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authorNeoBrainX <NeoBrainX@gmail.com>2011-12-26 23:14:12 +0100
committerNeoBrainX <NeoBrainX@googlemail.com>2012-01-31 18:09:35 +0100
commit67129404dd8d6944ccc5ad1ae24ece33ae5c8bba (patch)
treeb0818c68bf6c1d9522e1b04b62823ec214e8f36d /Source/Core/VideoCommon/Src/TextureCacheBase.cpp
parent5239ba88c99c5516b412aa3dc408a448b2bd7eba (diff)
TextureCacheBase: Small bugfix
Added documentation for hybrid EFB copy stuff
Diffstat (limited to 'Source/Core/VideoCommon/Src/TextureCacheBase.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/TextureCacheBase.cpp48
1 files changed, 38 insertions, 10 deletions
diff --git a/Source/Core/VideoCommon/Src/TextureCacheBase.cpp b/Source/Core/VideoCommon/Src/TextureCacheBase.cpp
index 369712bede..7c78b6f937 100644
--- a/Source/Core/VideoCommon/Src/TextureCacheBase.cpp
+++ b/Source/Core/VideoCommon/Src/TextureCacheBase.cpp
@@ -189,6 +189,10 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
if (isPaletteTexture)
full_format = texformat | (tlutfmt << 16);
+ u8* ptr = Memory::GetPointer(address);
+ const u32 texture_size = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat);
+
+ hash_value = texHash = GetHash64(ptr, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
if (isPaletteTexture)
{
const u32 palette_size = TexDecoder_GetPaletteSize(texformat);
@@ -204,24 +208,15 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
//
// 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);
+ hash_value = texHash ^= tlut_hash;
}
-
bool texture_is_dynamic = false;
- const u32 texture_size = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat);
-
- u8* ptr = Memory::GetPointer(address);
-
TCacheEntryBase *entry = textures[texID];
if (entry)
{
// 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.
- hash_value = texHash = GetHash64(ptr, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
-
- if (isPaletteTexture)
- hash_value = texHash ^= tlut_hash;
-
if (g_ActiveConfig.bCopyEFBToTexture && (entry->isRenderTarget || entry->isDynamic))
hash_value = TEXHASH_INVALID;
@@ -378,6 +373,39 @@ 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:
+ // 1) Whenever this function gets called, encode the requested EFB data to RAM (like EFB to RAM)
+ // 2a) If we haven't copied to the specified dstAddr yet, copy the requested EFB data to a texture object in VRAM as well (like EFB to texture)
+ // Create a texture cache entry for the render target (isRenderTarget = true, isDynamic = false)
+ // Store a hash of the encoded RAM data in the texcache entry.
+ // 2b) If we already have created a texcache entry for dstAddr (i.e. if we copied to dstAddr before) AND isDynamic is false:
+ // Do the same like above, but reuse the old texcache entry instead of creating a new one.
+ // 2c) If we already have created a texcache entry for dstAddr AND isDynamic is true (isRenderTarget will be false then)
+ // 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 end up deleting it and reloading the data from RAM again 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 isDynamic is still false, reuse the VRAM copy you created
+ // 3b) If the two hashes differ AND isDynamic is still false, screw your existing VRAM copy. Set isRenderTarget to false and isDynamic to true.
+ // Redecode the source RAM data to a VRAM object. The entry basically behaves like a normal texture now.
+ // 3c) If isDynamic is true, treat the EFB copy like a normal texture.
+ // Advantage: Neither as fast as EFB to texture nor as slow as EFB to RAM, so it's a good compromise.
+ // Non-dynamic EFB copies can be visually enhanced like with EFB to texture.
+ // Compatibility ideally is as good as with EFB to RAM.
+ // Disadvantage: Depends on accurate texture hashing being enabled. However, with accurate hashing you end up being as slow as EFB to RAM anyway.
+ //
+ // Disadvantage of all methods: Calling this function requires the GPU to perform a pipeline flush which stalls any further CPU processing.
+
float colmat[28] = {0};
float *const fConstAdd = colmat + 16;
float *const ColorMask = colmat + 20;