TextureCacheBase: Replace the efbcopy_state member variable of texture cache entries with a more general "texture type"

This commit is contained in:
NeoBrainX 2012-01-29 20:24:23 +01:00
parent cf899781f9
commit 1446fb33d5
5 changed files with 27 additions and 29 deletions

View File

@ -157,7 +157,7 @@ void TextureCache::ClearRenderTargets()
iter = textures.begin(), iter = textures.begin(),
tcend = textures.end(); tcend = textures.end();
for (; iter!=tcend; ++iter) for (; iter!=tcend; ++iter)
iter->second->efbcopy_state = EC_NO_COPY; iter->second->type = TCET_AUTOFETCH;
} }
TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage, TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
@ -236,8 +236,8 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
// //
// TODO: Don't we need to force texture decoding to RGBA8 for dynamic EFB copies? // 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... // TODO: Actually, it should be enough if the internal texture format matches...
if ((entry->efbcopy_state == EC_NO_COPY && width == entry->native_width && height == entry->native_height && full_format == entry->format && entry->num_mipmaps == maxlevel) if ((entry->type == TCET_AUTOFETCH && width == entry->native_width && height == entry->native_height && full_format == entry->format && entry->num_mipmaps == maxlevel)
|| (entry->efbcopy_state == EC_VRAM_DYNAMIC && entry->native_width == width && entry->native_height == height)) || (entry->type == TCET_EC_DYNAMIC && entry->native_width == width && entry->native_height == height))
{ {
// reuse the texture // reuse the texture
} }
@ -291,7 +291,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
// //
// TODO: Won't we end up recreating textures all the time because maxlevel doesn't necessarily equal texLevels? // TODO: Won't we end up recreating textures all the time because maxlevel doesn't necessarily equal texLevels?
entry->num_mipmaps = maxlevel; // TODO: Does this actually work? We can't really adjust mipmap settings per-stage... entry->num_mipmaps = maxlevel; // TODO: Does this actually work? We can't really adjust mipmap settings per-stage...
entry->efbcopy_state = EC_NO_COPY; entry->type = TCET_AUTOFETCH;
GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
} }
@ -299,8 +299,8 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
entry->SetGeneralParameters(address, texture_size, full_format, entry->num_mipmaps); entry->SetGeneralParameters(address, texture_size, full_format, entry->num_mipmaps);
entry->SetDimensions(nativeW, nativeH, width, height); entry->SetDimensions(nativeW, nativeH, width, height);
entry->hash = tex_hash; entry->hash = tex_hash;
if (g_ActiveConfig.bCopyEFBToTexture) entry->efbcopy_state = EC_NO_COPY; if (g_ActiveConfig.bCopyEFBToTexture) entry->type = TCET_AUTOFETCH;
else if (entry->IsEfbCopy()) entry->efbcopy_state = EC_VRAM_DYNAMIC; else if (entry->IsEfbCopy()) entry->type = TCET_EC_DYNAMIC;
// load texture // load texture
entry->Load(width, height, expandedWidth, 0, (texLevels == 0)); entry->Load(width, height, expandedWidth, 0, (texLevels == 0));
@ -382,23 +382,23 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
// It also allows enhancing the visual quality by doing scaled EFB copies. // It also allows enhancing the visual quality by doing scaled EFB copies.
// - hybrid EFB copies: // - hybrid EFB copies:
// 1a) Whenever this function gets called, encode the requested EFB data to RAM (like EFB to RAM) // 1a) Whenever this function gets called, encode the requested EFB data to RAM (like EFB to RAM)
// 1b) Set efbcopy_state to EC_VRAM_DYNAMIC for all texture cache entries in the destination address range. // 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. // 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): // 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: // 2a) Entry doesn't exist:
// - Also copy the requested EFB data to a texture object in VRAM (like EFB to texture) // - Also copy the requested EFB data to a texture object in VRAM (like EFB to texture)
// - Create a texture cache entry for the target (efbcopy_state = EC_VRAM_READY) // - Create a texture cache entry for the target (type = TCET_EC_VRAM)
// - Store a hash of the encoded RAM data in the texcache entry. // - Store a hash of the encoded RAM data in the texcache entry.
// 2b) Entry exists AND efbcopy_state is EC_VRAM_READY: // 2b) Entry exists AND type is TCET_EC_VRAM:
// - Like case 2a, but reuse the old texcache entry instead of creating a new one. // - Like case 2a, but reuse the old texcache entry instead of creating a new one.
// 2c) Entry exists AND efbcopy_state is EC_VRAM_DYNAMIC: // 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. // - 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. // - 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. // 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 efbcopy_state is EC_VRAM_READY, reuse the VRAM copy you created // 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 efbcopy_state is EC_VRAM_READY, screw your existing VRAM copy. Set efbcopy_state to EC_VRAM_DYNAMIC. // 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. // Redecode the source RAM data to a VRAM object. The entry basically behaves like a normal texture now.
// 3c) If efbcopy_state is EC_VRAM_DYNAMIC, treat the EFB copy like a normal texture. // 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. // Advantage: Non-dynamic EFB copies can be visually enhanced like with EFB to texture.
// Compatibility is as good as EFB to RAM. // Compatibility is as good as EFB to RAM.
// Disadvantage: Slower than EFB to texture and often even slower than EFB to RAM. // Disadvantage: Slower than EFB to texture and often even slower than EFB to RAM.
@ -614,8 +614,8 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
TCacheEntryBase *entry = textures[dstAddr]; TCacheEntryBase *entry = textures[dstAddr];
if (entry) if (entry)
{ {
if ((entry->efbcopy_state == EC_VRAM_READY && entry->virtual_width == scaled_tex_w && entry->virtual_height == scaled_tex_h) if ((entry->type == TCET_EC_VRAM && entry->virtual_width == scaled_tex_w && entry->virtual_height == scaled_tex_h)
|| (entry->efbcopy_state == EC_VRAM_DYNAMIC && entry->native_width == tex_w && entry->native_height == tex_h)) || (entry->type == TCET_EC_DYNAMIC && entry->native_width == tex_w && entry->native_height == tex_h))
{ {
scaled_tex_w = tex_w; scaled_tex_w = tex_w;
scaled_tex_h = tex_h; scaled_tex_h = tex_h;
@ -637,7 +637,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
entry->SetGeneralParameters(dstAddr, 0, dstFormat, 0); entry->SetGeneralParameters(dstAddr, 0, dstFormat, 0);
entry->SetDimensions(tex_w, tex_h, scaled_tex_w, scaled_tex_h); entry->SetDimensions(tex_w, tex_h, scaled_tex_w, scaled_tex_h);
entry->SetHashes(TEXHASH_INVALID); entry->SetHashes(TEXHASH_INVALID);
entry->efbcopy_state = EC_VRAM_READY; entry->type = TCET_EC_VRAM;
} }
entry->frameCount = frameCount; entry->frameCount = frameCount;

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@ -14,11 +14,12 @@
class TextureCache class TextureCache
{ {
public: public:
enum EFBCopyState enum TexCacheEntryType
{ {
EC_NO_COPY, // regular texture TCET_AUTOFETCH, // Most textures, automatically fetched whenever they change
EC_VRAM_READY, // EFB copy sits in VRAM and is ready to use // TCET_PRELOADED, // Textures which reside in TMEM areas which are manually managed by the game
EC_VRAM_DYNAMIC, // EFB copy sits in RAM and needs to be decoded before using it as a texture TCET_EC_VRAM, // EFB copy which sits in VRAM and is ready to be used
TCET_EC_DYNAMIC, // EFB copy which sits in RAM and needs to be decoded before being used
}; };
struct TCacheEntryBase struct TCacheEntryBase
@ -32,17 +33,12 @@ public:
//u32 pal_hash; //u32 pal_hash;
u32 format; u32 format;
//bool is_preloaded; enum TexCacheEntryType type;
unsigned int num_mipmaps; unsigned int num_mipmaps;
unsigned int native_width, native_height; // Texture dimensions from the GameCube's point of view unsigned int native_width, native_height; // Texture dimensions from the GameCube's point of view
unsigned int virtual_width, virtual_height; // Texture dimensions from OUR point of view - for hires textures or scaled EFB copies unsigned int virtual_width, virtual_height; // Texture dimensions from OUR point of view - for hires textures or scaled EFB copies
// EFB copies
enum EFBCopyState efbcopy_state;
bool IsEfbCopy() { return efbcopy_state != EC_NO_COPY; }
// used to delete textures which haven't been used for TEXTURE_KILL_THRESHOLD frames // used to delete textures which haven't been used for TEXTURE_KILL_THRESHOLD frames
int frameCount; int frameCount;
@ -83,6 +79,8 @@ public:
const float *colmat) = 0; const float *colmat) = 0;
int IntersectsMemoryRange(u32 range_address, u32 range_size) const; int IntersectsMemoryRange(u32 range_address, u32 range_size) const;
bool IsEfbCopy() { return (type == TCET_EC_VRAM || type == TCET_EC_DYNAMIC); }
}; };
virtual ~TextureCache(); // needs virtual for DX11 dtor virtual ~TextureCache(); // needs virtual for DX11 dtor

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@ -102,7 +102,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
bool isIntensity, bool scaleByHalf, unsigned int cbufid, bool isIntensity, bool scaleByHalf, unsigned int cbufid,
const float *colmat) const float *colmat)
{ {
if (efbcopy_state != EC_VRAM_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture) if (type != TCET_EC_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture)
{ {
g_renderer->ResetAPIState(); g_renderer->ResetAPIState();

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@ -79,7 +79,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
FramebufferManager::GetEFBDepthTexture() : FramebufferManager::GetEFBDepthTexture() :
FramebufferManager::GetEFBColorTexture(); FramebufferManager::GetEFBColorTexture();
if (efbcopy_state != EC_VRAM_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture) if (type != TCET_EC_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture)
{ {
LPDIRECT3DSURFACE9 Rendersurf = NULL; LPDIRECT3DSURFACE9 Rendersurf = NULL;
texture->GetSurfaceLevel(0, &Rendersurf); texture->GetSurfaceLevel(0, &Rendersurf);

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@ -279,7 +279,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();
if (efbcopy_state != EC_VRAM_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture) if (type != TCET_EC_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture)
{ {
if (s_TempFramebuffer == 0) if (s_TempFramebuffer == 0)
glGenFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer); glGenFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer);