798 lines
27 KiB
C++
798 lines
27 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "MemoryUtil.h"
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#include "VideoConfig.h"
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#include "Statistics.h"
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#include "HiresTextures.h"
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#include "RenderBase.h"
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#include "FileUtil.h"
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#include "TextureCacheBase.h"
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#include "Debugger.h"
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#include "ConfigManager.h"
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#include "HW/Memmap.h"
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// ugly
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extern int frameCount;
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enum
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{
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TEXTURE_KILL_THRESHOLD = 200,
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};
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TextureCache *g_texture_cache;
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GC_ALIGNED16(u8 *TextureCache::temp) = NULL;
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unsigned int TextureCache::temp_size;
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TextureCache::TexCache TextureCache::textures;
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TextureCache::BackupConfig TextureCache::backup_config;
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TextureCache::TCacheEntryBase::~TCacheEntryBase()
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{
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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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HiresTextures::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures);
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}
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void TextureCache::Invalidate()
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{
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TexCache::iterator
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iter = textures.begin(),
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tcend = textures.end();
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for (; iter != tcend; ++iter)
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delete iter->second;
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textures.clear();
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}
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TextureCache::~TextureCache()
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{
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Invalidate();
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if (temp)
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{
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FreeAlignedMemory(temp);
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temp = NULL;
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}
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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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goto skip_checks;
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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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{
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g_texture_cache->Invalidate();
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if(g_ActiveConfig.bHiresTextures)
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HiresTextures::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures);
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TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter);
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}
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// TODO: Probably shouldn't clear all render targets here, just mark them dirty or something.
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if (config.bEFBCopyCacheEnable != backup_config.s_copy_cache_enable || // TODO: not sure if this is needed?
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config.bCopyEFBToTexture != backup_config.s_copy_efb_to_texture ||
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config.bCopyEFBScaled != backup_config.s_copy_efb_scaled ||
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config.bEFBCopyEnable != backup_config.s_copy_efb ||
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config.iEFBScale != backup_config.s_efb_scale)
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{
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g_texture_cache->ClearRenderTargets();
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}
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skip_checks:
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backup_config.s_colorsamples = config.iSafeTextureCache_ColorSamples;
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backup_config.s_copy_efb_to_texture = config.bCopyEFBToTexture;
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backup_config.s_copy_efb_scaled = config.bCopyEFBScaled;
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backup_config.s_copy_efb = config.bEFBCopyEnable;
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backup_config.s_efb_scale = config.iEFBScale;
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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_copy_cache_enable = config.bEFBCopyCacheEnable;
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}
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void TextureCache::Cleanup()
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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 (frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount) // TODO: Deleting EFB copies might not be a good idea here...
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{
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delete iter->second;
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textures.erase(iter++);
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}
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else
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++iter;
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}
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}
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void TextureCache::InvalidateRange(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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tcend = textures.end();
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while (iter != tcend)
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{
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const int rangePosition = iter->second->IntersectsMemoryRange(start_address, size);
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if (0 == rangePosition)
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{
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delete iter->second;
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textures.erase(iter++);
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}
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else
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++iter;
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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.lower_bound(start_address),
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tcend = textures.upper_bound(start_address + size);
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if (iter != textures.begin())
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iter--;
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for (; iter != tcend; ++iter)
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{
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const int rangePosition = iter->second->IntersectsMemoryRange(start_address, size);
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if (0 == rangePosition)
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{
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iter->second->SetHashes(TEXHASH_INVALID);
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}
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}
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}
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bool TextureCache::Find(u32 start_address, u64 hash)
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{
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TexCache::iterator iter = textures.lower_bound(start_address);
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if (iter->second->hash == hash)
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return true;
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return false;
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}
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int TextureCache::TCacheEntryBase::IntersectsMemoryRange(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 -1;
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if (addr >= range_address + range_size)
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return 1;
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return 0;
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}
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void TextureCache::ClearRenderTargets()
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{
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TexCache::iterator
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iter = textures.begin(),
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tcend = textures.end();
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for (; iter!=tcend; ++iter)
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if (iter->second->type != TCET_EC_DYNAMIC)
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iter->second->type = TCET_NORMAL;
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}
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bool TextureCache::CheckForCustomTextureLODs(u64 tex_hash, int texformat, unsigned int levels)
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{
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if (levels == 1)
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return false;
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// Just checking if the necessary files exist, if they can't be loaded or have incorrect dimensions LODs will be black
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char texBasePathTemp[MAX_PATH];
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char texPathTemp[MAX_PATH];
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sprintf(texBasePathTemp, "%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat);
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for (unsigned int level = 1; level < levels; ++level)
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{
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sprintf(texPathTemp, "%s_mip%i", texBasePathTemp, level);
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if (!HiresTextures::HiresTexExists(texPathTemp))
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{
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if (level > 1)
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WARN_LOG(VIDEO, "Couldn't find custom texture LOD with index %i (filename: %s), disabling custom LODs for this texture", level, texPathTemp);
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return false;
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}
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}
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return true;
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}
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PC_TexFormat TextureCache::LoadCustomTexture(u64 tex_hash, int texformat, unsigned int level, unsigned int& width, unsigned int& height)
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{
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char texPathTemp[MAX_PATH];
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unsigned int newWidth = 0;
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unsigned int newHeight = 0;
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if (level == 0)
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sprintf(texPathTemp, "%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat);
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else
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sprintf(texPathTemp, "%s_%08x_%i_mip%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat, level);
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unsigned int required_size = 0;
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PC_TexFormat ret = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, &required_size, texformat, temp_size, temp);
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if (ret == PC_TEX_FMT_NONE && temp_size < required_size)
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{
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// Allocate more memory and try again
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// TODO: Should probably check if newWidth and newHeight are texture dimensions which are actually supported by the current video backend
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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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ret = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, &required_size, texformat, temp_size, temp);
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}
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if (ret != PC_TEX_FMT_NONE)
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{
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width = newWidth;
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height = newHeight;
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}
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return ret;
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}
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void TextureCache::DumpTexture(TCacheEntryBase* entry, unsigned int level)
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{
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char szTemp[MAX_PATH];
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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 (false == File::Exists(szDir) || false == File::IsDirectory(szDir))
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File::CreateDir(szDir.c_str());
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// For compatibility with old texture packs, don't print the LOD index for level 0.
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// TODO: TLUT format should actually be stored in filename? :/
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if (level == 0)
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{
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sprintf(szTemp, "%s/%s_%08x_%i.png", szDir.c_str(),
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(),
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(u32) (entry->hash & 0x00000000FFFFFFFFLL), entry->format & 0xFFFF);
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}
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else
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{
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sprintf(szTemp, "%s/%s_%08x_%i_mip%i.png", szDir.c_str(),
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(),
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(u32) (entry->hash & 0x00000000FFFFFFFFLL), entry->format & 0xFFFF, level);
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}
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if (false == File::Exists(szTemp))
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entry->Save(szTemp, level);
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}
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TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
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u32 address, unsigned int width, unsigned int height, int texformat,
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unsigned int tlutaddr, int tlutfmt, bool use_mipmaps, unsigned int maxlevel, bool from_tmem)
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{
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if (0 == address)
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return NULL;
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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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bool using_custom_texture = false;
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bool using_custom_lods = false;
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u32 texID = address;
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u64 tex_hash = TEXHASH_INVALID; // Hash assigned to texcache entry (also used to generate filenames used for texture dumping and custom texture lookup)
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u64 tlut_hash = TEXHASH_INVALID;
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u32 full_format = texformat;
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PC_TexFormat pcfmt = PC_TEX_FMT_NONE;
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const bool isPaletteTexture = (texformat == GX_TF_C4 || texformat == GX_TF_C8 || texformat == GX_TF_C14X2);
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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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u8* src_data;
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if (from_tmem) src_data = &texMem[bpmem.tex[stage/4].texImage1[stage%4].tmem_even * TMEM_LINE_SIZE];
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else src_data = Memory::GetPointer(address);
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tex_hash = GetHash64(src_data, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
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if (isPaletteTexture)
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{
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const u32 palette_size = TexDecoder_GetPaletteSize(texformat);
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tlut_hash = GetHash64(&texMem[tlutaddr], palette_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
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// NOTE: For non-paletted textures, texID is equal to the texture address.
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// A paletted texture, however, may have multiple texIDs assigned though depending on the currently used tlut.
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// This (changing texID depending on the tlut_hash) is a trick to get around
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// an issue with Metroid Prime's fonts (it has multiple sets of fonts on each other
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// stored in a single texture and uses the palette to make different characters
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// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
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// we must make sure that a paletted texture gets assigned multiple IDs for each tlut used.
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//
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// TODO: Because texID isn't always the same as the address now, CopyRenderTargetToTexture might be broken now
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texID ^= ((u32)tlut_hash) ^(u32)(tlut_hash >> 32);
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tex_hash ^= tlut_hash;
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}
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TCacheEntryBase *entry = textures[texID];
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if (entry)
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{
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// 1. Calculate reference hash:
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// calculated from RAM texture data for normal textures. Hashes for paletted textures are modified by tlut_hash. 0 for virtual EFB copies.
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if (g_ActiveConfig.bCopyEFBToTexture && entry->IsEfbCopy())
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tex_hash = TEXHASH_INVALID;
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// 2. a) For EFB copies, only the hash and the texture address need to match
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if (entry->IsEfbCopy() && tex_hash == entry->hash && address == entry->addr)
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{
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entry->type = TCET_EC_VRAM;
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// TODO: Print a warning if the format changes! In this case, we could reinterpret the internal texture object data to the new pixel format (similiar to what is already being done in Renderer::ReinterpretPixelFormat())
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goto return_entry;
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}
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// 2. b) For normal textures, all texture parameters need to match
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if (address == entry->addr && tex_hash == entry->hash && full_format == entry->format &&
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entry->num_mipmaps > maxlevel && entry->native_width == nativeW && entry->native_height == nativeH)
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{
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goto return_entry;
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}
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// 3. If we reach this line, we'll have to upload the new texture data to VRAM.
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// If we're lucky, the texture parameters didn't change and we can reuse the internal texture object instead of destroying and recreating it.
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//
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// TODO: Don't we need to force texture decoding to RGBA8 for dynamic EFB copies?
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// TODO: Actually, it should be enough if the internal texture format matches...
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if ((entry->type == TCET_NORMAL && width == entry->native_width && height == entry->native_height && full_format == entry->format && entry->num_mipmaps > maxlevel)
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|| (entry->type == TCET_EC_DYNAMIC && entry->native_width == width && entry->native_height == height))
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{
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// reuse the texture
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}
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else
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{
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// delete the texture and make a new one
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delete entry;
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entry = NULL;
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}
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}
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if (g_ActiveConfig.bHiresTextures)
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{
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pcfmt = LoadCustomTexture(tex_hash, texformat, 0, width, height);
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if (pcfmt != PC_TEX_FMT_NONE)
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{
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expandedWidth = width;
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expandedHeight = height;
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using_custom_texture = true;
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}
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}
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// TODO: RGBA8 textures are stored non-continuously in tmem, that might cause problems when preloading is enabled
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if (pcfmt == PC_TEX_FMT_NONE)
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pcfmt = TexDecoder_Decode(temp, src_data, expandedWidth,
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expandedHeight, texformat, tlutaddr, tlutfmt, g_ActiveConfig.backend_info.bUseRGBATextures);
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unsigned int texLevels;
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bool use_native_mips;
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texLevels = use_mipmaps ? (maxlevel + 1) : 1;
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using_custom_lods = using_custom_texture && CheckForCustomTextureLODs(tex_hash, texformat, texLevels);
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use_native_mips = use_mipmaps && !using_custom_lods && (width == nativeW && height == nativeH); // Only load native mips if their dimensions fit to our virtual texture dimensions
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texLevels = (use_native_mips || using_custom_lods) ? texLevels : 1;
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// create the entry/texture
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if (NULL == entry) {
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textures[texID] = entry = g_texture_cache->CreateTexture(width, height, expandedWidth, texLevels, pcfmt);
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// Sometimes, we can get around recreating a texture if only the number of mip levels changes
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// e.g. if our texture cache entry got too many mipmap levels we can limit the number of used levels by setting the appropriate render states
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// Thus, we don't update this member for every Load, but just whenever the texture gets recreated
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// TODO: D3D9 doesn't support min_lod. We should add a workaround for that here!
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entry->num_mipmaps = maxlevel + 1;
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entry->type = TCET_NORMAL;
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GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
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}
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entry->SetGeneralParameters(address, texture_size, full_format, entry->num_mipmaps);
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entry->SetDimensions(nativeW, nativeH, width, height);
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entry->hash = tex_hash;
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if (entry->IsEfbCopy() && !g_ActiveConfig.bCopyEFBToTexture) entry->type = TCET_EC_DYNAMIC;
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else entry->type = TCET_NORMAL;
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// load texture
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entry->Load(width, height, expandedWidth, 0);
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if (g_ActiveConfig.bDumpTextures && !using_custom_texture)
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DumpTexture(entry, 0);
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// load mips - TODO: Loading mipmaps from tmem is untested!
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if (texLevels > 1 && pcfmt != PC_TEX_FMT_NONE && use_native_mips)
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{
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const unsigned int bsdepth = TexDecoder_GetTexelSizeInNibbles(texformat);
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unsigned int level = 1;
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unsigned int mipWidth = (width + 1) >> 1;
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unsigned int mipHeight = (height + 1) >> 1;
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u8* ptr_even = NULL, *ptr_odd = NULL;
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if (from_tmem)
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{
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ptr_even = &texMem[bpmem.tex[stage/4].texImage1[stage%4].tmem_even * TMEM_LINE_SIZE + texture_size];
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ptr_odd = &texMem[bpmem.tex[stage/4].texImage2[stage%4].tmem_odd * TMEM_LINE_SIZE];
|
|
}
|
|
src_data += texture_size;
|
|
|
|
while ((mipHeight || mipWidth) && (level < texLevels))
|
|
{
|
|
u8** ptr;
|
|
if (from_tmem) ptr = (level % 2) ? &ptr_odd : &ptr_even;
|
|
else ptr = &src_data;
|
|
|
|
const unsigned int currentWidth = (mipWidth > 0) ? mipWidth : 1;
|
|
const unsigned int currentHeight = (mipHeight > 0) ? mipHeight : 1;
|
|
|
|
expandedWidth = (currentWidth + bsw) & (~bsw);
|
|
expandedHeight = (currentHeight + bsh) & (~bsh);
|
|
|
|
TexDecoder_Decode(temp, *ptr, expandedWidth, expandedHeight, texformat, tlutaddr, tlutfmt, g_ActiveConfig.backend_info.bUseRGBATextures);
|
|
entry->Load(currentWidth, currentHeight, expandedWidth, level);
|
|
|
|
if (g_ActiveConfig.bDumpTextures)
|
|
DumpTexture(entry, level);
|
|
|
|
*ptr += ((std::max(mipWidth, bsw) * std::max(mipHeight, bsh) * bsdepth) >> 1);
|
|
mipWidth >>= 1;
|
|
mipHeight >>= 1;
|
|
++level;
|
|
}
|
|
}
|
|
else if (texLevels > 1 && pcfmt != PC_TEX_FMT_NONE && using_custom_lods)
|
|
{
|
|
unsigned int level = 1;
|
|
unsigned int mipWidth = (width + 1) >> 1;
|
|
unsigned int mipHeight = (height + 1) >> 1;
|
|
|
|
while ((mipHeight || mipWidth) && (level < texLevels))
|
|
{
|
|
unsigned int currentWidth = (mipWidth > 0) ? mipWidth : 1;
|
|
unsigned int currentHeight = (mipHeight > 0) ? mipHeight : 1;
|
|
|
|
LoadCustomTexture(tex_hash, texformat, level, currentWidth, currentHeight);
|
|
entry->Load(currentWidth, currentHeight, currentWidth, level);
|
|
|
|
mipWidth >>= 1;
|
|
mipHeight >>= 1;
|
|
++level;
|
|
}
|
|
}
|
|
|
|
INCSTAT(stats.numTexturesCreated);
|
|
SETSTAT(stats.numTexturesAlive, textures.size());
|
|
|
|
return_entry:
|
|
|
|
entry->frameCount = frameCount;
|
|
entry->Bind(stage);
|
|
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_TEXTURE_CHANGE, true);
|
|
|
|
return entry;
|
|
}
|
|
|
|
void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, unsigned int 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;
|
|
|
|
if (srcFormat == PIXELFMT_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 = 24;
|
|
break;
|
|
|
|
case 11: // Z16 (reverse order)
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
|
|
cbufid = 2;
|
|
break;
|
|
|
|
case 6: // Z24X8
|
|
colmat[0] = colmat[5] = colmat[10] = 1.0f;
|
|
cbufid = 3;
|
|
break;
|
|
|
|
case 9: // Z8M
|
|
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
|
|
cbufid = 4;
|
|
break;
|
|
|
|
case 10: // Z8L
|
|
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
|
|
cbufid = 5;
|
|
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 = 6;
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", dstFormat);
|
|
colmat[2] = colmat[5] = colmat[8] = 1.0f;
|
|
cbufid = 7;
|
|
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 = 8;
|
|
}
|
|
else
|
|
{
|
|
cbufid = 9;
|
|
}
|
|
}
|
|
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 = 10;
|
|
}
|
|
else
|
|
{
|
|
cbufid = 11;
|
|
}
|
|
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%x", dstFormat);
|
|
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
|
|
cbufid = 23;
|
|
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 = 12;
|
|
break;
|
|
case 1: // R8
|
|
case 8: // R8
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
|
|
cbufid = 13;
|
|
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 = 14;
|
|
break;
|
|
case 3: // RA8
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f;
|
|
cbufid = 15;
|
|
break;
|
|
|
|
case 7: // A8
|
|
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f;
|
|
cbufid = 16;
|
|
break;
|
|
|
|
case 9: // G8
|
|
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
|
|
cbufid = 17;
|
|
break;
|
|
case 10: // B8
|
|
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
|
|
cbufid = 18;
|
|
break;
|
|
|
|
case 11: // RG8
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
|
|
cbufid = 19;
|
|
break;
|
|
|
|
case 12: // GB8
|
|
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f;
|
|
cbufid = 20;
|
|
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 = 21;
|
|
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 = 22;
|
|
break;
|
|
case 6: // RGBA8
|
|
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
|
|
cbufid = 23;
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", dstFormat);
|
|
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
|
|
cbufid = 23;
|
|
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;
|
|
|
|
|
|
TCacheEntryBase *entry = textures[dstAddr];
|
|
if (entry)
|
|
{
|
|
if (entry->type == TCET_EC_DYNAMIC && entry->native_width == tex_w && entry->native_height == tex_h)
|
|
{
|
|
scaled_tex_w = tex_w;
|
|
scaled_tex_h = tex_h;
|
|
}
|
|
else if (!(entry->type == TCET_EC_VRAM && entry->virtual_width == scaled_tex_w && entry->virtual_height == scaled_tex_h))
|
|
{
|
|
// remove it and recreate it as a render target
|
|
delete entry;
|
|
entry = NULL;
|
|
}
|
|
}
|
|
|
|
if (NULL == entry)
|
|
{
|
|
// create the texture
|
|
textures[dstAddr] = entry = g_texture_cache->CreateRenderTargetTexture(scaled_tex_w, scaled_tex_h);
|
|
|
|
// TODO: Using the wrong dstFormat, dumb...
|
|
entry->SetGeneralParameters(dstAddr, 0, dstFormat, 0);
|
|
entry->SetDimensions(tex_w, tex_h, scaled_tex_w, scaled_tex_h);
|
|
entry->SetHashes(TEXHASH_INVALID);
|
|
entry->type = TCET_EC_VRAM;
|
|
}
|
|
|
|
entry->frameCount = frameCount;
|
|
|
|
g_renderer->ResetAPIState(); // reset any game specific settings
|
|
|
|
entry->FromRenderTarget(dstAddr, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf, cbufid, colmat);
|
|
|
|
g_renderer->RestoreAPIState();
|
|
}
|