From 34692ab826abc8f8faa61bdb2280b742424528f1 Mon Sep 17 00:00:00 2001 From: "Jasper St. Pierre" Date: Sat, 7 Dec 2013 15:14:29 -0500 Subject: Remove unnecessary Src/ folders --- Source/Core/VideoCommon/TextureCacheBase.cpp | 881 +++++++++++++++++++++++++++ 1 file changed, 881 insertions(+) create mode 100644 Source/Core/VideoCommon/TextureCacheBase.cpp (limited to 'Source/Core/VideoCommon/TextureCacheBase.cpp') diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp new file mode 100644 index 0000000000..8555bd736d --- /dev/null +++ b/Source/Core/VideoCommon/TextureCacheBase.cpp @@ -0,0 +1,881 @@ +// Copyright 2013 Dolphin Emulator Project +// Licensed under GPLv2 +// Refer to the license.txt file included. + +#include "MemoryUtil.h" + +#include "VideoConfig.h" +#include "Statistics.h" +#include "HiresTextures.h" +#include "RenderBase.h" +#include "FileUtil.h" + +#include "TextureCacheBase.h" +#include "Debugger.h" +#include "ConfigManager.h" +#include "HW/Memmap.h" + +// ugly +extern int frameCount; + +enum +{ + TEXTURE_KILL_THRESHOLD = 200, +}; + +TextureCache *g_texture_cache; + +GC_ALIGNED16(u8 *TextureCache::temp) = NULL; +unsigned int TextureCache::temp_size; + +TextureCache::TexCache TextureCache::textures; + +TextureCache::BackupConfig TextureCache::backup_config; + +bool invalidate_texture_cache_requested; + +TextureCache::TCacheEntryBase::~TCacheEntryBase() +{ +} + +TextureCache::TextureCache() +{ + temp_size = 2048 * 2048 * 4; + if (!temp) + temp = (u8*)AllocateAlignedMemory(temp_size, 16); + + TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter); + + if(g_ActiveConfig.bHiresTextures && !g_ActiveConfig.bDumpTextures) + HiresTextures::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str()); + + SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures); + + invalidate_texture_cache_requested = false; +} + +void TextureCache::RequestInvalidateTextureCache() +{ + invalidate_texture_cache_requested = true; +} + +void TextureCache::Invalidate() +{ + TexCache::iterator + iter = textures.begin(), + tcend = textures.end(); + for (; iter != tcend; ++iter) + delete iter->second; + + textures.clear(); +} + +TextureCache::~TextureCache() +{ + Invalidate(); + if (temp) + { + FreeAlignedMemory(temp); + temp = NULL; + } +} + +void TextureCache::OnConfigChanged(VideoConfig& config) +{ + if (g_texture_cache) + { + // TODO: Invalidating texcache is really stupid in some of these cases + if (config.iSafeTextureCache_ColorSamples != backup_config.s_colorsamples || + config.bTexFmtOverlayEnable != backup_config.s_texfmt_overlay || + config.bTexFmtOverlayCenter != backup_config.s_texfmt_overlay_center || + config.bHiresTextures != backup_config.s_hires_textures || + invalidate_texture_cache_requested) + { + g_texture_cache->Invalidate(); + + if(g_ActiveConfig.bHiresTextures) + HiresTextures::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str()); + + SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures); + TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter); + + invalidate_texture_cache_requested = false; + } + + // TODO: Probably shouldn't clear all render targets here, just mark them dirty or something. + if (config.bEFBCopyCacheEnable != backup_config.s_copy_cache_enable || // TODO: not sure if this is needed? + config.bCopyEFBToTexture != backup_config.s_copy_efb_to_texture || + config.bCopyEFBScaled != backup_config.s_copy_efb_scaled || + config.bEFBCopyEnable != backup_config.s_copy_efb || + config.iEFBScale != backup_config.s_efb_scale) + { + g_texture_cache->ClearRenderTargets(); + } + } + + backup_config.s_colorsamples = config.iSafeTextureCache_ColorSamples; + backup_config.s_copy_efb_to_texture = config.bCopyEFBToTexture; + backup_config.s_copy_efb_scaled = config.bCopyEFBScaled; + backup_config.s_copy_efb = config.bEFBCopyEnable; + backup_config.s_efb_scale = config.iEFBScale; + backup_config.s_texfmt_overlay = config.bTexFmtOverlayEnable; + backup_config.s_texfmt_overlay_center = config.bTexFmtOverlayCenter; + backup_config.s_hires_textures = config.bHiresTextures; + backup_config.s_copy_cache_enable = config.bEFBCopyCacheEnable; +} + +void TextureCache::Cleanup() +{ + TexCache::iterator iter = textures.begin(); + TexCache::iterator tcend = textures.end(); + while (iter != tcend) + { + 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() ) + { + delete iter->second; + textures.erase(iter++); + } + else + { + ++iter; + } + } +} + +void TextureCache::InvalidateRange(u32 start_address, u32 size) +{ + TexCache::iterator + iter = textures.begin(), + tcend = textures.end(); + while (iter != tcend) + { + const int rangePosition = iter->second->IntersectsMemoryRange(start_address, size); + if (0 == rangePosition) + { + delete iter->second; + textures.erase(iter++); + } + else + { + ++iter; + } + } +} + +void TextureCache::MakeRangeDynamic(u32 start_address, u32 size) +{ + TexCache::iterator + iter = textures.lower_bound(start_address), + tcend = textures.upper_bound(start_address + size); + + if (iter != textures.begin()) + iter--; + + for (; iter != tcend; ++iter) + { + const int rangePosition = iter->second->IntersectsMemoryRange(start_address, size); + if (0 == rangePosition) + { + iter->second->SetHashes(TEXHASH_INVALID); + } + } +} + +bool TextureCache::Find(u32 start_address, u64 hash) +{ + TexCache::iterator iter = textures.lower_bound(start_address); + + if (iter->second->hash == hash) + return true; + + return false; +} + +int TextureCache::TCacheEntryBase::IntersectsMemoryRange(u32 range_address, u32 range_size) const +{ + if (addr + size_in_bytes < range_address) + return -1; + + if (addr >= range_address + range_size) + return 1; + + return 0; +} + +void TextureCache::ClearRenderTargets() +{ + TexCache::iterator + iter = textures.begin(), + tcend = textures.end(); + + while (iter != tcend) + { + if (iter->second->type == TCET_EC_VRAM) + { + delete iter->second; + textures.erase(iter++); + } + else + { + ++iter; + } + } +} + +bool TextureCache::CheckForCustomTextureLODs(u64 tex_hash, int texformat, unsigned int levels) +{ + if (levels == 1) + return false; + + // Just checking if the necessary files exist, if they can't be loaded or have incorrect dimensions LODs will be black + char texBasePathTemp[MAX_PATH]; + char texPathTemp[MAX_PATH]; + + sprintf(texBasePathTemp, "%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat); + + for (unsigned int level = 1; level < levels; ++level) + { + sprintf(texPathTemp, "%s_mip%i", texBasePathTemp, level); + if (!HiresTextures::HiresTexExists(texPathTemp)) + { + if (level > 1) + WARN_LOG(VIDEO, "Couldn't find custom texture LOD with index %i (filename: %s), disabling custom LODs for this texture", level, texPathTemp); + + return false; + } + } + return true; +} + +PC_TexFormat TextureCache::LoadCustomTexture(u64 tex_hash, int texformat, unsigned int level, unsigned int& width, unsigned int& height) +{ + char texPathTemp[MAX_PATH]; + unsigned int newWidth = 0; + unsigned int newHeight = 0; + + if (level == 0) + sprintf(texPathTemp, "%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat); + else + sprintf(texPathTemp, "%s_%08x_%i_mip%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat, level); + + unsigned int required_size = 0; + PC_TexFormat ret = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, &required_size, texformat, temp_size, temp); + if (ret == PC_TEX_FMT_NONE && temp_size < required_size) + { + // Allocate more memory and try again + // TODO: Should probably check if newWidth and newHeight are texture dimensions which are actually supported by the current video backend + temp_size = required_size; + FreeAlignedMemory(temp); + temp = (u8*)AllocateAlignedMemory(temp_size, 16); + ret = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, &required_size, texformat, temp_size, temp); + } + + if (ret != PC_TEX_FMT_NONE) + { + width = newWidth; + height = newHeight; + } + return ret; +} + +void TextureCache::DumpTexture(TCacheEntryBase* entry, unsigned int level) +{ + std::string filename; + std::string szDir = File::GetUserPath(D_DUMPTEXTURES_IDX) + + SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID; + + // make sure that the directory exists + if (false == File::Exists(szDir) || false == File::IsDirectory(szDir)) + File::CreateDir(szDir.c_str()); + + // For compatibility with old texture packs, don't print the LOD index for level 0. + // TODO: TLUT format should actually be stored in filename? :/ + if (level == 0) + { + filename = StringFromFormat("%s/%s_%08x_%i.png", szDir.c_str(), + SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), + (u32)(entry->hash & 0x00000000FFFFFFFFLL), entry->format & 0xFFFF); + } + else + { + filename = StringFromFormat("%s/%s_%08x_%i_mip%i.png", szDir.c_str(), + SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), + (u32) (entry->hash & 0x00000000FFFFFFFFLL), entry->format & 0xFFFF, level); + } + + if (!File::Exists(filename)) + entry->Save(filename, level); +} + +static u32 CalculateLevelSize(u32 level_0_size, u32 level) +{ + return (level_0_size + ((1 << level) - 1)) >> level; +} + +// Used by TextureCache::Load +static TextureCache::TCacheEntryBase* ReturnEntry(unsigned int stage, TextureCache::TCacheEntryBase* entry) +{ + entry->frameCount = frameCount; + entry->Bind(stage); + + GFX_DEBUGGER_PAUSE_AT(NEXT_TEXTURE_CHANGE, true); + + return entry; +} + +TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage, + u32 const address, unsigned int width, unsigned int height, int const texformat, + unsigned int const tlutaddr, int const tlutfmt, bool const use_mipmaps, unsigned int maxlevel, bool const from_tmem) +{ + if (0 == address) + return NULL; + + // TexelSizeInNibbles(format) * width * height / 16; + const unsigned int bsw = TexDecoder_GetBlockWidthInTexels(texformat) - 1; + const unsigned int bsh = TexDecoder_GetBlockHeightInTexels(texformat) - 1; + + unsigned int expandedWidth = (width + bsw) & (~bsw); + unsigned int expandedHeight = (height + bsh) & (~bsh); + 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; + u64 tlut_hash = TEXHASH_INVALID; + + u32 full_format = texformat; + PC_TexFormat pcfmt = PC_TEX_FMT_NONE; + + const bool isPaletteTexture = (texformat == GX_TF_C4 || texformat == GX_TF_C8 || texformat == GX_TF_C14X2); + if (isPaletteTexture) + full_format = texformat | (tlutfmt << 16); + + const u32 texture_size = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat); + + const u8* src_data; + if (from_tmem) + src_data = &texMem[bpmem.tex[stage / 4].texImage1[stage % 4].tmem_even * TMEM_LINE_SIZE]; + else + src_data = Memory::GetPointer(address); + + // TODO: This doesn't hash GB tiles for preloaded RGBA8 textures (instead, it's hashing more data from the low tmem bank than it should) + tex_hash = GetHash64(src_data, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples); + if (isPaletteTexture) + { + const u32 palette_size = TexDecoder_GetPaletteSize(texformat); + 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. + // + // 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); + tex_hash ^= tlut_hash; + } + + // D3D doesn'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 64x64,32x32,16x16,8x8,4x4,2x2,1x1,1x1, so we limit the mipmap count to 6 there + while (g_ActiveConfig.backend_info.bUseMinimalMipCount && max(expandedWidth, expandedHeight) >> maxlevel == 0) + --maxlevel; + + TCacheEntryBase *entry = textures[texID]; + if (entry) + { + // 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; + + // 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) + { + entry->type = TCET_EC_VRAM; + + // 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->num_mipmaps > maxlevel && entry->native_width == nativeW && entry->native_height == nativeH) + { + return ReturnEntry(stage, entry); + } + + // 3. If we reach this line, we'll have to upload the new texture data to VRAM. + // If we're lucky, the texture parameters didn't change and we can reuse the internal texture object instead of destroying and recreating it. + // + // TODO: Don't we need to force texture decoding to RGBA8 for dynamic EFB copies? + // TODO: Actually, it should be enough if the internal texture format matches... + if ((entry->type == TCET_NORMAL && width == entry->virtual_width && height == entry->virtual_height + && full_format == entry->format && entry->num_mipmaps > maxlevel) + || (entry->type == TCET_EC_DYNAMIC && entry->native_width == width && entry->native_height == height)) + { + // reuse the texture + } + else + { + // delete the texture and make a new one + delete entry; + entry = NULL; + } + } + + bool using_custom_texture = false; + + if (g_ActiveConfig.bHiresTextures) + { + // This function may modify width/height. + pcfmt = LoadCustomTexture(tex_hash, texformat, 0, width, height); + if (pcfmt != PC_TEX_FMT_NONE) + { + if (expandedWidth != width || expandedHeight != height) + { + expandedWidth = width; + expandedHeight = height; + + // If we thought we could reuse the texture before, make sure to pool it now! + if(entry) + { + delete entry; + entry = NULL; + } + } + using_custom_texture = true; + } + } + + if (!using_custom_texture) + { + if (!(texformat == GX_TF_RGBA8 && from_tmem)) + { + pcfmt = TexDecoder_Decode(temp, src_data, expandedWidth, + expandedHeight, texformat, tlutaddr, tlutfmt, g_ActiveConfig.backend_info.bUseRGBATextures); + } + else + { + u8* src_data_gb = &texMem[bpmem.tex[stage/4].texImage2[stage%4].tmem_odd * TMEM_LINE_SIZE]; + pcfmt = TexDecoder_DecodeRGBA8FromTmem(temp, src_data, src_data_gb, expandedWidth, expandedHeight); + } + } + + u32 texLevels = use_mipmaps ? (maxlevel + 1) : 1; + const bool using_custom_lods = using_custom_texture && CheckForCustomTextureLODs(tex_hash, texformat, texLevels); + // Only load native mips if their dimensions fit to our virtual texture dimensions + const bool use_native_mips = use_mipmaps && !using_custom_lods && (width == nativeW && height == nativeH); + texLevels = (use_native_mips || using_custom_lods) ? texLevels : 1; // TODO: Should be forced to 1 for non-pow2 textures (e.g. efb copies with automatically adjusted IR) + + // create the entry/texture + if (NULL == entry) + { + textures[texID] = entry = g_texture_cache->CreateTexture(width, height, expandedWidth, texLevels, pcfmt); + + // Sometimes, we can get around recreating a texture if only the number of mip levels changes + // e.g. if our texture cache entry got too many mipmap levels we can limit the number of used levels by setting the appropriate render states + // Thus, we don't update this member for every Load, but just whenever the texture gets recreated + + // TODO: This is the wrong value. We should be storing the number of levels our actual texture has. + // But that will currently make the above "existing entry" tests fail as "texLevels" is not calculated until after. + // Currently, we might try to reuse a texture which appears to have more levels than actual, maybe.. + entry->num_mipmaps = maxlevel + 1; + entry->type = TCET_NORMAL; + + GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true); + } + else + { + // load texture (CreateTexture also loads level 0) + entry->Load(width, height, expandedWidth, 0); + } + + entry->SetGeneralParameters(address, texture_size, full_format, entry->num_mipmaps); + entry->SetDimensions(nativeW, nativeH, width, height); + entry->hash = tex_hash; + + if (entry->IsEfbCopy() && !g_ActiveConfig.bCopyEFBToTexture) + entry->type = TCET_EC_DYNAMIC; + else + entry->type = TCET_NORMAL; + + if (g_ActiveConfig.bDumpTextures && !using_custom_texture) + DumpTexture(entry, 0); + + u32 level = 1; + // load mips - TODO: Loading mipmaps from tmem is untested! + if (pcfmt != PC_TEX_FMT_NONE) + { + if (use_native_mips) + { + src_data += texture_size; + + const u8* ptr_even = NULL; + const u8* ptr_odd = NULL; + if (from_tmem) + { + ptr_even = &texMem[bpmem.tex[stage/4].texImage1[stage%4].tmem_even * TMEM_LINE_SIZE + texture_size]; + ptr_odd = &texMem[bpmem.tex[stage/4].texImage2[stage%4].tmem_odd * TMEM_LINE_SIZE]; + } + + for (; level != texLevels; ++level) + { + const u32 mip_width = CalculateLevelSize(width, level); + const u32 mip_height = CalculateLevelSize(height, level); + const u32 expanded_mip_width = (mip_width + bsw) & (~bsw); + const u32 expanded_mip_height = (mip_height + bsh) & (~bsh); + + const u8*& mip_src_data = from_tmem + ? ((level % 2) ? ptr_odd : ptr_even) + : src_data; + TexDecoder_Decode(temp, mip_src_data, expanded_mip_width, expanded_mip_height, texformat, tlutaddr, tlutfmt, g_ActiveConfig.backend_info.bUseRGBATextures); + mip_src_data += TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat); + + entry->Load(mip_width, mip_height, expanded_mip_width, level); + + if (g_ActiveConfig.bDumpTextures) + DumpTexture(entry, level); + } + } + else if (using_custom_lods) + { + for (; level != texLevels; ++level) + { + unsigned int mip_width = CalculateLevelSize(width, level); + unsigned int mip_height = CalculateLevelSize(height, level); + + LoadCustomTexture(tex_hash, texformat, level, mip_width, mip_height); + entry->Load(mip_width, mip_height, mip_width, level); + } + } + } + + INCSTAT(stats.numTexturesCreated); + SETSTAT(stats.numTexturesAlive, textures.size()); + + return ReturnEntry(stage, entry); +} + +void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat, + const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf) +{ + // 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. + // + // - 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. + // + // - 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. + // + // 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; + float *const ColorMask = colmat + 20; + ColorMask[0] = ColorMask[1] = ColorMask[2] = ColorMask[3] = 255.0f; + ColorMask[4] = ColorMask[5] = ColorMask[6] = ColorMask[7] = 1.0f / 255.0f; + unsigned int cbufid = -1; + bool efbHasAlpha = bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24; + + if (srcFormat == PIXELFMT_Z24) + { + switch (dstFormat) + { + case 0: // Z4 + colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f; + cbufid = 0; + break; + case 1: // Z8 + case 8: // Z8 + colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f; + cbufid = 1; + break; + + case 3: // Z16 + colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f; + cbufid = 2; + break; + + case 11: // Z16 (reverse order) + colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f; + cbufid = 3; + break; + + case 6: // Z24X8 + colmat[0] = colmat[5] = colmat[10] = 1.0f; + cbufid = 4; + break; + + case 9: // Z8M + colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f; + cbufid = 5; + break; + + case 10: // Z8L + colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; + cbufid = 6; + break; + + case 12: // Z16L - copy lower 16 depth bits + // expected to be used as an IA8 texture (upper 8 bits stored as intensity, lower 8 bits stored as alpha) + // Used e.g. in Zelda: Skyward Sword + colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f; + cbufid = 7; + break; + + default: + ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", dstFormat); + colmat[2] = colmat[5] = colmat[8] = 1.0f; + cbufid = 8; + break; + } + } + else if (isIntensity) + { + fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f; + switch (dstFormat) + { + case 0: // I4 + case 1: // I8 + case 2: // IA4 + case 3: // IA8 + case 8: // I8 + // TODO - verify these coefficients + colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f; + colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f; + colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f; + + if (dstFormat < 2 || dstFormat == 8) + { + colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f; + fConstAdd[3] = 16.0f/255.0f; + if (dstFormat == 0) + { + ColorMask[0] = ColorMask[1] = ColorMask[2] = 15.0f; + ColorMask[4] = ColorMask[5] = ColorMask[6] = 1.0f / 15.0f; + cbufid = 9; + } + else + { + cbufid = 10; + } + } + else// alpha + { + colmat[15] = 1; + if (dstFormat == 2) + { + ColorMask[0] = ColorMask[1] = ColorMask[2] = ColorMask[3] = 15.0f; + ColorMask[4] = ColorMask[5] = ColorMask[6] = ColorMask[7] = 1.0f / 15.0f; + cbufid = 11; + } + else + { + cbufid = 12; + } + + } + break; + + default: + ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%x", dstFormat); + colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; + cbufid = 13; + break; + } + } + else + { + switch (dstFormat) + { + case 0: // R4 + colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; + ColorMask[0] = 15.0f; + ColorMask[4] = 1.0f / 15.0f; + cbufid = 14; + break; + case 1: // R8 + case 8: // R8 + colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; + cbufid = 15; + break; + + case 2: // RA4 + colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f; + ColorMask[0] = ColorMask[3] = 15.0f; + ColorMask[4] = ColorMask[7] = 1.0f / 15.0f; + + cbufid = 16; + if(!efbHasAlpha) { + ColorMask[3] = 0.0f; + fConstAdd[3] = 1.0f; + cbufid = 17; + } + break; + case 3: // RA8 + colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f; + + cbufid = 18; + if(!efbHasAlpha) { + ColorMask[3] = 0.0f; + fConstAdd[3] = 1.0f; + cbufid = 19; + } + break; + + case 7: // A8 + colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f; + + cbufid = 20; + if(!efbHasAlpha) { + ColorMask[3] = 0.0f; + fConstAdd[0] = 1.0f; + fConstAdd[1] = 1.0f; + fConstAdd[2] = 1.0f; + fConstAdd[3] = 1.0f; + cbufid = 21; + } + break; + + case 9: // G8 + colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f; + cbufid = 22; + break; + case 10: // B8 + colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; + cbufid = 23; + break; + + case 11: // RG8 + colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f; + cbufid = 24; + break; + + case 12: // GB8 + colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f; + cbufid = 25; + break; + + case 4: // RGB565 + colmat[0] = colmat[5] = colmat[10] = 1.0f; + ColorMask[0] = ColorMask[2] = 31.0f; + ColorMask[4] = ColorMask[6] = 1.0f / 31.0f; + ColorMask[1] = 63.0f; + ColorMask[5] = 1.0f / 63.0f; + fConstAdd[3] = 1.0f; // set alpha to 1 + cbufid = 26; + break; + + case 5: // RGB5A3 + colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; + ColorMask[0] = ColorMask[1] = ColorMask[2] = 31.0f; + ColorMask[4] = ColorMask[5] = ColorMask[6] = 1.0f / 31.0f; + ColorMask[3] = 7.0f; + ColorMask[7] = 1.0f / 7.0f; + + cbufid = 27; + if(!efbHasAlpha) { + ColorMask[3] = 0.0f; + fConstAdd[3] = 1.0f; + cbufid = 28; + } + break; + case 6: // RGBA8 + colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; + + cbufid = 29; + if(!efbHasAlpha) { + ColorMask[3] = 0.0f; + fConstAdd[3] = 1.0f; + cbufid = 30; + } + break; + + default: + ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", dstFormat); + colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; + cbufid = 31; + break; + } + } + + const unsigned int tex_w = scaleByHalf ? srcRect.GetWidth()/2 : srcRect.GetWidth(); + const unsigned int tex_h = scaleByHalf ? srcRect.GetHeight()/2 : srcRect.GetHeight(); + + 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) + { + if (entry->type == TCET_EC_DYNAMIC && entry->native_width == tex_w && entry->native_height == tex_h) + { + scaled_tex_w = tex_w; + scaled_tex_h = tex_h; + } + else if (!(entry->type == TCET_EC_VRAM && entry->virtual_width == scaled_tex_w && entry->virtual_height == scaled_tex_h)) + { + // remove it and recreate it as a render target + delete entry; + entry = NULL; + } + } + + if (NULL == entry) + { + // create the texture + textures[dstAddr] = entry = g_texture_cache->CreateRenderTargetTexture(scaled_tex_w, scaled_tex_h); + + // TODO: Using the wrong dstFormat, dumb... + entry->SetGeneralParameters(dstAddr, 0, dstFormat, 1); + entry->SetDimensions(tex_w, tex_h, scaled_tex_w, scaled_tex_h); + entry->SetHashes(TEXHASH_INVALID); + entry->type = TCET_EC_VRAM; + } + + entry->frameCount = frameCount; + + entry->FromRenderTarget(dstAddr, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf, cbufid, colmat); +} -- cgit v1.2.3