GSdx: dx9 texture uploads should be at least as fast as before

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1442 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
gabest11 2009-06-28 02:02:14 +00:00
parent 9547448020
commit 7c2e51157e
2 changed files with 166 additions and 157 deletions

View File

@ -279,7 +279,10 @@ void GSTextureCache::InvalidateVideoMem(const GIFRegBITBLTBUF& BITBLTBUF, const
{
if(!s->m_target)
{
s->m_valid[page] = 0;
s->m_blocks -= s->m_valid[page].count;
s->m_valid[page].block = 0;
s->m_valid[page].count = 0;
found = true;
}
@ -488,6 +491,9 @@ GSTextureCache::Source::Source(GSRenderer* r)
m_clut = (uint32*)_aligned_malloc(256 * sizeof(uint32), 16);
memset(m_clut, 0, sizeof(m_clut));
m_write.rect = (GSVector4i*)_aligned_malloc(3 * sizeof(GSVector4i), 16);
m_write.count = 0;
}
GSTextureCache::Source::~Source()
@ -495,6 +501,8 @@ GSTextureCache::Source::~Source()
m_renderer->m_dev->Recycle(m_palette);
_aligned_free(m_clut);
_aligned_free(m_write.rect);
}
void GSTextureCache::Source::Update(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& rect)
@ -509,155 +517,140 @@ void GSTextureCache::Source::Update(const GIFRegTEX0& TEX0, const GIFRegTEXA& TE
m_TEX0 = TEX0;
m_TEXA = TEXA;
if(m_blocks == m_total_blocks)
{
return;
}
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[m_TEX0.PSM];
GSVector2i s = psm.bs;
GSVector2i bs = psm.bs;
GSVector4i r = rect.ralign<GSVector4i::Outside>(bs);
uint32 bp = m_TEX0.TBP0;
uint32 bw = m_TEX0.TBW;
bool repeating = (1 << m_TEX0.TW) > (bw << 6); // TODO: bw == 0
uint32 blocks = 0;
for(int y = r.top; y < r.bottom; y += bs.y)
{
uint32 base = psm.bn(0, y, bp, bw);
for(int x = r.left; x < r.right; x += bs.x)
{
uint32 block = base + psm.blockOffset[x >> 3];
if(block < MAX_BLOCKS)
{
uint32 row = block >> 5;
uint32 col = 1 << (block & 31);
if((m_valid[row].block & col) == 0)
{
if(!repeating) m_valid[row].block |= col;
m_valid[row].count++;
Write(GSVector4i(x, y, x + bs.x, y + bs.y));
blocks++;
}
}
}
}
if(blocks > 0)
{
if(repeating)
{
for(int y = r.top; y < r.bottom; y += bs.y)
{
uint32 base = psm.bn(0, y, bp, bw);
for(int x = r.left; x < r.right; x += bs.x)
{
uint32 block = base + psm.blockOffset[x >> 3];
if(block < MAX_BLOCKS)
{
uint32 row = block >> 5;
uint32 col = 1 << (block & 31);
m_valid[row].block |= col;
}
}
}
}
m_blocks += blocks;
m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, bs.x * bs.y * sizeof(uint32) * blocks);
Flush(m_write.count);
}
}
void GSTextureCache::Source::Write(const GSVector4i& r)
{
m_write.rect[m_write.count++] = r;
while(m_write.count >= 2)
{
GSVector4i& a = m_write.rect[m_write.count - 2];
GSVector4i& b = m_write.rect[m_write.count - 1];
if((a == b.zyxw()).mask() == 0xfff0)
{
a.right = b.right; // extend right
m_write.count--;
}
else if((a == b.xwzy()).mask() == 0xff0f)
{
a.bottom = b.bottom; // extend down
m_write.count--;
}
else
{
break;
}
}
if(m_write.count > 2)
{
Flush(1);
}
}
void GSTextureCache::Source::Flush(uint32 count)
{
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[m_TEX0.PSM];
int tw = 1 << m_TEX0.TW;
int th = 1 << m_TEX0.TH;
GSVector4i tr(0, 0, tw, th);
GSVector4i r = rect.ralign<GSVector4i::Outside>(s);
uint32 bp = m_TEX0.TBP0;
uint32 bw = m_TEX0.TBW;
uint32 blocks = 0;
// TODO
static uint8* buff = (uint8*)_aligned_malloc(1024 * 16 * sizeof(uint32), 16); // max decompressed size for a row of blocks (1024 x 16, 4bpp)
static uint8* buff = (uint8*)_aligned_malloc(1024 * 1024 * sizeof(uint32), 16);
int pitch = max(tw, s.x) * sizeof(uint32);
GSLocalMemory::readTexture rtx = psm.rtx;
int pitch = max(tw, psm.bs.x) * sizeof(uint32);
const GSLocalMemory& mem = m_renderer->m_mem;
// TODO: bw == 0 (sfex)
GSLocalMemory::readTexture rtx = psm.rtx;
if(tw <= (bw << 6))
for(uint32 i = 0; i < count; i++)
{
// r.right = min(r.right, bw << 6);
for(int y = r.top; y < r.bottom; y += s.y)
{
uint32 base = psm.bn(0, y, bp, bw);
int left = r.left;
int right = r.left;
for(int x = r.left; x < r.right; x += s.x)
{
uint32 block = base + psm.blockOffset[x >> 3];
if(block < MAX_BLOCKS)
{
uint32 row = block >> 5;
uint32 col = 1 << (block & 31);
if((m_valid[row] & col) == 0)
{
m_valid[row] |= col;
if(right < x)
{
Write(GSVector4i(left, y, right, y + s.y), tr, buff, pitch);
left = right = x;
}
right += s.x;
blocks++;
}
}
}
if(left < right)
{
Write(GSVector4i(left, y, right, y + s.y), tr, buff, pitch);
}
}
}
else
{
// unfortunatelly a block may be part of the same texture multiple times at different places (tw 1024 > tbw 640, between 640 -> 1024 it is repeated from the next row),
// 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
// TODO: still bogus if those repeated parts aren't fetched together
for(int y = r.top; y < r.bottom; y += s.y)
{
uint32 base = psm.bn(0, y, bp, bw);
int left = r.left;
int right = r.left;
for(int x = r.left; x < r.right; x += s.x)
{
uint32 block = base + psm.blockOffset[x >> 3];
if(block < MAX_BLOCKS)
{
uint32 row = block >> 5;
uint32 col = 1 << (block & 31);
if((m_valid[row] & col) == 0)
{
if(right < x)
{
Write(GSVector4i(left, y, right, y + s.y), tr, buff, pitch);
left = right = x;
}
right += s.x;
blocks++;
}
}
}
if(left < right)
{
Write(GSVector4i(left, y, right, y + s.y), tr, buff, pitch);
}
}
for(int y = r.top; y < r.bottom; y += s.y)
{
uint32 base = psm.bn(0, y, bp, bw);
for(int x = r.left; x < r.right; x += s.x)
{
uint32 block = base + psm.blockOffset[x >> 3];
if(block < MAX_BLOCKS)
{
uint32 row = block >> 5;
uint32 col = 1 << (block & 31);
m_valid[row] |= col;
}
}
}
}
//_aligned_free(buff);
m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, s.x * s.y * sizeof(uint32) * blocks);
}
void GSTextureCache::Source::Write(const GSVector4i& r, const GSVector4i& tr, uint8* buff, int pitch)
{
if(r.rempty()) return;
GSLocalMemory::readTexture rtx = GSLocalMemory::m_psm[m_TEX0.PSM].rtx;
GSVector4i r = m_write.rect[i];
if((r > tr).mask() & 0xff00)
{
(m_renderer->m_mem.*rtx)(r, buff, pitch, m_TEX0, m_TEXA);
(mem.*rtx)(r, buff, pitch, m_TEX0, m_TEXA);
m_texture->Update(r.rintersect(tr), buff, pitch);
}
@ -667,19 +660,29 @@ void GSTextureCache::Source::Write(const GSVector4i& r, const GSVector4i& tr, ui
if(m_texture->Map(m, &r))
{
(m_renderer->m_mem.*rtx)(r, m.bits, m.pitch, m_TEX0, m_TEXA);
(mem.*rtx)(r, m.bits, m.pitch, m_TEX0, m_TEXA);
m_texture->Unmap();
}
else
{
(m_renderer->m_mem.*rtx)(r, buff, pitch, m_TEX0, m_TEXA);
(mem.*rtx)(r, buff, pitch, m_TEX0, m_TEXA);
m_texture->Update(r, buff, pitch);
}
}
}
if(count < m_write.count)
{
memcpy(m_write.rect[0], &m_write.rect[count], (m_write.count - count) * sizeof(m_write.rect[0]));
}
m_write.count -= count;
//_aligned_free(buff);
}
// GSTextureCache::Target
GSTextureCache::Target::Target(GSRenderer* r)
@ -782,7 +785,7 @@ void GSTextureCache::SourceMap::Add(Source* s, const GIFRegTEX0& TEX0)
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
GSVector2i bs = (bp & 31) == 0 ? psm.pgs : psm.bs;
GSVector2i bs = psm.bs;
int blocks = 0;
@ -792,16 +795,19 @@ void GSTextureCache::SourceMap::Add(Source* s, const GIFRegTEX0& TEX0)
for(int x = 0; x < tw; x += bs.x)
{
uint32 page = (base + psm.blockOffset[x >> 3]) >> 5;
uint32 block = base + psm.blockOffset[x >> 3];
if(page < MAX_PAGES)
if(block < MAX_BLOCKS)
{
m_map[page][s] = true;
m_map[block >> 5][s] = true;
s->m_pages.push_back(page);
blocks++;
}
}
}
s->m_blocks = 0;
s->m_total_blocks = blocks;
}
void GSTextureCache::SourceMap::RemoveAll()
@ -823,9 +829,9 @@ void GSTextureCache::SourceMap::RemoveAt(Source* s)
{
m_surfaces.erase(s);
for(list<int>::iterator i = s->m_pages.begin(); i != s->m_pages.end(); i++)
for(int i = 0; i < countof(m_map); i++)
{
m_map[*i].erase(s);
m_map[i].erase(s);
}
delete s;

View File

@ -50,11 +50,16 @@ public:
class Source : public Surface
{
struct {GSVector4i* rect; uint32 count;} m_write;
void Write(const GSVector4i& r);
void Flush(uint32 count);
public:
GSTexture* m_palette;
bool m_initpalette;
list<int> m_pages;
uint32 m_valid[MAX_PAGES]; // each uint32 bits map to the 32 blocks of that page
uint32 m_blocks, m_total_blocks;
struct {uint32 block, count;} m_valid[MAX_PAGES]; // each uint32 bits map to the 32 blocks of that page
uint32* m_clut;
int m_bpp;
bool m_target;
@ -66,8 +71,6 @@ public:
virtual bool Create() = 0;
virtual bool Create(Target* dst) = 0;
virtual void Update(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& rect);
void Write(const GSVector4i& r, const GSVector4i& tr, uint8* buff, int pitch);
};
class Target : public Surface