 16;
if (!efbHasAlpha)
{
ColorMask[3] = 0.0f;
fConstAdd[3] = 1.0f;
cbufid = 17;
}
dstFormat |= _GX_TF_CTF;
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;
}
dstFormat |= _GX_TF_CTF;
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;
}
dstFormat |= _GX_TF_CTF;
break;
case 9: // G8
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
cbufid = 22;
dstFormat |= _GX_TF_CTF;
break;
case 10: // B8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
cbufid = 23;
dstFormat |= _GX_TF_CTF;
break;
case 11: // RG8
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
cbufid = 24;
dstFormat |= _GX_TF_CTF;
break;
case 12: // GB8
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f;
cbufid = 25;
dstFormat |= _GX_TF_CTF;
break;
case 4: // RGB565
colmat[0] = colmat[5] = colmat[10] = 1.0f;
ColorMask[0] = ColorMask[2] = 255.0f / 8.0f;
ColorMask[4] = ColorMask[6] = 1.0f / 31.0f;
ColorMask[1] = 255.0f / 4.0f;
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] = 255.0f / 8.0f;
ColorMask[4] = ColorMask[5] = ColorMask[6] = 1.0f / 31.0f;
ColorMask[3] = 255.0f / 32.0f;
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;
}
}
u8* dst = Memory::GetPointer(dstAddr);
if (dst == nullptr)
{
ERROR_LOG(VIDEO, "Trying to copy from EFB to invalid address 0x%8x", dstAddr);
return;
}
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 ? g_renderer->EFBToScaledX(tex_w) : tex_w;
unsigned int scaled_tex_h =
g_ActiveConfig.bCopyEFBScaled ? g_renderer->EFBToScaledY(tex_h) : tex_h;
// Remove all texture cache entries at dstAddr
// It's not possible to have two EFB copies at the same address, this makes sure any old efb
// copies
// (or normal textures) are removed from texture cache. They are also un-linked from any
// partially
// updated textures, which forces that partially updated texture to be updated.
// TODO: This also wipes out non-efb copies, which is counterproductive.
{
auto iter_range = textures_by_address.equal_range(dstAddr);
TexAddrCache::iterator iter = iter_range.first;
while (iter != iter_range.second)
{
iter = InvalidateTexture(iter);
}
}
// Get the base (in memory) format of this efb copy.
int baseFormat = TexDecoder_GetEfbCopyBaseFormat(dstFormat);
u32 blockH = TexDecoder_GetBlockHeightInTexels(baseFormat);
const u32 blockW = TexDecoder_GetBlockWidthInTexels(baseFormat);
// Round up source height to multiple of block size
u32 actualHeight = Common::AlignUp(tex_h, blockH);
const u32 actualWidth = Common::AlignUp(tex_w, blockW);
u32 num_blocks_y = actualHeight / blockH;
const u32 num_blocks_x = actualWidth / blockW;
// RGBA takes two cache lines per block; all others take one
const u32 bytes_per_block = baseFormat == GX_TF_RGBA8 ? 64 : 32;
const u32 bytes_per_row = num_blocks_x * bytes_per_block;
const u32 covered_range = num_blocks_y * dstStride;
bool copy_to_ram = !g_ActiveConfig.bSkipEFBCopyToRam;
bool copy_to_vram = true;
if (copy_to_ram)
{
EFBCopyFormat format(srcFormat, static_cast<TextureFormat>(dstFormat));
CopyEFB(dst, format, tex_w, bytes_per_row, num_blocks_y, dstStride, is_depth_copy, srcRect,
scaleByHalf);
}
else
{
// Hack: Most games don't actually need the correct texture data in RAM
// and we can just keep a copy in VRAM. We zero the memory so we
// can check it hasn't changed before using our copy in VRAM.
u8* ptr = dst;
for (u32 i = 0; i < num_blocks_y; i++)
{
memset(ptr, 0, bytes_per_row);
ptr += dstStride;
}
}
if (g_bRecordFifoData)
{
// Mark the memory behind this efb copy as dynamicly generated for the Fifo log
u32 address = dstAddr;
for (u32 i = 0; i < num_blocks_y; i++)
{
FifoRecorder::GetInstance().UseMemory(address, bytes_per_row, MemoryUpdate::TEXTURE_MAP,
true);
address += dstStride;
}
}
if (dstStride < bytes_per_row)
{
// This kind of efb copy results in a scrambled image.
// I'm pretty sure no game actually wants to do this, it might be caused by a
// programming bug in the game, or a CPU/Bounding box emulation issue with dolphin.
// The copy_to_ram code path above handles this "correctly" and scrambles the image
// but the copy_to_vram code path just saves and uses unscrambled texture instead.
// To avoid a "incorrect" result, we simply skip doing the copy_to_vram code path
// so if the game does try to use the scrambled texture, dolphin will grab the scrambled
// texture (or black if copy_to_ram is also disabled) out of ram.
ERROR_LOG(VIDEO, "Memory stride too small (%i < %i)", dstStride, bytes_per_row);
copy_to_vram = false;
}
// Invalidate all textures that overlap the range of our efb copy.
// Unless our efb copy has a weird stride, then we mark them to check for partial texture updates.
// TODO: This also invalidates partial overlaps, which we currently don't have a better way
// of dealing with.
bool invalidate_textures = dstStride == bytes_per_row || !copy_to_vram;
auto iter = FindOverlappingTextures(dstAddr, covered_range);
while (iter.first != iter.second)
{
TCacheEntry* entry = iter.first->second;
if (entry->OverlapsMemoryRange(dstAddr, covered_range))
{
if (invalidate_textures)
{
iter.first = InvalidateTexture(iter.first);
continue;
}
entry->may_have_overlapping_textures = true;
}
++iter.first;
}
if (copy_to_vram)
{
// create the texture
TextureConfig config;
config.rendertarget = true;
config.width = scaled_tex_w;
config.height = scaled_tex_h;
config.layers = FramebufferManagerBase::GetEFBLayers();
TCacheEntry* entry = AllocateCacheEntry(config);
if (entry)
{
entry->SetGeneralParameters(dstAddr, 0, baseFormat);
entry->SetDimensions(tex_w, tex_h, 1);
entry->frameCount = FRAMECOUNT_INVALID;
entry->SetEfbCopy(dstStride);
entry->is_custom_tex = false;
CopyEFBToCacheEntry(entry, is_depth_copy, srcRect, scaleByHalf, cbufid, colmat);
u64 hash = entry->CalculateHash();
entry->SetHashes(hash, hash);
if (g_ActiveConfig.bDumpEFBTarget)
{
static int count = 0;
entry->texture->Save(StringFromFormat("%sefb_frame_%i.png",
File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
count++),
0);
}
textures_by_address.emplace(dstAddr, entry);
}
}
}
TextureCacheBase::TCacheEntry* TextureCacheBase::AllocateCacheEntry(const TextureConfig& config)
{
std::unique_ptr<AbstractTexture> texture = AllocateTexture(config);
if (!texture)
{
return nullptr;
}
TCacheEntry* cacheEntry = new TCacheEntry(std::move(texture));
cacheEntry->textures_by_hash_iter = textures_by_hash.end();
return cacheEntry;
}
std::unique_ptr<AbstractTexture> TextureCacheBase::AllocateTexture(const TextureConfig& config)
{
TexPool::iterator iter = FindMatchingTextureFromPool(config);
std::unique_ptr<AbstractTexture> entry;
if (iter != texture_pool.end())
{
entry = std::move(iter->second.texture);
texture_pool.erase(iter);
}
else
{
entry = CreateTexture(config);
if (!entry)
return nullptr;
INCSTAT(stats.numTexturesCreated);
}
return entry;
}
TextureCacheBase::TexPool::iterator
TextureCacheBase::FindMatchingTextureFromPool(const TextureConfig& config)
{
// Find a texture from the pool that does not have a frameCount of FRAMECOUNT_INVALID.
// This prevents a texture from being used twice in a single frame with different data,
// which potentially means that a driver has to maintain two copies of the texture anyway.
// Render-target textures are fine through, as they have to be generated in a seperated pass.
// As non-render-target textures are usually static, this should not matter much.
auto range = texture_pool.equal_range(config);
auto matching_iter = std::find_if(range.first, range.second, [](const auto& iter) {
return iter.first.rendertarget || iter.second.frameCount != FRAMECOUNT_INVALID;
});
return matching_iter != range.second ? matching_iter : texture_pool.end();
}
TextureCacheBase::TexAddrCache::iterator
TextureCacheBase::GetTexCacheIter(TextureCacheBase::TCacheEntry* entry)
{
auto iter_range = textures_by_address.equal_range(entry->addr);
TexAddrCache::iterator iter = iter_range.first;
while (iter != iter_range.second)
{
if (iter->second == entry)
{
return iter;
}
++iter;
}
return textures_by_address.end();
}
std::pair<TextureCacheBase::TexAddrCache::iterator, TextureCacheBase::TexAddrCache::iterator>
TextureCacheBase::FindOverlappingTextures(u32 addr, u32 size_in_bytes)
{
// We index by the starting address only, so there is no way to query all textures
// which end after the given addr. But the GC textures have a limited size, so we
// look for all textures which have a start address bigger than addr minus the maximal
// texture size. But this yields false-positives which must be checked later on.
// 1024 x 1024 texel times 8 nibbles per texel
constexpr u32 max_texture_size = 1024 * 1024 * 4;
u32 lower_addr = addr > max_texture_size ? addr - max_texture_size : 0;
auto begin = textures_by_address.lower_bound(lower_addr);
auto end = textures_by_address.upper_bound(addr + size_in_bytes);
return std::make_pair(begin, end);
}
TextureCacheBase::TexAddrCache::iterator
TextureCacheBase::InvalidateTexture(TexAddrCache::iterator iter)
{
if (iter == textures_by_address.end())
return textures_by_address.end();
TCacheEntry* entry = iter->second;
if (entry->textures_by_hash_iter != textures_by_hash.end())
{
textures_by_hash.erase(entry->textures_by_hash_iter);
entry->textures_by_hash_iter = textures_by_hash.end();
}
for (size_t i = 0; i < bound_textures.size(); ++i)
{
// If the entry is currently bound and not invalidated, keep it, but mark it as invalidated.
// This way it can still be used via tmem cache emulation, but nothing else.
// Spyro: A Hero's Tail is known for using such overwritten textures.
if (bound_textures[i] == entry && IsValidBindPoint(static_cast<u32>(i)))
{
bound_textures[i]->tmem_only = true;
return ++iter;
}
}
auto config = entry->texture->GetConfig();
texture_pool.emplace(config, TexPoolEntry(std::move(entry->texture)));
return textures_by_address.erase(iter);
}
u32 TextureCacheBase::TCacheEntry::BytesPerRow() const
{
const u32 blockW = TexDecoder_GetBlockWidthInTexels(format);
// Round up source height to multiple of block size
const u32 actualWidth = Common::AlignUp(native_width, blockW);
const u32 numBlocksX = actualWidth / blockW;
// RGBA takes two cache lines per block; all others take one
const u32 bytes_per_block = format == GX_TF_RGBA8 ? 64 : 32;
return numBlocksX * bytes_per_block;
}
u32 TextureCacheBase::TCacheEntry::NumBlocksY() const
{
u32 blockH = TexDecoder_GetBlockHeightInTexels(format);
// Round up source height to multiple of block size
u32 actualHeight = Common::AlignUp(native_height, blockH);
return actualHeight / blockH;
}
void TextureCacheBase::TCacheEntry::SetEfbCopy(u32 stride)
{
is_efb_copy = true;
memory_stride = stride;
_assert_msg_(VIDEO, memory_stride >= BytesPerRow(), "Memory stride is too small");
size_in_bytes = memory_stride * NumBlocksY();
}
u64 TextureCacheBase::TCacheEntry::CalculateHash() const
{
u8* ptr = Memory::GetPointer(addr);
if (memory_stride == BytesPerRow())
{
return GetHash64(ptr, size_in_bytes, g_ActiveConfig.iSafeTextureCache_ColorSamples);
}
else
{
u32 blocks = NumBlocksY();
u64 temp_hash = size_in_bytes;
u32 samples_per_row = 0;
if (g_ActiveConfig.iSafeTextureCache_ColorSamples != 0)
{
// Hash at least 4 samples per row to avoid hashing in a bad pattern, like just on the left
// side of the efb copy
samples_per_row = std::max(g_ActiveConfig.iSafeTextureCache_ColorSamples / blocks, 4u);
}
for (u32 i = 0; i < blocks; i++)
{
// Multiply by a prime number to mix the hash up a bit. This prevents identical blocks from
// canceling each other out
temp_hash = (temp_hash * 397) ^ GetHash64(ptr, BytesPerRow(), samples_per_row);
ptr += memory_stride;
}
return temp_hash;
}
}