mirror of https://github.com/PCSX2/pcsx2.git
343 lines
6.9 KiB
C++
343 lines
6.9 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "StdAfx.h"
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#include "GSTextureCacheSW.h"
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GSTextureCacheSW::GSTextureCacheSW(GSState* state)
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: m_state(state)
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{
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}
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GSTextureCacheSW::~GSTextureCacheSW()
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{
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RemoveAll();
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}
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const GSTextureCacheSW::GSTexture* GSTextureCacheSW::Lookup(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& r)
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{
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GSLocalMemory& mem = m_state->m_mem;
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const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
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const hash_map<GSTexture*, bool>& map = m_map[TEX0.TBP0 >> 5];
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GSTexture* t = NULL;
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for(hash_map<GSTexture*, bool>::const_iterator i = map.begin(); i != map.end(); i++)
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{
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GSTexture* t2 = (*i).first;
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if(((t2->m_TEX0.u32[0] ^ TEX0.u32[0]) | ((t2->m_TEX0.u32[1] ^ TEX0.u32[1]) & 3)) != 0) // TBP0 TBW PSM TW TH
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{
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continue;
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}
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if((psm.trbpp == 16 || psm.trbpp == 24) && TEX0.TCC && TEXA != t2->m_TEXA)
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{
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continue;
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}
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t = t2;
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t->m_age = 0;
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break;
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}
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if(t == NULL)
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{
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t = new GSTexture(m_state);
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m_textures[t] = true;
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int tw = 1 << TEX0.TW;
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int th = 1 << TEX0.TH;
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uint32 bp = TEX0.TBP0;
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uint32 bw = TEX0.TBW;
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GSVector2i s = (bp & 31) == 0 ? psm.pgs : psm.bs;
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for(int y = 0; y < th; y += s.y)
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{
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uint32 base = psm.bn(0, y, bp, bw);
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for(int x = 0; x < tw; x += s.x)
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{
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uint32 page = (base + psm.blockOffset[x >> 3]) >> 5;
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if(page >= MAX_PAGES)
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{
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continue;
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}
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m_map[page][t] = true;
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}
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}
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}
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if(!t->Update(TEX0, TEXA, r))
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{
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printf("!@#$%\n"); // memory allocation may fail if the game is too hungry
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m_textures.erase(t);
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for(int i = 0; i < MAX_PAGES; i++)
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{
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m_map[i].erase(t);
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}
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delete t;
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return NULL;
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}
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return t;
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}
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void GSTextureCacheSW::RemoveAll()
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{
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for(hash_map<GSTexture*, bool>::iterator i = m_textures.begin(); i != m_textures.end(); i++)
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{
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delete i->first;
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}
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m_textures.clear();
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for(int i = 0; i < MAX_PAGES; i++)
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{
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m_map[i].clear();
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}
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}
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void GSTextureCacheSW::IncAge()
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{
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for(hash_map<GSTexture*, bool>::iterator i = m_textures.begin(); i != m_textures.end(); )
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{
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hash_map<GSTexture*, bool>::iterator j = i++;
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GSTexture* t = j->first;
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if(++t->m_age > 30)
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{
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m_textures.erase(j);
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for(int i = 0; i < MAX_PAGES; i++)
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{
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m_map[i].erase(t);
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}
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delete t;
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}
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}
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}
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void GSTextureCacheSW::InvalidateVideoMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& rect)
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{
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const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[BITBLTBUF.DPSM];
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uint32 bp = BITBLTBUF.DBP;
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uint32 bw = BITBLTBUF.DBW;
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GSVector2i s = (bp & 31) == 0 ? psm.pgs : psm.bs;
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GSVector4i r = rect.ralign<GSVector4i::Outside>(s);
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for(int y = r.top; y < r.bottom; y += s.y)
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{
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uint32 base = psm.bn(0, y, bp, bw);
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for(int x = r.left; x < r.right; x += s.x)
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{
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uint32 page = (base + psm.blockOffset[x >> 3]) >> 5;
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if(page >= MAX_PAGES)
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{
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continue;
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}
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const hash_map<GSTexture*, bool>& map = m_map[page];
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for(hash_map<GSTexture*, bool>::const_iterator i = map.begin(); i != map.end(); i++)
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{
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GSTexture* t = (*i).first;
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t->m_valid[page] = 0;
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t->m_complete = false;
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}
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}
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}
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}
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//
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GSTextureCacheSW::GSTexture::GSTexture(GSState* state)
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: m_state(state)
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, m_buff(NULL)
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, m_tw(0)
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, m_age(0)
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, m_complete(false)
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{
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memset(m_valid, 0, sizeof(m_valid));
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}
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GSTextureCacheSW::GSTexture::~GSTexture()
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{
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if(m_buff)
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{
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_aligned_free(m_buff);
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}
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}
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bool GSTextureCacheSW::GSTexture::Update(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& rect)
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{
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if(m_complete)
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{
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return true;
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}
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m_TEX0 = TEX0;
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m_TEXA = TEXA;
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GSLocalMemory& mem = m_state->m_mem;
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const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
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uint32 bp = TEX0.TBP0;
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uint32 bw = TEX0.TBW;
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GSVector2i s = psm.bs;
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int tw = max(1 << TEX0.TW, s.x);
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int th = max(1 << TEX0.TH, s.y);
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if(m_buff == NULL)
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{
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m_buff = _aligned_malloc(tw * th * sizeof(uint32), 16);
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if(m_buff == NULL)
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{
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return false;
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}
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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
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}
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GSVector4i r = rect.ralign<GSVector4i::Outside>(s);
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if(r.left == 0 && r.top == 0 && r.right == tw && r.bottom == th)
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{
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m_complete = true; // lame, but better than nothing
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}
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GSLocalMemory::readTextureBlock rtxb = psm.rtxbP;
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int bytes = psm.pal > 0 ? 1 : 4;
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uint32 pitch = (1 << m_tw) * bytes;
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uint8* dst = (uint8*)m_buff + pitch * r.top;
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uint32 blocks = 0;
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if(tw <= (bw << 6))
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{
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for(int y = r.top, o = pitch * s.y; y < r.bottom; y += s.y, dst += o)
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{
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uint32 base = psm.bn(0, y, bp, bw);
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for(int x = r.left; x < r.right; x += s.x)
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{
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uint32 block = base + psm.blockOffset[x >> 3];
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if(block < MAX_BLOCKS)
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{
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uint32 row = block >> 5;
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uint32 col = 1 << (block & 31);
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if((m_valid[row] & col) == 0)
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{
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m_valid[row] |= col;
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(mem.*rtxb)(block, &dst[x * bytes], pitch, TEXA);
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blocks++;
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}
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}
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}
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}
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}
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else
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{
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// 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),
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// 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
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// TODO: still bogus if those repeated parts aren't fetched together
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for(int y = r.top, o = pitch * s.y; y < r.bottom; y += s.y, dst += o)
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{
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uint32 base = psm.bn(0, y, bp, bw);
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for(int x = r.left; x < r.right; x += s.x)
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{
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uint32 block = base + psm.blockOffset[x >> 3];
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if(block < MAX_BLOCKS)
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{
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uint32 row = block >> 5;
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uint32 col = 1 << (block & 31);
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if((m_valid[row] & col) == 0)
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{
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(mem.*rtxb)(block, &dst[x * bytes], pitch, TEXA);
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blocks++;
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}
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}
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}
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}
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for(int y = r.top; y < r.bottom; y += s.y)
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{
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uint32 base = psm.bn(0, y, bp, bw);
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for(int x = r.left; x < r.right; x += s.x)
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{
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uint32 block = base + psm.blockOffset[x >> 3];
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if(block < MAX_BLOCKS)
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{
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uint32 row = block >> 5;
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uint32 col = 1 << (block & 31);
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m_valid[row] |= col;
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}
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}
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}
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}
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m_state->m_perfmon.Put(GSPerfMon::Unswizzle, s.x * s.y * bytes * blocks);
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return true;
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}
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