/* * 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& 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 && !(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& 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 // TODO: still bogus if those repeated parts aren't fetched together // 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; }