dolphin/Source/Core/VideoCommon/TextureCacheBase.cpp
Jasper St. Pierre a8e591dc73 VideoCommon: Remove support for decoding to ARGB textures
The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.

Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
2014-09-04 18:36:56 -07:00

947 lines
31 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <algorithm>
#include <string>
#include "Common/FileUtil.h"
#include "Common/MemoryUtil.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "Core/HW/Memmap.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/HiresTextures.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VideoConfig.h"
enum
{
TEXTURE_KILL_THRESHOLD = 200,
RENDER_TARGET_KILL_THRESHOLD = 3,
};
TextureCache *g_texture_cache;
GC_ALIGNED16(u8 *TextureCache::temp) = nullptr;
unsigned int TextureCache::temp_size;
TextureCache::TexCache TextureCache::textures;
TextureCache::RenderTargetPool TextureCache::render_target_pool;
TextureCache::BackupConfig TextureCache::backup_config;
static 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);
SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures);
invalidate_texture_cache_requested = false;
}
void TextureCache::RequestInvalidateTextureCache()
{
invalidate_texture_cache_requested = true;
}
void TextureCache::Invalidate()
{
for (auto& tex : textures)
{
delete tex.second;
}
textures.clear();
for (auto& rt : render_target_pool)
{
delete rt;
}
render_target_pool.clear();
}
TextureCache::~TextureCache()
{
Invalidate();
FreeAlignedMemory(temp);
temp = nullptr;
}
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);
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;
}
}
for (size_t i = 0; i < render_target_pool.size();)
{
auto rt = render_target_pool[i];
if (frameCount > RENDER_TARGET_KILL_THRESHOLD + rt->frameCount)
{
delete rt;
render_target_pool[i] = render_target_pool.back();
render_target_pool.pop_back();
}
else
{
++i;
}
}
}
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
std::string texBasePathTemp = StringFromFormat("%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat);
for (unsigned int level = 1; level < levels; ++level)
{
std::string texPathTemp = StringFromFormat("%s_mip%u", texBasePathTemp.c_str(), level);
if (!HiresTextures::HiresTexExists(texPathTemp))
{
if (level > 1)
WARN_LOG(VIDEO, "Couldn't find custom texture LOD with index %u (filename: %s), disabling custom LODs for this texture", level, texPathTemp.c_str());
return false;
}
}
return true;
}
PC_TexFormat TextureCache::LoadCustomTexture(u64 tex_hash, int texformat, unsigned int level, unsigned int& width, unsigned int& height)
{
std::string texPathTemp;
unsigned int newWidth = 0;
unsigned int newHeight = 0;
u32 tex_hash_u32 = tex_hash & 0x00000000FFFFFFFFLL;
if (level == 0)
texPathTemp = StringFromFormat("%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), tex_hash_u32, texformat);
else
texPathTemp = StringFromFormat("%s_%08x_%i_mip%u", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), tex_hash_u32, 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)
{
if (level > 0 && (newWidth != width || newHeight != height))
ERROR_LOG(VIDEO, "Invalid custom texture size %dx%d for texture %s. This mipmap layer _must_ be %dx%d.", newWidth, newHeight, texPathTemp.c_str(), width, height);
if (newWidth * height != newHeight * width)
ERROR_LOG(VIDEO, "Invalid custom texture size %dx%d for texture %s. The aspect differs from the native size %dx%d.", newWidth, newHeight, texPathTemp.c_str(), width, height);
if (newWidth % width || newHeight % height)
WARN_LOG(VIDEO, "Invalid custom texture size %dx%d for texture %s. Please use an integer upscaling factor based on the native size %dx%d.", newWidth, newHeight, texPathTemp.c_str(), width, height);
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 (!File::Exists(szDir) || !File::IsDirectory(szDir))
File::CreateDir(szDir);
// 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 nullptr;
// 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 && std::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 = nullptr;
}
}
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 = nullptr;
}
}
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);
}
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 (nullptr == 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 = nullptr;
const u8* ptr_odd = nullptr;
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);
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, PEControl::PixelFormat 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 == PEControl::RGBA6_Z24;
if (srcFormat == PEControl::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))
{
if (entry->type == TCET_EC_VRAM)
{
// try to re-use this render target later
FreeRenderTarget(entry);
}
else
{
// remove it and recreate it as a render target
delete entry;
}
entry = nullptr;
}
}
if (nullptr == entry)
{
// create the texture
textures[dstAddr] = entry = AllocateRenderTarget(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);
}
TextureCache::TCacheEntryBase* TextureCache::AllocateRenderTarget(unsigned int width, unsigned int height)
{
for (size_t i = 0; i < render_target_pool.size(); ++i)
{
auto rt = render_target_pool[i];
if (rt->virtual_width != width || rt->virtual_height != height)
continue;
render_target_pool[i] = render_target_pool.back();
render_target_pool.pop_back();
return rt;
}
return g_texture_cache->CreateRenderTargetTexture(width, height);
}
void TextureCache::FreeRenderTarget(TCacheEntryBase* entry)
{
render_target_pool.push_back(entry);
}