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| author | JMC47 <JMC4789@gmail.com> | 2021-10-11 23:11:43 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-10-11 23:11:43 -0400 |
| commit | 6987ea059648d1e74cba4aec2e69bba5890239e1 (patch) | |
| tree | 0b7a3481319c9383d2b1c2146299b0db29a99a8a /Source/Core/VideoCommon/TMEM.cpp | |
| parent | 3bfb3fa52b05868f2b7f3f768a3d80f9c4991158 (diff) | |
| parent | edb66dab8469736e5c2954fd3ffb9704de4542c3 (diff) | |
Merge pull request #8350 from phire/fix-tmem
Extend Minimal TMEM cache implementation.
Diffstat (limited to 'Source/Core/VideoCommon/TMEM.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/TMEM.cpp | 290 |
1 files changed, 290 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/TMEM.cpp b/Source/Core/VideoCommon/TMEM.cpp new file mode 100644 index 0000000000..c172ce37e5 --- /dev/null +++ b/Source/Core/VideoCommon/TMEM.cpp @@ -0,0 +1,290 @@ +// Copyright 2019 Dolphin Emulator Project +// Licensed under GPLv2+ +// Refer to the license.txt file included. + +#include <array> + +#include "Common/ChunkFile.h" + +#include "VideoCommon/BPMemory.h" +#include "VideoCommon/TMEM.h" + +//////////////////////////////////////////////////////////////////////////////////////////////////// +// +// TMEM emulation tracks which textures should be cached in TMEM on a real console. +// There are two good reasons to do this: +// +// 1. Some games deliberately avoid invalidating a texture, overwrite it with an EFB copy, +// and then expect the original texture to still be found in TMEM for another draw call. +// Spyro: A Hero's Tail is known for using such overwritten textures. +// However, other games like: +// * Sonic Riders +// * Metal Arms: Glitch in the System +// * Godzilla: Destroy All Monsters Melee +// * NHL Slapshot +// * Tak and the Power of Juju +// * Night at the Museum: Battle of the Smithsonian +// * 428: Fūsa Sareta Shibuya de +// are known to (accidentally or deliberately) avoid invalidating and then expect the pattern +// of the draw and the fact that the whole texture doesn't fit in TMEM to self-invalidate the +// texture. These are usually full-screen efb copies. +// So we must track the size of the textures as an heuristic to see if they will self-invalidate +// or not. +// +// 2. It actually improves Dolphin's performance in safer texture hashing modes, by reducing the +// amount of times a texture needs to be hashed when reused in subsequent draws. +// +// As a side-effect, TMEM emulation also tracks if the texture unit configuration has changed at +// all, which Dolphin's TextureCache takes advantage of. +// +//////////////////////////////////////////////////////////////////////////////////////////////////// +// +// Checking if a texture fits in TMEM or not is complicated by the fact that Flipper's TMEM is quite +// configurable. +// Each of the eight texture units has two banks (even and odd) that can be pointed at any offset +// and set to any size. It is completely valid to have overlapping banks, and performance can be +// improved by overlapping the caches of texture units that are drawing the same textures. +// +// For trilinear textures, the even/odd banks contain the even/odd LODs of the texture. TMEM has two +// banks of 512KB each, covering the upper and lower halves of TMEM's address space. The two banks +// be accessed simultaneously, allowing a trilinear texture sample to be completed at the same cost +// as a bilinear sample, assuming the even and odd banks are mapped onto different banks. +// +// 32bit textures are actually stored as two 16bit textures in separate banks, allowing a bilinear +// sample of a 32bit texture at the same cost as a 16bit bilinear/trilinear sample. A trilinear +// sample of a 32bit texture costs more. +// +// TODO: I'm not sure if it's valid for a texture unit's even and odd banks to overlap. There might +// actually be a hard requirement for even and odd banks to live in different banks of TMEM. +// +// Note: This is still very much a heuristic. +// Actually knowing if a texture is partially or fully cached within TMEM would require +// extensive software rasterization, or sampler feedback from a hardware backend. +// +//////////////////////////////////////////////////////////////////////////////////////////////////// + +namespace TMEM +{ +struct TextureUnitState +{ + enum class State + { + // Cache is invalid. Configuration has changed + INVALID, + + // Valid, but not cached due to either being too big, or overlapping with another texture unit + VALID, + + // Texture unit has cached all of the previous draw + CACHED, + }; + + struct BankConfig + { + u32 width = 0; + u32 height = 0; + u32 base = 0; + u32 size = 0; + bool Overlaps(const BankConfig& other) const; + }; + + BankConfig even = {}; + BankConfig odd = {}; + State state = State::INVALID; + + bool Overlaps(const TextureUnitState& other) const; +}; + +static u32 CalculateUnitSize(TextureUnitState::BankConfig bank_config); + +static std::array<TextureUnitState, 8> s_unit; + +// On TMEM configuration changed: +// 1. invalidate stage. + +void ConfigurationChanged(TexUnitAddress bp_addr, u32 config) +{ + TextureUnitState& unit_state = s_unit[bp_addr.GetUnitID()]; + + // If anything has changed, we can't assume existing state is still valid. + unit_state.state = TextureUnitState::State::INVALID; + + // Note: BPStructs has already filtered out NOP changes before calling us + switch (bp_addr.Reg) + { + case TexUnitAddress::Register::SETIMAGE1: + { + // Image Type and Even bank's Cache Height, Cache Width, TMEM Offset + TexImage1 even = {.hex = config}; + unit_state.even = {even.cache_width, even.cache_height, even.tmem_even << 5, 0}; + break; + } + case TexUnitAddress::Register::SETIMAGE2: + { + // Odd bank's Cache Height, Cache Width, TMEM Offset + TexImage2 odd = {.hex = config}; + unit_state.odd = {odd.cache_width, odd.cache_height, odd.tmem_odd << 5, 0}; + break; + } + default: + // Something else has changed + return; + } +} + +void InvalidateAll() +{ + for (auto& unit : s_unit) + { + unit.state = TextureUnitState::State::INVALID; + } +} + +// On invalidate cache: +// 1. invalidate all texture units. + +void Invalidate([[maybe_unused]] u32 param) +{ + // The exact arguments of Invalidate commands is currently unknown. + // It appears to contain the TMEM address and a size. + + // For simplicity, we will just invalidate everything + InvalidateAll(); +} + +// On bind: +// 1. use mipmapping/32bit status to calculate final sizes +// 2. if texture size is small enough to fit in region mark as cached. +// otherwise, mark as valid + +void Bind(u32 unit, int width, int height, bool is_mipmapped, bool is_32_bit) +{ + TextureUnitState& unit_state = s_unit[unit]; + + // All textures use the even bank. + // It holds the level 0 mipmap (and other even mipmap LODs, if mipmapping is enabled) + unit_state.even.size = CalculateUnitSize(unit_state.even); + + bool fits = (width * height * 32U) <= unit_state.even.size; + + if (is_mipmapped || is_32_bit) + { + // And the odd bank is enabled when either mipmapping is enabled or the texture is 32 bit + // It holds the Alpha and Red channels of 32 bit textures or the odd layers of a mipmapped + // texture + unit_state.odd.size = CalculateUnitSize(unit_state.odd); + + fits = fits && (width * height * 32U) <= unit_state.odd.size; + } + else + { + unit_state.odd.size = 0; + } + + if (is_mipmapped) + { + // TODO: This is what games appear to expect from hardware. But seems odd, as it doesn't line up + // with how much extra memory is required for mipmapping, just 33% more. + // Hardware testing is required to see exactly what gets used. + + // When mipmapping is enabled, the even bank is doubled in size + // The extended region holds the remaining even mipmap layers + unit_state.even.size *= 2; + + if (is_32_bit) + { + // When a 32bit texture is mipmapped, the odd bank is also doubled in size + unit_state.odd.size *= 2; + } + } + + unit_state.state = fits ? TextureUnitState::State::CACHED : TextureUnitState::State::VALID; +} + +static u32 CalculateUnitSize(TextureUnitState::BankConfig bank_config) +{ + u32 width = bank_config.width; + u32 height = bank_config.height; + + // These are the only cache sizes supported by the sdk + if (width == height) + { + switch (width) + { + case 3: // 32KB + return 32 * 1024; + case 4: // 128KB + return 128 * 1024; + case 5: // 512KB + return 512 * 1024; + default: + break; + } + } + + // However, the registers allow a much larger amount of configurablity. + // Maybe other sizes are broken? + // Until hardware tests are done, this is a guess at the size algorithm + + return 512 * (1 << width) * (1 << height); +} + +bool TextureUnitState::BankConfig::Overlaps(const BankConfig& other) const +{ + if (size == 0 || other.size == 0) + return false; + return (base <= other.base && (base + size) > other.base) || + (other.base <= base && (other.base + other.size) > base); +} + +bool TextureUnitState::Overlaps(const TextureUnitState& other) const +{ + if (state == TextureUnitState::State::INVALID || other.state == TextureUnitState::State::INVALID) + return false; + return even.Overlaps(other.even) || even.Overlaps(other.odd) || odd.Overlaps(other.even) || + odd.Overlaps(other.odd); +} + +// Scans though active texture units checks for overlaps. +void FinalizeBinds(BitSet32 used_textures) +{ + for (u32 i : used_textures) + { + if (s_unit[i].even.Overlaps(s_unit[i].odd)) + { // Self-overlap + s_unit[i].state = TextureUnitState::State::VALID; + } + for (size_t j = 0; j < s_unit.size(); j++) + { + if (j != i && s_unit[i].Overlaps(s_unit[j])) + { + // There is an overlap, downgrade both from CACHED + // (for there to be an overlap, both must have started as valid or cached) + s_unit[i].state = TextureUnitState::State::VALID; + s_unit[j].state = TextureUnitState::State::VALID; + } + } + } +} + +bool IsCached(u32 unit) +{ + return s_unit[unit].state == TextureUnitState::State::CACHED; +} + +bool IsValid(u32 unit) +{ + return s_unit[unit].state != TextureUnitState::State::INVALID; +} + +void Init() +{ + s_unit.fill({}); +} + +void DoState(PointerWrap& p) +{ + p.DoArray(s_unit); +} + +} // namespace TMEM |
