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Diffstat (limited to 'Source/Core/VideoCommon/TextureCacheBase.cpp')
-rw-r--r--Source/Core/VideoCommon/TextureCacheBase.cpp199
1 files changed, 163 insertions, 36 deletions
diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp
index f40fdfda4a..74d1d8a51e 100644
--- a/Source/Core/VideoCommon/TextureCacheBase.cpp
+++ b/Source/Core/VideoCommon/TextureCacheBase.cpp
@@ -28,6 +28,7 @@
#include "Core/FifoPlayer/FifoRecorder.h"
#include "Core/HW/Memmap.h"
+#include "VideoCommon/AbstractStagingTexture.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/FramebufferManagerBase.h"
@@ -89,6 +90,7 @@ TextureCacheBase::TextureCacheBase()
void TextureCacheBase::Invalidate()
{
+ FlushEFBCopies();
InvalidateAllBindPoints();
for (size_t i = 0; i < bound_textures.size(); ++i)
{
@@ -1693,35 +1695,6 @@ void TextureCacheBase::CopyRenderTargetToTexture(
const u32 bytes_per_row = num_blocks_x * bytes_per_block;
const u32 covered_range = num_blocks_y * dstStride;
- if (copy_to_ram)
- {
- CopyFilterCoefficientArray coefficients = GetRAMCopyFilterCoefficients(filter_coefficients);
- PEControl::PixelFormat srcFormat = bpmem.zcontrol.pixel_format;
- EFBCopyParams format(srcFormat, dstFormat, is_depth_copy, isIntensity,
- NeedsCopyFilterInShader(coefficients));
- CopyEFB(dst, format, tex_w, bytes_per_row, num_blocks_y, dstStride, srcRect, scaleByHalf,
- y_scale, gamma, clamp_top, clamp_bottom, coefficients);
- }
- else
- {
- if (is_xfb_copy)
- {
- UninitializeXFBMemory(dst, dstStride, bytes_per_row, num_blocks_y);
- }
- else
- {
- // Hack: Most games don't actually need the correct texture data in RAM
- // and we can just keep a copy in VRAM. We zero the memory so we
- // can check it hasn't changed before using our copy in VRAM.
- u8* ptr = dst;
- for (u32 i = 0; i < num_blocks_y; i++)
- {
- memset(ptr, 0, bytes_per_row);
- ptr += dstStride;
- }
- }
- }
-
if (g_bRecordFifoData)
{
// Mark the memory behind this efb copy as dynamicly generated for the Fifo log
@@ -1775,7 +1748,9 @@ void TextureCacheBase::CopyRenderTargetToTexture(
(!strided_efb_copy && entry->size_in_bytes == overlap_range) ||
(strided_efb_copy && entry->size_in_bytes == overlap_range && entry->addr == dstAddr))
{
- iter.first = InvalidateTexture(iter.first);
+ // Pending EFB copies which are completely covered by this new copy can simply be tossed,
+ // instead of having to flush them later on, since this copy will write over everything.
+ iter.first = InvalidateTexture(iter.first, true);
continue;
}
entry->may_have_overlapping_textures = true;
@@ -1804,6 +1779,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(
++iter.first;
}
+ TCacheEntry* entry = nullptr;
if (copy_to_vram)
{
// create the texture
@@ -1813,8 +1789,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(
config.height = scaled_tex_h;
config.layers = FramebufferManagerBase::GetEFBLayers();
- TCacheEntry* entry = AllocateCacheEntry(config);
-
+ entry = AllocateCacheEntry(config);
if (entry)
{
entry->SetGeneralParameters(dstAddr, 0, baseFormat, is_xfb_copy);
@@ -1836,9 +1811,6 @@ void TextureCacheBase::CopyRenderTargetToTexture(
clamp_top, clamp_bottom,
GetVRAMCopyFilterCoefficients(filter_coefficients));
- u64 hash = entry->CalculateHash();
- entry->SetHashes(hash, hash);
-
if (g_ActiveConfig.bDumpEFBTarget && !is_xfb_copy)
{
static int efb_count = 0;
@@ -1860,6 +1832,134 @@ void TextureCacheBase::CopyRenderTargetToTexture(
textures_by_address.emplace(dstAddr, entry);
}
}
+
+ if (copy_to_ram)
+ {
+ CopyFilterCoefficientArray coefficients = GetRAMCopyFilterCoefficients(filter_coefficients);
+ PEControl::PixelFormat srcFormat = bpmem.zcontrol.pixel_format;
+ EFBCopyParams format(srcFormat, dstFormat, is_depth_copy, isIntensity,
+ NeedsCopyFilterInShader(coefficients));
+
+ std::unique_ptr<AbstractStagingTexture> staging_texture = GetEFBCopyStagingTexture();
+ if (staging_texture)
+ {
+ CopyEFB(staging_texture.get(), format, tex_w, bytes_per_row, num_blocks_y, dstStride, srcRect,
+ scaleByHalf, y_scale, gamma, clamp_top, clamp_bottom, coefficients);
+
+ // We can't defer if there is no VRAM copy (since we need to update the hash).
+ if (!copy_to_vram || !g_ActiveConfig.bDeferEFBCopies)
+ {
+ // Immediately flush it.
+ WriteEFBCopyToRAM(dst, bytes_per_row / sizeof(u32), num_blocks_y, dstStride,
+ std::move(staging_texture));
+ }
+ else
+ {
+ // Defer the flush until later.
+ entry->pending_efb_copy = std::move(staging_texture);
+ entry->pending_efb_copy_width = bytes_per_row / sizeof(u32);
+ entry->pending_efb_copy_height = num_blocks_y;
+ entry->pending_efb_copy_invalidated = false;
+ m_pending_efb_copies.push_back(entry);
+ }
+ }
+ }
+ else
+ {
+ if (is_xfb_copy)
+ {
+ UninitializeXFBMemory(dst, dstStride, bytes_per_row, num_blocks_y);
+ }
+ else
+ {
+ // Hack: Most games don't actually need the correct texture data in RAM
+ // and we can just keep a copy in VRAM. We zero the memory so we
+ // can check it hasn't changed before using our copy in VRAM.
+ u8* ptr = dst;
+ for (u32 i = 0; i < num_blocks_y; i++)
+ {
+ std::memset(ptr, 0, bytes_per_row);
+ ptr += dstStride;
+ }
+ }
+ }
+
+ // Even if the copy is deferred, still compute the hash. This way if the copy is used as a texture
+ // in a subsequent draw before it is flushed, it will have the same hash.
+ if (entry)
+ {
+ const u64 hash = entry->CalculateHash();
+ entry->SetHashes(hash, hash);
+ }
+}
+
+void TextureCacheBase::FlushEFBCopies()
+{
+ if (m_pending_efb_copies.empty())
+ return;
+
+ for (TCacheEntry* entry : m_pending_efb_copies)
+ FlushEFBCopy(entry);
+ m_pending_efb_copies.clear();
+}
+
+TextureConfig TextureCacheBase::GetEncodingTextureConfig()
+{
+ return TextureConfig(EFB_WIDTH * 4, 1024, 1, 1, 1, AbstractTextureFormat::BGRA8, true);
+}
+
+void TextureCacheBase::WriteEFBCopyToRAM(u8* dst_ptr, u32 width, u32 height, u32 stride,
+ std::unique_ptr<AbstractStagingTexture> staging_texture)
+{
+ MathUtil::Rectangle<int> copy_rect(0, 0, static_cast<int>(width), static_cast<int>(height));
+ staging_texture->ReadTexels(copy_rect, dst_ptr, stride);
+ ReleaseEFBCopyStagingTexture(std::move(staging_texture));
+}
+
+void TextureCacheBase::FlushEFBCopy(TCacheEntry* entry)
+{
+ // Copy from texture -> guest memory.
+ u8* const dst = Memory::GetPointer(entry->addr);
+ WriteEFBCopyToRAM(dst, entry->pending_efb_copy_width, entry->pending_efb_copy_height,
+ entry->memory_stride, std::move(entry->pending_efb_copy));
+
+ // If the EFB copy was invalidated (e.g. the bloom case mentioned in InvalidateTexture),
+ // now is the time to clean up the TCacheEntry. In which case, we don't need to compute
+ // the new hash of the RAM copy.
+ if (entry->pending_efb_copy_invalidated)
+ {
+ auto config = entry->texture->GetConfig();
+ texture_pool.emplace(config, TexPoolEntry(std::move(entry->texture)));
+ return;
+ }
+
+ // Re-hash the texture now that the guest memory is populated.
+ // This should be safe because we'll catch any writes before the game can modify it.
+ const u64 hash = entry->CalculateHash();
+ entry->SetHashes(hash, hash);
+}
+
+std::unique_ptr<AbstractStagingTexture> TextureCacheBase::GetEFBCopyStagingTexture()
+{
+ // Pull off the back first to re-use the most frequently used textures.
+ if (!m_efb_copy_staging_texture_pool.empty())
+ {
+ auto ptr = std::move(m_efb_copy_staging_texture_pool.back());
+ m_efb_copy_staging_texture_pool.pop_back();
+ return ptr;
+ }
+
+ std::unique_ptr<AbstractStagingTexture> tex =
+ g_renderer->CreateStagingTexture(StagingTextureType::Readback, GetEncodingTextureConfig());
+ if (!tex)
+ WARN_LOG(VIDEO, "Failed to create EFB copy staging texture");
+
+ return tex;
+}
+
+void TextureCacheBase::ReleaseEFBCopyStagingTexture(std::unique_ptr<AbstractStagingTexture> tex)
+{
+ m_efb_copy_staging_texture_pool.push_back(std::move(tex));
}
void TextureCacheBase::UninitializeXFBMemory(u8* dst, u32 stride, u32 bytes_per_row,
@@ -1989,7 +2089,7 @@ TextureCacheBase::FindOverlappingTextures(u32 addr, u32 size_in_bytes)
}
TextureCacheBase::TexAddrCache::iterator
-TextureCacheBase::InvalidateTexture(TexAddrCache::iterator iter)
+TextureCacheBase::InvalidateTexture(TexAddrCache::iterator iter, bool discard_pending_efb_copy)
{
if (iter == textures_by_address.end())
return textures_by_address.end();
@@ -2014,6 +2114,33 @@ TextureCacheBase::InvalidateTexture(TexAddrCache::iterator iter)
}
}
+ // If this is a pending EFB copy, we don't want to flush it here.
+ // Why? Because let's say a game is rendering a bloom-type effect, using EFB copies to essentially
+ // downscale the framebuffer. Copy from EFB->Texture, draw texture to EFB, copy EFB->Texture,
+ // draw, repeat. The second copy will invalidate the first, forcing a flush. Which means we lose
+ // any benefit of EFB copy batching. So instead, let's just leave the EFB copy pending, but remove
+ // it from the texture cache. This way we don't use the old VRAM copy. When the EFB copies are
+ // eventually flushed, they will overwrite each other, and the end result should be the same.
+ if (entry->pending_efb_copy)
+ {
+ if (discard_pending_efb_copy)
+ {
+ // If the RAM copy is being completely overwritten by a new EFB copy, we can discard the
+ // existing pending copy, and not bother waiting for it in the future. This happens in
+ // Xenoblade's sunset scene, where 35 copies are done per frame, and 25 of them are
+ // copied to the same address, and can be skipped.
+ ReleaseEFBCopyStagingTexture(std::move(entry->pending_efb_copy));
+ auto pending_it = std::find(m_pending_efb_copies.begin(), m_pending_efb_copies.end(), entry);
+ if (pending_it != m_pending_efb_copies.end())
+ m_pending_efb_copies.erase(pending_it);
+ }
+ else
+ {
+ entry->pending_efb_copy_invalidated = true;
+ return textures_by_address.erase(iter);
+ }
+ }
+
auto config = entry->texture->GetConfig();
texture_pool.emplace(config, TexPoolEntry(std::move(entry->texture)));