forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			689 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			689 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "MemoryUtil.h"
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#include "VideoConfig.h"
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#include "Statistics.h"
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#include "HiresTextures.h"
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#include "RenderBase.h"
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#include "FileUtil.h"
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#include "TextureCacheBase.h"
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#include "Debugger.h"
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#include "ConfigManager.h"
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#include "HW/Memmap.h"
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// ugly
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extern int frameCount;
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enum
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{
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	TEMP_SIZE = (2048 * 2048 * 4),
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	TEXTURE_KILL_THRESHOLD = 200,
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};
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TextureCache *g_texture_cache;
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GC_ALIGNED16(u8 *TextureCache::temp) = NULL;
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TextureCache::TexCache TextureCache::textures;
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bool TextureCache::DeferredInvalidate;
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TextureCache::TCacheEntryBase::~TCacheEntryBase()
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{
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}
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TextureCache::TextureCache()
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{
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	if (!temp)
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		temp = (u8*)AllocateAlignedMemory(TEMP_SIZE,16);
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	TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter);
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    if(g_ActiveConfig.bHiresTextures && !g_ActiveConfig.bDumpTextures)
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		HiresTextures::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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	SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures);
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}
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void TextureCache::Invalidate(bool shutdown)
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{
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	TexCache::iterator
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		iter = textures.begin(),
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		tcend = textures.end();
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	for (; iter != tcend; ++iter)
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	{
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		if (shutdown)
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			iter->second->addr = 0;
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		delete iter->second;
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	}
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	textures.clear();
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	if(g_ActiveConfig.bHiresTextures && !g_ActiveConfig.bDumpTextures)
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		HiresTextures::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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	SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures);
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	DeferredInvalidate = false;
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}
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void TextureCache::InvalidateDefer()
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{
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	DeferredInvalidate = true;
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}
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TextureCache::~TextureCache()
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{
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	Invalidate(true);
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	if (temp)
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	{
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		FreeAlignedMemory(temp);
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		temp = NULL;
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	}
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}
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void TextureCache::Cleanup()
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{
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	TexCache::iterator iter = textures.begin();
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	TexCache::iterator tcend = textures.end();
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	while (iter != tcend)
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	{
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		if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount) // TODO: Deleting EFB copies might not be a good idea here...
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		{
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			delete iter->second;
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			textures.erase(iter++);
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		}
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		else
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			++iter;
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	}
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}
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void TextureCache::InvalidateRange(u32 start_address, u32 size)
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{
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	TexCache::iterator
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		iter = textures.begin(),
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		tcend = textures.end();
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	while (iter != tcend)
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	{
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		const int rangePosition = iter->second->IntersectsMemoryRange(start_address, size);
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		if (0 == rangePosition)
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		{
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			delete iter->second;
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			textures.erase(iter++);
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		}
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		else
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			++iter;
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	}
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}
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void TextureCache::MakeRangeDynamic(u32 start_address, u32 size)
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{
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	TexCache::iterator
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		iter = textures.lower_bound(start_address),
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		tcend = textures.upper_bound(start_address + size);
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	if (iter != textures.begin())
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		iter--;
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	for (; iter != tcend; ++iter)
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	{
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		const int rangePosition = iter->second->IntersectsMemoryRange(start_address, size);
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		if (0 == rangePosition)
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		{
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			iter->second->SetHashes(TEXHASH_INVALID);
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		}
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	}
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}
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bool TextureCache::Find(u32 start_address, u64 hash)
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{
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	TexCache::iterator iter = textures.lower_bound(start_address);
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	if (iter->second->hash == hash)
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		return true;
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	return false;
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}
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int TextureCache::TCacheEntryBase::IntersectsMemoryRange(u32 range_address, u32 range_size) const
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{
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	if (addr + size_in_bytes < range_address)
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		return -1;
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	if (addr >= range_address + range_size)
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		return 1;
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	return 0;
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}
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void TextureCache::ClearRenderTargets()
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{
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	TexCache::iterator
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		iter = textures.begin(),
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		tcend = textures.end();
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	for (; iter!=tcend; ++iter)
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		if (iter->second->type != TCET_EC_DYNAMIC)
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			iter->second->type = TCET_NORMAL;
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}
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TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
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	u32 address, unsigned int width, unsigned int height, int texformat,
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	unsigned int tlutaddr, int tlutfmt, bool UseNativeMips, unsigned int maxlevel, bool from_tmem)
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{
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	if (0 == address)
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		return NULL;
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	// TexelSizeInNibbles(format)*width*height/16;
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	const unsigned int bsw = TexDecoder_GetBlockWidthInTexels(texformat) - 1;
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	const unsigned int bsh = TexDecoder_GetBlockHeightInTexels(texformat) - 1;
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	unsigned int expandedWidth  = (width  + bsw) & (~bsw);
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	unsigned int expandedHeight = (height + bsh) & (~bsh);
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	const unsigned int nativeW = width;
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	const unsigned int nativeH = height;
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	u32 texID = address;
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	u64 tex_hash = TEXHASH_INVALID; // Hash assigned to texcache entry (also used to generate filenames used for texture dumping and custom texture lookup)
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	u64 tlut_hash = TEXHASH_INVALID;
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	u32 full_format = texformat;
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	PC_TexFormat pcfmt = PC_TEX_FMT_NONE;
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	const bool isPaletteTexture = (texformat == GX_TF_C4 || texformat == GX_TF_C8 || texformat == GX_TF_C14X2);
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	if (isPaletteTexture)
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		full_format = texformat | (tlutfmt << 16);
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	const u32 texture_size = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat);
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	u8* src_data;
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	if (from_tmem) src_data = &texMem[bpmem.tex[stage/4].texImage1[stage%4].tmem_even * TMEM_LINE_SIZE];
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	else src_data = Memory::GetPointer(address);
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	tex_hash = GetHash64(src_data, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
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	if (isPaletteTexture)
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	{
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		const u32 palette_size = TexDecoder_GetPaletteSize(texformat);
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		tlut_hash = GetHash64(&texMem[tlutaddr], palette_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
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		// NOTE: For non-paletted textures, texID is equal to the texture address.
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		//		A paletted texture, however, may have multiple texIDs assigned though depending on the currently used tlut.
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		//		This (changing texID depending on the tlut_hash) is a trick to get around
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		//		an issue with Metroid Prime's fonts (it has multiple sets of fonts on each other
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		//		stored in a single texture and uses the palette to make different characters
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		//		visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
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		//		we must make sure that a paletted texture gets assigned multiple IDs for each tlut used.
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		//
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		// TODO: Because texID isn't always the same as the address now, CopyRenderTargetToTexture might be broken now
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		texID ^= ((u32)tlut_hash) ^(u32)(tlut_hash >> 32);
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		tex_hash ^= tlut_hash;
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	}
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	TCacheEntryBase *entry = textures[texID];
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	if (entry)
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	{
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		// 1. Calculate reference hash:
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		// calculated from RAM texture data for normal textures. Hashes for paletted textures are modified by tlut_hash. 0 for virtual EFB copies.
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		if (g_ActiveConfig.bCopyEFBToTexture && entry->IsEfbCopy())
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			tex_hash = TEXHASH_INVALID;
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		// 2. a) For EFB copies, only the hash and the texture address need to match
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		if (entry->IsEfbCopy() && tex_hash == entry->hash && address == entry->addr)
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		{
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			if (entry->type != TCET_EC_VRAM)
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				entry->type = TCET_NORMAL;
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			// TODO: Print a warning if the format changes! In this case, we could reinterpret the internal texture object data to the new pixel format (similiar to what is already being done in Renderer::ReinterpretPixelFormat())
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			goto return_entry;
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		}
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		// 2. b) For normal textures, all texture parameters need to match
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		if (address == entry->addr && tex_hash == entry->hash && full_format == entry->format &&
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			entry->num_mipmaps == maxlevel && entry->native_width == nativeW && entry->native_height == nativeH)
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		{
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			goto return_entry;
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		}
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		// 3. If we reach this line, we'll have to upload the new texture data to VRAM.
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		//    If we're lucky, the texture parameters didn't change and we can reuse the internal texture object instead of destroying and recreating it.
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		//
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		// TODO: Don't we need to force texture decoding to RGBA8 for dynamic EFB copies?
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		// TODO: Actually, it should be enough if the internal texture format matches...
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		if ((entry->type == TCET_NORMAL && width == entry->native_width && height == entry->native_height && full_format == entry->format && entry->num_mipmaps == maxlevel)
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			|| (entry->type == TCET_EC_DYNAMIC && entry->native_width == width && entry->native_height == height))
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		{
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			// reuse the texture
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		}
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		else
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		{
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			// delete the texture and make a new one
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			delete entry;
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			entry = NULL;
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		}
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	}
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	if (g_ActiveConfig.bHiresTextures)
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	{
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		// Load Custom textures
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		char texPathTemp[MAX_PATH];
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		unsigned int newWidth = width;
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		unsigned int newHeight = height;
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		sprintf(texPathTemp, "%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat);
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		pcfmt = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, texformat, temp);
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		if (pcfmt != PC_TEX_FMT_NONE)
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		{
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			expandedWidth = width = newWidth;
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			expandedHeight = height = newHeight;
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		}
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	}
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	// TODO: RGBA8 textures are stored non-continuously in tmem, that might cause problems when preloading is enabled
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	if (pcfmt == PC_TEX_FMT_NONE)
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		pcfmt = TexDecoder_Decode(temp, src_data, expandedWidth,
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					expandedHeight, texformat, tlutaddr, tlutfmt, g_ActiveConfig.backend_info.bUseRGBATextures);
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	bool isPow2;
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	unsigned int texLevels;
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	UseNativeMips = UseNativeMips && (width == nativeW && height == nativeH); // Only load native mips if their dimensions fit to our virtual texture dimensions
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	isPow2 = !((width & (width - 1)) || (height & (height - 1)));
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	texLevels = (isPow2 && UseNativeMips && maxlevel) ?
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		GetPow2(std::max(width, height)) : !isPow2;
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	if ((texLevels > (maxlevel + 1)) && maxlevel)
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		texLevels = maxlevel + 1;
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	// create the entry/texture
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	if (NULL == entry) {
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		textures[texID] = entry = g_texture_cache->CreateTexture(width, height, expandedWidth, texLevels, pcfmt);
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		// Sometimes, we can get around recreating a texture if only the number of mip levels changes
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		// 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
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		// Thus, we don't update this member for every Load, but just whenever the texture gets recreated
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		//
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		// TODO: Won't we end up recreating textures all the time because maxlevel doesn't necessarily equal texLevels?
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		entry->num_mipmaps = maxlevel; // TODO: Does this actually work? We can't really adjust mipmap settings per-stage...
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		entry->type = TCET_NORMAL;
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		GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
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	}
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	entry->SetGeneralParameters(address, texture_size, full_format, entry->num_mipmaps);
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	entry->SetDimensions(nativeW, nativeH, width, height);
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	entry->hash = tex_hash;
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	if (entry->IsEfbCopy() && !g_ActiveConfig.bCopyEFBToTexture) entry->type = TCET_EC_DYNAMIC;
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	else entry->type = TCET_NORMAL;
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	// load texture
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	entry->Load(width, height, expandedWidth, 0, (texLevels == 0));
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	// load mips - TODO: Loading mipmaps from tmem is untested!
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	if (texLevels > 1 && pcfmt != PC_TEX_FMT_NONE)
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	{
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		const unsigned int bsdepth = TexDecoder_GetTexelSizeInNibbles(texformat);
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		unsigned int level = 1;
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		unsigned int mipWidth = (width + 1) >> 1;
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		unsigned int mipHeight = (height + 1) >> 1;
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		u8* ptr_even = NULL, *ptr_odd = NULL;
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		if (from_tmem)
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		{
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			ptr_even = &texMem[bpmem.tex[stage/4].texImage1[stage%4].tmem_even * TMEM_LINE_SIZE + texture_size];
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			ptr_odd = &texMem[bpmem.tex[stage/4].texImage2[stage%4].tmem_odd * TMEM_LINE_SIZE];
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		}
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		src_data += texture_size;
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		while ((mipHeight || mipWidth) && (level < texLevels))
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		{
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			u8** ptr;
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			if (from_tmem) ptr = (level % 2) ? &ptr_odd : &ptr_even;
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			else ptr = &src_data;
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			const unsigned int currentWidth = (mipWidth > 0) ? mipWidth : 1;
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			const unsigned int currentHeight = (mipHeight > 0) ? mipHeight : 1;
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			expandedWidth  = (currentWidth + bsw)  & (~bsw);
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			expandedHeight = (currentHeight + bsh) & (~bsh);
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			TexDecoder_Decode(temp, *ptr, expandedWidth, expandedHeight, texformat, tlutaddr, tlutfmt, g_ActiveConfig.backend_info.bUseRGBATextures);
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			entry->Load(currentWidth, currentHeight, expandedWidth, level, false);
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			*ptr += ((std::max(mipWidth, bsw) * std::max(mipHeight, bsh) * bsdepth) >> 1);
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			mipWidth >>= 1;
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			mipHeight >>= 1;
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			++level;
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		}
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	}
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	// TODO: won't this cause loaded hires textures to be dumped as well?
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	// dump texture to file
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	if (g_ActiveConfig.bDumpTextures)
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	{
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		char szTemp[MAX_PATH];
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		std::string szDir = File::GetUserPath(D_DUMPTEXTURES_IDX) +
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			SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID;
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		// make sure that the directory exists
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		if (false == File::Exists(szDir) || false == File::IsDirectory(szDir))
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			File::CreateDir(szDir.c_str());
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		sprintf(szTemp, "%s/%s_%08x_%i.png", szDir.c_str(),
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				SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(),
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				(u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat);
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		if (false == File::Exists(szTemp))
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			entry->Save(szTemp);
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	}
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	INCSTAT(stats.numTexturesCreated);
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	SETSTAT(stats.numTexturesAlive, textures.size());
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return_entry:
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	entry->frameCount = frameCount;
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	entry->Bind(stage);
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	GFX_DEBUGGER_PAUSE_AT(NEXT_TEXTURE_CHANGE, true);
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						|
 | 
						|
	return entry;
 | 
						|
}
 | 
						|
 | 
						|
void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat,
 | 
						|
	const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
 | 
						|
{
 | 
						|
	// Emulation methods:
 | 
						|
	// - EFB to RAM:
 | 
						|
	//		Encodes the requested EFB data at its native resolution to the emulated RAM using shaders.
 | 
						|
	//		Load() decodes the data from there again (using TextureDecoder) if the EFB copy is being used as a texture again.
 | 
						|
	//		Advantage: CPU can read data from the EFB copy and we don't lose any important updates to the texture
 | 
						|
	//		Disadvantage: Encoding+decoding steps often are redundant because only some games read or modify EFB copies before using them as textures.
 | 
						|
	// - EFB to texture:
 | 
						|
	//		Copies the requested EFB data to a texture object in VRAM, performing any color conversion using shaders.
 | 
						|
	//		Advantage:	Works for many games, since in most cases EFB copies aren't read or modified at all before being used as a texture again.
 | 
						|
	//					Since we don't do any further encoding or decoding here, this method is much faster.
 | 
						|
	//					It also allows enhancing the visual quality by doing scaled EFB copies.
 | 
						|
	// - hybrid EFB copies:
 | 
						|
	//		1a) Whenever this function gets called, encode the requested EFB data to RAM (like EFB to RAM)
 | 
						|
	//		1b) Set type to TCET_EC_DYNAMIC for all texture cache entries in the destination address range.
 | 
						|
	//			If EFB copy caching is enabled, further checks will (try to) prevent redundant EFB copies.
 | 
						|
	//		2) Check if a texture cache entry for the specified dstAddr already exists (i.e. if an EFB copy was triggered to that address before):
 | 
						|
	//		2a) Entry doesn't exist:
 | 
						|
	//			- Also copy the requested EFB data to a texture object in VRAM (like EFB to texture)
 | 
						|
	//			- Create a texture cache entry for the target (type = TCET_EC_VRAM)
 | 
						|
	//			- Store a hash of the encoded RAM data in the texcache entry.
 | 
						|
	//		2b) Entry exists AND type is TCET_EC_VRAM:
 | 
						|
	//			- Like case 2a, but reuse the old texcache entry instead of creating a new one.
 | 
						|
	//		2c) Entry exists AND type is TCET_EC_DYNAMIC:
 | 
						|
	//			- Only encode the texture to RAM (like EFB to RAM) and store a hash of the encoded data in the existing texcache entry.
 | 
						|
	//			- Do NOT copy the requested EFB data to a VRAM object. Reason: the texture is dynamic, i.e. the CPU is modifying it. Storing a VRAM copy is useless, because we'd always end up deleting it and reloading the data from RAM anyway.
 | 
						|
	//		3) If the EFB copy gets used as a texture, compare the source RAM hash with the hash you stored when encoding the EFB data to RAM.
 | 
						|
	//		3a) If the two hashes match AND type is TCET_EC_VRAM, reuse the VRAM copy you created
 | 
						|
	//		3b) If the two hashes differ AND type is TCET_EC_VRAM, screw your existing VRAM copy. Set type to TCET_EC_DYNAMIC.
 | 
						|
	//			Redecode the source RAM data to a VRAM object. The entry basically behaves like a normal texture now.
 | 
						|
	//		3c) If type is TCET_EC_DYNAMIC, treat the EFB copy like a normal texture.
 | 
						|
	//		Advantage: 	Non-dynamic EFB copies can be visually enhanced like with EFB to texture.
 | 
						|
	//					Compatibility is as good as EFB to RAM.
 | 
						|
	//		Disadvantage:	Slower than EFB to texture and often even slower than EFB to RAM.
 | 
						|
	//						EFB copy cache depends on accurate texture hashing being enabled. However, with accurate hashing you end up being as slow as without a copy cache anyway.
 | 
						|
	//
 | 
						|
	// Disadvantage of all methods: Calling this function requires the GPU to perform a pipeline flush which stalls any further CPU processing.
 | 
						|
	//
 | 
						|
	// For historical reasons, Dolphin doesn't actually implement "pure" EFB to RAM emulation, but only EFB to texture and hybrid EFB copies.
 | 
						|
 | 
						|
	float colmat[28] = {0};
 | 
						|
	float *const fConstAdd = colmat + 16;
 | 
						|
	float *const ColorMask = colmat + 20;
 | 
						|
	ColorMask[0] = ColorMask[1] = ColorMask[2] = ColorMask[3] = 255.0f;
 | 
						|
	ColorMask[4] = ColorMask[5] = ColorMask[6] = ColorMask[7] = 1.0f / 255.0f;
 | 
						|
	unsigned int cbufid = -1;
 | 
						|
 | 
						|
	if (srcFormat == PIXELFMT_Z24)
 | 
						|
	{
 | 
						|
		switch (dstFormat)
 | 
						|
		{
 | 
						|
		case 0: // Z4
 | 
						|
			colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f;
 | 
						|
			cbufid = 0;
 | 
						|
			break;
 | 
						|
		case 1: // Z8
 | 
						|
		case 8: // Z8
 | 
						|
			colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f;
 | 
						|
			cbufid = 1;
 | 
						|
			break;
 | 
						|
 | 
						|
		case 3: // Z16
 | 
						|
			colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f;
 | 
						|
			cbufid = 24;
 | 
						|
			break;
 | 
						|
 | 
						|
		case 11: // Z16 (reverse order)
 | 
						|
			colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
 | 
						|
			cbufid = 2;
 | 
						|
			break;
 | 
						|
 | 
						|
		case 6: // Z24X8
 | 
						|
			colmat[0] = colmat[5] = colmat[10] = 1.0f;
 | 
						|
			cbufid = 3;
 | 
						|
			break;
 | 
						|
 | 
						|
		case 9: // Z8M
 | 
						|
			colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
 | 
						|
			cbufid = 4;
 | 
						|
			break;
 | 
						|
 | 
						|
		case 10: // Z8L
 | 
						|
			colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
 | 
						|
			cbufid = 5;
 | 
						|
			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 = 6;
 | 
						|
			break;
 | 
						|
 | 
						|
		default:
 | 
						|
			ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", dstFormat);
 | 
						|
			colmat[2] = colmat[5] = colmat[8] = 1.0f;
 | 
						|
			cbufid = 7;
 | 
						|
			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 = 8;
 | 
						|
				}
 | 
						|
				else
 | 
						|
				{
 | 
						|
					cbufid = 9;	
 | 
						|
				}				
 | 
						|
			}
 | 
						|
			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 = 10;
 | 
						|
				}
 | 
						|
				else
 | 
						|
				{
 | 
						|
					cbufid = 11;
 | 
						|
				}
 | 
						|
				
 | 
						|
			}
 | 
						|
			break;
 | 
						|
 | 
						|
		default:
 | 
						|
			ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%x", dstFormat);
 | 
						|
			colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
 | 
						|
			cbufid = 23;
 | 
						|
			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 = 12;
 | 
						|
			break;
 | 
						|
		case 1: // R8
 | 
						|
		case 8: // R8
 | 
						|
			colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
 | 
						|
			cbufid = 13;			
 | 
						|
			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 = 14;
 | 
						|
			break;
 | 
						|
		case 3: // RA8
 | 
						|
			colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f;
 | 
						|
			cbufid = 15;
 | 
						|
			break;
 | 
						|
 | 
						|
		case 7: // A8
 | 
						|
			colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f;
 | 
						|
			cbufid = 16;
 | 
						|
			break;
 | 
						|
 | 
						|
		case 9: // G8
 | 
						|
			colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
 | 
						|
			cbufid = 17;			
 | 
						|
			break;
 | 
						|
		case 10: // B8
 | 
						|
			colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
 | 
						|
			cbufid = 18;			
 | 
						|
			break;
 | 
						|
 | 
						|
		case 11: // RG8
 | 
						|
			colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
 | 
						|
			cbufid = 19;
 | 
						|
			break;
 | 
						|
 | 
						|
		case 12: // GB8
 | 
						|
			colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f;			
 | 
						|
			cbufid = 20;
 | 
						|
			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 = 21;
 | 
						|
			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 = 22;
 | 
						|
			break;
 | 
						|
		case 6: // RGBA8
 | 
						|
			colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
 | 
						|
			cbufid = 23;
 | 
						|
			break;
 | 
						|
 | 
						|
		default:
 | 
						|
			ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", dstFormat);
 | 
						|
			colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
 | 
						|
			cbufid = 23;
 | 
						|
			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_VRAM && entry->virtual_width == scaled_tex_w && entry->virtual_height == scaled_tex_h) 
 | 
						|
			|| (entry->type == TCET_EC_DYNAMIC && entry->native_width == tex_w && entry->native_height == tex_h))
 | 
						|
		{
 | 
						|
			if (entry->type == TCET_EC_DYNAMIC)
 | 
						|
			{
 | 
						|
				scaled_tex_w = tex_w;
 | 
						|
				scaled_tex_h = tex_h;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else
 | 
						|
		{
 | 
						|
			// remove it and recreate it as a render target
 | 
						|
			delete entry;
 | 
						|
			entry = NULL;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (NULL == entry)
 | 
						|
	{
 | 
						|
		// create the texture
 | 
						|
		textures[dstAddr] = entry = g_texture_cache->CreateRenderTargetTexture(scaled_tex_w, scaled_tex_h);
 | 
						|
 | 
						|
		// TODO: Using the wrong dstFormat, dumb...
 | 
						|
		entry->SetGeneralParameters(dstAddr, 0, dstFormat, 0);
 | 
						|
		entry->SetDimensions(tex_w, tex_h, scaled_tex_w, scaled_tex_h);
 | 
						|
		entry->SetHashes(TEXHASH_INVALID);
 | 
						|
		entry->type = TCET_EC_VRAM;
 | 
						|
	}
 | 
						|
 | 
						|
	entry->frameCount = frameCount;
 | 
						|
 | 
						|
	g_renderer->ResetAPIState(); // reset any game specific settings
 | 
						|
 | 
						|
	entry->FromRenderTarget(dstAddr, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf, cbufid, colmat);
 | 
						|
 | 
						|
	g_renderer->RestoreAPIState();
 | 
						|
}
 |