pcsx2/plugins/GSdx/GSTextureCacheSW.cpp

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/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "StdAfx.h"
#include "GSTextureCacheSW.h"
GSTextureCacheSW::GSTextureCacheSW(GSState* state)
: m_state(state)
{
}
GSTextureCacheSW::~GSTextureCacheSW()
{
RemoveAll();
}
const GSTextureCacheSW::GSTexture* GSTextureCacheSW::Lookup(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const CRect* r)
{
GSLocalMemory& mem = m_state->m_mem;
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
const CAtlMap<GSTexture*, bool>& map = m_map[TEX0.TBP0 >> 5];
GSTexture* t = NULL;
POSITION pos = map.GetStartPosition();
while(pos)
{
GSTexture* t2 = map.GetNextKey(pos);
// if(t2->m_TEX0.TBP0 != TEX0.TBP0 || t2->m_TEX0.TBW != TEX0.TBW || t2->m_TEX0.PSM != TEX0.PSM || t2->m_TEX0.TW != TEX0.TW || t2->m_TEX0.TH != TEX0.TH)
if(((t2->m_TEX0.ai32[0] ^ TEX0.ai32[0]) | ((t2->m_TEX0.ai32[1] ^ TEX0.ai32[1]) & 3)) != 0)
{
continue;
}
if((psm.trbpp == 16 || psm.trbpp == 24) && (t2->m_TEX0.TCC != TEX0.TCC || TEX0.TCC == 1 && !(t2->m_TEXA == (GSVector4i)TEXA).alltrue()))
{
continue;
}
t = t2;
t->m_age = 0;
break;
}
if(t == NULL)
{
t = new GSTexture(m_state);
t->m_pos = m_textures.AddTail(t);
int tw = 1 << TEX0.TW;
int th = 1 << TEX0.TH;
DWORD bp = TEX0.TBP0;
DWORD bw = TEX0.TBW;
CSize s = (bp & 31) == 0 ? psm.pgs : psm.bs;
for(int y = 0; y < th; y += s.cy)
{
DWORD base = psm.bn(0, y, bp, bw);
for(int x = 0; x < tw; x += s.cx)
{
DWORD page = (base + psm.blockOffset[x >> 3]) >> 5;
if(page >= MAX_PAGES)
{
continue;
}
m_map[page].SetAt(t, true);
}
}
}
if(!t->Update(TEX0, TEXA, r))
{
printf("!@#$%\n"); // memory allocation may fail if the game is too hungry
m_textures.RemoveAt(t->m_pos);
for(int i = 0; i < MAX_PAGES; i++)
{
m_map[i].RemoveKey(t);
}
delete t;
return NULL;
}
return t;
}
void GSTextureCacheSW::RemoveAll()
{
POSITION pos = m_textures.GetHeadPosition();
while(pos)
{
delete m_textures.GetNext(pos);
}
m_textures.RemoveAll();
for(int i = 0; i < MAX_PAGES; i++)
{
m_map[i].RemoveAll();
}
}
void GSTextureCacheSW::IncAge()
{
POSITION pos = m_textures.GetHeadPosition();
while(pos)
{
POSITION cur = pos;
GSTexture* t = m_textures.GetNext(pos);
if(++t->m_age > 30)
{
m_textures.RemoveAt(cur);
for(int i = 0; i < MAX_PAGES; i++)
{
m_map[i].RemoveKey(t);
}
delete t;
}
}
}
void GSTextureCacheSW::InvalidateVideoMem(const GIFRegBITBLTBUF& BITBLTBUF, const CRect& rect)
{
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[BITBLTBUF.DPSM];
DWORD bp = BITBLTBUF.DBP;
DWORD bw = BITBLTBUF.DBW;
CSize s = (bp & 31) == 0 ? psm.pgs : psm.bs;
CRect r;
r.left = rect.left & ~(s.cx - 1);
r.top = rect.top & ~(s.cy - 1);
r.right = (rect.right + (s.cx - 1)) & ~(s.cx - 1);
r.bottom = (rect.bottom + (s.cy - 1)) & ~(s.cy - 1);
for(int y = r.top; y < r.bottom; y += s.cy)
{
DWORD base = psm.bn(0, y, bp, bw);
for(int x = r.left; x < r.right; x += s.cx)
{
DWORD page = (base + psm.blockOffset[x >> 3]) >> 5;
if(page >= MAX_PAGES)
{
continue;
}
const CAtlMap<GSTexture*, bool>& map = m_map[page];
POSITION pos = map.GetStartPosition();
while(pos)
{
GSTexture* t = map.GetNextKey(pos);
t->m_valid[page] = 0;
t->m_complete = false;
}
}
}
}
//
GSTextureCacheSW::GSTexture::GSTexture(GSState* state)
: m_state(state)
, m_buff(NULL)
, m_tw(0)
, m_age(0)
, m_pos(NULL)
, m_complete(false)
{
memset(m_valid, 0, sizeof(m_valid));
}
GSTextureCacheSW::GSTexture::~GSTexture()
{
if(m_buff)
{
_aligned_free(m_buff);
}
}
bool GSTextureCacheSW::GSTexture::Update(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const CRect* rect)
{
if(m_complete)
{
return true;
}
m_TEX0 = TEX0;
m_TEXA = TEXA;
GSLocalMemory& mem = m_state->m_mem;
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
DWORD bp = TEX0.TBP0;
DWORD bw = TEX0.TBW;
CSize s = psm.bs;
int tw = max(1 << TEX0.TW, s.cx);
int th = max(1 << TEX0.TH, s.cy);
if(m_buff == NULL)
{
m_buff = _aligned_malloc(tw * th * sizeof(DWORD), 16);
if(m_buff == NULL)
{
return false;
}
m_tw = max(psm.pal > 0 ? 5 : 3, TEX0.TW); // makes one row 32 bytes at least, matches the smallest block size that is allocated above for m_buff
}
CRect r(0, 0, tw, th);
if(rect)
{
r.left = rect->left & ~(s.cx - 1);
r.top = rect->top & ~(s.cy - 1);
r.right = (rect->right + (s.cx - 1)) & ~(s.cx - 1);
r.bottom = (rect->bottom + (s.cy - 1)) & ~(s.cy - 1);
}
if(r.left == 0 && r.top == 0 && r.right == tw && r.bottom == th)
{
m_complete = true; // lame, but better than nothing
}
GSLocalMemory::readTextureBlock rtxb = psm.rtxbP;
int bytes = psm.pal > 0 ? 1 : 4;
DWORD pitch = (1 << m_tw) * bytes;
BYTE* dst = (BYTE*)m_buff + pitch * r.top;
DWORD blocks = 0;
for(int y = r.top, o = pitch * s.cy; y < r.bottom; y += s.cy, dst += o)
{
DWORD base = psm.bn(0, y, bp, bw);
for(int x = r.left; x < r.right; x += s.cx)
{
DWORD block = base + psm.blockOffset[x >> 3];
if(block >= MAX_BLOCKS)
{
continue;
}
DWORD row = block >> 5;
DWORD col = 1 << (block & 31);
if(m_valid[row] & col)
{
continue;
}
// unfortunatelly a block may be part of the same texture multiple times at different places (when (1 << tw) > (tbw << 6), ex. 1024 > 640),
// so just can't set the block's bit to valid in one pass, even if 99.9% of the games don't address the repeated part at the right side
// m_valid[row] |= col;
(mem.*rtxb)(block, &dst[x * bytes], pitch, TEXA);
blocks++;
}
}
m_state->m_perfmon.Put(GSPerfMon::Unswizzle, s.cx * s.cy * bytes * blocks);
for(int y = r.top; y < r.bottom; y += s.cy)
{
DWORD base = psm.bn(0, y, bp, bw);
for(int x = r.left; x < r.right; x += s.cx)
{
DWORD block = base + psm.blockOffset[x >> 3];
if(block >= MAX_BLOCKS)
{
continue;
}
DWORD row = block >> 5;
DWORD col = 1 << (block & 31);
m_valid[row] |= col;
}
}
return true;
}