dolphin/Source/Core/VideoCommon/TextureCacheBase.cpp
Techjar 80b05b6f0d Make arbitrary mipmap detection toggle invalidate the texture cache
We want this setting to invalidate the cache because it may affect the appearance of textures in the rendered scene, therefore one would expect changing it while the game is running to have the expected effect immediately.
2018-07-03 18:44:11 -04:00

2090 lines
76 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cmath>
#include <cstring>
#include <memory>
#include <string>
#include <utility>
#if defined(_M_X86) || defined(_M_X86_64)
#include <pmmintrin.h>
#endif
#include "Common/Align.h"
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/Hash.h"
#include "Common/Logging/Log.h"
#include "Common/MathUtil.h"
#include "Common/MemoryUtil.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "Core/FifoPlayer/FifoPlayer.h"
#include "Core/FifoPlayer/FifoRecorder.h"
#include "Core/HW/Memmap.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/FramebufferManagerBase.h"
#include "VideoCommon/HiresTextures.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/SamplerCommon.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
static const u64 TEXHASH_INVALID = 0;
// Sonic the Fighters (inside Sonic Gems Collection) loops a 64 frames animation
static const int TEXTURE_KILL_THRESHOLD = 64;
static const int TEXTURE_POOL_KILL_THRESHOLD = 3;
std::unique_ptr<TextureCacheBase> g_texture_cache;
std::bitset<8> TextureCacheBase::valid_bind_points;
TextureCacheBase::TCacheEntry::TCacheEntry(std::unique_ptr<AbstractTexture> tex)
: texture(std::move(tex))
{
}
TextureCacheBase::TCacheEntry::~TCacheEntry()
{
for (auto& reference : references)
reference->references.erase(this);
}
void TextureCacheBase::CheckTempSize(size_t required_size)
{
if (required_size <= temp_size)
return;
temp_size = required_size;
Common::FreeAlignedMemory(temp);
temp = static_cast<u8*>(Common::AllocateAlignedMemory(temp_size, 16));
}
TextureCacheBase::TextureCacheBase()
{
SetBackupConfig(g_ActiveConfig);
temp_size = 2048 * 2048 * 4;
temp = static_cast<u8*>(Common::AllocateAlignedMemory(temp_size, 16));
TexDecoder_SetTexFmtOverlayOptions(backup_config.texfmt_overlay,
backup_config.texfmt_overlay_center);
HiresTexture::Init();
Common::SetHash64Function();
InvalidateAllBindPoints();
}
void TextureCacheBase::Invalidate()
{
InvalidateAllBindPoints();
for (size_t i = 0; i < bound_textures.size(); ++i)
{
bound_textures[i] = nullptr;
}
for (auto& tex : textures_by_address)
{
delete tex.second;
}
textures_by_address.clear();
textures_by_hash.clear();
texture_pool.clear();
}
TextureCacheBase::~TextureCacheBase()
{
HiresTexture::Shutdown();
Invalidate();
Common::FreeAlignedMemory(temp);
temp = nullptr;
}
void TextureCacheBase::OnConfigChanged(VideoConfig& config)
{
if (config.bHiresTextures != backup_config.hires_textures ||
config.bCacheHiresTextures != backup_config.cache_hires_textures)
{
HiresTexture::Update();
}
// TODO: Invalidating texcache is really stupid in some of these cases
if (config.iSafeTextureCache_ColorSamples != backup_config.color_samples ||
config.bTexFmtOverlayEnable != backup_config.texfmt_overlay ||
config.bTexFmtOverlayCenter != backup_config.texfmt_overlay_center ||
config.bHiresTextures != backup_config.hires_textures ||
config.bEnableGPUTextureDecoding != backup_config.gpu_texture_decoding ||
config.bDisableCopyToVRAM != backup_config.disable_vram_copies ||
config.bArbitraryMipmapDetection != backup_config.arbitrary_mipmap_detection)
{
Invalidate();
TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable,
g_ActiveConfig.bTexFmtOverlayCenter);
}
if ((config.stereo_mode != StereoMode::Off) != backup_config.stereo_3d ||
config.bStereoEFBMonoDepth != backup_config.efb_mono_depth)
{
g_texture_cache->DeleteShaders();
if (!g_texture_cache->CompileShaders())
PanicAlert("Failed to recompile one or more texture conversion shaders.");
}
SetBackupConfig(config);
}
void TextureCacheBase::Cleanup(int _frameCount)
{
TexAddrCache::iterator iter = textures_by_address.begin();
TexAddrCache::iterator tcend = textures_by_address.end();
while (iter != tcend)
{
if (iter->second->tmem_only)
{
iter = InvalidateTexture(iter);
}
else if (iter->second->frameCount == FRAMECOUNT_INVALID)
{
iter->second->frameCount = _frameCount;
++iter;
}
else if (_frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount)
{
if (iter->second->IsCopy())
{
// Only remove EFB copies when they wouldn't be used anymore(changed hash), because EFB
// copies living on the
// host GPU are unrecoverable. Perform this check only every TEXTURE_KILL_THRESHOLD for
// performance reasons
if ((_frameCount - iter->second->frameCount) % TEXTURE_KILL_THRESHOLD == 1 &&
iter->second->hash != iter->second->CalculateHash())
{
iter = InvalidateTexture(iter);
}
else
{
++iter;
}
}
else
{
iter = InvalidateTexture(iter);
}
}
else
{
++iter;
}
}
TexPool::iterator iter2 = texture_pool.begin();
TexPool::iterator tcend2 = texture_pool.end();
while (iter2 != tcend2)
{
if (iter2->second.frameCount == FRAMECOUNT_INVALID)
{
iter2->second.frameCount = _frameCount;
}
if (_frameCount > TEXTURE_POOL_KILL_THRESHOLD + iter2->second.frameCount)
{
iter2 = texture_pool.erase(iter2);
}
else
{
++iter2;
}
}
}
bool TextureCacheBase::TCacheEntry::OverlapsMemoryRange(u32 range_address, u32 range_size) const
{
if (addr + size_in_bytes <= range_address)
return false;
if (addr >= range_address + range_size)
return false;
return true;
}
void TextureCacheBase::SetBackupConfig(const VideoConfig& config)
{
backup_config.color_samples = config.iSafeTextureCache_ColorSamples;
backup_config.texfmt_overlay = config.bTexFmtOverlayEnable;
backup_config.texfmt_overlay_center = config.bTexFmtOverlayCenter;
backup_config.hires_textures = config.bHiresTextures;
backup_config.cache_hires_textures = config.bCacheHiresTextures;
backup_config.stereo_3d = config.stereo_mode != StereoMode::Off;
backup_config.efb_mono_depth = config.bStereoEFBMonoDepth;
backup_config.gpu_texture_decoding = config.bEnableGPUTextureDecoding;
backup_config.disable_vram_copies = config.bDisableCopyToVRAM;
backup_config.arbitrary_mipmap_detection = config.bArbitraryMipmapDetection;
}
TextureCacheBase::TCacheEntry*
TextureCacheBase::ApplyPaletteToEntry(TCacheEntry* entry, u8* palette, TLUTFormat tlutfmt)
{
TextureConfig new_config = entry->texture->GetConfig();
new_config.levels = 1;
new_config.rendertarget = true;
TCacheEntry* decoded_entry = AllocateCacheEntry(new_config);
if (!decoded_entry)
return nullptr;
decoded_entry->SetGeneralParameters(entry->addr, entry->size_in_bytes, entry->format,
entry->should_force_safe_hashing);
decoded_entry->SetDimensions(entry->native_width, entry->native_height, 1);
decoded_entry->SetHashes(entry->base_hash, entry->hash);
decoded_entry->frameCount = FRAMECOUNT_INVALID;
decoded_entry->should_force_safe_hashing = false;
decoded_entry->SetNotCopy();
decoded_entry->may_have_overlapping_textures = entry->may_have_overlapping_textures;
ConvertTexture(decoded_entry, entry, palette, tlutfmt);
textures_by_address.emplace(entry->addr, decoded_entry);
return decoded_entry;
}
void TextureCacheBase::ScaleTextureCacheEntryTo(TextureCacheBase::TCacheEntry* entry, u32 new_width,
u32 new_height)
{
if (entry->GetWidth() == new_width && entry->GetHeight() == new_height)
{
return;
}
const u32 max = g_ActiveConfig.backend_info.MaxTextureSize;
if (max < new_width || max < new_height)
{
ERROR_LOG(VIDEO, "Texture too big, width = %d, height = %d", new_width, new_height);
return;
}
TextureConfig newconfig;
newconfig.width = new_width;
newconfig.height = new_height;
newconfig.layers = entry->GetNumLayers();
newconfig.rendertarget = true;
std::unique_ptr<AbstractTexture> new_texture = AllocateTexture(newconfig);
if (new_texture)
{
new_texture->ScaleRectangleFromTexture(entry->texture.get(),
entry->texture->GetConfig().GetRect(),
new_texture->GetConfig().GetRect());
entry->texture.swap(new_texture);
auto config = new_texture->GetConfig();
// At this point new_texture has the old texture in it,
// we can potentially reuse this, so let's move it back to the pool
texture_pool.emplace(config, TexPoolEntry(std::move(new_texture)));
}
else
{
ERROR_LOG(VIDEO, "Scaling failed");
}
}
TextureCacheBase::TCacheEntry*
TextureCacheBase::DoPartialTextureUpdates(TCacheEntry* entry_to_update, u8* palette,
TLUTFormat tlutfmt)
{
// If the flag may_have_overlapping_textures is cleared, there are no overlapping EFB copies,
// which aren't applied already. It is set for new textures, and for the affected range
// on each EFB copy.
if (!entry_to_update->may_have_overlapping_textures)
return entry_to_update;
entry_to_update->may_have_overlapping_textures = false;
const bool isPaletteTexture = IsColorIndexed(entry_to_update->format.texfmt);
// EFB copies are excluded from these updates, until there's an example where a game would
// benefit from updating. This would require more work to be done.
if (entry_to_update->IsCopy())
return entry_to_update;
u32 block_width = TexDecoder_GetBlockWidthInTexels(entry_to_update->format.texfmt);
u32 block_height = TexDecoder_GetBlockHeightInTexels(entry_to_update->format.texfmt);
u32 block_size = block_width * block_height *
TexDecoder_GetTexelSizeInNibbles(entry_to_update->format.texfmt) / 2;
u32 numBlocksX = (entry_to_update->native_width + block_width - 1) / block_width;
auto iter = FindOverlappingTextures(entry_to_update->addr, entry_to_update->size_in_bytes);
while (iter.first != iter.second)
{
TCacheEntry* entry = iter.first->second;
if (entry != entry_to_update && entry->IsCopy() && !entry->tmem_only &&
entry->references.count(entry_to_update) == 0 &&
entry->OverlapsMemoryRange(entry_to_update->addr, entry_to_update->size_in_bytes) &&
entry->memory_stride == numBlocksX * block_size)
{
if (entry->hash == entry->CalculateHash())
{
if (isPaletteTexture)
{
TCacheEntry* decoded_entry = ApplyPaletteToEntry(entry, palette, tlutfmt);
if (decoded_entry)
{
// Link the efb copy with the partially updated texture, so we won't apply this partial
// update again
entry->CreateReference(entry_to_update);
// Mark the texture update as used, as if it was loaded directly
entry->frameCount = FRAMECOUNT_INVALID;
entry = decoded_entry;
}
else
{
++iter.first;
continue;
}
}
u32 src_x, src_y, dst_x, dst_y;
// Note for understanding the math:
// Normal textures can't be strided, so the 2 missing cases with src_x > 0 don't exist
if (entry->addr >= entry_to_update->addr)
{
u32 block_offset = (entry->addr - entry_to_update->addr) / block_size;
u32 block_x = block_offset % numBlocksX;
u32 block_y = block_offset / numBlocksX;
src_x = 0;
src_y = 0;
dst_x = block_x * block_width;
dst_y = block_y * block_height;
}
else
{
u32 block_offset = (entry_to_update->addr - entry->addr) / block_size;
u32 block_x = (~block_offset + 1) % numBlocksX;
u32 block_y = (block_offset + block_x) / numBlocksX;
src_x = 0;
src_y = block_y * block_height;
dst_x = block_x * block_width;
dst_y = 0;
}
u32 copy_width =
std::min(entry->native_width - src_x, entry_to_update->native_width - dst_x);
u32 copy_height =
std::min(entry->native_height - src_y, entry_to_update->native_height - dst_y);
// If one of the textures is scaled, scale both with the current efb scaling factor
if (entry_to_update->native_width != entry_to_update->GetWidth() ||
entry_to_update->native_height != entry_to_update->GetHeight() ||
entry->native_width != entry->GetWidth() || entry->native_height != entry->GetHeight())
{
ScaleTextureCacheEntryTo(entry_to_update,
g_renderer->EFBToScaledX(entry_to_update->native_width),
g_renderer->EFBToScaledY(entry_to_update->native_height));
ScaleTextureCacheEntryTo(entry, g_renderer->EFBToScaledX(entry->native_width),
g_renderer->EFBToScaledY(entry->native_height));
src_x = g_renderer->EFBToScaledX(src_x);
src_y = g_renderer->EFBToScaledY(src_y);
dst_x = g_renderer->EFBToScaledX(dst_x);
dst_y = g_renderer->EFBToScaledY(dst_y);
copy_width = g_renderer->EFBToScaledX(copy_width);
copy_height = g_renderer->EFBToScaledY(copy_height);
}
MathUtil::Rectangle<int> srcrect, dstrect;
srcrect.left = src_x;
srcrect.top = src_y;
srcrect.right = (src_x + copy_width);
srcrect.bottom = (src_y + copy_height);
dstrect.left = dst_x;
dstrect.top = dst_y;
dstrect.right = (dst_x + copy_width);
dstrect.bottom = (dst_y + copy_height);
for (u32 layer = 0; layer < entry->texture->GetConfig().layers; layer++)
{
entry_to_update->texture->CopyRectangleFromTexture(entry->texture.get(), srcrect, layer,
0, dstrect, layer, 0);
}
if (isPaletteTexture)
{
// Remove the temporary converted texture, it won't be used anywhere else
// TODO: It would be nice to convert and copy in one step, but this code path isn't common
InvalidateTexture(GetTexCacheIter(entry));
}
else
{
// Link the two textures together, so we won't apply this partial update again
entry->CreateReference(entry_to_update);
// Mark the texture update as used, as if it was loaded directly
entry->frameCount = FRAMECOUNT_INVALID;
}
}
else
{
// If the hash does not match, this EFB copy will not be used for anything, so remove it
iter.first = InvalidateTexture(iter.first);
continue;
}
}
++iter.first;
}
return entry_to_update;
}
void TextureCacheBase::DumpTexture(TCacheEntry* entry, std::string basename, unsigned int level,
bool is_arbitrary)
{
std::string szDir = File::GetUserPath(D_DUMPTEXTURES_IDX) + SConfig::GetInstance().GetGameID();
// make sure that the directory exists
if (!File::IsDirectory(szDir))
File::CreateDir(szDir);
if (is_arbitrary)
{
basename += "_arb";
}
if (level > 0)
{
basename += StringFromFormat("_mip%i", level);
}
std::string filename = szDir + "/" + basename + ".png";
if (!File::Exists(filename))
entry->texture->Save(filename, level);
}
static u32 CalculateLevelSize(u32 level_0_size, u32 level)
{
return std::max(level_0_size >> level, 1u);
}
void TextureCacheBase::BindTextures()
{
for (u32 i = 0; i < bound_textures.size(); i++)
{
if (IsValidBindPoint(i) && bound_textures[i])
g_renderer->SetTexture(i, bound_textures[i]->texture.get());
}
}
class ArbitraryMipmapDetector
{
private:
using PixelRGBAf = std::array<float, 4>;
using PixelRGBAu8 = std::array<u8, 4>;
public:
explicit ArbitraryMipmapDetector() = default;
void AddLevel(u32 width, u32 height, u32 row_length, const u8* buffer)
{
levels.push_back({{width, height, row_length}, buffer});
}
bool HasArbitraryMipmaps(u8* downsample_buffer) const
{
if (levels.size() < 2)
return false;
if (!g_ActiveConfig.bArbitraryMipmapDetection)
return false;
// This is the average per-pixel, per-channel difference in percent between what we
// expect a normal blurred mipmap to look like and what we actually received
// 4.5% was chosen because it's just below the lowest clearly-arbitrary texture
// I found in my tests, the background clouds in Mario Galaxy's Observatory lobby.
const auto threshold = g_ActiveConfig.fArbitraryMipmapDetectionThreshold;
auto* src = downsample_buffer;
auto* dst = downsample_buffer + levels[1].shape.row_length * levels[1].shape.height * 4;
float total_diff = 0.f;
for (std::size_t i = 0; i < levels.size() - 1; ++i)
{
const auto& level = levels[i];
const auto& mip = levels[i + 1];
u64 level_pixel_count = level.shape.width;
level_pixel_count *= level.shape.height;
// AverageDiff stores the difference sum in a u64, so make sure we can't overflow
ASSERT(level_pixel_count < (std::numeric_limits<u64>::max() / (255 * 255 * 4)));
// Manually downsample the past downsample with a simple box blur
// This is not necessarily close to whatever the original artists used, however
// It should still be closer than a thing that's not a downscale at all
Level::Downsample(i ? src : level.pixels, level.shape, dst, mip.shape);
// Find the average difference between pixels in this level but downsampled
// and the next level
auto diff = mip.AverageDiff(dst);
total_diff += diff;
std::swap(src, dst);
}
auto all_levels = total_diff / (levels.size() - 1);
return all_levels > threshold;
}
private:
struct Shape
{
u32 width;
u32 height;
u32 row_length;
};
struct Level
{
Shape shape;
const u8* pixels;
static PixelRGBAu8 SampleLinear(const u8* src, const Shape& src_shape, u32 x, u32 y)
{
const auto* p = src + (x + y * src_shape.row_length) * 4;
return {{p[0], p[1], p[2], p[3]}};
}
// Puts a downsampled image in dst. dst must be at least width*height*4
static void Downsample(const u8* src, const Shape& src_shape, u8* dst, const Shape& dst_shape)
{
for (u32 i = 0; i < dst_shape.height; ++i)
{
for (u32 j = 0; j < dst_shape.width; ++j)
{
auto x = j * 2;
auto y = i * 2;
const std::array<PixelRGBAu8, 4> samples{{
SampleLinear(src, src_shape, x, y),
SampleLinear(src, src_shape, x + 1, y),
SampleLinear(src, src_shape, x, y + 1),
SampleLinear(src, src_shape, x + 1, y + 1),
}};
auto* dst_pixel = dst + (j + i * dst_shape.row_length) * 4;
for (int channel = 0; channel < 4; channel++)
{
uint32_t channel_value = samples[0][channel] + samples[1][channel] +
samples[2][channel] + samples[3][channel];
dst_pixel[channel] = (channel_value + 2) / 4;
}
}
}
}
float AverageDiff(const u8* other) const
{
// As textures are stored in (at most) 8 bit precision, each channel can
// have a max diff of (2^8)^2, multiply by 4 channels = 2^18 per pixel.
// That means to overflow, we must have a texture with more than 2^46
// pixels - which is way beyond anything the original hardware could do,
// and likely a sane assumption going forward for some significant time.
u64 current_diff_sum = 0;
const auto* ptr1 = pixels;
const auto* ptr2 = other;
for (u32 i = 0; i < shape.height; ++i)
{
const auto* row1 = ptr1;
const auto* row2 = ptr2;
for (u32 j = 0; j < shape.width; ++j, row1 += 4, row2 += 4)
{
int pixel_diff = 0;
for (int channel = 0; channel < 4; channel++)
{
const int diff = static_cast<int>(row1[channel]) - static_cast<int>(row2[channel]);
const int diff_squared = diff * diff;
pixel_diff += diff_squared;
}
current_diff_sum += pixel_diff;
}
ptr1 += shape.row_length;
ptr2 += shape.row_length;
}
// calculate the MSE over all pixels, divide by 2.56 to make it a percent
// (IE scale to 0..100 instead of 0..256)
return std::sqrt(static_cast<float>(current_diff_sum) / (shape.width * shape.height * 4)) /
2.56f;
}
};
std::vector<Level> levels;
};
TextureCacheBase::TCacheEntry* TextureCacheBase::Load(const u32 stage)
{
// if this stage was not invalidated by changes to texture registers, keep the current texture
if (IsValidBindPoint(stage) && bound_textures[stage])
{
return bound_textures[stage];
}
const FourTexUnits& tex = bpmem.tex[stage >> 2];
const u32 id = stage & 3;
const u32 address = (tex.texImage3[id].image_base /* & 0x1FFFFF*/) << 5;
u32 width = tex.texImage0[id].width + 1;
u32 height = tex.texImage0[id].height + 1;
const TextureFormat texformat = static_cast<TextureFormat>(tex.texImage0[id].format);
const u32 tlutaddr = tex.texTlut[id].tmem_offset << 9;
const TLUTFormat tlutfmt = static_cast<TLUTFormat>(tex.texTlut[id].tlut_format);
const bool use_mipmaps = SamplerCommon::AreBpTexMode0MipmapsEnabled(tex.texMode0[id]);
u32 tex_levels = use_mipmaps ? ((tex.texMode1[id].max_lod + 0xf) / 0x10 + 1) : 1;
const bool from_tmem = tex.texImage1[id].image_type != 0;
const u32 tmem_address_even = from_tmem ? tex.texImage1[id].tmem_even * TMEM_LINE_SIZE : 0;
const u32 tmem_address_odd = from_tmem ? tex.texImage2[id].tmem_odd * TMEM_LINE_SIZE : 0;
auto entry = GetTexture(address, width, height, texformat,
g_ActiveConfig.iSafeTextureCache_ColorSamples, tlutaddr, tlutfmt,
use_mipmaps, tex_levels, from_tmem, tmem_address_even, tmem_address_odd);
if (!entry)
return nullptr;
entry->frameCount = FRAMECOUNT_INVALID;
bound_textures[stage] = entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_TEXTURE_CHANGE, true);
// We need to keep track of invalided textures until they have actually been replaced or
// re-loaded
valid_bind_points.set(stage);
return entry;
}
TextureCacheBase::TCacheEntry*
TextureCacheBase::GetTexture(u32 address, u32 width, u32 height, const TextureFormat texformat,
const int textureCacheSafetyColorSampleSize, u32 tlutaddr,
TLUTFormat tlutfmt, bool use_mipmaps, u32 tex_levels, bool from_tmem,
u32 tmem_address_even, u32 tmem_address_odd)
{
// TexelSizeInNibbles(format) * width * height / 16;
const unsigned int bsw = TexDecoder_GetBlockWidthInTexels(texformat);
const unsigned int bsh = TexDecoder_GetBlockHeightInTexels(texformat);
unsigned int expandedWidth = Common::AlignUp(width, bsw);
unsigned int expandedHeight = Common::AlignUp(height, bsh);
const unsigned int nativeW = width;
const unsigned int nativeH = height;
// Hash assigned to texcache entry (also used to generate filenames used for texture dumping and
// custom texture lookup)
u64 base_hash = TEXHASH_INVALID;
u64 full_hash = TEXHASH_INVALID;
TextureAndTLUTFormat full_format(texformat, tlutfmt);
const bool isPaletteTexture = IsColorIndexed(texformat);
// Reject invalid tlut format.
if (isPaletteTexture && !IsValidTLUTFormat(tlutfmt))
return nullptr;
const u32 texture_size =
TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat);
u32 bytes_per_block = (bsw * bsh * TexDecoder_GetTexelSizeInNibbles(texformat)) / 2;
u32 additional_mips_size = 0; // not including level 0, which is texture_size
// 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);
for (u32 level = 1; level != tex_levels; ++level)
{
// We still need to calculate the original size of the mips
const u32 expanded_mip_width = Common::AlignUp(CalculateLevelSize(width, level), bsw);
const u32 expanded_mip_height = Common::AlignUp(CalculateLevelSize(height, level), bsh);
additional_mips_size +=
TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);
}
// TODO: the texture cache lookup is based on address, but a texture from tmem has no reason
// to have a unique and valid address. This could result in a regular texture and a tmem
// texture aliasing onto the same texture cache entry.
const u8* src_data;
if (from_tmem)
src_data = &texMem[tmem_address_even];
else
src_data = Memory::GetPointer(address);
if (!src_data)
{
ERROR_LOG(VIDEO, "Trying to use an invalid texture address 0x%8x", address);
return nullptr;
}
// If we are recording a FifoLog, keep track of what memory we read. FifoRecorder does
// its own memory modification tracking independent of the texture hashing below.
if (g_bRecordFifoData && !from_tmem)
FifoRecorder::GetInstance().UseMemory(address, texture_size + additional_mips_size,
MemoryUpdate::TEXTURE_MAP);
// 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)
base_hash = Common::GetHash64(src_data, texture_size, textureCacheSafetyColorSampleSize);
u32 palette_size = 0;
if (isPaletteTexture)
{
palette_size = TexDecoder_GetPaletteSize(texformat);
full_hash = base_hash ^ Common::GetHash64(&texMem[tlutaddr], palette_size,
textureCacheSafetyColorSampleSize);
}
else
{
full_hash = base_hash;
}
// Search the texture cache for textures by address
//
// 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.
auto iter_range = textures_by_address.equal_range(address);
TexAddrCache::iterator iter = iter_range.first;
TexAddrCache::iterator oldest_entry = iter;
int temp_frameCount = 0x7fffffff;
TexAddrCache::iterator unconverted_copy = textures_by_address.end();
while (iter != iter_range.second)
{
TCacheEntry* entry = iter->second;
// Skip entries that are only left in our texture cache for the tmem cache emulation
if (entry->tmem_only)
{
++iter;
continue;
}
// Do not load strided EFB copies, they are not meant to be used directly.
// Also do not directly load EFB copies, which were partly overwritten.
if (entry->IsEfbCopy() && entry->native_width == nativeW && entry->native_height == nativeH &&
entry->memory_stride == entry->BytesPerRow() && !entry->may_have_overlapping_textures)
{
// EFB copies have slightly different rules as EFB copy formats have different
// meanings from texture formats.
if ((base_hash == entry->hash &&
(!isPaletteTexture || g_Config.backend_info.bSupportsPaletteConversion)) ||
IsPlayingBackFifologWithBrokenEFBCopies)
{
// TODO: We should check format/width/height/levels for EFB copies. Checking
// format is complicated because EFB copy formats don't exactly match
// texture formats. I'm not sure what effect checking width/height/levels
// would have.
if (!isPaletteTexture || !g_Config.backend_info.bSupportsPaletteConversion)
return entry;
// Note that we found an unconverted EFB copy, then continue. We'll
// perform the conversion later. Currently, we only convert EFB copies to
// palette textures; we could do other conversions if it proved to be
// beneficial.
unconverted_copy = iter;
}
else
{
// Aggressively prune EFB copies: if it isn't useful here, it will probably
// never be useful again. It's theoretically possible for a game to do
// something weird where the copy could become useful in the future, but in
// practice it doesn't happen.
iter = InvalidateTexture(iter);
continue;
}
}
else
{
// For normal textures, all texture parameters need to match
if (!entry->IsEfbCopy() && entry->hash == full_hash && entry->format == full_format &&
entry->native_levels >= tex_levels && entry->native_width == nativeW &&
entry->native_height == nativeH)
{
entry = DoPartialTextureUpdates(iter->second, &texMem[tlutaddr], tlutfmt);
return entry;
}
}
// Find the texture which hasn't been used for the longest time. Count paletted
// textures as the same texture here, when the texture itself is the same. This
// improves the performance a lot in some games that use paletted textures.
// Example: Sonic the Fighters (inside Sonic Gems Collection)
// Skip EFB copies here, so they can be used for partial texture updates
if (entry->frameCount != FRAMECOUNT_INVALID && entry->frameCount < temp_frameCount &&
!entry->IsEfbCopy() && !(isPaletteTexture && entry->base_hash == base_hash))
{
temp_frameCount = entry->frameCount;
oldest_entry = iter;
}
++iter;
}
if (unconverted_copy != textures_by_address.end())
{
TCacheEntry* decoded_entry =
ApplyPaletteToEntry(unconverted_copy->second, &texMem[tlutaddr], tlutfmt);
if (decoded_entry)
{
return decoded_entry;
}
}
// Search the texture cache for normal textures by hash
//
// If the texture was fully hashed, the address does not need to match. Identical duplicate
// textures cause unnecessary slowdowns
// Example: Tales of Symphonia (GC) uses over 500 small textures in menus, but only around 70
// different ones
if (textureCacheSafetyColorSampleSize == 0 ||
std::max(texture_size, palette_size) <= (u32)textureCacheSafetyColorSampleSize * 8)
{
auto hash_range = textures_by_hash.equal_range(full_hash);
TexHashCache::iterator hash_iter = hash_range.first;
while (hash_iter != hash_range.second)
{
TCacheEntry* entry = hash_iter->second;
// All parameters, except the address, need to match here
if (entry->format == full_format && entry->native_levels >= tex_levels &&
entry->native_width == nativeW && entry->native_height == nativeH)
{
entry = DoPartialTextureUpdates(hash_iter->second, &texMem[tlutaddr], tlutfmt);
return entry;
}
++hash_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
InvalidateTexture(oldest_entry);
}
std::shared_ptr<HiresTexture> hires_tex;
if (g_ActiveConfig.bHiresTextures)
{
hires_tex = HiresTexture::Search(src_data, texture_size, &texMem[tlutaddr], palette_size, width,
height, texformat, use_mipmaps);
if (hires_tex)
{
const auto& level = hires_tex->m_levels[0];
if (level.width != width || level.height != height)
{
width = level.width;
height = level.height;
}
expandedWidth = level.width;
expandedHeight = level.height;
}
}
// how many levels the allocated texture shall have
const u32 texLevels = hires_tex ? (u32)hires_tex->m_levels.size() : tex_levels;
// We can decode on the GPU if it is a supported format and the flag is enabled.
// Currently we don't decode RGBA8 textures from Tmem, as that would require copying from both
// banks, and if we're doing an copy we may as well just do the whole thing on the CPU, since
// there's no conversion between formats. In the future this could be extended with a separate
// shader, however.
bool decode_on_gpu = !hires_tex && g_ActiveConfig.UseGPUTextureDecoding() &&
g_texture_cache->SupportsGPUTextureDecode(texformat, tlutfmt) &&
!(from_tmem && texformat == TextureFormat::RGBA8);
// create the entry/texture
TextureConfig config;
config.width = width;
config.height = height;
config.levels = texLevels;
config.format = hires_tex ? hires_tex->GetFormat() : AbstractTextureFormat::RGBA8;
ArbitraryMipmapDetector arbitrary_mip_detector;
TCacheEntry* entry = AllocateCacheEntry(config);
GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
if (!entry)
return nullptr;
const u8* tlut = &texMem[tlutaddr];
if (hires_tex)
{
const auto& level = hires_tex->m_levels[0];
entry->texture->Load(0, level.width, level.height, level.row_length, level.data.data(),
level.data.size());
}
// Initialized to null because only software loading uses this buffer
u8* dst_buffer = nullptr;
if (!hires_tex)
{
if (decode_on_gpu)
{
u32 row_stride = bytes_per_block * (expandedWidth / bsw);
g_texture_cache->DecodeTextureOnGPU(entry, 0, src_data, texture_size, texformat, width,
height, expandedWidth, expandedHeight, row_stride, tlut,
tlutfmt);
}
else
{
size_t decoded_texture_size = expandedWidth * sizeof(u32) * expandedHeight;
// Allocate memory for all levels at once
size_t total_texture_size = decoded_texture_size;
// For the downsample, we need 2 buffers; 1 is 1/4 of the original texture, the other 1/16
size_t mip_downsample_buffer_size = decoded_texture_size * 5 / 16;
size_t prev_level_size = decoded_texture_size;
for (u32 i = 1; i < tex_levels; ++i)
{
prev_level_size /= 4;
total_texture_size += prev_level_size;
}
// Add space for the downsampling at the end
total_texture_size += mip_downsample_buffer_size;
CheckTempSize(total_texture_size);
dst_buffer = temp;
if (!(texformat == TextureFormat::RGBA8 && from_tmem))
{
TexDecoder_Decode(dst_buffer, src_data, expandedWidth, expandedHeight, texformat, tlut,
tlutfmt);
}
else
{
u8* src_data_gb = &texMem[tmem_address_odd];
TexDecoder_DecodeRGBA8FromTmem(dst_buffer, src_data, src_data_gb, expandedWidth,
expandedHeight);
}
entry->texture->Load(0, width, height, expandedWidth, dst_buffer, decoded_texture_size);
arbitrary_mip_detector.AddLevel(width, height, expandedWidth, dst_buffer);
dst_buffer += decoded_texture_size;
}
}
iter = textures_by_address.emplace(address, entry);
if (textureCacheSafetyColorSampleSize == 0 ||
std::max(texture_size, palette_size) <= (u32)textureCacheSafetyColorSampleSize * 8)
{
entry->textures_by_hash_iter = textures_by_hash.emplace(full_hash, entry);
}
entry->SetGeneralParameters(address, texture_size, full_format, false);
entry->SetDimensions(nativeW, nativeH, tex_levels);
entry->SetHashes(base_hash, full_hash);
entry->is_custom_tex = hires_tex != nullptr;
entry->memory_stride = entry->BytesPerRow();
entry->SetNotCopy();
std::string basename = "";
if (g_ActiveConfig.bDumpTextures && !hires_tex)
{
basename = HiresTexture::GenBaseName(src_data, texture_size, &texMem[tlutaddr], palette_size,
width, height, texformat, use_mipmaps, true);
}
if (hires_tex)
{
for (u32 level_index = 1; level_index != texLevels; ++level_index)
{
const auto& level = hires_tex->m_levels[level_index];
entry->texture->Load(level_index, level.width, level.height, level.row_length,
level.data.data(), level.data.size());
}
}
else
{
// load mips - TODO: Loading mipmaps from tmem is untested!
src_data += texture_size;
const u8* ptr_even = nullptr;
const u8* ptr_odd = nullptr;
if (from_tmem)
{
ptr_even = &texMem[tmem_address_even + texture_size];
ptr_odd = &texMem[tmem_address_odd];
}
for (u32 level = 1; level != texLevels; ++level)
{
const u32 mip_width = CalculateLevelSize(width, level);
const u32 mip_height = CalculateLevelSize(height, level);
const u32 expanded_mip_width = Common::AlignUp(mip_width, bsw);
const u32 expanded_mip_height = Common::AlignUp(mip_height, bsh);
const u8*& mip_src_data = from_tmem ? ((level % 2) ? ptr_odd : ptr_even) : src_data;
size_t mip_size =
TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);
if (decode_on_gpu)
{
u32 row_stride = bytes_per_block * (expanded_mip_width / bsw);
g_texture_cache->DecodeTextureOnGPU(entry, level, mip_src_data, mip_size, texformat,
mip_width, mip_height, expanded_mip_width,
expanded_mip_height, row_stride, tlut, tlutfmt);
}
else
{
// No need to call CheckTempSize here, as the whole buffer is preallocated at the beginning
size_t decoded_mip_size = expanded_mip_width * sizeof(u32) * expanded_mip_height;
TexDecoder_Decode(dst_buffer, mip_src_data, expanded_mip_width, expanded_mip_height,
texformat, tlut, tlutfmt);
entry->texture->Load(level, mip_width, mip_height, expanded_mip_width, dst_buffer,
decoded_mip_size);
arbitrary_mip_detector.AddLevel(mip_width, mip_height, expanded_mip_width, dst_buffer);
dst_buffer += decoded_mip_size;
}
mip_src_data += mip_size;
}
}
entry->has_arbitrary_mips = hires_tex ? hires_tex->HasArbitraryMipmaps() :
arbitrary_mip_detector.HasArbitraryMipmaps(dst_buffer);
if (g_ActiveConfig.bDumpTextures && !hires_tex)
{
for (u32 level = 0; level < texLevels; ++level)
{
DumpTexture(entry, basename, level, entry->has_arbitrary_mips);
}
}
INCSTAT(stats.numTexturesUploaded);
SETSTAT(stats.numTexturesAlive, textures_by_address.size());
entry = DoPartialTextureUpdates(iter->second, &texMem[tlutaddr], tlutfmt);
return entry;
}
TextureCacheBase::TCacheEntry*
TextureCacheBase::GetXFBTexture(u32 address, u32 width, u32 height, TextureFormat tex_format,
int texture_cache_safety_color_sample_size)
{
auto tex_info = ComputeTextureInformation(address, width, height, tex_format,
texture_cache_safety_color_sample_size, false, 0, 0, 0,
TLUTFormat::IA8, 1);
if (!tex_info)
{
return nullptr;
}
const TextureLookupInformation tex_info_value = tex_info.value();
TCacheEntry* entry = GetXFBFromCache(tex_info_value);
if (entry != nullptr)
{
return entry;
}
entry = CreateNormalTexture(tex_info.value());
// XFBs created for the purpose of being a container for textures from memory
// or as a container for overlapping textures, never need to be combined
// with other textures
entry->may_have_overlapping_textures = false;
// At this point, the XFB wasn't found in cache
// this means the address is most likely not pointing at an xfb copy but instead
// an area of memory. Let's attempt to stitch all entries in this memory space
// together
bool loaded_from_overlapping = LoadTextureFromOverlappingTextures(entry, tex_info_value);
if (!loaded_from_overlapping)
{
// At this point, the xfb address is truly "bogus"
// it likely is an area of memory defined by the CPU
// so load it from memory
LoadTextureFromMemory(entry, tex_info_value);
}
if (g_ActiveConfig.bDumpXFBTarget)
{
// While this isn't really an xfb copy, we can treat it as such
// for dumping purposes
static int xfb_count = 0;
const std::string xfb_type = loaded_from_overlapping ? "combined" : "from_memory";
entry->texture->Save(StringFromFormat("%sxfb_%s_%i.png",
File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
xfb_type.c_str(), xfb_count++),
0);
}
return entry;
}
std::optional<TextureLookupInformation> TextureCacheBase::ComputeTextureInformation(
u32 address, u32 width, u32 height, TextureFormat tex_format,
int texture_cache_safety_color_sample_size, bool from_tmem, u32 tmem_address_even,
u32 tmem_address_odd, u32 tlut_address, TLUTFormat tlut_format, u32 levels)
{
TextureLookupInformation tex_info;
tex_info.from_tmem = from_tmem;
tex_info.tmem_address_even = tmem_address_even;
tex_info.tmem_address_odd = tmem_address_odd;
tex_info.address = address;
if (from_tmem)
tex_info.src_data = &texMem[tex_info.tmem_address_even];
else
tex_info.src_data = Memory::GetPointer(tex_info.address);
if (tex_info.src_data == nullptr)
{
ERROR_LOG(VIDEO, "Trying to use an invalid texture address 0x%8x", tex_info.address);
return {};
}
tex_info.texture_cache_safety_color_sample_size = texture_cache_safety_color_sample_size;
// TexelSizeInNibbles(format) * width * height / 16;
tex_info.block_width = TexDecoder_GetBlockWidthInTexels(tex_format);
tex_info.block_height = TexDecoder_GetBlockHeightInTexels(tex_format);
tex_info.bytes_per_block = (tex_info.block_width * tex_info.block_height *
TexDecoder_GetTexelSizeInNibbles(tex_format)) /
2;
tex_info.expanded_width = Common::AlignUp(width, tex_info.block_width);
tex_info.expanded_height = Common::AlignUp(height, tex_info.block_height);
tex_info.total_bytes = TexDecoder_GetTextureSizeInBytes(tex_info.expanded_width,
tex_info.expanded_height, tex_format);
tex_info.native_width = width;
tex_info.native_height = height;
tex_info.native_levels = levels;
// 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_info.computed_levels = std::min<u32>(
IntLog2(std::max(tex_info.native_width, tex_info.native_height)) + 1, tex_info.native_levels);
tex_info.full_format = TextureAndTLUTFormat(tex_format, tlut_format);
tex_info.tlut_address = tlut_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_info.base_hash = Common::GetHash64(tex_info.src_data, tex_info.total_bytes,
tex_info.texture_cache_safety_color_sample_size);
tex_info.is_palette_texture = IsColorIndexed(tex_format);
if (tex_info.is_palette_texture)
{
tex_info.palette_size = TexDecoder_GetPaletteSize(tex_format);
tex_info.full_hash = tex_info.base_hash ^
Common::GetHash64(&texMem[tex_info.tlut_address], tex_info.palette_size,
tex_info.texture_cache_safety_color_sample_size);
}
else
{
tex_info.full_hash = tex_info.base_hash;
}
return tex_info;
}
TextureCacheBase::TCacheEntry*
TextureCacheBase::GetXFBFromCache(const TextureLookupInformation& tex_info)
{
auto iter_range = textures_by_address.equal_range(tex_info.address);
TexAddrCache::iterator iter = iter_range.first;
while (iter != iter_range.second)
{
TCacheEntry* entry = iter->second;
if ((entry->is_xfb_copy || entry->format.texfmt == TextureFormat::XFB) &&
entry->native_width == tex_info.native_width &&
entry->native_height == tex_info.native_height &&
entry->memory_stride == entry->BytesPerRow() && !entry->may_have_overlapping_textures)
{
if (tex_info.base_hash == entry->hash && !entry->reference_changed)
{
return entry;
}
else
{
// At this point, we either have an xfb copy that has changed its hash
// or an xfb created by stitching or from memory that has been changed
// we are safe to invalidate this
iter = InvalidateTexture(iter);
continue;
}
}
++iter;
}
return nullptr;
}
bool TextureCacheBase::LoadTextureFromOverlappingTextures(TCacheEntry* entry_to_update,
const TextureLookupInformation& tex_info)
{
bool updated_entry = false;
u32 numBlocksX = entry_to_update->native_width / tex_info.block_width;
auto iter = FindOverlappingTextures(entry_to_update->addr, entry_to_update->size_in_bytes);
while (iter.first != iter.second)
{
TCacheEntry* entry = iter.first->second;
if (entry != entry_to_update && entry->IsCopy() && !entry->tmem_only &&
entry->references.count(entry_to_update) == 0 &&
entry->OverlapsMemoryRange(entry_to_update->addr, entry_to_update->size_in_bytes) &&
entry->memory_stride == entry_to_update->memory_stride)
{
if (entry->hash == entry->CalculateHash())
{
if (tex_info.is_palette_texture)
{
TCacheEntry* decoded_entry =
ApplyPaletteToEntry(entry, nullptr, tex_info.full_format.tlutfmt);
if (decoded_entry)
{
// Link the efb copy with the partially updated texture, so we won't apply this partial
// update again
entry->CreateReference(entry_to_update);
// Mark the texture update as used, as if it was loaded directly
entry->frameCount = FRAMECOUNT_INVALID;
entry = decoded_entry;
}
else
{
++iter.first;
continue;
}
}
s32 src_x, src_y, dst_x, dst_y;
// Note for understanding the math:
// Normal textures can't be strided, so the 2 missing cases with src_x > 0 don't exist
if (entry->addr >= entry_to_update->addr)
{
s32 block_offset = (entry->addr - entry_to_update->addr) / tex_info.bytes_per_block;
s32 block_x = block_offset % numBlocksX;
s32 block_y = block_offset / numBlocksX;
src_x = 0;
src_y = 0;
dst_x = block_x * tex_info.block_width;
dst_y = block_y * tex_info.block_height;
}
else
{
s32 block_offset = (entry_to_update->addr - entry->addr) / tex_info.bytes_per_block;
s32 block_x = block_offset % numBlocksX;
s32 block_y = block_offset / numBlocksX;
src_x = block_x * tex_info.block_width;
src_y = block_y * tex_info.block_height;
dst_x = 0;
dst_y = 0;
}
u32 copy_width =
std::min(entry->native_width - src_x, entry_to_update->native_width - dst_x);
u32 copy_height =
std::min(entry->native_height - src_y, entry_to_update->native_height - dst_y);
// If one of the textures is scaled, scale both with the current efb scaling factor
if (entry_to_update->native_width != entry_to_update->GetWidth() ||
entry_to_update->native_height != entry_to_update->GetHeight() ||
entry->native_width != entry->GetWidth() || entry->native_height != entry->GetHeight())
{
ScaleTextureCacheEntryTo(entry_to_update,
g_renderer->EFBToScaledX(entry_to_update->native_width),
g_renderer->EFBToScaledY(entry_to_update->native_height));
ScaleTextureCacheEntryTo(entry, g_renderer->EFBToScaledX(entry->native_width),
g_renderer->EFBToScaledY(entry->native_height));
src_x = g_renderer->EFBToScaledX(src_x);
src_y = g_renderer->EFBToScaledY(src_y);
dst_x = g_renderer->EFBToScaledX(dst_x);
dst_y = g_renderer->EFBToScaledY(dst_y);
copy_width = g_renderer->EFBToScaledX(copy_width);
copy_height = g_renderer->EFBToScaledY(copy_height);
}
MathUtil::Rectangle<int> srcrect, dstrect;
srcrect.left = src_x;
srcrect.top = src_y;
srcrect.right = (src_x + copy_width);
srcrect.bottom = (src_y + copy_height);
dstrect.left = dst_x;
dstrect.top = dst_y;
dstrect.right = (dst_x + copy_width);
dstrect.bottom = (dst_y + copy_height);
for (u32 layer = 0; layer < entry->texture->GetConfig().layers; layer++)
{
entry_to_update->texture->CopyRectangleFromTexture(entry->texture.get(), srcrect, layer,
0, dstrect, layer, 0);
}
updated_entry = true;
if (tex_info.is_palette_texture)
{
// Remove the temporary converted texture, it won't be used anywhere else
// TODO: It would be nice to convert and copy in one step, but this code path isn't common
InvalidateTexture(GetTexCacheIter(entry));
}
else
{
// Link the two textures together, so we won't apply this partial update again
entry->CreateReference(entry_to_update);
// Mark the texture update as used, as if it was loaded directly
entry->frameCount = FRAMECOUNT_INVALID;
}
}
else
{
// If the hash does not match, this EFB copy will not be used for anything, so remove it
iter.first = InvalidateTexture(iter.first);
continue;
}
}
++iter.first;
}
return updated_entry;
}
TextureCacheBase::TCacheEntry*
TextureCacheBase::CreateNormalTexture(const TextureLookupInformation& tex_info)
{
// create the entry/texture
TextureConfig config;
config.width = tex_info.native_width;
config.height = tex_info.native_height;
config.levels = tex_info.computed_levels;
config.format = AbstractTextureFormat::RGBA8;
config.rendertarget = true;
TCacheEntry* entry = AllocateCacheEntry(config);
GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
if (!entry)
return nullptr;
textures_by_address.emplace(tex_info.address, entry);
if (tex_info.texture_cache_safety_color_sample_size == 0 ||
std::max(tex_info.total_bytes, tex_info.palette_size) <=
(u32)tex_info.texture_cache_safety_color_sample_size * 8)
{
entry->textures_by_hash_iter = textures_by_hash.emplace(tex_info.full_hash, entry);
}
entry->SetGeneralParameters(tex_info.address, tex_info.total_bytes, tex_info.full_format, false);
entry->SetDimensions(tex_info.native_width, tex_info.native_height, tex_info.computed_levels);
entry->SetHashes(tex_info.base_hash, tex_info.full_hash);
entry->is_custom_tex = false;
entry->memory_stride = entry->BytesPerRow();
entry->SetNotCopy();
INCSTAT(stats.numTexturesUploaded);
SETSTAT(stats.numTexturesAlive, textures_by_address.size());
return entry;
}
void TextureCacheBase::LoadTextureFromMemory(TCacheEntry* entry_to_update,
const TextureLookupInformation& tex_info)
{
// We can decode on the GPU if it is a supported format and the flag is enabled.
// Currently we don't decode RGBA8 textures from Tmem, as that would require copying from both
// banks, and if we're doing an copy we may as well just do the whole thing on the CPU, since
// there's no conversion between formats. In the future this could be extended with a separate
// shader, however.
bool decode_on_gpu = g_ActiveConfig.UseGPUTextureDecoding() &&
g_texture_cache->SupportsGPUTextureDecode(tex_info.full_format.texfmt,
tex_info.full_format.tlutfmt) &&
!(tex_info.from_tmem && tex_info.full_format.texfmt == TextureFormat::RGBA8);
LoadTextureLevelZeroFromMemory(entry_to_update, tex_info, decode_on_gpu);
}
void TextureCacheBase::LoadTextureLevelZeroFromMemory(TCacheEntry* entry_to_update,
const TextureLookupInformation& tex_info,
bool decode_on_gpu)
{
const u8* tlut = &texMem[tex_info.tlut_address];
if (decode_on_gpu)
{
u32 row_stride = tex_info.bytes_per_block * (tex_info.expanded_width / tex_info.block_width);
g_texture_cache->DecodeTextureOnGPU(
entry_to_update, 0, tex_info.src_data, tex_info.total_bytes, tex_info.full_format.texfmt,
tex_info.native_width, tex_info.native_height, tex_info.expanded_width,
tex_info.expanded_height, row_stride, tlut, tex_info.full_format.tlutfmt);
}
else
{
size_t decoded_texture_size = tex_info.expanded_width * sizeof(u32) * tex_info.expanded_height;
CheckTempSize(decoded_texture_size);
if (!(tex_info.full_format.texfmt == TextureFormat::RGBA8 && tex_info.from_tmem))
{
TexDecoder_Decode(temp, tex_info.src_data, tex_info.expanded_width, tex_info.expanded_height,
tex_info.full_format.texfmt, tlut, tex_info.full_format.tlutfmt);
}
else
{
u8* src_data_gb = &texMem[tex_info.tmem_address_odd];
TexDecoder_DecodeRGBA8FromTmem(temp, tex_info.src_data, src_data_gb, tex_info.expanded_width,
tex_info.expanded_height);
}
entry_to_update->texture->Load(0, tex_info.native_width, tex_info.native_height,
tex_info.expanded_width, temp, decoded_texture_size);
}
}
TextureCacheBase::CopyFilterCoefficientArray TextureCacheBase::GetRAMCopyFilterCoefficients(
const CopyFilterCoefficients::Values& coefficients) const
{
// To simplify the backend, we precalculate the three coefficients in common. Coefficients 0, 1
// are for the row above, 2, 3, 4 are for the current pixel, and 5, 6 are for the row below.
return {
static_cast<float>(static_cast<u32>(coefficients[0]) + static_cast<u32>(coefficients[1])) /
64.0f,
static_cast<float>(static_cast<u32>(coefficients[2]) + static_cast<u32>(coefficients[3]) +
static_cast<u32>(coefficients[4])) /
64.0f,
static_cast<float>(static_cast<u32>(coefficients[5]) + static_cast<u32>(coefficients[6])) /
64.0f};
}
TextureCacheBase::CopyFilterCoefficientArray TextureCacheBase::GetVRAMCopyFilterCoefficients(
const CopyFilterCoefficients::Values& coefficients) const
{
// If the user disables the copy filter, only apply it to the VRAM copy.
// This way games which are sensitive to changes to the RAM copy of the XFB will be unaffected.
CopyFilterCoefficientArray res = GetRAMCopyFilterCoefficients(coefficients);
if (!g_ActiveConfig.bDisableCopyFilter)
return res;
// Disabling the copy filter in options should not ignore the values the game sets completely,
// as some games use the filter coefficients to control the brightness of the screen. Instead,
// add all coefficients to the middle sample, so the deflicker/vertical filter has no effect.
res[1] += res[0] + res[2];
res[0] = 0;
res[2] = 0;
return res;
}
bool TextureCacheBase::NeedsCopyFilterInShader(const CopyFilterCoefficientArray& coefficients) const
{
// If the top/bottom coefficients are zero, no point sampling/blending from these rows.
return coefficients[0] != 0 || coefficients[2] != 0;
}
void TextureCacheBase::CopyRenderTargetToTexture(
u32 dstAddr, EFBCopyFormat dstFormat, u32 width, u32 height, u32 dstStride, bool is_depth_copy,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf, float y_scale, float gamma,
bool clamp_top, bool clamp_bottom, const CopyFilterCoefficients::Values& filter_coefficients)
{
// 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.
const bool is_xfb_copy = !is_depth_copy && !isIntensity && dstFormat == EFBCopyFormat::XFB;
bool copy_to_vram =
g_ActiveConfig.backend_info.bSupportsCopyToVram && !g_ActiveConfig.bDisableCopyToVRAM;
bool copy_to_ram =
!(is_xfb_copy ? g_ActiveConfig.bSkipXFBCopyToRam : g_ActiveConfig.bSkipEFBCopyToRam) ||
!copy_to_vram;
u8* dst = Memory::GetPointer(dstAddr);
if (dst == nullptr)
{
ERROR_LOG(VIDEO, "Trying to copy from EFB to invalid address 0x%8x", dstAddr);
return;
}
// tex_w and tex_h are the native size of the texture in the GC memory.
// The size scaled_* represents the emulated texture. Those differ
// because of upscaling and because of yscaling of XFB copies.
// For the latter, we keep the EFB resolution for the virtual XFB blit.
u32 tex_w = width;
u32 tex_h = height;
u32 scaled_tex_w = g_renderer->EFBToScaledX(srcRect.GetWidth());
u32 scaled_tex_h = g_renderer->EFBToScaledY(srcRect.GetHeight());
if (scaleByHalf)
{
tex_w /= 2;
tex_h /= 2;
scaled_tex_w /= 2;
scaled_tex_h /= 2;
}
if (!is_xfb_copy && !g_ActiveConfig.bCopyEFBScaled)
{
// No upscaling
scaled_tex_w = tex_w;
scaled_tex_h = tex_h;
}
// Get the base (in memory) format of this efb copy.
TextureFormat baseFormat = TexDecoder_GetEFBCopyBaseFormat(dstFormat);
u32 blockH = TexDecoder_GetBlockHeightInTexels(baseFormat);
const u32 blockW = TexDecoder_GetBlockWidthInTexels(baseFormat);
// Round up source height to multiple of block size
u32 actualHeight = Common::AlignUp(tex_h, blockH);
const u32 actualWidth = Common::AlignUp(tex_w, blockW);
u32 num_blocks_y = actualHeight / blockH;
const u32 num_blocks_x = actualWidth / blockW;
// RGBA takes two cache lines per block; all others take one
const u32 bytes_per_block = baseFormat == TextureFormat::RGBA8 ? 64 : 32;
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
u32 address = dstAddr;
for (u32 i = 0; i < num_blocks_y; i++)
{
FifoRecorder::GetInstance().UseMemory(address, bytes_per_row, MemoryUpdate::TEXTURE_MAP,
true);
address += dstStride;
}
}
if (dstStride < bytes_per_row)
{
// This kind of efb copy results in a scrambled image.
// I'm pretty sure no game actually wants to do this, it might be caused by a
// programming bug in the game, or a CPU/Bounding box emulation issue with dolphin.
// The copy_to_ram code path above handles this "correctly" and scrambles the image
// but the copy_to_vram code path just saves and uses unscrambled texture instead.
// To avoid a "incorrect" result, we simply skip doing the copy_to_vram code path
// so if the game does try to use the scrambled texture, dolphin will grab the scrambled
// texture (or black if copy_to_ram is also disabled) out of ram.
ERROR_LOG(VIDEO, "Memory stride too small (%i < %i)", dstStride, bytes_per_row);
copy_to_vram = false;
}
// Invalidate all textures, if they are either fully overwritten by our efb copy, or if they
// have a different stride than our efb copy. Partly overwritten textures with the same stride
// as our efb copy are marked to check them for partial texture updates.
// TODO: The logic to detect overlapping strided efb copies is not 100% accurate.
bool strided_efb_copy = dstStride != bytes_per_row;
auto iter = FindOverlappingTextures(dstAddr, covered_range);
while (iter.first != iter.second)
{
TCacheEntry* entry = iter.first->second;
if (entry->addr == dstAddr && entry->is_xfb_copy)
{
for (auto& reference : entry->references)
{
reference->reference_changed = true;
}
}
if (entry->OverlapsMemoryRange(dstAddr, covered_range))
{
u32 overlap_range = std::min(entry->addr + entry->size_in_bytes, dstAddr + covered_range) -
std::max(entry->addr, dstAddr);
if (!copy_to_vram || entry->memory_stride != dstStride ||
(!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);
continue;
}
entry->may_have_overlapping_textures = true;
// There are cases (Rogue Squadron 2 / Texas Holdem on Wiiware) where
// for xfb copies the textures overlap which causes the hash of the first copy
// to be different (from when it was originally created). This has no implications
// for XFB2Tex because the underlying memory doesn't change (dummy values) but
// can affect XFB2Ram when we compare the texture cache copy hash with the
// newly computed hash
// By calculating the hash when we receive overlapping xfbs, we are able
// to mitigate this
if (entry->is_xfb_copy && copy_to_ram)
{
entry->hash = entry->CalculateHash();
}
// Do not load textures by hash, if they were at least partly overwritten by an efb copy.
// In this case, comparing the hash is not enough to check, if two textures are identical.
if (entry->textures_by_hash_iter != textures_by_hash.end())
{
textures_by_hash.erase(entry->textures_by_hash_iter);
entry->textures_by_hash_iter = textures_by_hash.end();
}
}
++iter.first;
}
if (copy_to_vram)
{
// create the texture
TextureConfig config;
config.rendertarget = true;
config.width = scaled_tex_w;
config.height = scaled_tex_h;
config.layers = FramebufferManagerBase::GetEFBLayers();
TCacheEntry* entry = AllocateCacheEntry(config);
if (entry)
{
entry->SetGeneralParameters(dstAddr, 0, baseFormat, is_xfb_copy);
entry->SetDimensions(tex_w, tex_h, 1);
entry->frameCount = FRAMECOUNT_INVALID;
if (is_xfb_copy)
{
entry->should_force_safe_hashing = is_xfb_copy;
entry->SetXfbCopy(dstStride);
}
else
{
entry->SetEfbCopy(dstStride);
}
entry->may_have_overlapping_textures = false;
entry->is_custom_tex = false;
CopyEFBToCacheEntry(entry, is_depth_copy, srcRect, scaleByHalf, dstFormat, isIntensity, gamma,
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;
entry->texture->Save(StringFromFormat("%sefb_frame_%i.png",
File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
efb_count++),
0);
}
if (g_ActiveConfig.bDumpXFBTarget && is_xfb_copy)
{
static int xfb_count = 0;
entry->texture->Save(StringFromFormat("%sxfb_copy_%i.png",
File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
xfb_count++),
0);
}
textures_by_address.emplace(dstAddr, entry);
}
}
}
void TextureCacheBase::UninitializeXFBMemory(u8* dst, u32 stride, u32 bytes_per_row,
u32 num_blocks_y)
{
// Originally, we planned on using a 'key color'
// for alpha to address partial xfbs (Mario Strikers / Chicken Little).
// This work was removed since it was unfinished but there
// was still a desire to differentiate between the old and the new approach
// which is why we still set uninitialized xfb memory to fuchsia
// (Y=1,U=254,V=254) instead of dark green (Y=0,U=0,V=0) in YUV
// like is done in the EFB path.
// This comment is indented wrong because of the silly linter, btw.
#if defined(_M_X86) || defined(_M_X86_64)
__m128i sixteenBytes = _mm_set1_epi16((s16)(u16)0xFE01);
#endif
for (u32 i = 0; i < num_blocks_y; i++)
{
u32 size = bytes_per_row;
u8* rowdst = dst;
#if defined(_M_X86) || defined(_M_X86_64)
while (size >= 16)
{
_mm_storeu_si128((__m128i*)rowdst, sixteenBytes);
size -= 16;
rowdst += 16;
}
#endif
for (u32 offset = 0; offset < size; offset++)
{
if (offset & 1)
{
rowdst[offset] = 254;
}
else
{
rowdst[offset] = 1;
}
}
dst += stride;
}
}
TextureCacheBase::TCacheEntry* TextureCacheBase::AllocateCacheEntry(const TextureConfig& config)
{
std::unique_ptr<AbstractTexture> texture = AllocateTexture(config);
if (!texture)
{
return nullptr;
}
TCacheEntry* cacheEntry = new TCacheEntry(std::move(texture));
cacheEntry->textures_by_hash_iter = textures_by_hash.end();
cacheEntry->id = last_entry_id++;
return cacheEntry;
}
std::unique_ptr<AbstractTexture> TextureCacheBase::AllocateTexture(const TextureConfig& config)
{
TexPool::iterator iter = FindMatchingTextureFromPool(config);
std::unique_ptr<AbstractTexture> entry;
if (iter != texture_pool.end())
{
entry = std::move(iter->second.texture);
texture_pool.erase(iter);
}
else
{
entry = g_renderer->CreateTexture(config);
if (!entry)
return nullptr;
INCSTAT(stats.numTexturesCreated);
}
return entry;
}
TextureCacheBase::TexPool::iterator
TextureCacheBase::FindMatchingTextureFromPool(const TextureConfig& config)
{
// Find a texture from the pool that does not have a frameCount of FRAMECOUNT_INVALID.
// This prevents a texture from being used twice in a single frame with different data,
// which potentially means that a driver has to maintain two copies of the texture anyway.
// Render-target textures are fine through, as they have to be generated in a seperated pass.
// As non-render-target textures are usually static, this should not matter much.
auto range = texture_pool.equal_range(config);
auto matching_iter = std::find_if(range.first, range.second, [](const auto& iter) {
return iter.first.rendertarget || iter.second.frameCount != FRAMECOUNT_INVALID;
});
return matching_iter != range.second ? matching_iter : texture_pool.end();
}
TextureCacheBase::TexAddrCache::iterator
TextureCacheBase::GetTexCacheIter(TextureCacheBase::TCacheEntry* entry)
{
auto iter_range = textures_by_address.equal_range(entry->addr);
TexAddrCache::iterator iter = iter_range.first;
while (iter != iter_range.second)
{
if (iter->second == entry)
{
return iter;
}
++iter;
}
return textures_by_address.end();
}
std::pair<TextureCacheBase::TexAddrCache::iterator, TextureCacheBase::TexAddrCache::iterator>
TextureCacheBase::FindOverlappingTextures(u32 addr, u32 size_in_bytes)
{
// We index by the starting address only, so there is no way to query all textures
// which end after the given addr. But the GC textures have a limited size, so we
// look for all textures which have a start address bigger than addr minus the maximal
// texture size. But this yields false-positives which must be checked later on.
// 1024 x 1024 texel times 8 nibbles per texel
constexpr u32 max_texture_size = 1024 * 1024 * 4;
u32 lower_addr = addr > max_texture_size ? addr - max_texture_size : 0;
auto begin = textures_by_address.lower_bound(lower_addr);
auto end = textures_by_address.upper_bound(addr + size_in_bytes);
return std::make_pair(begin, end);
}
TextureCacheBase::TexAddrCache::iterator
TextureCacheBase::InvalidateTexture(TexAddrCache::iterator iter)
{
if (iter == textures_by_address.end())
return textures_by_address.end();
TCacheEntry* entry = iter->second;
if (entry->textures_by_hash_iter != textures_by_hash.end())
{
textures_by_hash.erase(entry->textures_by_hash_iter);
entry->textures_by_hash_iter = textures_by_hash.end();
}
for (size_t i = 0; i < bound_textures.size(); ++i)
{
// If the entry is currently bound and not invalidated, keep it, but mark it as invalidated.
// This way it can still be used via tmem cache emulation, but nothing else.
// Spyro: A Hero's Tail is known for using such overwritten textures.
if (bound_textures[i] == entry && IsValidBindPoint(static_cast<u32>(i)))
{
bound_textures[i]->tmem_only = true;
return ++iter;
}
}
auto config = entry->texture->GetConfig();
texture_pool.emplace(config, TexPoolEntry(std::move(entry->texture)));
return textures_by_address.erase(iter);
}
u32 TextureCacheBase::TCacheEntry::BytesPerRow() const
{
const u32 blockW = TexDecoder_GetBlockWidthInTexels(format.texfmt);
// Round up source height to multiple of block size
const u32 actualWidth = Common::AlignUp(native_width, blockW);
const u32 numBlocksX = actualWidth / blockW;
// RGBA takes two cache lines per block; all others take one
const u32 bytes_per_block = format == TextureFormat::RGBA8 ? 64 : 32;
return numBlocksX * bytes_per_block;
}
u32 TextureCacheBase::TCacheEntry::NumBlocksY() const
{
u32 blockH = TexDecoder_GetBlockHeightInTexels(format.texfmt);
// Round up source height to multiple of block size
u32 actualHeight = Common::AlignUp(native_height, blockH);
return actualHeight / blockH;
}
void TextureCacheBase::TCacheEntry::SetXfbCopy(u32 stride)
{
is_efb_copy = false;
is_xfb_copy = true;
memory_stride = stride;
ASSERT_MSG(VIDEO, memory_stride >= BytesPerRow(), "Memory stride is too small");
size_in_bytes = memory_stride * NumBlocksY();
}
void TextureCacheBase::TCacheEntry::SetEfbCopy(u32 stride)
{
is_efb_copy = true;
is_xfb_copy = false;
memory_stride = stride;
ASSERT_MSG(VIDEO, memory_stride >= BytesPerRow(), "Memory stride is too small");
size_in_bytes = memory_stride * NumBlocksY();
}
void TextureCacheBase::TCacheEntry::SetNotCopy()
{
is_xfb_copy = false;
is_efb_copy = false;
}
int TextureCacheBase::TCacheEntry::HashSampleSize() const
{
if (should_force_safe_hashing)
{
return 0;
}
return g_ActiveConfig.iSafeTextureCache_ColorSamples;
}
u64 TextureCacheBase::TCacheEntry::CalculateHash() const
{
u8* ptr = Memory::GetPointer(addr);
if (memory_stride == BytesPerRow())
{
return Common::GetHash64(ptr, size_in_bytes, HashSampleSize());
}
else
{
u32 blocks = NumBlocksY();
u64 temp_hash = size_in_bytes;
u32 samples_per_row = 0;
if (HashSampleSize() != 0)
{
// Hash at least 4 samples per row to avoid hashing in a bad pattern, like just on the left
// side of the efb copy
samples_per_row = std::max(HashSampleSize() / blocks, 4u);
}
for (u32 i = 0; i < blocks; i++)
{
// Multiply by a prime number to mix the hash up a bit. This prevents identical blocks from
// canceling each other out
temp_hash = (temp_hash * 397) ^ Common::GetHash64(ptr, BytesPerRow(), samples_per_row);
ptr += memory_stride;
}
return temp_hash;
}
}