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-rw-r--r--Source/Core/VideoCommon/TextureCacheBase.cpp123
1 files changed, 83 insertions, 40 deletions
diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp
index b40f9d0882..ac47e1929f 100644
--- a/Source/Core/VideoCommon/TextureCacheBase.cpp
+++ b/Source/Core/VideoCommon/TextureCacheBase.cpp
@@ -21,7 +21,7 @@
#include "VideoCommon/VideoConfig.h"
static const u64 TEXHASH_INVALID = 0;
-static const int TEXTURE_KILL_THRESHOLD = 200;
+static const int TEXTURE_KILL_THRESHOLD = 10;
static const int TEXTURE_POOL_KILL_THRESHOLD = 3;
static const u64 FRAMECOUNT_INVALID = 0;
@@ -303,7 +303,6 @@ TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage)
const unsigned int nativeW = width;
const unsigned int nativeH = height;
- u32 texID = address;
// Hash assigned to texcache entry (also used to generate filenames used for texture dumping and custom texture lookup)
u64 tex_hash = TEXHASH_INVALID;
@@ -329,56 +328,90 @@ TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage)
palette_size = TexDecoder_GetPaletteSize(texformat);
u64 tlut_hash = GetHash64(&texMem[tlutaddr], palette_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
- // Mix the tlut hash into the texture hash. So we only have to compare it one.
+ // Mix the tlut hash into the texture hash. So we only have to compare it once.
tex_hash ^= tlut_hash;
-
- // 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.
- //
- // EFB copys however didn't know anything about the tlut, so don't change the texID if there
- // already is an efb copy at this source. This makes those textures less broken when using efb to texture.
- // Examples are the mini map in Twilight Princess and objects on the targetting computer in Rogue Squadron 2(RS2).
- // TODO: Convert those textures using the right palette, so they display correctly
- auto iter = textures.find(texID);
- if (iter == textures.end() || !iter->second->IsEfbCopy())
- texID ^= ((u32)tlut_hash) ^(u32)(tlut_hash >> 32);
}
// GPUs don't like when the specified mipmap count would require more than one 1x1-sized LOD in the mipmap chain
// e.g. 64x64 with 7 LODs would have the mipmap chain 64x64,32x32,16x16,8x8,4x4,2x2,1x1,0x0, so we limit the mipmap count to 6 there
tex_levels = std::min<u32>(IntLog2(std::max(width, height)) + 1, tex_levels);
- TCacheEntryBase*& entry = textures[texID];
- if (entry)
+ // Find all texture cache entries for the current texture address, and decide whether to use one of
+ // them, or to create a new one
+ //
+ // In most cases, the fastest way is to use only one texture cache entry for the same address. Usually,
+ // when a texture changes, the old version of the texture is unlikely to be used again. If there were
+ // new cache entries created for normal texture updates, there would be a slowdown due to a huge amount
+ // of unused cache entries. Also thanks to texture pooling, overwriting an existing cache entry is
+ // faster than creating a new one from scratch.
+ //
+ // Some games use the same address for different textures though. If the same cache entry was used in
+ // this case, it would be constantly overwritten, and effectively there wouldn't be any caching for
+ // those textures. Examples for this are Metroid Prime and Castlevania 3. Metroid Prime has multiple
+ // sets of fonts on each other stored in a single texture and uses the palette to make different
+ // characters visible or invisible. In Castlevania 3 some textures are used for 2 different things or
+ // at least in 2 different ways(size 1024x1024 vs 1024x256).
+ //
+ // To determine whether to use multiple cache entries or a single entry, use the following heuristic:
+ // If the same texture address is used several times during the same frame, assume the address is used
+ // for different purposes and allow creating an additional cache entry. If there's at least one entry
+ // that hasn't been used for the same frame, then overwrite it, in order to keep the cache as small as
+ // possible. If the current texture is found in the cache, use that entry.
+ //
+ // For efb copies, the entry created in CopyRenderTargetToTexture always has to be used, or else it was
+ // done in vain.
+ std::pair <TexCache::iterator, TexCache::iterator> iter_range = textures.equal_range(address);
+ TexCache::iterator iter = iter_range.first;
+ TexCache::iterator oldest_entry = iter;
+ int temp_frameCount = 0x7fffffff;
+
+ while (iter != iter_range.second)
{
- // 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;
+ TCacheEntryBase* entry = iter->second;
+ if (entry->IsEfbCopy())
+ {
+ // For EFB copies, only the hash and the texture address need to match. Ignore the hash when
+ // using EFB to texture, because there's no hash in this case
+ if (g_ActiveConfig.bCopyEFBToTexture || entry->hash == tex_hash)
+ {
+ // TODO: Print a warning if the format changes! In this case,
+ // we could reinterpret the internal texture object data to the new pixel format
+ // (similar to what is already being done in Renderer::ReinterpretPixelFormat())
+ // TODO: Convert paletted textures, which are efb copies, using the right palette, so they display correctly
+ return ReturnEntry(stage, entry);
+ }
+ else
+ {
+ // Keeping an unused entry for an efb copy in the cache is pointless, because a new entry
+ // will be created in CopyRenderTargetToTexture
+ FreeTexture(entry);
+ iter = textures.erase(iter);
+ continue;
+ }
+ }
- // 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)
+ // For normal textures, all texture parameters need to match
+ if (entry->hash == tex_hash && entry->format == full_format && entry->native_levels >= tex_levels &&
+ entry->native_width == nativeW && entry->native_height == nativeH)
{
- // TODO: Print a warning if the format changes! In this case,
- // we could reinterpret the internal texture object data to the new pixel format
- // (similar to what is already being done in Renderer::ReinterpretPixelFormat())
return ReturnEntry(stage, entry);
}
- // 2. b) For normal textures, all texture parameters need to match
- if (address == entry->addr && tex_hash == entry->hash && full_format == entry->format &&
- entry->native_levels >= tex_levels && entry->native_width == nativeW && entry->native_height == nativeH)
+ // Find the entry which hasn't been used for the longest time
+ if (entry->frameCount != FRAMECOUNT_INVALID && entry->frameCount < temp_frameCount)
{
- return ReturnEntry(stage, entry);
+ temp_frameCount = entry->frameCount;
+ oldest_entry = iter;
}
+ ++iter;
+ }
+ // If at least one entry was not used for the same frame, overwrite the oldest one
+ if (temp_frameCount != 0x7fffffff)
+ {
// pool this texture and make a new one later
- FreeTexture(entry);
+ FreeTexture(oldest_entry->second);
+ textures.erase(oldest_entry);
}
std::unique_ptr<HiresTexture> hires_tex;
@@ -431,9 +464,12 @@ TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage)
config.width = width;
config.height = height;
config.levels = texLevels;
- entry = AllocateTexture(config);
+
+ TCacheEntryBase* entry = AllocateTexture(config);
GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
+ textures.insert(TexCache::value_type(address, entry));
+
entry->SetGeneralParameters(address, texture_size, full_format);
entry->SetDimensions(nativeW, nativeH, tex_levels);
entry->hash = tex_hash;
@@ -791,9 +827,14 @@ 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;
- TCacheEntryBase*& entry = textures[dstAddr];
- if (entry)
- FreeTexture(entry);
+ // remove all texture cache entries at dstAddr
+ std::pair <TexCache::iterator, TexCache::iterator> iter_range = textures.equal_range(dstAddr);
+ TexCache::iterator iter = iter_range.first;
+ while (iter != iter_range.second)
+ {
+ FreeTexture(iter->second);
+ iter = textures.erase(iter);
+ }
// create the texture
TCacheEntryConfig config;
@@ -802,7 +843,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
config.height = scaled_tex_h;
config.layers = FramebufferManagerBase::GetEFBLayers();
- entry = AllocateTexture(config);
+ TCacheEntryBase* entry = AllocateTexture(config);
// TODO: Using the wrong dstFormat, dumb...
entry->SetGeneralParameters(dstAddr, 0, dstFormat);
@@ -812,6 +853,8 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
entry->frameCount = FRAMECOUNT_INVALID;
entry->FromRenderTarget(dstAddr, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf, cbufid, colmat);
+
+ textures.insert(TexCache::value_type(dstAddr, entry));
}
TextureCache::TCacheEntryBase* TextureCache::AllocateTexture(const TCacheEntryConfig& config)