One step closer to fixing D3D. Now textures are set properly.

Still, memory leak exists for some unknown reason (we don't allocate more pages and we release every texture)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2601 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY 2009-03-07 18:05:29 +00:00
parent 7455361ed2
commit 7419475959
7 changed files with 97 additions and 61 deletions

View file

@ -726,23 +726,3 @@ void BPWritten(int addr, int changes, int newval)
break;
}
}
void ActivateTextures()
{
for (int i = 0; i < 8; i++)
{
//TODO(ector): this should be a speedup
//if (textureChanged[i] || ASK TEXCACHE ABOUT SENTINEL VALUE)
{
FourTexUnits &tex = bpmem.tex[i>>2];
TextureCache::Load(i,
(tex.texImage3[i&3].image_base) << 5,
tex.texImage0[i&3].width+1,
tex.texImage0[i&3].height+1,
tex.texImage0[i&3].format,
tex.texTlut[i&3].tmem_offset<<9,
tex.texTlut[i&3].tlut_format);
}
textureChanged[i] = false;
}
}

View file

@ -43,7 +43,7 @@ LPDIRECT3DVERTEXSHADER9 CompileVertexShader(const char *code, int len, bool asse
std::string hello = (char*)errorBuffer->GetBufferPointer();
hello += "\n\n";
hello += code;
MessageBox(0, hello.c_str(), "Error assembling vertex shader", MB_ICONERROR);
//MessageBox(0, hello.c_str(), "Error assembling vertex shader", MB_ICONERROR);
vShader = 0;
}
else if (SUCCEEDED(hr))
@ -86,7 +86,7 @@ LPDIRECT3DPIXELSHADER9 CompilePixelShader(const char *code, int len, bool assemb
std::string hello = (char*)errorBuffer->GetBufferPointer();
hello += "\n\n";
hello += code;
MessageBox(0, hello.c_str(), "Error assembling pixel shader", MB_ICONERROR);
//MessageBox(0, hello.c_str(), "Error assembling pixel shader", MB_ICONERROR);
pShader = 0;
}
else

View file

@ -99,8 +99,8 @@ void PixelShaderCache::SetShader()
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)PixelShaders.size());
} else
PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
} else;
//PanicAlert("Failed to compile Pixel Shader:\n\n%s", code);
}
LPDIRECT3DPIXELSHADER9 PixelShaderCache::CompileCgShader(const char *pstrprogram)

View file

@ -19,6 +19,7 @@
#include "Common.h"
#include "Statistics.h"
#include "MemoryUtil.h"
#include "D3DBase.h"
#include "D3DTexture.h"
@ -37,6 +38,7 @@ TextureCache::TexCache TextureCache::textures;
extern int frameCount;
#define TEMP_SIZE (1024*1024*4)
#define TEXTURE_KILL_THRESHOLD 200
void TextureCache::TCacheEntry::Destroy(bool shutdown)
{
@ -45,35 +47,30 @@ void TextureCache::TCacheEntry::Destroy(bool shutdown)
texture = 0;
if (!isRenderTarget && !shutdown) {
u32 *ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr + hashoffset*4);
if (*ptr == hash)
if (ptr && *ptr == hash)
*ptr = oldpixel;
}
}
void TextureCache::Init()
{
temp = (u8*)VirtualAlloc(0,TEMP_SIZE,MEM_COMMIT,PAGE_READWRITE);
temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
TexDecoder_SetTexFmtOverlayOptions(g_Config.bTexFmtOverlayEnable, g_Config.bTexFmtOverlayCenter);
}
void TextureCache::Invalidate(bool shutdown)
{
TexCache::iterator iter = textures.begin();
for (; iter != textures.end(); iter++)
for (TexCache::iterator iter = textures.begin(); iter != textures.end(); iter++)
iter->second.Destroy(shutdown);
textures.clear();
TexDecoder_SetTexFmtOverlayOptions(g_Config.bTexFmtOverlayEnable, g_Config.bTexFmtOverlayCenter);
}
void TextureCache::Shutdown()
{
Invalidate(true);
if (temp != NULL)
{
VirtualFree(temp, 0, MEM_RELEASE);
temp = NULL;
}
FreeMemoryPages(temp, TEMP_SIZE);
temp = NULL;
}
void TextureCache::Cleanup()
@ -82,7 +79,7 @@ void TextureCache::Cleanup()
while(iter != textures.end())
{
if (frameCount>20+iter->second.frameCount)
if (frameCount> TEXTURE_KILL_THRESHOLD + iter->second.frameCount)
{
if (!iter->second.isRenderTarget)
{
@ -91,7 +88,9 @@ void TextureCache::Cleanup()
}
else
{
iter++;
// Used to be just iter++
iter->second.Destroy(false);
iter = textures.erase(iter);
}
}
else
@ -101,10 +100,10 @@ void TextureCache::Cleanup()
}
}
void TextureCache::Load(int stage, u32 address, int width, int height, int format, int tlutaddr, int tlutfmt)
TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width, int height, int format, int tlutaddr, int tlutfmt)
{
if (address == 0)
return;
return NULL;
TexCache::iterator iter = textures.find(address);
u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
@ -129,27 +128,30 @@ void TextureCache::Load(int stage, u32 address, int width, int height, int forma
static LPDIRECT3DTEXTURE9 lastTexture[8] = {0,0,0,0,0,0,0,0};
int bs = TexDecoder_GetBlockWidthInTexels(format)-1; //TexelSizeInNibbles(format)*width*height/16;
int expandedWidth = (width+bs) & (~bs);
u32 hash_value = TexDecoder_GetSafeTextureHash(ptr, expandedWidth, height, format, 0);
if (iter != textures.end())
{
TCacheEntry &entry = iter->second;
if (entry.isRenderTarget || (((u32 *)ptr)[entry.hashoffset] == entry.hash && palhash == entry.paletteHash)) //stupid, improve
if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash)))
{
iter->second.frameCount = frameCount;
if (lastTexture[stage] == iter->second.texture)
entry.frameCount = frameCount;
if (lastTexture[stage] == entry.texture)
{
return;
return &entry;
}
lastTexture[stage] = iter->second.texture;
lastTexture[stage] = entry.texture;
// D3D::dev->SetTexture(stage,iter->second.texture);
Renderer::SetTexture( stage, iter->second.texture );
Renderer::SetTexture( stage, entry.texture );
return;
return &entry;
}
else
{
TCacheEntry &entry = iter->second;
/* if (width == iter->second.w && height==entry.h && format==entry.fmt)
{
LPDIRECT3DTEXTURE9 tex = entry.texture;
@ -162,14 +164,12 @@ void TextureCache::Load(int stage, u32 address, int width, int height, int forma
}
else
{*/
iter->second.Destroy(false);
entry.Destroy(false);
textures.erase(iter);
//}
}
}
int bs = TexDecoder_GetBlockWidthInTexels(format)-1; //TexelSizeInNibbles(format)*width*height/16;
int expandedWidth = (width+bs) & (~bs);
PC_TexFormat pcfmt = TexDecoder_Decode(temp,ptr,expandedWidth,height,format, tlutaddr, tlutfmt);
D3DFORMAT d3d_fmt;
switch (pcfmt) {
@ -196,22 +196,24 @@ void TextureCache::Load(int stage, u32 address, int width, int height, int forma
}
//Make an entry in the table
TCacheEntry entry;
TCacheEntry& entry = textures[address];
entry.hashoffset = 0;
entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
entry.hash = hash_value;
//entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
entry.paletteHash = palhash;
entry.oldpixel = ((u32 *)ptr)[entry.hashoffset];
((u32 *)ptr)[entry.hashoffset] = entry.hash;
//((u32 *)ptr)[entry.hashoffset] = entry.hash;
entry.addr = address;
entry.isRenderTarget=false;
entry.isNonPow2 = ((width&(width-1)) || (height&(height-1)));
entry.isRenderTarget = false;
entry.isNonPow2 = ((width & (width - 1)) || (height & (height - 1)));
entry.texture = D3D::CreateTexture2D((BYTE*)temp, width, height, expandedWidth, d3d_fmt);
entry.frameCount = frameCount;
entry.w=width;
entry.h=height;
entry.fmt=format;
textures[address] = entry;
entry.w = width;
entry.h = height;
entry.fmt = format;
entry.mode = bpmem.tex[stage > 3].texMode0[stage & 3];
if (g_Config.bDumpTextures)
{ // dump texture to file
@ -230,6 +232,8 @@ void TextureCache::Load(int stage, u32 address, int width, int height, int forma
Renderer::SetTexture( stage, entry.texture );
lastTexture[stage] = entry.texture;
return &entry;
}

View file

@ -22,9 +22,11 @@
#include <map>
#include "D3DBase.h"
#include "BPMemory.h"
class TextureCache
{
public:
struct TCacheEntry
{
LPDIRECT3DTEXTURE9 texture;
@ -37,6 +39,7 @@ class TextureCache
bool isNonPow2;
int frameCount;
int w,h,fmt;
TexMode0 mode; // current filter and clamp modes that texture is set to
TCacheEntry()
{
texture=0;
@ -46,6 +49,7 @@ class TextureCache
void Destroy(bool shutdown);
};
private:
typedef std::map<u32,TCacheEntry> TexCache;
@ -57,7 +61,7 @@ public:
static void Cleanup();
static void Shutdown();
static void Invalidate(bool shutdown);
static void Load(int stage, u32 address, int width, int height, int format, int tlutaddr, int tlutfmt);
static TCacheEntry *Load(int stage, u32 address, int width, int height, int format, int tlutaddr, int tlutfmt);
static void CopyEFBToRenderTarget(u32 address, RECT *source);
};

View file

@ -31,6 +31,7 @@
#include "Utils.h"
#include "NativeVertexFormat.h"
#include "NativeVertexWriter.h"
#include "TextureCache.h"
#include "BPStructs.h"
#include "XFStructs.h"
@ -181,7 +182,54 @@ void Flush()
DVSTARTPROFILE();
if (collection != C_NOTHING)
{
ActivateTextures();
u32 usedtextures = 0;
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) {
if (bpmem.tevorders[i/2].getEnable(i & 1))
usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
}
if (bpmem.genMode.numindstages > 0) {
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) {
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages) {
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
}
}
}
u32 nonpow2tex = 0;
for (int i = 0; i < 8; i++)
{
// if (usedtextures & (1 << i)) {
{
FourTexUnits &tex = bpmem.tex[i >> 2];
TextureCache::TCacheEntry* tentry = TextureCache::Load(i,
(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
tex.texImage0[i&3].width+1, tex.texImage0[i&3].height+1,
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
tex.texTlut[i&3].tlut_format);
if (tentry) {
// texture loaded fine, set dims for pixel shader
if (tentry->isNonPow2) {
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t);
nonpow2tex |= 1 << i;
if (tentry->mode.wrap_s > 0) nonpow2tex |= 1 << (8 + i);
if (tentry->mode.wrap_t > 0) nonpow2tex |= 1 << (16 + i);
}
// if texture is power of two, set to ones (since don't need scaling)
// (the above seems to have changed - we set the width and height here too.
else
{
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
}
}
else
ERROR_LOG(VIDEO, "error loading texture");
}
}
PixelShaderManager::SetTexturesUsed(nonpow2tex);
int numVertices = indexGen.GetNumVerts();
if (numVertices)
{

View file

@ -101,7 +101,7 @@ void VertexShaderCache::SetShader(u32 components)
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
} else {
PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
//PanicAlert("Failed to compile Vertex Shader:\n\n%s", code);
}
D3D::dev->SetFVF(NULL);