summaryrefslogtreecommitdiff
path: root/Source/Core/VideoCommon/Src/TextureCacheBase.cpp
diff options
context:
space:
mode:
authorNeoBrainX <NeoBrainX@googlemail.com>2012-01-24 16:38:27 +0100
committerNeoBrainX <NeoBrainX@googlemail.com>2012-01-31 19:52:02 +0100
commitcf899781f980ecf7dbe373a36c78a2a302e3951d (patch)
tree0731457ad554dc617194da9e3edced8a163905bd /Source/Core/VideoCommon/Src/TextureCacheBase.cpp
parentb34b6e47f20b055e3b35f28f04e99fc6de86415b (diff)
TextureCacheBase: Update and improve documentation for EFB copies
Diffstat (limited to 'Source/Core/VideoCommon/Src/TextureCacheBase.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/TextureCacheBase.cpp40
1 files changed, 23 insertions, 17 deletions
diff --git a/Source/Core/VideoCommon/Src/TextureCacheBase.cpp b/Source/Core/VideoCommon/Src/TextureCacheBase.cpp
index 6f2c9ebd0c..0a59aeefa4 100644
--- a/Source/Core/VideoCommon/Src/TextureCacheBase.cpp
+++ b/Source/Core/VideoCommon/Src/TextureCacheBase.cpp
@@ -377,30 +377,36 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
// 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.
+ // 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.
+ // 1a) Whenever this function gets called, encode the requested EFB data to RAM (like EFB to RAM)
+ // 1b) Set efbcopy_state to EC_VRAM_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 (efbcopy_state = EC_VRAM_READY)
+ // - Store a hash of the encoded RAM data in the texcache entry.
+ // 2b) Entry exists AND efbcopy_state is EC_VRAM_READY:
+ // - Like case 2a, but reuse the old texcache entry instead of creating a new one.
+ // 2c) Entry exists AND efbcopy_state is EC_VRAM_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 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.
+ // 3a) If the two hashes match AND efbcopy_state is EC_VRAM_READY, reuse the VRAM copy you created
+ // 3b) If the two hashes differ AND efbcopy_state is EC_VRAM_READY, screw your existing VRAM copy. Set efbcopy_state to EC_VRAM_DYNAMIC.
// 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.
+ // 3c) If efbcopy_state is EC_VRAM_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;