diff options
| author | Ryan Houdek <Sonicadvance1@Gmail.com> | 2012-10-27 17:22:48 -0500 |
|---|---|---|
| committer | Ryan Houdek <Sonicadvance1@Gmail.com> | 2012-10-27 17:22:48 -0500 |
| commit | c1fd640964272e68301b4f2c39e36b4f550785b6 (patch) | |
| tree | 321788bd412bd805ad1432925e6457b07b10927a /Source/Core/VideoCommon/Src/TextureCacheBase.cpp | |
| parent | 5a6a2b2bec29e71efd8dda61bf6fb5aad4a45020 (diff) | |
| parent | 7006cd12170c3b3dc3c6179a66945b5183995156 (diff) | |
Rebase immediate-removal on master
Diffstat (limited to 'Source/Core/VideoCommon/Src/TextureCacheBase.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Src/TextureCacheBase.cpp | 543 |
1 files changed, 329 insertions, 214 deletions
diff --git a/Source/Core/VideoCommon/Src/TextureCacheBase.cpp b/Source/Core/VideoCommon/Src/TextureCacheBase.cpp index d3b7ca14ba..a5c390df3d 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" @@ -17,68 +33,48 @@ extern int frameCount; enum { - TEMP_SIZE = (2048 * 2048 * 4), TEXTURE_KILL_THRESHOLD = 200, }; TextureCache *g_texture_cache; - GC_ALIGNED16(u8 *TextureCache::temp) = NULL; +GC_ALIGNED16(u8 *TextureCache::temp) = NULL; +unsigned int TextureCache::temp_size; TextureCache::TexCache TextureCache::textures; -bool TextureCache::DeferredInvalidate; + +TextureCache::BackupConfig TextureCache::backup_config; + 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() { + temp_size = 2048 * 2048 * 4; 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()); SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures); } -void TextureCache::Invalidate(bool shutdown) +void TextureCache::Invalidate() { TexCache::iterator iter = textures.begin(), tcend = textures.end(); for (; iter != tcend; ++iter) - { - if (shutdown) - iter->second->addr = 0; delete iter->second; - } textures.clear(); - if(g_ActiveConfig.bHiresTextures && !g_ActiveConfig.bDumpTextures) - HiresTextures::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str()); - SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures); - - DeferredInvalidate = false; -} - -void TextureCache::InvalidateDefer() -{ - DeferredInvalidate = true; } TextureCache::~TextureCache() { - Invalidate(true); + Invalidate(); if (temp) { FreeAlignedMemory(temp); @@ -86,14 +82,55 @@ TextureCache::~TextureCache() } } +void TextureCache::OnConfigChanged(VideoConfig& config) +{ + if (!g_texture_cache) + goto skip_checks; + + // TODO: Invalidating texcache is really stupid in some of these cases + if (config.iSafeTextureCache_ColorSamples != backup_config.s_colorsamples || + config.bTexFmtOverlayEnable != backup_config.s_texfmt_overlay || + config.bTexFmtOverlayCenter != backup_config.s_texfmt_overlay_center || + config.bHiresTextures != backup_config.s_hires_textures) + { + g_texture_cache->Invalidate(); + + if(g_ActiveConfig.bHiresTextures) + HiresTextures::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str()); + + SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures); + TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter); + } + + // TODO: Probably shouldn't clear all render targets here, just mark them dirty or something. + if (config.bEFBCopyCacheEnable != backup_config.s_copy_cache_enable || // TODO: not sure if this is needed? + config.bCopyEFBToTexture != backup_config.s_copy_efb_to_texture || + config.bCopyEFBScaled != backup_config.s_copy_efb_scaled || + config.bEFBCopyEnable != backup_config.s_copy_efb || + config.iEFBScale != backup_config.s_efb_scale) + { + g_texture_cache->ClearRenderTargets(); + } + +skip_checks: + backup_config.s_colorsamples = config.iSafeTextureCache_ColorSamples; + backup_config.s_copy_efb_to_texture = config.bCopyEFBToTexture; + backup_config.s_copy_efb_scaled = config.bCopyEFBScaled; + backup_config.s_copy_efb = config.bEFBCopyEnable; + backup_config.s_efb_scale = config.iEFBScale; + backup_config.s_texfmt_overlay = config.bTexFmtOverlayEnable; + backup_config.s_texfmt_overlay_center = config.bTexFmtOverlayCenter; + backup_config.s_hires_textures = config.bHiresTextures; + backup_config.s_copy_cache_enable = config.bEFBCopyCacheEnable; +} + 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 +172,7 @@ 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 +203,101 @@ 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; +} + +bool TextureCache::CheckForCustomTextureLODs(u64 tex_hash, int texformat, unsigned int levels) +{ + // Just checking if the necessary files exist, if they can't be loaded or have incorrect dimensions LODs will be black + char texBasePathTemp[MAX_PATH]; + char texPathTemp[MAX_PATH]; + + sprintf(texBasePathTemp, "%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat); + + for (unsigned int level = 1; level < levels; ++level) + { + sprintf(texPathTemp, "%s_mip%i", texBasePathTemp, level); + if (!HiresTextures::HiresTexExists(texPathTemp)) + { + if (level > 1) + WARN_LOG(VIDEO, "Couldn't find custom texture LOD with index %i (filename: %s), disabling custom LODs for this texture", level, texPathTemp); + + return false; + } + } + return true; +} + +PC_TexFormat TextureCache::LoadCustomTexture(u64 tex_hash, int texformat, unsigned int level, unsigned int& width, unsigned int& height) +{ + char texPathTemp[MAX_PATH]; + unsigned int newWidth = 0; + unsigned int newHeight = 0; + + if (level == 0) + sprintf(texPathTemp, "%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat); + else + sprintf(texPathTemp, "%s_%08x_%i_mip%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat, level); + + unsigned int required_size = 0; + PC_TexFormat ret = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, &required_size, texformat, temp_size, temp); + if (ret == PC_TEX_FMT_NONE && temp_size < required_size) + { + // Allocate more memory and try again + // TODO: Should probably check if newWidth and newHeight are texture dimensions which are actually supported by the current video backend + temp_size = required_size; + FreeAlignedMemory(temp); + temp = (u8*)AllocateAlignedMemory(temp_size, 16); + ret = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, &required_size, texformat, temp_size, temp); + } + + if (ret != PC_TEX_FMT_NONE) + { + width = newWidth; + height = newHeight; + } + return ret; +} + +void TextureCache::DumpTexture(TCacheEntryBase* entry, unsigned int level) +{ + char szTemp[MAX_PATH]; + std::string szDir = File::GetUserPath(D_DUMPTEXTURES_IDX) + + SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID; + + // make sure that the directory exists + if (false == File::Exists(szDir) || false == File::IsDirectory(szDir)) + File::CreateDir(szDir.c_str()); + + // For compatibility with old texture packs, don't print the LOD index for level 0. + // TODO: TLUT format should actually be stored in filename? :/ + if (level == 0) + { + sprintf(szTemp, "%s/%s_%08x_%i.png", szDir.c_str(), + SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), + (u32) (entry->hash & 0x00000000FFFFFFFFLL), entry->format & 0xFFFF); + } + else + { + sprintf(szTemp, "%s/%s_%08x_%i_mip%i.png", szDir.c_str(), + SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), + (u32) (entry->hash & 0x00000000FFFFFFFFLL), entry->format & 0xFFFF, level); + } + + if (false == File::Exists(szTemp)) + entry->Save(szTemp, level); } 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; @@ -188,226 +306,200 @@ 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; + bool using_custom_texture = false; + bool using_custom_lods = false; + 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); + entry->type = TCET_EC_VRAM; - 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 - char texPathTemp[MAX_PATH]; - - 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); - pcfmt = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, texformat, temp); + if (g_ActiveConfig.bHiresTextures) + { + pcfmt = LoadCustomTexture(tex_hash, texformat, 0, width, height); 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 + expandedWidth = width; + expandedHeight = height; + using_custom_texture = true; } } + // 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); + // TODO: Cleanup. Plus, we still autogenerate mipmaps in certain cases (we shouldn't do that) + bool isPow2; + unsigned int texLevels; isPow2 = !((width & (width - 1)) || (height & (height - 1))); - texLevels = (isPow2 && UseNativeMips && maxlevel) ? - GetPow2(std::max(width, height)) : !isPow2; - - if ((texLevels > (maxlevel + 1)) && maxlevel) - texLevels = maxlevel + 1; + texLevels = (isPow2 && maxlevel) ? GetPow2(std::max(width, height)) : !isPow2; + texLevels = maxlevel ? std::min(texLevels, maxlevel + 1) : texLevels; + using_custom_lods = using_custom_texture && CheckForCustomTextureLODs(tex_hash, texformat, texLevels); + UseNativeMips = UseNativeMips && !using_custom_lods && (width == nativeW && height == nativeH); // Only load native mips if their dimensions fit to our virtual texture dimensions + texLevels = (UseNativeMips || using_custom_lods) ? texLevels : !isPow2; // create the entry/texture 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 - if (texLevels > 1 && pcfmt != PC_TEX_FMT_NONE) + if (g_ActiveConfig.bDumpTextures && !using_custom_texture) + DumpTexture(entry, 0); + + // load mips - TODO: Loading mipmaps from tmem is untested! + if (texLevels > 1 && pcfmt != PC_TEX_FMT_NONE && UseNativeMips) { const unsigned int bsdepth = TexDecoder_GetTexelSizeInNibbles(texformat); 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); + if (g_ActiveConfig.bDumpTextures) + DumpTexture(entry, level); + + *ptr += ((std::max(mipWidth, bsw) * std::max(mipHeight, bsh) * bsdepth) >> 1); mipWidth >>= 1; mipHeight >>= 1; ++level; } } - - // TODO: won't this cause loaded hires textures to be dumped as well? - // dump texture to file - if (g_ActiveConfig.bDumpTextures) + else if (texLevels > 1 && pcfmt != PC_TEX_FMT_NONE && using_custom_lods) { - char szTemp[MAX_PATH]; - std::string szDir = File::GetUserPath(D_DUMPTEXTURES_IDX) + - SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID; + unsigned int level = 1; + unsigned int mipWidth = (width + 1) >> 1; + unsigned int mipHeight = (height + 1) >> 1; - // make sure that the directory exists - if (false == File::Exists(szDir) || false == File::IsDirectory(szDir)) - File::CreateDir(szDir.c_str()); + while ((mipHeight || mipWidth) && (level < texLevels)) + { + unsigned int currentWidth = (mipWidth > 0) ? mipWidth : 1; + unsigned int currentHeight = (mipHeight > 0) ? mipHeight : 1; - sprintf(szTemp, "%s/%s_%08x_%i.png", szDir.c_str(), - SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), - (u32) (texHash & 0x00000000FFFFFFFFLL), texformat); + LoadCustomTexture(tex_hash, texformat, level, currentWidth, currentHeight); + entry->Load(currentWidth, currentHeight, currentWidth, level, false); - if (false == File::Exists(szTemp)) - entry->Save(szTemp); + mipWidth >>= 1; + mipHeight >>= 1; + ++level; + } } INCSTAT(stats.numTexturesCreated); @@ -426,10 +518,49 @@ 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 +568,7 @@ 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 +578,7 @@ 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 +603,10 @@ 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 +616,6 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat cbufid = 7; break; } - } else if (isIntensity) { @@ -627,17 +759,16 @@ 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_DYNAMIC && entry->native_width == tex_w && entry->native_height == tex_h) { - texture_is_dynamic = entry->isDynamic; + scaled_tex_w = tex_w; + scaled_tex_h = tex_h; } - else + else if (!(entry->type == TCET_EC_VRAM && entry->virtual_width == scaled_tex_w && entry->virtual_height == scaled_tex_h)) { // remove it and recreate it as a render target delete entry; @@ -645,32 +776,16 @@ 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; |
