pcsx2/plugins/GSdx/GSTextureCacheSW.cpp

343 lines
6.9 KiB
C++

/*
* 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 GSVector4i& r)
{
GSLocalMemory& mem = m_state->m_mem;
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
const hash_map<GSTexture*, bool>& map = m_map[TEX0.TBP0 >> 5];
GSTexture* t = NULL;
for(hash_map<GSTexture*, bool>::const_iterator i = map.begin(); i != map.end(); i++)
{
GSTexture* t2 = (*i).first;
if(((t2->m_TEX0.u32[0] ^ TEX0.u32[0]) | ((t2->m_TEX0.u32[1] ^ TEX0.u32[1]) & 3)) != 0) // TBP0 TBW PSM TW TH
{
continue;
}
if((psm.trbpp == 16 || psm.trbpp == 24) && (t2->m_TEX0.TCC != TEX0.TCC || TEX0.TCC && TEXA != t2->m_TEXA))
{
continue;
}
t = t2;
t->m_age = 0;
break;
}
if(t == NULL)
{
t = new GSTexture(m_state);
m_textures[t] = true;
int tw = 1 << TEX0.TW;
int th = 1 << TEX0.TH;
uint32 bp = TEX0.TBP0;
uint32 bw = TEX0.TBW;
GSVector2i s = (bp & 31) == 0 ? psm.pgs : psm.bs;
for(int y = 0; y < th; y += s.y)
{
uint32 base = psm.bn(0, y, bp, bw);
for(int x = 0; x < tw; x += s.x)
{
uint32 page = (base + psm.blockOffset[x >> 3]) >> 5;
if(page >= MAX_PAGES)
{
continue;
}
m_map[page][t] = true;
}
}
}
if(!t->Update(TEX0, TEXA, r))
{
printf("!@#$%\n"); // memory allocation may fail if the game is too hungry
m_textures.erase(t);
for(int i = 0; i < MAX_PAGES; i++)
{
m_map[i].erase(t);
}
delete t;
return NULL;
}
return t;
}
void GSTextureCacheSW::RemoveAll()
{
for(hash_map<GSTexture*, bool>::iterator i = m_textures.begin(); i != m_textures.end(); i++)
{
delete i->first;
}
m_textures.clear();
for(int i = 0; i < MAX_PAGES; i++)
{
m_map[i].clear();
}
}
void GSTextureCacheSW::IncAge()
{
for(hash_map<GSTexture*, bool>::iterator i = m_textures.begin(); i != m_textures.end(); )
{
hash_map<GSTexture*, bool>::iterator j = i++;
GSTexture* t = j->first;
if(++t->m_age > 30)
{
m_textures.erase(j);
for(int i = 0; i < MAX_PAGES; i++)
{
m_map[i].erase(t);
}
delete t;
}
}
}
void GSTextureCacheSW::InvalidateVideoMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& rect)
{
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[BITBLTBUF.DPSM];
uint32 bp = BITBLTBUF.DBP;
uint32 bw = BITBLTBUF.DBW;
GSVector2i s = (bp & 31) == 0 ? psm.pgs : psm.bs;
GSVector4i r = rect.ralign<GSVector4i::Outside>(s);
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 page = (base + psm.blockOffset[x >> 3]) >> 5;
if(page >= MAX_PAGES)
{
continue;
}
const hash_map<GSTexture*, bool>& map = m_map[page];
for(hash_map<GSTexture*, bool>::const_iterator i = map.begin(); i != map.end(); i++)
{
GSTexture* t = (*i).first;
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_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 GSVector4i& 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];
uint32 bp = TEX0.TBP0;
uint32 bw = TEX0.TBW;
GSVector2i s = psm.bs;
int tw = max(1 << TEX0.TW, s.x);
int th = max(1 << TEX0.TH, s.y);
if(m_buff == NULL)
{
m_buff = _aligned_malloc(tw * th * sizeof(uint32), 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
}
GSVector4i r = rect.ralign<GSVector4i::Outside>(s);
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;
uint32 pitch = (1 << m_tw) * bytes;
uint8* dst = (uint8*)m_buff + pitch * r.top;
uint32 blocks = 0;
if(tw <= (bw << 6))
{
for(int y = r.top, o = pitch * s.y; y < r.bottom; y += s.y, dst += o)
{
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);
if((m_valid[row] & col) == 0)
{
m_valid[row] |= col;
(mem.*rtxb)(block, &dst[x * bytes], pitch, TEXA);
blocks++;
}
}
}
}
}
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, o = pitch * s.y; y < r.bottom; y += s.y, dst += o)
{
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);
if((m_valid[row] & col) == 0)
{
(mem.*rtxb)(block, &dst[x * bytes], pitch, TEXA);
blocks++;
}
}
}
}
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;
}
}
}
}
m_state->m_perfmon.Put(GSPerfMon::Unswizzle, s.x * s.y * bytes * blocks);
return true;
}