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authorLioncash <mathew1800@gmail.com>2014-02-16 23:51:41 -0500
committerLioncash <mathew1800@gmail.com>2014-02-17 02:19:41 -0500
commit3fd87a7636ff434118a5d7f7334550be8db55c0b (patch)
tree1b5509192851cdd3e6c09251c0051b33d8d3ca15 /Source/Core/VideoCommon/TextureCacheBase.cpp
parenta8ca2c6cc2ed6177bd26b6c022b919179a8ce37a (diff)
Second and final pass of clearing out tabs.
Diffstat (limited to 'Source/Core/VideoCommon/TextureCacheBase.cpp')
-rw-r--r--Source/Core/VideoCommon/TextureCacheBase.cpp74
1 files changed, 37 insertions, 37 deletions
diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp
index 6903f778c7..6748228b2f 100644
--- a/Source/Core/VideoCommon/TextureCacheBase.cpp
+++ b/Source/Core/VideoCommon/TextureCacheBase.cpp
@@ -130,7 +130,7 @@ void TextureCache::Cleanup()
TexCache::iterator tcend = textures.end();
while (iter != tcend)
{
- if ( frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount
+ if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount
// EFB copies living on the host GPU are unrecoverable and thus shouldn't be deleted
&& ! iter->second->IsEfbCopy() )
@@ -378,12 +378,12 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage,
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.
+ // 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);
@@ -579,40 +579,40 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
// 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.
+ // 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.
+ // 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.
+ // 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.
//