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authorPierre Bourdon <delroth@gmail.com>2012-03-22 15:21:52 +0100
committerPierre Bourdon <delroth@gmail.com>2012-03-22 15:21:52 +0100
commit0ffc12bbfd6ac44b3030ec30f400a58e951087b7 (patch)
tree53a6fac9ec79bcd71fe2046d8fb579478da12fd2 /Source/Core/VideoCommon/Src/TextureCacheBase.cpp
parent006923e871e496a7c6c0fe9ba76da4ee939ce14e (diff)
parentd95e31af3f779bfa3141047e8b6275e1fd2e4bbb (diff)
Merge branch 'master' into zcomploc-support
Conflicts: Source/Core/VideoCommon/Src/PixelShaderGen.cpp
Diffstat (limited to 'Source/Core/VideoCommon/Src/TextureCacheBase.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/TextureCacheBase.cpp335
1 files changed, 170 insertions, 165 deletions
diff --git a/Source/Core/VideoCommon/Src/TextureCacheBase.cpp b/Source/Core/VideoCommon/Src/TextureCacheBase.cpp
index d3b7ca14ba..00ff9610be 100644
--- a/Source/Core/VideoCommon/Src/TextureCacheBase.cpp
+++ b/Source/Core/VideoCommon/Src/TextureCacheBase.cpp
@@ -1,3 +1,19 @@
+// Copyright (C) 2003 Dolphin Project.
+
+// 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, version 2.0.
+
+// 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 2.0 for more details.
+
+// A copy of the GPL 2.0 should have been included with the program.
+// If not, see http://www.gnu.org/licenses/
+
+// Official SVN repository and contact information can be found at
+// http://code.google.com/p/dolphin-emu/
#include "MemoryUtil.h"
@@ -23,28 +39,19 @@ enum
TextureCache *g_texture_cache;
- GC_ALIGNED16(u8 *TextureCache::temp) = NULL;
+GC_ALIGNED16(u8 *TextureCache::temp) = NULL;
TextureCache::TexCache TextureCache::textures;
bool TextureCache::DeferredInvalidate;
TextureCache::TCacheEntryBase::~TCacheEntryBase()
{
- if (0 == addr)
- return;
-
- if (!isRenderTarget && !g_ActiveConfig.bSafeTextureCache)
- {
- u32 *const ptr = (u32*)Memory::GetPointer(addr);
- if (ptr && *ptr == hash)
- *ptr = oldpixel;
- }
}
TextureCache::TextureCache()
{
if (!temp)
- temp =(u8*) AllocateAlignedMemory(TEMP_SIZE,16);
+ temp = (u8*)AllocateAlignedMemory(TEMP_SIZE,16);
TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter);
if(g_ActiveConfig.bHiresTextures && !g_ActiveConfig.bDumpTextures)
HiresTextures::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
@@ -88,12 +95,11 @@ TextureCache::~TextureCache()
void TextureCache::Cleanup()
{
- TexCache::iterator
- iter = textures.begin(),
- tcend = textures.end();
+ TexCache::iterator iter = textures.begin();
+ TexCache::iterator tcend = textures.end();
while (iter != tcend)
{
- if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount)
+ if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount) // TODO: Deleting EFB copies might not be a good idea here...
{
delete iter->second;
textures.erase(iter++);
@@ -135,7 +141,7 @@ void TextureCache::MakeRangeDynamic(u32 start_address, u32 size)
const int rangePosition = iter->second->IntersectsMemoryRange(start_address, size);
if (0 == rangePosition)
{
- iter->second->hash = 0;
+ iter->second->SetHashes(TEXHASH_INVALID);
}
}
}
@@ -166,20 +172,19 @@ void TextureCache::ClearRenderTargets()
TexCache::iterator
iter = textures.begin(),
tcend = textures.end();
+
for (; iter!=tcend; ++iter)
- iter->second->isRenderTarget = false;
+ if (iter->second->type != TCET_EC_DYNAMIC)
+ iter->second->type = TCET_NORMAL;
}
TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
u32 address, unsigned int width, unsigned int height, int texformat,
- unsigned int tlutaddr, int tlutfmt, bool UseNativeMips, unsigned int maxlevel)
+ unsigned int tlutaddr, int tlutfmt, bool UseNativeMips, unsigned int maxlevel, bool from_tmem)
{
- // necessary?
if (0 == address)
return NULL;
- u8* ptr = Memory::GetPointer(address);
-
// TexelSizeInNibbles(format)*width*height/16;
const unsigned int bsw = TexDecoder_GetBlockWidthInTexels(texformat) - 1;
const unsigned int bsh = TexDecoder_GetBlockHeightInTexels(texformat) - 1;
@@ -188,111 +193,85 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
unsigned int expandedHeight = (height + bsh) & (~bsh);
const unsigned int nativeW = width;
const unsigned int nativeH = height;
- bool isPow2;
- u64 hash_value = 0;
- u64 texHash = 0;
u32 texID = address;
+ u64 tex_hash = TEXHASH_INVALID; // Hash assigned to texcache entry (also used to generate filenames used for texture dumping and custom texture lookup)
+ u64 tlut_hash = TEXHASH_INVALID;
+
u32 full_format = texformat;
- const u32 texture_size = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat);
- const u32 palette_size = TexDecoder_GetPaletteSize(texformat);
- bool texture_is_dynamic = false;
- unsigned int texLevels;
PC_TexFormat pcfmt = PC_TEX_FMT_NONE;
const bool isPaletteTexture = (texformat == GX_TF_C4 || texformat == GX_TF_C8 || texformat == GX_TF_C14X2);
-
if (isPaletteTexture)
full_format = texformat | (tlutfmt << 16);
- // hires texture loading and texture dumping require accurate hashes
- if (g_ActiveConfig.bSafeTextureCache || g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures)
- {
- texHash = GetHash64(ptr, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
-
- if (isPaletteTexture)
- {
- // WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up)
- // tlut size can be up to 32768B (GX_TF_C14X2) but Safer == Slower.
- // This trick (to change the texID depending on the TLUT addr) is a trick to get around
- // an issue with metroid prime's fonts, where it has multiple sets of fonts on top of
- // each other stored in a single texture, and uses the palette to make different characters
- // visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
- // we must make sure that texture with different tluts get different IDs.
-
- const u64 tlutHash = GetHash64(texMem + tlutaddr, palette_size,
- g_ActiveConfig.iSafeTextureCache_ColorSamples);
-
- texHash ^= tlutHash;
-
- if (g_ActiveConfig.bSafeTextureCache)
- texID ^= ((u32)tlutHash) ^ (u32)(tlutHash >> 32);
- }
+ const u32 texture_size = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat);
+ u8* src_data;
+ if (from_tmem) src_data = &texMem[bpmem.tex[stage/4].texImage1[stage%4].tmem_even * TMEM_LINE_SIZE];
+ else src_data = Memory::GetPointer(address);
- if (g_ActiveConfig.bSafeTextureCache)
- hash_value = texHash;
+ tex_hash = GetHash64(src_data, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
+ if (isPaletteTexture)
+ {
+ const u32 palette_size = TexDecoder_GetPaletteSize(texformat);
+ tlut_hash = GetHash64(&texMem[tlutaddr], palette_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
+
+ // NOTE: For non-paletted textures, texID is equal to the texture address.
+ // A paletted texture, however, may have multiple texIDs assigned though depending on the currently used tlut.
+ // This (changing texID depending on the tlut_hash) is a trick to get around
+ // an issue with Metroid Prime's fonts (it has multiple sets of fonts on each other
+ // stored in a single texture and uses the palette to make different characters
+ // visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
+ // we must make sure that a paletted texture gets assigned multiple IDs for each tlut used.
+ //
+ // TODO: Because texID isn't always the same as the address now, CopyRenderTargetToTexture might be broken now
+ texID ^= ((u32)tlut_hash) ^(u32)(tlut_hash >> 32);
+ tex_hash ^= tlut_hash;
}
TCacheEntryBase *entry = textures[texID];
if (entry)
{
- if (!g_ActiveConfig.bSafeTextureCache)
+ // 1. Calculate reference hash:
+ // calculated from RAM texture data for normal textures. Hashes for paletted textures are modified by tlut_hash. 0 for virtual EFB copies.
+ if (g_ActiveConfig.bCopyEFBToTexture && entry->IsEfbCopy())
+ tex_hash = TEXHASH_INVALID;
+
+ // 2. a) For EFB copies, only the hash and the texture address need to match
+ if (entry->IsEfbCopy() && tex_hash == entry->hash && address == entry->addr)
{
- if (entry->isRenderTarget || entry->isDynamic)
- {
- if (!g_ActiveConfig.bCopyEFBToTexture)
- {
- hash_value = GetHash64(ptr, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
+ if (entry->type != TCET_EC_VRAM)
+ entry->type = TCET_NORMAL;
- if (isPaletteTexture)
- {
- hash_value ^= GetHash64(&texMem[tlutaddr], palette_size,
- g_ActiveConfig.iSafeTextureCache_ColorSamples);
- }
- }
- else
- {
- hash_value = 0;
- }
- }
- else
- {
- hash_value = *(u32*)ptr;
- }
+ // TODO: Print a warning if the format changes! In this case, we could reinterpret the internal texture object data to the new pixel format (similiar to what is already being done in Renderer::ReinterpretPixelFormat())
+ goto return_entry;
}
- else if ((entry->isRenderTarget || entry->isDynamic) && g_ActiveConfig.bCopyEFBToTexture)
+
+ // 2. b) For normal textures, all texture parameters need to match
+ if (address == entry->addr && tex_hash == entry->hash && full_format == entry->format &&
+ entry->num_mipmaps == maxlevel && entry->native_width == nativeW && entry->native_height == nativeH)
{
- hash_value = 0;
+ goto return_entry;
}
- if (((entry->isRenderTarget || entry->isDynamic) && hash_value == entry->hash && address == entry->addr)
- || ((address == entry->addr) && (hash_value == entry->hash) && full_format == entry->format && entry->mipLevels == maxlevel))
+ // 3. If we reach this line, we'll have to upload the new texture data to VRAM.
+ // If we're lucky, the texture parameters didn't change and we can reuse the internal texture object instead of destroying and recreating it.
+ //
+ // TODO: Don't we need to force texture decoding to RGBA8 for dynamic EFB copies?
+ // TODO: Actually, it should be enough if the internal texture format matches...
+ if ((entry->type == TCET_NORMAL && width == entry->native_width && height == entry->native_height && full_format == entry->format && entry->num_mipmaps == maxlevel)
+ || (entry->type == TCET_EC_DYNAMIC && entry->native_width == width && entry->native_height == height))
{
- entry->isDynamic = false;
- goto return_entry;
+ // reuse the texture
}
else
{
- // Let's reload the new texture data into the same texture,
- // instead of destroying it and having to create a new one.
- // Might speed up movie playback very, very slightly.
- texture_is_dynamic = (entry->isRenderTarget || entry->isDynamic) && !g_ActiveConfig.bCopyEFBToTexture;
-
- if (!entry->isRenderTarget &&
- ((!entry->isDynamic && width == entry->realW && height == entry->realH && full_format == entry->format && entry->mipLevels == maxlevel)
- || (entry->isDynamic && entry->realW == width && entry->realH == height)))
- {
- // reuse the texture
- }
- else
- {
- // delete the texture and make a new one
- delete entry;
- entry = NULL;
- }
+ // delete the texture and make a new one
+ delete entry;
+ entry = NULL;
}
}
-
+
if (g_ActiveConfig.bHiresTextures)
{
// Load Custom textures
@@ -301,23 +280,24 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
unsigned int newWidth = width;
unsigned int newHeight = height;
- sprintf(texPathTemp, "%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (texHash & 0x00000000FFFFFFFFLL), texformat);
+ sprintf(texPathTemp, "%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat);
pcfmt = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, texformat, temp);
if (pcfmt != PC_TEX_FMT_NONE)
{
expandedWidth = width = newWidth;
expandedHeight = height = newHeight;
-
- // TODO: shouldn't generating mips be forced on now?
- // native mips with a custom texture wouldn't make sense
}
}
+ // TODO: RGBA8 textures are stored non-continuously in tmem, that might cause problems when preloading is enabled
if (pcfmt == PC_TEX_FMT_NONE)
- pcfmt = TexDecoder_Decode(temp, ptr, expandedWidth,
- expandedHeight, texformat, tlutaddr, tlutfmt, g_ActiveConfig.backend_info.bUseRGBATextures);
+ pcfmt = TexDecoder_Decode(temp, src_data, expandedWidth,
+ expandedHeight, texformat, tlutaddr, tlutfmt, g_ActiveConfig.backend_info.bUseRGBATextures);
+ bool isPow2;
+ unsigned int texLevels;
+ UseNativeMips = UseNativeMips && (width == nativeW && height == nativeH); // Only load native mips if their dimensions fit to our virtual texture dimensions
isPow2 = !((width & (width - 1)) || (height & (height - 1)));
texLevels = (isPow2 && UseNativeMips && maxlevel) ?
GetPow2(std::max(width, height)) : !isPow2;
@@ -329,40 +309,27 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
if (NULL == entry) {
textures[texID] = entry = g_texture_cache->CreateTexture(width, height, expandedWidth, texLevels, pcfmt);
- // Sometimes, we can get around recreating a texture if only the number of mip levels gets changes
+ // Sometimes, we can get around recreating a texture if only the number of mip levels changes
// e.g. if our texture cache entry got too many mipmap levels we can limit the number of used levels by setting the appropriate render states
// Thus, we don't update this member for every Load, but just whenever the texture gets recreated
- entry->mipLevels = maxlevel;
+ //
+ // TODO: Won't we end up recreating textures all the time because maxlevel doesn't necessarily equal texLevels?
+ entry->num_mipmaps = maxlevel; // TODO: Does this actually work? We can't really adjust mipmap settings per-stage...
+ entry->type = TCET_NORMAL;
GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
}
- entry->addr = address;
- entry->format = full_format;
- entry->size_in_bytes = texture_size;
-
- entry->virtualW = width;
- entry->virtualH = height;
-
- entry->realW = nativeW;
- entry->realH = nativeH;
-
- entry->isRenderTarget = false;
- entry->isNonPow2 = false;
- entry->isDynamic = texture_is_dynamic;
-
- entry->oldpixel = *(u32*)ptr;
-
- if (g_ActiveConfig.bSafeTextureCache || entry->isDynamic)
- entry->hash = hash_value;
- else
- // don't like rand() here
- entry->hash = *(u32*)ptr = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
+ entry->SetGeneralParameters(address, texture_size, full_format, entry->num_mipmaps);
+ entry->SetDimensions(nativeW, nativeH, width, height);
+ entry->hash = tex_hash;
+ if (entry->IsEfbCopy() && !g_ActiveConfig.bCopyEFBToTexture) entry->type = TCET_EC_DYNAMIC;
+ else entry->type = TCET_NORMAL;
// load texture
entry->Load(width, height, expandedWidth, 0, (texLevels == 0));
- // load mips
+ // load mips - TODO: Loading mipmaps from tmem is untested!
if (texLevels > 1 && pcfmt != PC_TEX_FMT_NONE)
{
const unsigned int bsdepth = TexDecoder_GetTexelSizeInNibbles(texformat);
@@ -370,20 +337,31 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
unsigned int level = 1;
unsigned int mipWidth = (width + 1) >> 1;
unsigned int mipHeight = (height + 1) >> 1;
- ptr += texture_size;
+
+ u8* ptr_even = NULL, *ptr_odd = NULL;
+ if (from_tmem)
+ {
+ ptr_even = &texMem[bpmem.tex[stage/4].texImage1[stage%4].tmem_even * TMEM_LINE_SIZE + texture_size];
+ ptr_odd = &texMem[bpmem.tex[stage/4].texImage2[stage%4].tmem_odd * TMEM_LINE_SIZE];
+ }
+ src_data += texture_size;
while ((mipHeight || mipWidth) && (level < texLevels))
{
+ u8** ptr;
+ if (from_tmem) ptr = (level % 2) ? &ptr_odd : &ptr_even;
+ else ptr = &src_data;
+
const unsigned int currentWidth = (mipWidth > 0) ? mipWidth : 1;
const unsigned int currentHeight = (mipHeight > 0) ? mipHeight : 1;
expandedWidth = (currentWidth + bsw) & (~bsw);
expandedHeight = (currentHeight + bsh) & (~bsh);
- TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, texformat, tlutaddr, tlutfmt, g_ActiveConfig.backend_info.bUseRGBATextures);
- entry->Load(currentWidth, currentHeight, expandedWidth, level);
+ TexDecoder_Decode(temp, *ptr, expandedWidth, expandedHeight, texformat, tlutaddr, tlutfmt, g_ActiveConfig.backend_info.bUseRGBATextures);
+ entry->Load(currentWidth, currentHeight, expandedWidth, level, false);
- ptr += ((std::max(mipWidth, bsw) * std::max(mipHeight, bsh) * bsdepth) >> 1);
+ *ptr += ((std::max(mipWidth, bsw) * std::max(mipHeight, bsh) * bsdepth) >> 1);
mipWidth >>= 1;
mipHeight >>= 1;
++level;
@@ -404,7 +382,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
sprintf(szTemp, "%s/%s_%08x_%i.png", szDir.c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(),
- (u32) (texHash & 0x00000000FFFFFFFFLL), texformat);
+ (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat);
if (false == File::Exists(szTemp))
entry->Save(szTemp);
@@ -426,10 +404,49 @@ return_entry:
void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
{
+ // Emulation methods:
+ // - EFB to RAM:
+ // Encodes the requested EFB data at its native resolution to the emulated RAM using shaders.
+ // Load() decodes the data from there again (using TextureDecoder) if the EFB copy is being used as a texture again.
+ // Advantage: CPU can read data from the EFB copy and we don't lose any important updates to the texture
+ // Disadvantage: Encoding+decoding steps often are redundant because only some games read or modify EFB copies before using them as textures.
+ // - EFB to texture:
+ // Copies the requested EFB data to a texture object in VRAM, performing any color conversion using shaders.
+ // Advantage: Works for many games, since in most cases EFB copies aren't read or modified at all before being used as a texture again.
+ // Since we don't do any further encoding or decoding here, this method is much faster.
+ // It also allows enhancing the visual quality by doing scaled EFB copies.
+ // - hybrid EFB copies:
+ // 1a) Whenever this function gets called, encode the requested EFB data to RAM (like EFB to RAM)
+ // 1b) Set type to TCET_EC_DYNAMIC for all texture cache entries in the destination address range.
+ // If EFB copy caching is enabled, further checks will (try to) prevent redundant EFB copies.
+ // 2) Check if a texture cache entry for the specified dstAddr already exists (i.e. if an EFB copy was triggered to that address before):
+ // 2a) Entry doesn't exist:
+ // - Also copy the requested EFB data to a texture object in VRAM (like EFB to texture)
+ // - Create a texture cache entry for the target (type = TCET_EC_VRAM)
+ // - Store a hash of the encoded RAM data in the texcache entry.
+ // 2b) Entry exists AND type is TCET_EC_VRAM:
+ // - Like case 2a, but reuse the old texcache entry instead of creating a new one.
+ // 2c) Entry exists AND type is TCET_EC_DYNAMIC:
+ // - Only encode the texture to RAM (like EFB to RAM) and store a hash of the encoded data in the existing texcache entry.
+ // - Do NOT copy the requested EFB data to a VRAM object. Reason: the texture is dynamic, i.e. the CPU is modifying it. Storing a VRAM copy is useless, because we'd always end up deleting it and reloading the data from RAM anyway.
+ // 3) If the EFB copy gets used as a texture, compare the source RAM hash with the hash you stored when encoding the EFB data to RAM.
+ // 3a) If the two hashes match AND type is TCET_EC_VRAM, reuse the VRAM copy you created
+ // 3b) If the two hashes differ AND type is TCET_EC_VRAM, screw your existing VRAM copy. Set type to TCET_EC_DYNAMIC.
+ // Redecode the source RAM data to a VRAM object. The entry basically behaves like a normal texture now.
+ // 3c) If type is TCET_EC_DYNAMIC, treat the EFB copy like a normal texture.
+ // Advantage: Non-dynamic EFB copies can be visually enhanced like with EFB to texture.
+ // Compatibility is as good as EFB to RAM.
+ // Disadvantage: Slower than EFB to texture and often even slower than EFB to RAM.
+ // EFB copy cache depends on accurate texture hashing being enabled. However, with accurate hashing you end up being as slow as without a copy cache anyway.
+ //
+ // Disadvantage of all methods: Calling this function requires the GPU to perform a pipeline flush which stalls any further CPU processing.
+ //
+ // For historical reasons, Dolphin doesn't actually implement "pure" EFB to RAM emulation, but only EFB to texture and hybrid EFB copies.
+
float colmat[28] = {0};
float *const fConstAdd = colmat + 16;
float *const ColorMask = colmat + 20;
- ColorMask[0] = ColorMask[1] = ColorMask[2] = ColorMask[3] = 255.0f;
+ ColorMask[0] = ColorMask[1] = ColorMask[2] = ColorMask[3] = 255.0f;
ColorMask[4] = ColorMask[5] = ColorMask[6] = ColorMask[7] = 1.0f / 255.0f;
unsigned int cbufid = -1;
@@ -437,7 +454,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
{
switch (dstFormat)
{
- case 0: // Z4
+ case 0: // Z4
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f;
cbufid = 0;
break;
@@ -447,7 +464,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
cbufid = 1;
break;
- case 3: // Z16
+ case 3: // Z16
colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f;
cbufid = 24;
break;
@@ -472,8 +489,10 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
cbufid = 5;
break;
- case 12: // Z16L
- colmat[2] = colmat[6] = colmat[10] = colmat[13] = 1.0f;
+ case 12: // Z16L - copy lower 16 depth bits
+ // expected to be used as an IA8 texture (upper 8 bits stored as intensity, lower 8 bits stored as alpha)
+ // Used e.g. in Zelda: Skyward Sword
+ colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f;
cbufid = 6;
break;
@@ -483,7 +502,6 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
cbufid = 7;
break;
}
-
}
else if (isIntensity)
{
@@ -627,15 +645,18 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
unsigned int scaled_tex_w = g_ActiveConfig.bCopyEFBScaled ? Renderer::EFBToScaledX(tex_w) : tex_w;
unsigned int scaled_tex_h = g_ActiveConfig.bCopyEFBScaled ? Renderer::EFBToScaledY(tex_h) : tex_h;
- bool texture_is_dynamic = false;
TCacheEntryBase *entry = textures[dstAddr];
if (entry)
{
- if ((entry->isRenderTarget && entry->virtualW == scaled_tex_w && entry->virtualH == scaled_tex_h)
- || (entry->isDynamic && entry->realW == tex_w && entry->realH == tex_h))
+ if ((entry->type == TCET_EC_VRAM && entry->virtual_width == scaled_tex_w && entry->virtual_height == scaled_tex_h)
+ || (entry->type == TCET_EC_DYNAMIC && entry->native_width == tex_w && entry->native_height == tex_h))
{
- texture_is_dynamic = entry->isDynamic;
+ if (entry->type == TCET_EC_DYNAMIC)
+ {
+ scaled_tex_w = tex_w;
+ scaled_tex_h = tex_h;
+ }
}
else
{
@@ -645,32 +666,16 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
}
}
- if (texture_is_dynamic)
- {
- scaled_tex_w = tex_w;
- scaled_tex_h = tex_h;
- }
-
if (NULL == entry)
{
// create the texture
textures[dstAddr] = entry = g_texture_cache->CreateRenderTargetTexture(scaled_tex_w, scaled_tex_h);
- entry->addr = dstAddr;
- entry->hash = 0;
-
- entry->realW = tex_w;
- entry->realH = tex_h;
-
- entry->virtualW = scaled_tex_w;
- entry->virtualH = scaled_tex_h;
-
- entry->format = dstFormat;
- entry->mipLevels = 0;
-
- entry->isRenderTarget = true;
- entry->isNonPow2 = true;
- entry->isDynamic = false;
+ // TODO: Using the wrong dstFormat, dumb...
+ entry->SetGeneralParameters(dstAddr, 0, dstFormat, 0);
+ entry->SetDimensions(tex_w, tex_h, scaled_tex_w, scaled_tex_h);
+ entry->SetHashes(TEXHASH_INVALID);
+ entry->type = TCET_EC_VRAM;
}
entry->frameCount = frameCount;