/* * 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 "GSTextureCache.h" GSTextureCache::GSTextureCache(GSRenderer* r) : m_renderer(r) { m_paltex = !!theApp.GetConfig("paltex", 0); } GSTextureCache::~GSTextureCache() { RemoveAll(); } void GSTextureCache::RemoveAll() { m_src.RemoveAll(); for(int type = 0; type < 2; type++) { for_each(m_dst[type].begin(), m_dst[type].end(), delete_object()); m_dst[type].clear(); } } GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& r) { const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM]; const uint32* clut = m_renderer->m_mem.m_clut; Source* src = NULL; list& m = m_src.m_map[TEX0.TBP0 >> 5]; for(list::iterator i = m.begin(); i != m.end(); i++) { Source* s = *i; if(((TEX0.u32[0] ^ s->m_TEX0.u32[0]) | ((TEX0.u32[1] ^ s->m_TEX0.u32[1]) & 3)) != 0) // TBP0 TBW PSM TW TH { continue; } if((psm.trbpp == 16 || psm.trbpp == 24) && TEX0.TCC && TEXA != s->m_TEXA) { continue; } if(s->m_palette == NULL && psm.pal > 0 && !GSVector4i::compare64(clut, s->m_clut, psm.pal * sizeof(clut[0]))) { continue; } m.splice(m.begin(), m, i); src = s; break; } Target* dst = NULL; if(src == NULL) { uint32 bp = TEX0.TBP0; uint32 psm = TEX0.PSM; for(int type = 0; type < 2 && dst == NULL; type++) { for(list::iterator i = m_dst[type].begin(); i != m_dst[type].end(); i++) { Target* t = *i; if(t->m_used && t->m_dirty.empty() && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM)) { dst = t; break; } } } } if(src == NULL) { src = CreateSource(TEX0, TEXA, dst); if(src == NULL) { return NULL; } } if(psm.pal > 0) { int size = psm.pal * sizeof(clut[0]); if(src->m_palette) { if(src->m_initpalette || !GSVector4i::update(src->m_clut, clut, size)) { src->m_palette->Update(GSVector4i(0, 0, psm.pal, 1), src->m_clut, size); src->m_initpalette = false; } } } src->Update(TEX0, TEXA, r); m_src.m_used = true; return src; } GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int w, int h, int type, bool used) { uint32 bp = TEX0.TBP0; Target* dst = NULL; for(list::iterator i = m_dst[type].begin(); i != m_dst[type].end(); i++) { Target* t = *i; if(bp == t->m_TEX0.TBP0) { m_dst[type].splice(m_dst[type].begin(), m_dst[type], i); dst = t; dst->m_TEX0 = TEX0; break; } } if(dst == NULL) { dst = CreateTarget(TEX0, w, h, type); if(dst == NULL) { return NULL; } } else { dst->Update(); } if(m_renderer->CanUpscale()) { int multiplier = m_renderer->upscale_Multiplier(); if (multiplier > 1) //it's limited to a maximum of 4 on reading the config { #if 0 //#ifdef USE_UPSCALE_HACKS //not happy with this yet.. float x = 1.0f; float y = 1.0f; switch(multiplier) { case 2: x = 1.9375; y = 2.0f; break; // x res get's rid of vertical lines in many games case 3: x = 2.9375f; y = 2.9375f; break; // not helping much case 4: x = 3.875f; y = 3.875f; break; // not helping much default: __assume(0); } dst->m_texture->SetScale( GSVector2(x, y) ); #else dst->m_texture->SetScale( GSVector2((float)multiplier, (float)multiplier) ); #endif } else { GSVector4i fr = m_renderer->GetFrameRect(); int ww = (int)(fr.left + m_renderer->GetDisplayRect().width()); int hh = (int)(fr.top + m_renderer->GetDisplayRect().height()); if(hh <= m_renderer->GetDeviceSize().y / 2) { hh *= 2; } //This vp2 fix doesn't work most of the time if(hh < 512 && m_renderer->m_context->SCISSOR.SCAY1 == 511) // vp2 { hh = 512; } if(ww > 0 && hh > 0) { dst->m_texture->SetScale(GSVector2((float)w / ww, (float)h / hh)); } } } if(used) { dst->m_used = true; } return dst; } GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int w, int h) { uint32 bp = TEX0.TBP0; Target* dst = NULL; for(list::iterator i = m_dst[RenderTarget].begin(); i != m_dst[RenderTarget].end(); i++) { Target* t = *i; if(bp == t->m_TEX0.TBP0) { dst = t; break; } else { // HACK: try to find something close to the base pointer if(t->m_TEX0.TBP0 <= bp && bp < t->m_TEX0.TBP0 + 0x700 && (!dst || t->m_TEX0.TBP0 >= dst->m_TEX0.TBP0)) { dst = t; } } } if(dst == NULL) { dst = CreateTarget(TEX0, w, h, RenderTarget); if(dst == NULL) { return NULL; } } else { dst->Update(); } dst->m_used = true; return dst; } void GSTextureCache::InvalidateVideoMem(const GSOffset* o, const GSVector4i& rect, bool target) { // Fixme. Crashes Dual Hearts, maybe others as well. Was fine before r1549. if (!o) return; uint32 bp = o->bp; uint32 bw = o->bw; uint32 psm = o->psm; GSVector2i bs = (bp & 31) == 0 ? GSLocalMemory::m_psm[psm].pgs : GSLocalMemory::m_psm[psm].bs; GSVector4i r = rect.ralign(bs); if(!target) { const list& m = m_src.m_map[bp >> 5]; for(list::const_iterator i = m.begin(); i != m.end(); ) { list::const_iterator j = i++; Source* s = *j; if(GSUtil::HasSharedBits(bp, psm, s->m_TEX0.TBP0, s->m_TEX0.PSM)) { m_src.RemoveAt(s); } } } bool found = false; for(int y = r.top; y < r.bottom; y += bs.y) { uint32 base = o->block.row[y >> 3]; for(int x = r.left; x < r.right; x += bs.x) { uint32 page = (base + o->block.col[x >> 3]) >> 5; if(page < MAX_PAGES) { const list& m = m_src.m_map[page]; for(list::const_iterator i = m.begin(); i != m.end(); ) { list::const_iterator j = i++; Source* s = *j; if(GSUtil::HasSharedBits(psm, s->m_TEX0.PSM)) { bool b = bp == s->m_TEX0.TBP0; if(!s->m_target) { s->m_valid[page] = 0; s->m_complete = false; found = b; } else { // TODO if(b) { m_src.RemoveAt(s); } } } } } } } if(!target) return; for(int type = 0; type < 2; type++) { for(list::iterator i = m_dst[type].begin(); i != m_dst[type].end(); ) { list::iterator j = i++; Target* t = *j; if(GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM)) { if(!found && GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM)) { t->m_dirty.push_back(GSDirtyRect(r, psm)); t->m_TEX0.TBW = bw; } else { m_dst[type].erase(j); delete t; continue; } } if(GSUtil::HasSharedBits(psm, t->m_TEX0.PSM) && bp < t->m_TEX0.TBP0) { uint32 rowsize = bw * 8192; uint32 offset = (uint32)((t->m_TEX0.TBP0 - bp) * 256); if(rowsize > 0 && offset % rowsize == 0) { int y = GSLocalMemory::m_psm[psm].pgs.y * offset / rowsize; if(r.bottom > y) { // TODO: do not add this rect above too t->m_dirty.push_back(GSDirtyRect(GSVector4i(r.left, r.top - y, r.right, r.bottom - y), psm)); t->m_TEX0.TBW = bw; continue; } } } } } } void GSTextureCache::InvalidateLocalMem(const GSOffset* o, const GSVector4i& r) { uint32 bp = o->bp; uint32 psm = o->psm; for(list::iterator i = m_dst[RenderTarget].begin(); i != m_dst[RenderTarget].end(); ) { list::iterator j = i++; Target* t = *j; if(GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM)) { if(GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM)) { Read(t, r.rintersect(t->m_valid)); return; } else if(psm == PSM_PSMCT32 && (t->m_TEX0.PSM == PSM_PSMCT16 || t->m_TEX0.PSM == PSM_PSMCT16S)) { // ffx-2 riku changing to her default (shoots some reflecting glass at the end), 16-bit rt read as 32-bit Read(t, GSVector4i(r.left, r.top, r.right, r.top + (r.bottom - r.top) * 2).rintersect(t->m_valid)); return; } else { m_dst[RenderTarget].erase(j); delete t; } } } /* // no good, ffx does a lot of readback after exiting menu, at 0x02f00 this wrongly finds rt 0x02100 (0,448 - 512,480) GSRenderTarget* rt2 = NULL; int ymin = INT_MAX; pos = m_rt.GetHeadPosition(); while(pos) { GSRenderTarget* rt = m_rt.GetNext(pos); if(HasSharedBits(BITBLTBUF.SPSM, rt->m_TEX0.PSM) && BITBLTBUF.SBP > rt->m_TEX0.TBP0) { // ffx2 pause screen background uint32 rowsize = BITBLTBUF.SBW * 8192; uint32 offset = (uint32)((BITBLTBUF.SBP - rt->m_TEX0.TBP0) * 256); if(rowsize > 0 && offset % rowsize == 0) { int y = GSLocalMemory::m_psm[BITBLTBUF.SPSM].pgs.y * offset / rowsize; if(y < ymin && y < 512) { rt2 = rt; ymin = y; } } } } if(rt2) { rt2->Read(GSVector4i(r.left, r.top + ymin, r.right, r.bottom + ymin)); } // TODO: ds */ } void GSTextureCache::IncAge() { int maxage = m_src.m_used ? 3 : 30; for(hash_set::iterator i = m_src.m_surfaces.begin(); i != m_src.m_surfaces.end(); ) { hash_set::iterator j = i++; Source* s = *j; if(++s->m_age > maxage) { m_src.RemoveAt(s); } } m_src.m_used = false; // Clearing of Rendertargets causes flickering in many scene transitions. // 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 for(int type = 0; type < 2; type++) { for(list::iterator i = m_dst[type].begin(); i != m_dst[type].end(); ) { list::iterator j = i++; Target* t = *j; if(++t->m_age > maxage) { m_dst[type].erase(j); delete t; } } } } //Fixme: Several issues in here. Not handling depth stencil, pitch conversion doesnt work. //The alternative version isn't much better though :p #if 1 GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* dst) { Source* src = new Source(m_renderer); src->m_TEX0 = TEX0; src->m_TEXA = TEXA; int tw = 1 << TEX0.TW; int th = 1 << TEX0.TH; int tp = (int)TEX0.TW << 6; if(dst == NULL) { if(m_paltex && GSLocalMemory::m_psm[TEX0.PSM].pal > 0) { src->m_fmt = FMT_8; src->m_texture = m_renderer->m_dev->CreateTexture(tw, th, Get8bitFormat()); src->m_palette = m_renderer->m_dev->CreateTexture(256, 1); } else { src->m_fmt = FMT_32; src->m_texture = m_renderer->m_dev->CreateTexture(tw, th); } } else { // TODO: clean up this mess src->m_target = true; if(dst->m_type != RenderTarget) { // TODO delete src; return NULL; } dst->Update(); GSTexture* tmp = NULL; if(dst->m_texture->IsMSAA()) { tmp = dst->m_texture; dst->m_texture = m_renderer->m_dev->Resolve(dst->m_texture); } // do not round here!!! if edge becomes a black pixel and addressing mode is clamp => everything outside the clamped area turns into black (kh2 shadows) int w = (int)(dst->m_texture->GetScale().x * tw); int h = (int)(dst->m_texture->GetScale().y * th); GSVector2i dstsize = dst->m_texture->GetSize(); // pitch conversion if(dst->m_TEX0.TBW != TEX0.TBW) // && dst->m_TEX0.PSM == TEX0.PSM { // This is so broken :p ////Better not do the code below, "fixes" like every game that ever gets here.. ////Edit: Ratchet and Clank needs this to show most of it's graphics at all. ////Someone else fix this please, I can't :p ////delete src; return NULL; //// sfex3 uses this trick (bw: 10 -> 5, wraps the right side below the left) //ASSERT(dst->m_TEX0.TBW > TEX0.TBW); // otherwise scale.x need to be reduced to make the larger texture fit (TODO) //src->m_texture = m_renderer->m_dev->CreateRenderTarget(dstsize.x, dstsize.y, false); //GSVector4 size = GSVector4(dstsize).xyxy(); //GSVector4 scale = GSVector4(dst->m_texture->GetScale()).xyxy(); //int blockWidth = 64; //int blockHeight = TEX0.PSM == PSM_PSMCT32 || TEX0.PSM == PSM_PSMCT24 ? 32 : 64; //GSVector4i br(0, 0, blockWidth, blockHeight); //int sw = (int)dst->m_TEX0.TBW << 6; //int dw = (int)TEX0.TBW << 6; //int dh = 1 << TEX0.TH; //if(sw != 0) //for(int dy = 0; dy < dh; dy += blockHeight) //{ // for(int dx = 0; dx < dw; dx += blockWidth) // { // int o = dy * dw / blockHeight + dx; // int sx = o % sw; // int sy = o / sw; // GSVector4 sr = GSVector4(GSVector4i(sx, sy).xyxy() + br) * scale / size; // GSVector4 dr = GSVector4(GSVector4i(dx, dy).xyxy() + br) * scale; // m_renderer->m_dev->StretchRect(dst->m_texture, sr, src->m_texture, dr); // // TODO: this is quite a lot of StretchRect, do it with one Draw // } //} } else if(tw < tp) { // FIXME: timesplitters blurs the render target by blending itself over a couple of times if(tw == 256 && th == 128 && tp == 512 && (TEX0.TBP0 == 0 || TEX0.TBP0 == 0x00e00)) { delete src; return NULL; } } // width/height conversion GSVector2 scale = dst->m_texture->GetScale(); GSVector4 dr(0, 0, w, h); if(w > dstsize.x) { scale.x = (float)dstsize.x / tw; dr.z = (float)dstsize.x * scale.x / dst->m_texture->GetScale().x; w = dstsize.x; } if(h > dstsize.y) { scale.y = (float)dstsize.y / th; dr.w = (float)dstsize.y * scale.y / dst->m_texture->GetScale().y; h = dstsize.y; } GSVector4 sr(0, 0, w, h); GSTexture* st = src->m_texture ? src->m_texture : dst->m_texture; GSTexture* dt = m_renderer->m_dev->CreateRenderTarget(w, h, false); if(!src->m_texture) { src->m_texture = dt; } if((sr == dr).alltrue()) { m_renderer->m_dev->CopyRect(st, dt, GSVector4i(0, 0, w, h)); } else { sr.z /= st->GetWidth(); sr.w /= st->GetHeight(); m_renderer->m_dev->StretchRect(st, sr, dt, dr); } if(dt != src->m_texture) { m_renderer->m_dev->Recycle(src->m_texture); src->m_texture = dt; } src->m_texture->SetScale(scale); switch(TEX0.PSM) { default: // Note: this assertion triggers in Xenosaga2 after the first intro scenes, when // gameplay first begins (in the city). ASSERT(0); case PSM_PSMCT32: src->m_fmt = FMT_32; break; case PSM_PSMCT24: src->m_fmt = FMT_24; break; case PSM_PSMCT16: case PSM_PSMCT16S: src->m_fmt = FMT_16; break; case PSM_PSMT8H: src->m_fmt = FMT_8H; src->m_palette = m_renderer->m_dev->CreateTexture(256, 1); break; case PSM_PSMT8: //Not sure, this wasn't handled at all. //Xenosaga 2 and 3 use it, Tales of Legendia as well. //It's always used for fog like effects. src->m_fmt = FMT_8; src->m_palette = m_renderer->m_dev->CreateTexture(256, 1); break; case PSM_PSMT4HL: src->m_fmt = FMT_4HL; src->m_palette = m_renderer->m_dev->CreateTexture(256, 1); break; case PSM_PSMT4HH: src->m_fmt = FMT_4HH; src->m_palette = m_renderer->m_dev->CreateTexture(256, 1); break; } if(tmp != NULL) { m_renderer->m_dev->Recycle(dst->m_texture); dst->m_texture = tmp; } } if(src->m_texture == NULL) { ASSERT(0); return NULL; } const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM]; if(psm.pal > 0) { memcpy(src->m_clut, (const uint32*)m_renderer->m_mem.m_clut, psm.pal * sizeof(uint32)); } m_src.Add(src, TEX0, m_renderer->m_context->offset.tex); return src; } #else //WIP fog / blur / depth of field handling. GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* dst) { Source* src = new Source(m_renderer); src->m_TEX0 = TEX0; src->m_TEXA = TEXA; int tw = 1 << TEX0.TW; int th = 1 << TEX0.TH; int tp = (int)TEX0.TW << 6; if(dst == NULL) { if(m_paltex && GSLocalMemory::m_psm[TEX0.PSM].pal > 0) { src->m_fmt = FMT_8; src->m_texture = m_renderer->m_dev->CreateTexture(tw, th, Get8bitFormat()); src->m_palette = m_renderer->m_dev->CreateTexture(256, 1); } else { src->m_fmt = FMT_32; src->m_texture = m_renderer->m_dev->CreateTexture(tw, th); } } else { // TODO: clean up this mess src->m_target = true; dst->Update(); if(dst->m_type != RenderTarget) { //src->m_target = false; //no idea what depth stencil needs >< //printf("type stencil\n"); } GSTexture* tmp = NULL; if(dst->m_texture->IsMSAA()) { tmp = dst->m_texture; dst->m_texture = m_renderer->m_dev->Resolve(dst->m_texture); } // do not round here!!! if edge becomes a black pixel and addressing mode is clamp => everything outside the clamped area turns into black (kh2 shadows) int w = (int)(dst->m_texture->GetScale().x * tw); int h = (int)(dst->m_texture->GetScale().y * th); GSVector2i dstsize = dst->m_texture->GetSize(); //Hacked up to figure out how fog / depth / blur effects are done. Works in Xenosaga 3. if ((tw == 1024 && th == 1024) && dst->m_TEX0.TBW != TEX0.TBW){ if(dst->m_type != RenderTarget) { src->m_texture = m_renderer->m_dev->CreateDepthStencil(dstsize.x, dstsize.y, false); } else{ src->m_texture = m_renderer->m_dev->CreateRenderTarget(dstsize.x, dstsize.y, false); } GSVector4 size = GSVector4(dstsize).xyxy()*2 ; // * 2 to force the effect overlay into the right position GSVector4 scale = GSVector4(dst->m_texture->GetScale()).xyxy(); //Not needed right now, but good for testing GSVector4 br (0.0f, 0.0f, 1024.0f, 1024.0f); // entire RT GSVector4 sr = br * scale / size; GSVector4 dr = br * scale; m_renderer->m_dev->StretchRect(dst->m_texture, sr, src->m_texture, dr); } // pitch conversion else if(dst->m_TEX0.TBW != TEX0.TBW) // && dst->m_TEX0.PSM == TEX0.PSM { // sfex3 uses this trick (bw: 10 -> 5, wraps the right side below the left) // ASSERT(dst->m_TEX0.TBW > TEX0.TBW); // otherwise scale.x need to be reduced to make the larger texture fit (TODO) if(dst->m_type != RenderTarget) { src->m_texture = m_renderer->m_dev->CreateDepthStencil(dstsize.x, dstsize.y, false); } else{ src->m_texture = m_renderer->m_dev->CreateRenderTarget(dstsize.x, dstsize.y, false); } GSVector4 size = GSVector4(dstsize).xyxy(); GSVector4 scale = GSVector4(dst->m_texture->GetScale()).xyxy(); if (dst->m_TEX0.TBW < TEX0.TBW) // otherwise scale.x need to be reduced to make the larger texture fit { scale.x = ((float)dst->m_TEX0.TBW / (float)TEX0.TBW) ; //printf("scale.x = %f \n", scale.x); } int blockWidth = 64; int blockHeight = TEX0.PSM == PSM_PSMCT32 || TEX0.PSM == PSM_PSMCT24 ? 32 : 64; GSVector4i br(0, 0, blockWidth, blockHeight); int sw = (int)dst->m_TEX0.TBW << 6; int dw = (int)TEX0.TBW << 6; int dh = 1 << TEX0.TH; if(sw != 0) for(int dy = 0; dy < dh; dy += blockHeight) { for(int dx = 0; dx < dw; dx += blockWidth) { int o = dy * dw / blockHeight + dx; int sx = o % sw; int sy = o / sw; //printf("sx = %d ,sy = %d ,sw = %d ,o = %d \n",sx,sy,sw,o); GSVector4 sr = GSVector4(GSVector4i(sx, sy).xyxy() + br) * scale / size; GSVector4 dr = GSVector4(GSVector4i(dx, dy).xyxy() + br) * scale; m_renderer->m_dev->StretchRect(dst->m_texture, sr, src->m_texture, dr); // TODO: this is quite a lot of StretchRect, do it with one Draw } } } else if(tw < tp) { // FIXME: timesplitters blurs the render target by blending itself over a couple of times if(tw == 256 && th == 128 && tp == 512 && (TEX0.TBP0 == 0 || TEX0.TBP0 == 0x00e00)) { delete src; return false; } } // width/height conversion GSVector2 scale = dst->m_texture->GetScale(); GSVector4 dr(0, 0, w, h); //if(dst->m_type != RenderTarget) { if(w > dstsize.x) { scale.x = (float)dstsize.x / tw; dr.z = (float)dstsize.x * scale.x / dst->m_texture->GetScale().x; w = dstsize.x; } if(h > dstsize.y) { scale.y = (float)dstsize.y / th; dr.w = (float)dstsize.y * scale.y / dst->m_texture->GetScale().y; h = dstsize.y; } //} GSVector4 sr(0, 0, w, h); GSTexture* st = src->m_texture ? src->m_texture : dst->m_texture; GSTexture* dt; if(dst->m_type == RenderTarget) dt = m_renderer->m_dev->CreateRenderTarget(w, h, false); else dt = m_renderer->m_dev->CreateDepthStencil(w, h, false); if(!src->m_texture) { src->m_texture = dt; } if((sr == dr).alltrue()) { m_renderer->m_dev->CopyRect(st, dt, GSVector4i(0, 0, w, h)); } else { sr.z /= st->GetWidth(); sr.w /= st->GetHeight(); m_renderer->m_dev->StretchRect(st, sr, dt, dr); } if(dt != src->m_texture) { m_renderer->m_dev->Recycle(src->m_texture); src->m_texture = dt; } src->m_texture->SetScale(scale); switch(TEX0.PSM) { default: // Unhandled texture format ASSERT(0); case PSM_PSMCT32: src->m_fmt = FMT_32; break; case PSM_PSMCT24: src->m_fmt = FMT_24; break; case PSM_PSMCT16: case PSM_PSMCT16S: src->m_fmt = FMT_16; break; case PSM_PSMZ32: src->m_fmt = FMT_32; break; case PSM_PSMZ24: src->m_fmt = FMT_24; break; case PSM_PSMZ16: src->m_fmt = FMT_16; break; case PSM_PSMT8H: src->m_fmt = FMT_8H; src->m_palette = m_renderer->m_dev->CreateTexture(256, 1); break; case PSM_PSMT8: //Not sure, this wasn't handled at all. //Xenosaga 2 and 3 use it, Tales of Legendia as well. //It's always used for fog like effects. src->m_fmt = FMT_8; src->m_palette = m_renderer->m_dev->CreateTexture(256, 1); break; case PSM_PSMT4HL: src->m_fmt = FMT_4HL; src->m_palette = m_renderer->m_dev->CreateTexture(256, 1); break; case PSM_PSMT4HH: src->m_fmt = FMT_4HH; src->m_palette = m_renderer->m_dev->CreateTexture(256, 1); break; } if(tmp != NULL) { m_renderer->m_dev->Recycle(dst->m_texture); dst->m_texture = tmp; } } if(src->m_texture == NULL) { ASSERT(0); return NULL; } const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM]; if(psm.pal > 0) { memcpy(src->m_clut, (const uint32*)m_renderer->m_mem.m_clut, psm.pal * sizeof(uint32)); } m_src.Add(src, TEX0, m_renderer->m_context->offset.tex); return src; } #endif GSTextureCache::Target* GSTextureCache::CreateTarget(const GIFRegTEX0& TEX0, int w, int h, int type) { Target* t = new Target(m_renderer); t->m_TEX0 = TEX0; // FIXME: initial data should be unswizzled from local mem in Update() if dirty t->m_type = type; if(type == RenderTarget) { t->m_texture = m_renderer->m_dev->CreateRenderTarget(w, h, true); t->m_used = true; // FIXME } else if(type == DepthStencil) { t->m_texture = m_renderer->m_dev->CreateDepthStencil(w, h, true); } if(t->m_texture == NULL) { ASSERT(0); return NULL; } m_dst[type].push_front(t); return t; } // GSTextureCache::Surface GSTextureCache::Surface::Surface(GSRenderer* r) : m_renderer(r) , m_texture(NULL) , m_age(0) { m_TEX0.TBP0 = (uint32)~0; } GSTextureCache::Surface::~Surface() { m_renderer->m_dev->Recycle(m_texture); } void GSTextureCache::Surface::Update() { m_age = 0; } // GSTextureCache::Source GSTextureCache::Source::Source(GSRenderer* r) : Surface(r) , m_palette(NULL) , m_initpalette(true) , m_fmt(0) , m_target(false) , m_complete(false) { memset(m_valid, 0, sizeof(m_valid)); 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() { 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) { __super::Update(); if(m_complete || m_target) { return; } m_TEX0 = TEX0; m_TEXA = TEXA; GSVector2i bs = GSLocalMemory::m_psm[m_TEX0.PSM].bs; int tw = std::max(1 << m_TEX0.TW, bs.x); int th = std::max(1 << m_TEX0.TH, bs.y); GSVector4i r = rect.ralign(bs); if(r.eq(GSVector4i(0, 0, tw, th))) { m_complete = true; // lame, but better than nothing } const GSOffset* o = m_renderer->m_context->offset.tex; bool repeating = m_TEX0.IsRepeating(); uint32 blocks = 0; for(int y = r.top; y < r.bottom; y += bs.y) { uint32 base = o->block.row[y >> 3]; for(int x = r.left; x < r.right; x += bs.x) { uint32 block = base + o->block.col[x >> 3]; if(block < MAX_BLOCKS) { uint32 row = block >> 5; uint32 col = 1 << (block & 31); if((m_valid[row] & col) == 0) { if(!repeating) { m_valid[row] |= col; } 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 = o->block.row[y >> 3]; for(int x = r.left; x < r.right; x += bs.x) { uint32 block = base + o->block.col[x >> 3]; if(block < MAX_BLOCKS) { uint32 row = block >> 5; uint32 col = 1 << (block & 31); m_valid[row] |= col; } } } } m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, bs.x * bs.y * blocks << (m_fmt == FMT_32 ? 2 : 0)); 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); int pitch = max(tw, psm.bs.x) * sizeof(uint32); GSLocalMemory& mem = m_renderer->m_mem; const GSOffset* o = m_renderer->m_context->offset.tex; GSLocalMemory::readTexture rtx = psm.rtx; if(m_fmt == FMT_8) { pitch >>= 2; rtx = psm.rtxP; } uint8* buff = m_renderer->GetTextureBufferLock(); for(uint32 i = 0; i < count; i++) { GSVector4i r = m_write.rect[i]; if((r > tr).mask() & 0xff00) { (mem.*rtx)(o, r, buff, pitch, m_TEXA); m_texture->Update(r.rintersect(tr), buff, pitch); } else { GSTexture::GSMap m; if(m_texture->Map(m, &r)) { (mem.*rtx)(o, r, m.bits, m.pitch, m_TEXA); m_texture->Unmap(); } else { (mem.*rtx)(o, r, buff, pitch, m_TEXA); m_texture->Update(r, buff, pitch); } } } m_renderer->ReleaseTextureBufferLock(); 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; } // GSTextureCache::Target GSTextureCache::Target::Target(GSRenderer* r) : Surface(r) , m_type(-1) , m_used(false) { m_valid = GSVector4i::zero(); } void GSTextureCache::Target::Update() { __super::Update(); // FIXME: the union of the rects may also update wrong parts of the render target (but a lot faster :) GSVector4i r = m_dirty.GetDirtyRectAndClear(m_TEX0, m_texture->GetSize()); if(r.rempty()) return; if(m_type == RenderTarget) { int w = r.width(); int h = r.height(); if(GSTexture* t = m_renderer->m_dev->CreateTexture(w, h)) { const GSOffset* o = m_renderer->m_mem.GetOffset(m_TEX0.TBP0, m_TEX0.TBW, m_TEX0.PSM); GIFRegTEXA TEXA; TEXA.AEM = 1; TEXA.TA0 = 0; TEXA.TA1 = 0x80; GSTexture::GSMap m; if(t->Map(m)) { m_renderer->m_mem.ReadTexture(o, r, m.bits, m.pitch, TEXA); t->Unmap(); } else { static uint8* buff = (uint8*)::_aligned_malloc(1024 * 1024 * 4, 16); int pitch = ((w + 3) & ~3) * 4; m_renderer->m_mem.ReadTexture(o, r, buff, pitch, TEXA); t->Update(r.rsize(), buff, pitch); } // m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, w * h * 4); m_renderer->m_dev->StretchRect(t, m_texture, GSVector4(r) * GSVector4(m_texture->GetScale()).xyxy()); m_renderer->m_dev->Recycle(t); } } else if(m_type == DepthStencil) { // do the most likely thing a direct write would do, clear it if((m_renderer->m_game.flags & CRC::ZWriteMustNotClear) == 0) { m_renderer->m_dev->ClearDepth(m_texture, 0); } } } // GSTextureCache::SourceMap void GSTextureCache::SourceMap::Add(Source* s, const GIFRegTEX0& TEX0, const GSOffset* o) { m_surfaces.insert(s); if(s->m_target) { // TODO m_map[TEX0.TBP0 >> 5].push_front(s); return; } const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM]; GSVector2i bs = (TEX0.TBP0 & 31) == 0 ? psm.pgs : psm.bs; int tw = 1 << TEX0.TW; int th = 1 << TEX0.TH; for(int y = 0; y < th; y += bs.y) { uint32 base = o->block.row[y >> 3]; for(int x = 0; x < tw; x += bs.x) { uint32 page = (base + o->block.col[x >> 3]) >> 5; if(page < MAX_PAGES) { m_pages[page >> 5] |= 1 << (page & 31); } } } for(int i = 0; i < countof(m_pages); i++) { if(uint32 p = m_pages[i]) { m_pages[i] = 0; list* m = &m_map[i << 5]; unsigned long j; while(_BitScanForward(&j, p)) { p ^= 1 << j; m[j].push_front(s); } } } } void GSTextureCache::SourceMap::RemoveAll() { for_each(m_surfaces.begin(), m_surfaces.end(), delete_object()); m_surfaces.clear(); for(uint32 i = 0; i < countof(m_map); i++) { m_map[i].clear(); } } void GSTextureCache::SourceMap::RemoveAt(Source* s) { m_surfaces.erase(s); for(uint32 start = s->m_TEX0.TBP0 >> 5, end = s->m_target ? start : countof(m_map) - 1; start <= end; start++) { list& m = m_map[start]; for(list::iterator i = m.begin(); i != m.end(); ) { list::iterator j = i++; if(*j == s) {m.erase(j); break;} } } delete s; }