mirror of https://github.com/PCSX2/pcsx2.git
gsdx: Add some comment on GSTextureCache + schematics
Note: docs/TextureCache.odg was created with libreoffice. Not perfect but give a nice overview
This commit is contained in:
parent
b7e5e41afe
commit
bd9df9a6ec
|
@ -288,6 +288,8 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
|
|||
return dst;
|
||||
}
|
||||
|
||||
// Goal: invalidate data sent to the GPU when the source (GS memory) is modified
|
||||
// Called each time you want to write to the GS memory
|
||||
void GSTextureCache::InvalidateVideoMem(GSOffset* o, const GSVector4i& rect, bool target)
|
||||
{
|
||||
if(!o) return; // Fixme. Crashes Dual Hearts, maybe others as well. Was fine before r1549.
|
||||
|
@ -298,6 +300,8 @@ void GSTextureCache::InvalidateVideoMem(GSOffset* o, const GSVector4i& rect, boo
|
|||
|
||||
if(!target)
|
||||
{
|
||||
// Remove Source that have same BP as the render target (color&dss)
|
||||
// rendering will dirty the copy
|
||||
const list<Source*>& m = m_src.m_map[bp >> 5];
|
||||
|
||||
for(list<Source*>::const_iterator i = m.begin(); i != m.end(); )
|
||||
|
@ -341,6 +345,7 @@ void GSTextureCache::InvalidateVideoMem(GSOffset* o, const GSVector4i& rect, boo
|
|||
|
||||
if(!s->m_target)
|
||||
{
|
||||
// Invalidate data of input texture
|
||||
if(s->m_repeating)
|
||||
{
|
||||
vector<GSVector2i>& l = s->m_p2t[page];
|
||||
|
@ -361,6 +366,7 @@ void GSTextureCache::InvalidateVideoMem(GSOffset* o, const GSVector4i& rect, boo
|
|||
}
|
||||
else
|
||||
{
|
||||
// render target used as input texture
|
||||
// TODO
|
||||
|
||||
if(b)
|
||||
|
@ -419,6 +425,8 @@ void GSTextureCache::InvalidateVideoMem(GSOffset* o, const GSVector4i& rect, boo
|
|||
}
|
||||
}
|
||||
|
||||
// Goal: retrive the data from the GPU to the GS memory.
|
||||
// Called each time you want to read from the GS memory
|
||||
void GSTextureCache::InvalidateLocalMem(GSOffset* o, const GSVector4i& r)
|
||||
{
|
||||
uint32 bp = o->bp;
|
||||
|
@ -443,6 +451,14 @@ void GSTextureCache::InvalidateLocalMem(GSOffset* o, const GSVector4i& r)
|
|||
{
|
||||
if(GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
|
||||
{
|
||||
// GH Note: Read will do a StretchRect and then will sizzle data to the GS memory
|
||||
// t->m_valid will do the full target texture whereas r.intersect(t->m_valid) will be limited
|
||||
// to the useful part for the transfer.
|
||||
// 1/ Logically intersect must be enough, except if we miss some call to InvalidateLocalMem
|
||||
// or it need the depth part too
|
||||
// 2/ Read function is slow but I suspect the swizzle part to be costly. Maybe a compute shader
|
||||
// that do the swizzle at the same time of the Stretching could save CPU computation.
|
||||
|
||||
// note: r.rintersect breaks Wizardry and Chaos Legion
|
||||
// Read(t, t->m_valid) works in all tested games but is very slow in GUST titles ><
|
||||
if (r.x == 0 && r.y == 0) // Full screen read?
|
||||
|
@ -527,6 +543,7 @@ void GSTextureCache::IncAge()
|
|||
{
|
||||
int maxage = m_src.m_used ? 3 : 30;
|
||||
|
||||
// You can't use m_map[page] because Source* are duplicated on several pages.
|
||||
for(hash_set<Source*>::iterator i = m_src.m_surfaces.begin(); i != m_src.m_surfaces.end(); )
|
||||
{
|
||||
hash_set<Source*>::iterator j = i++;
|
||||
|
@ -595,6 +612,8 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
|
|||
|
||||
if(dst->m_type != RenderTarget)
|
||||
{
|
||||
// GH: caller was modifier to never hit this code. I don't think a zbuffer
|
||||
// can be reused as an input texture
|
||||
// TODO
|
||||
delete src;
|
||||
return NULL;
|
||||
|
@ -700,6 +719,9 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
|
|||
|
||||
GSTexture* st = src->m_texture ? src->m_texture : dst->m_texture;
|
||||
GSTexture *dt = m_renderer->m_dev->CreateRenderTarget(w, h, false);
|
||||
// GH: by default (m_paltex == 0) GSdx converts texture to the 32 bit format
|
||||
// However it is different here. We want to reuse a Render Target as a texture.
|
||||
// Because the texture is already on the GPU, CPU can't convert it.
|
||||
if (psm.pal > 0)
|
||||
src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
|
||||
|
||||
|
@ -734,6 +756,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
|
|||
|
||||
if(tmp != NULL)
|
||||
{
|
||||
// tmp is texture before a MultiSample resolve
|
||||
m_renderer->m_dev->Recycle(dst->m_texture);
|
||||
|
||||
dst->m_texture = tmp;
|
||||
|
@ -1159,11 +1182,16 @@ void GSTextureCache::SourceMap::Add(Source* s, const GIFRegTEX0& TEX0, const GSO
|
|||
{
|
||||
// TODO
|
||||
|
||||
// GH: I don't know why but it seems we only consider the first page for a render target
|
||||
|
||||
m_map[TEX0.TBP0 >> 5].push_front(s);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Remaining code will compute a list of pages that are dirty (in a similar fashion as GSOffset::GetPages)
|
||||
// (Maybe GetPages could be used instead, perf opt?)
|
||||
// The source pointer will be stored/duplicated in all m_map[array of pages]
|
||||
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
|
||||
|
||||
GSVector2i bs = (TEX0.TBP0 & 31) == 0 ? psm.pgs : psm.bs;
|
||||
|
@ -1222,6 +1250,7 @@ void GSTextureCache::SourceMap::RemoveAt(Source* s)
|
|||
{
|
||||
m_surfaces.erase(s);
|
||||
|
||||
// Source (except render target) is duplicated for each page they use.
|
||||
for(size_t start = s->m_TEX0.TBP0 >> 5, end = s->m_target ? start : countof(m_map) - 1; start <= end; start++)
|
||||
{
|
||||
list<Source*>& m = m_map[start];
|
||||
|
|
|
@ -93,7 +93,7 @@ public:
|
|||
public:
|
||||
hash_set<Source*> m_surfaces;
|
||||
list<Source*> m_map[MAX_PAGES];
|
||||
uint32 m_pages[16];
|
||||
uint32 m_pages[16]; // bitmap of all pages
|
||||
bool m_used;
|
||||
|
||||
SourceMap() : m_used(false) {memset(m_pages, 0, sizeof(m_pages));}
|
||||
|
|
Binary file not shown.
Loading…
Reference in New Issue