GS: Hash local memory blocks instead of expanded textures

This commit is contained in:
Connor McLaughlin 2022-01-08 14:22:23 +10:00 committed by refractionpcsx2
parent 42066ecaba
commit 364199916f
4 changed files with 184 additions and 104 deletions

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@ -111,7 +111,23 @@ static const GSVector2i default_rt_size(1280, 1024);
#endif
// Maximum texture size to skip preload/hash path.
static constexpr int MAXIMUM_PRELOAD_TEXTURE_SIZE = 512;
// This is the width/height from the registers, i.e. not the power of 2.
__fi static bool CanPreloadTextureSize(u32 tw, u32 th)
{
static constexpr u32 MAXIMUM_SIZE_IN_ONE_DIRECTION = 10; // 1024
static constexpr u32 MAXIMUM_SIZE_IN_OTHER_DIRECTION = 8; // 256
static constexpr u32 MAXIMUM_SIZE_IN_BOTH_DIRECTIONS = 9; // 512
// We use an area-based approach here. We want to hash long font maps,
// like 128x1024 (used in FFX), but skip 1024x512 textures (e.g. Xenosaga).
const u32 max_dimension = (tw > th) ? tw : th;
const u32 min_dimension = (tw > th) ? th : tw;
if (max_dimension <= MAXIMUM_SIZE_IN_BOTH_DIRECTIONS)
return true;
return (max_dimension <= MAXIMUM_SIZE_IN_ONE_DIRECTION &&
min_dimension <= MAXIMUM_SIZE_IN_OTHER_DIRECTION);
}
// Maximum number of mipmap levels for a texture.
// PS2 has a max of 7 levels (1 base + 6 mips).

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@ -2558,8 +2558,7 @@ void GSState::GetTextureMinMax(GSVector4i& r, const GIFRegTEX0& TEX0, const GIFR
// don't bother checking when preload is on, since we're going to test the whole thing anyway
if (GSConfig.PreloadTexture && GSConfig.UseHardwareRenderer() &&
(GSConfig.GPUPaletteConversion ||
(w <= MAXIMUM_PRELOAD_TEXTURE_SIZE && h <= MAXIMUM_PRELOAD_TEXTURE_SIZE)))
CanPreloadTextureSize(static_cast<u32>(tw), static_cast<u32>(th)))
{
r = tr;
return;

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@ -888,21 +888,24 @@ void GSTextureCache::InvalidateVideoMem(const GSOffset& off, const GSVector4i& r
{
u32* RESTRICT valid = s->m_valid;
// Invalidate data of input texture
if (s->m_repeating)
if (!s->CanPreload())
{
// Note: very hot path on snowbling engine game
for (const GSVector2i& k : s->m_p2t[page])
// Invalidate data of input texture
if (s->m_repeating)
{
valid[k.x] &= k.y;
// Note: very hot path on snowbling engine game
for (const GSVector2i& k : s->m_p2t[page])
{
valid[k.x] &= k.y;
}
}
else
{
valid[page] = 0;
}
}
else
{
valid[page] = 0;
}
s->m_complete = false;
s->m_complete_layers = 0;
found |= b;
}
@ -1212,7 +1215,8 @@ void GSTextureCache::InvalidateVideoMemSubTarget(GSTextureCache::Target* rt)
void GSTextureCache::IncAge()
{
int maxage = GSConfig.PreloadTexture ? (m_src.m_used ? 30 : 60) : (m_src.m_used ? 3 : 6);
const int max_age = m_src.m_used ? 3 : 6;
const int max_preload_age = m_src.m_used ? 30 : 60;
// You can't use m_map[page] because Source* are duplicated on several pages.
for (auto i = m_src.m_surfaces.begin(); i != m_src.m_surfaces.end();)
@ -1229,7 +1233,7 @@ void GSTextureCache::IncAge()
else
{
++i;
if (++s->m_age > maxage)
if (++s->m_age > (s->CanPreload() ? max_preload_age : max_age))
{
m_src.RemoveAt(s);
}
@ -1242,7 +1246,7 @@ void GSTextureCache::IncAge()
// Sigh, this seems to be used to invalidate surfaces. So set a huge maxage to avoid flicker,
// but still invalidate surfaces. (Disgaea 2 fmv when booting the game through the BIOS)
// Original maxage was 4 here, Xenosaga 2 needs at least 240, else it flickers on scene transitions.
maxage = 400; // ffx intro scene changes leave the old image untouched for a couple of frames and only then start using it
static constexpr int max_rt_age = 400; // ffx intro scene changes leave the old image untouched for a couple of frames and only then start using it
for (int type = 0; type < 2; type++)
{
@ -1261,7 +1265,7 @@ void GSTextureCache::IncAge()
t->m_32_bits_fmt = false;
}
if (++t->m_age > maxage)
if (++t->m_age > max_rt_age)
{
i = list.erase(i);
GL_CACHE("TC: Remove Target(%s): %d (0x%x) due to age", to_string(type),
@ -1845,7 +1849,6 @@ GSTextureCache::Source::Source(GSRenderer* r, const GIFRegTEX0& TEX0, const GIFR
, m_palette(nullptr)
, m_valid_rect(0, 0)
, m_target(false)
, m_complete(false)
, m_p2t(NULL)
, m_from_target(NULL)
, m_from_target_TEX0(TEX0)
@ -1874,7 +1877,7 @@ GSTextureCache::Source::Source(GSRenderer* r, const GIFRegTEX0& TEX0, const GIFR
m_repeating = m_TEX0.IsRepeating();
if (m_repeating)
if (m_repeating && !CanPreload())
{
m_p2t = r->m_mem.GetPage2TileMap(m_TEX0);
}
@ -1888,32 +1891,26 @@ GSTextureCache::Source::~Source()
_aligned_free(m_write.rect);
}
void GSTextureCache::Source::Update(const GSVector4i& rect, int layer)
void GSTextureCache::Source::Update(const GSVector4i& rect, int level)
{
Surface::UpdateAge();
if (layer == 0 && (m_complete || m_target))
if (m_target || (m_complete_layers & (1u << level)))
return;
if (CanPreload())
{
PreloadLevel(level);
return;
}
const GSVector2i& bs = GSLocalMemory::m_psm[m_TEX0.PSM].bs;
const int tw = 1 << m_TEX0.TW;
const int th = 1 << m_TEX0.TH;
const bool preload = (GSConfig.PreloadTexture && (GSConfig.GPUPaletteConversion || (tw <= MAXIMUM_PRELOAD_TEXTURE_SIZE && th <= MAXIMUM_PRELOAD_TEXTURE_SIZE)));
if (preload)
{
PreloadUpdate(tw, th, layer);
return;
}
GSVector4i r = rect.ralign<Align_Outside>(bs);
if (layer == 0 && r.eq(GSVector4i(0, 0, tw, th)))
{
m_complete = true; // lame, but better than nothing
}
if (r.eq(GSVector4i(0, 0, tw, th)))
m_complete_layers |= (1u << level);
const GSOffset& off = m_renderer->m_context->offset.tex;
GSOffset::BNHelper bn = off.bnMulti(r.left, r.top);
@ -1940,7 +1937,7 @@ void GSTextureCache::Source::Update(const GSVector4i& rect, int layer)
{
m_valid[row] |= col;
Write(GSVector4i(x, y, x + bs.x, y + bs.y), layer);
Write(GSVector4i(x, y, x + bs.x, y + bs.y), level);
blocks++;
}
@ -1967,7 +1964,7 @@ void GSTextureCache::Source::Update(const GSVector4i& rect, int layer)
{
m_valid[row] |= col;
Write(GSVector4i(x, y, x + bs.x, y + bs.y), layer);
Write(GSVector4i(x, y, x + bs.x, y + bs.y), level);
blocks++;
}
@ -1979,7 +1976,7 @@ void GSTextureCache::Source::Update(const GSVector4i& rect, int layer)
if (blocks > 0)
{
g_perfmon.Put(GSPerfMon::Unswizzle, bs.x * bs.y * blocks << (m_palette ? 2 : 0));
Flush(m_write.count, layer);
Flush(m_write.count, level);
}
}
@ -2105,79 +2102,83 @@ void GSTextureCache::Source::Flush(u32 count, int layer)
m_write.count -= count;
}
GSTextureCache::Source::HashType GSTextureCache::Source::HashTexture(u8* buff, u32 row_size, u32 pitch, u32 height)
{
if (row_size == pitch)
{
// fast path since it's all packed
return XXH3_64bits(buff, row_size * height);
}
using BlockHashState = XXH3_state_t;
// slow path where we have to process rows-at-a-time
XXH3_state_t st;
__fi static void BlockHashReset(BlockHashState& st)
{
XXH3_64bits_reset(&st);
for (u32 row = 0; row < height; row++)
{
XXH3_64bits_update(&st, buff, row_size);
buff += pitch;
}
}
__fi static void BlockHashAccumulate(BlockHashState& st, const u8* bp)
{
XXH3_64bits_update(&st, bp, BLOCK_SIZE);
}
__fi static void BlockHashAccumulate(BlockHashState& st, const u8* bp, u32 size)
{
XXH3_64bits_update(&st, bp, size);
}
__fi static GSTextureCache::Source::HashType FinishBlockHash(BlockHashState& st)
{
return XXH3_64bits_digest(&st);
}
void GSTextureCache::Source::PreloadUpdate(int tw, int th, int layer)
void GSTextureCache::Source::PreloadLevel(int level)
{
const GSVector2i& bs = GSLocalMemory::m_psm[m_TEX0.PSM].bs;
const GSOffset& off = m_renderer->m_context->offset.tex;
// m_TEX0 is adjusted for mips (messy, should be changed).
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[m_TEX0.PSM];
const GSVector2i& bs = psm.bs;
const int tw = 1 << m_TEX0.TW;
const int th = 1 << m_TEX0.TH;
// For textures which are smaller than the block size, we expand and then hash.
// This is because otherwise we get the padding bytes, which can be random junk.
if (tw < bs.x || th < bs.y)
{
PreloadSmallLevel(level);
return;
}
// From GSLocalMemory foreachBlock(), used for reading textures.
// We want to hash the exact same blocks here.
const GSVector4i rect(0, 0, tw, th);
const GSVector4i block_rect(rect.ralign<Align_Outside>(bs));
GSOffset::BNHelper bn = off.bnMulti(0, 0);
// flag everything as valid
if (m_repeating)
const GSOffset& off = m_renderer->m_context->offset.tex;
GSLocalMemory& mem = m_renderer->m_mem;
HashType hash;
{
for (int y = block_rect.top; y < block_rect.bottom; y += bs.y, bn.nextBlockY())
BlockHashState hash_st;
BlockHashReset(hash_st);
GSOffset::BNHelper bn = off.bnMulti(block_rect.left, block_rect.top);
const int right = block_rect.right >> off.blockShiftX();
const int bottom = block_rect.bottom >> off.blockShiftY();
const int xAdd = (1 << off.blockShiftX()) * (psm.bpp / 8);
for (; bn.blkY() < bottom; bn.nextBlockY())
{
for (int x = block_rect.left; x < block_rect.right; bn.nextBlockX(), x += bs.x)
for (int x = 0; bn.blkX() < right; bn.nextBlockX(), x += xAdd)
{
const u32 i = static_cast<u32>((bn.blkY() << 7) + bn.blkX());
u32 block = bn.valueNoWrap();
if (block < MAX_BLOCKS || m_wrap_gs_mem)
{
u32 addr = i % MAX_BLOCKS;
u32 row = addr >> 5u;
u32 col = 1 << (addr & 31u);
m_valid[row] |= col;
}
BlockHashAccumulate(hash_st, mem.BlockPtr(bn.value()));
}
}
}
else
{
for (int y = block_rect.top; y < block_rect.bottom; y += bs.y, bn.nextBlockY())
{
for (int x = block_rect.left; x < block_rect.right; x += bs.x, bn.nextBlockX())
{
u32 block = bn.valueNoWrap();
if (block < MAX_BLOCKS || m_wrap_gs_mem)
{
block %= MAX_BLOCKS;
u32 row = block >> 5u;
u32 col = 1 << (block & 31u);
m_valid[row] |= col;
}
}
}
hash = FinishBlockHash(hash_st);
}
if (layer == 0)
m_complete = true;
// Layer is complete again, regardless of whether the hash matches or not (and we reupload).
const u8 layer_bit = static_cast<u8>(1) << level;
m_complete_layers |= layer_bit;
// decode texture to temporary memory
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[m_TEX0.PSM];
// Check whether the hash matches. Black textures will be 0, so check the valid bit.
if ((m_valid_hashes & layer_bit) && m_layer_hash[level] == hash)
return;
m_valid_hashes |= layer_bit;
m_layer_hash[level] = hash;
// Expand texture/apply palette.
const int read_width = std::max(tw, psm.bs.x);
u32 pitch = static_cast<u32>(read_width) * sizeof(u32);
u32 row_size = static_cast<u32>(tw) * sizeof(u32);
@ -2189,19 +2190,79 @@ void GSTextureCache::Source::PreloadUpdate(int tw, int th, int layer)
rtx = psm.rtxP;
}
// If we can stream it directly to GPU memory, do so, otherwise go through a temp buffer.
GSTexture::GSMap map;
if (rect.eq(block_rect) && m_texture->Map(map, &rect, level))
{
(m_renderer->m_mem.*rtx)(off, block_rect, map.bits, map.pitch, m_TEXA);
m_texture->Unmap();
}
else
{
u8* buff = m_temp;
(m_renderer->m_mem.*rtx)(off, block_rect, buff, pitch, m_TEXA);
m_texture->Update(rect, buff, pitch, level);
}
}
void GSTextureCache::Source::PreloadSmallLevel(int level)
{
// m_TEX0 is adjusted for mips (messy, should be changed).
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[m_TEX0.PSM];
const GSVector2i& bs = psm.bs;
const int tw = 1 << m_TEX0.TW;
const int th = 1 << m_TEX0.TH;
const GSVector4i rect(0, 0, tw, th);
const GSVector4i block_rect(rect.ralign<Align_Outside>(bs));
const GSOffset& off = m_renderer->m_context->offset.tex;
GSLocalMemory& mem = m_renderer->m_mem;
// Expand texture/apply palette.
u32 pitch = static_cast<u32>(block_rect.z) * sizeof(u32);
u32 row_size = static_cast<u32>(tw) * sizeof(u32);
GSLocalMemory::readTexture rtx = psm.rtx;
if (m_palette)
{
pitch >>= 2;
row_size >>= 2;
rtx = psm.rtxP;
}
// Use temp buffer for expanding, since we may not need to update.
u8* buff = m_temp;
(m_renderer->m_mem.*rtx)(off, block_rect, buff, pitch, m_TEXA);
// hash the texture
const HashType hash = HashTexture(buff, row_size, pitch, static_cast<u32>(th));
const u8 layer_bit = static_cast<u8>(1) << layer;
if ((m_valid_hashes & layer_bit) && m_layer_hash[layer] == hash)
// Hash the expanded texture.
HashType hash;
{
u8* ptr = buff;
BlockHashState state;
BlockHashReset(state);
if (pitch == row_size)
{
BlockHashAccumulate(state, ptr, pitch * static_cast<u32>(th));
}
else
{
for (int y = 0; y < th; y++, ptr += pitch)
BlockHashAccumulate(state, ptr, row_size);
}
hash = FinishBlockHash(state);
}
// Layer is complete again, regardless of whether the hash matches or not (and we reupload).
const u8 layer_bit = static_cast<u8>(1) << level;
m_complete_layers |= layer_bit;
// Check whether the hash matches. Black textures will be 0, so check the valid bit.
if ((m_valid_hashes & layer_bit) && m_layer_hash[level] == hash)
return;
// reupload
m_valid_hashes |= layer_bit;
m_layer_hash[layer] = hash;
m_texture->Update(rect, buff, pitch, layer);
m_layer_hash[level] = hash;
// Upload to GPU.
m_texture->Update(rect, buff, pitch, level);
}
bool GSTextureCache::Source::ClutMatch(const PaletteKey& palette_key)

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@ -100,16 +100,18 @@ public:
class Source : public Surface
{
public:
using HashType = u64;
private:
struct
{
GSVector4i* rect;
u32 count;
} m_write;
using HashType = u64;
HashType HashTexture(u8* buff, u32 row_size, u32 pitch, u32 height);
void PreloadUpdate(int tw, int th, int layer);
void PreloadLevel(int level);
void PreloadSmallLevel(int level);
void Write(const GSVector4i& r, int layer);
void Flush(u32 count, int layer);
@ -120,8 +122,8 @@ public:
u32 m_valid[MAX_PAGES]; // each u32 bits map to the 32 blocks of that page
GSVector4i m_valid_rect;
u8 m_valid_hashes = 0;
u8 m_complete_layers = 0;
bool m_target;
bool m_complete;
bool m_repeating;
std::vector<GSVector2i>* m_p2t;
// Keep a trace of the target origin. There is no guarantee that pointer will
@ -139,6 +141,8 @@ public:
Source(GSRenderer* r, const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, u8* temp, bool dummy_container = false);
virtual ~Source();
__fi bool CanPreload() const { return (GSConfig.PreloadTexture && CanPreloadTextureSize(m_TEX0.TW, m_TEX0.TH)); }
void Update(const GSVector4i& rect, int layer = 0);
void UpdateLayer(const GIFRegTEX0& TEX0, const GSVector4i& rect, int layer = 0);