2881 lines
85 KiB
C++
2881 lines
85 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "GSTextureCache.h"
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#include "GSTextureReplacements.h"
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#include "GSRendererHW.h"
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#include "GS/GSGL.h"
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#include "GS/GSIntrin.h"
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#include "GS/GSUtil.h"
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#include "common/Align.h"
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#include "common/HashCombine.h"
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#define XXH_STATIC_LINKING_ONLY 1
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#define XXH_INLINE_ALL 1
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#include "xxhash.h"
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bool GSTextureCache::m_disable_partial_invalidation = false;
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bool GSTextureCache::m_wrap_gs_mem = false;
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u8* GSTextureCache::m_temp;
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GSTextureCache::GSTextureCache(GSRenderer* r)
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: m_renderer(r)
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, m_palette_map(r)
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{
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if (theApp.GetConfigB("UserHacks"))
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{
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UserHacks_HalfPixelOffset = theApp.GetConfigI("UserHacks_HalfPixelOffset") == 1;
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m_preload_frame = theApp.GetConfigB("preload_frame_with_gs_data");
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m_disable_partial_invalidation = theApp.GetConfigB("UserHacks_DisablePartialInvalidation");
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m_can_convert_depth = !theApp.GetConfigB("UserHacks_DisableDepthSupport");
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m_cpu_fb_conversion = theApp.GetConfigB("UserHacks_CPU_FB_Conversion");
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m_texture_inside_rt = theApp.GetConfigB("UserHacks_TextureInsideRt");
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m_wrap_gs_mem = theApp.GetConfigB("wrap_gs_mem");
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}
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else
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{
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UserHacks_HalfPixelOffset = false;
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m_preload_frame = false;
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m_disable_partial_invalidation = false;
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m_can_convert_depth = true;
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m_cpu_fb_conversion = false;
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m_texture_inside_rt = false;
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m_wrap_gs_mem = false;
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}
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// In theory 4MB is enough but 9MB is safer for overflow (8MB
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// isn't enough in custom resolution)
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// Test: onimusha 3 PAL 60Hz
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m_temp = (u8*)_aligned_malloc(9 * 1024 * 1024, 32);
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m_surface_offset_cache.reserve(S_SURFACE_OFFSET_CACHE_MAX_SIZE);
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}
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GSTextureCache::~GSTextureCache()
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{
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GSTextureReplacements::Shutdown();
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RemoveAll();
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m_surface_offset_cache.clear();
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_aligned_free(m_temp);
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}
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void GSTextureCache::RemovePartial()
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{
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//m_src.RemoveAll();
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for (int type = 0; type < 2; type++)
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{
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for (auto t : m_dst[type])
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delete t;
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m_dst[type].clear();
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}
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}
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void GSTextureCache::RemoveAll()
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{
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m_src.RemoveAll();
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for (int type = 0; type < 2; type++)
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{
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for (auto t : m_dst[type])
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delete t;
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m_dst[type].clear();
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}
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for (auto it : m_hash_cache)
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g_gs_device->Recycle(it.second.texture);
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m_hash_cache.clear();
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m_hash_cache_memory_usage = 0;
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m_palette_map.Clear();
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}
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GSTextureCache::Source* GSTextureCache::LookupDepthSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& r, bool palette)
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{
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if (!m_can_convert_depth)
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{
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GL_CACHE("LookupDepthSource not supported (0x%x, F:0x%x)", TEX0.TBP0, TEX0.PSM);
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throw GSRecoverableError();
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}
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const GSLocalMemory::psm_t& psm_s = GSLocalMemory::m_psm[TEX0.PSM];
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Source* src = NULL;
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Target* dst = NULL;
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// Check only current frame, I guess it is only used as a postprocessing effect
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const u32 bp = TEX0.TBP0;
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const u32 psm = TEX0.PSM;
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for (auto t : m_dst[DepthStencil])
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{
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if (t->m_used && t->m_dirty.empty() && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
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{
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ASSERT(GSLocalMemory::m_psm[t->m_TEX0.PSM].depth);
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if (t->m_age == 0)
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{
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// Perfect Match
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dst = t;
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break;
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}
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else if (t->m_age == 1)
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{
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// Better than nothing (Full Spectrum Warrior)
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dst = t;
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}
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}
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}
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if (!dst)
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{
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// Retry on the render target (Silent Hill 4)
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for (auto t : m_dst[RenderTarget])
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{
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// FIXME: do I need to allow m_age == 1 as a potential match (as DepthStencil) ???
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if (!t->m_age && t->m_used && t->m_dirty.empty() && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
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{
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ASSERT(GSLocalMemory::m_psm[t->m_TEX0.PSM].depth);
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dst = t;
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break;
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}
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}
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}
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if (dst)
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{
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GL_CACHE("TC depth: dst %s hit: %d (0x%x, %s)", to_string(dst->m_type),
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dst->m_texture ? dst->m_texture->GetID() : 0,
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TEX0.TBP0, psm_str(psm));
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// Create a shared texture source
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src = new Source(m_renderer, TEX0, TEXA, true);
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src->m_texture = dst->m_texture;
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src->m_shared_texture = true;
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src->m_target = true; // So renderer can check if a conversion is required
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src->m_from_target = dst->m_texture; // avoid complex condition on the renderer
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src->m_from_target_TEX0 = dst->m_TEX0;
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src->m_32_bits_fmt = dst->m_32_bits_fmt;
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src->m_valid_rect = dst->m_valid;
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src->m_end_block = dst->m_end_block;
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// Insert the texture in the hash set to keep track of it. But don't bother with
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// texture cache list. It means that a new Source is created everytime we need it.
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// If it is too expensive, one could cut memory allocation in Source constructor for this
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// use case.
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if (palette)
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{
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AttachPaletteToSource(src, psm_s.pal, true);
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}
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m_src.m_surfaces.insert(src);
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}
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else if (m_renderer->m_game.title == CRC::SVCChaos)
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{
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// SVCChaos black screen on main menu, regardless of depth enabled or disabled.
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return LookupSource(TEX0, TEXA, r, nullptr);
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}
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else
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{
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GL_CACHE("TC depth: ERROR miss (0x%x, %s)", TEX0.TBP0, psm_str(psm));
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// Possible ? In this case we could call LookupSource
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// Or just put a basic texture
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// src->m_texture = g_gs_device->CreateTexture(tw, th);
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// In all cases rendering will be broken
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//
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// Note: might worth to check previous frame
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// Note: otherwise return NULL and skip the draw
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// Full Spectrum Warrior: first draw call of cut-scene rendering
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// The game tries to emulate a texture shuffle with an old depth buffer
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// (don't exists yet for us due to the cache)
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// Rendering is nicer (less garbage) if we skip the draw call.
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throw GSRecoverableError();
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}
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return src;
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}
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GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& r, const GSVector2i* lod)
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{
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GL_CACHE("TC: Lookup Source <%d,%d => %d,%d> (0x%x, %s, BW: %u)", r.x, r.y, r.z, r.w, TEX0.TBP0, psm_str(TEX0.PSM), TEX0.TBW);
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const GSLocalMemory::psm_t& psm_s = GSLocalMemory::m_psm[TEX0.PSM];
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//const GSLocalMemory::psm_t& cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[TEX0.CPSM] : psm;
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// Until DX is fixed
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if (psm_s.pal > 0)
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m_renderer->m_mem.m_clut.Read32(TEX0, TEXA);
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const u32* clut = m_renderer->m_mem.m_clut;
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Source* src = NULL;
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auto& m = m_src.m_map[TEX0.TBP0 >> 5];
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for (auto i = m.begin(); i != m.end(); ++i)
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{
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Source* s = *i;
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if (((TEX0.U32[0] ^ s->m_TEX0.U32[0]) | ((TEX0.U32[1] ^ s->m_TEX0.U32[1]) & 3)) != 0) // TBP0 TBW PSM TW TH
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continue;
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// Target are converted (AEM & palette) on the fly by the GPU. They don't need extra check
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if (!s->m_target)
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{
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// We request a palette texture (psm_s.pal). If the texture was
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// converted by the CPU (!s->m_palette), we need to ensure
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// palette content is the same.
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if (psm_s.pal > 0 && !s->m_palette && !s->ClutMatch({clut, psm_s.pal}))
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continue;
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// We request a 24/16 bit RGBA texture. Alpha expansion was done by
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// the CPU. We need to check that TEXA is identical
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if (psm_s.pal == 0 && psm_s.fmt > 0 && s->m_TEXA.U64 != TEXA.U64)
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continue;
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}
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m.MoveFront(i.Index());
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src = s;
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break;
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}
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Target* dst = NULL;
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bool half_right = false;
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int x_offset = 0;
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int y_offset = 0;
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#ifdef DISABLE_HW_TEXTURE_CACHE
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if (0)
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#else
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if (src == NULL)
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#endif
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{
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const u32 bp = TEX0.TBP0;
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const u32 psm = TEX0.PSM;
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const u32 bw = TEX0.TBW;
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// Arc the Lad finds the wrong surface here when looking for a depth stencil.
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// Since we're currently not caching depth stencils (check ToDo in CreateSource) we should not look for it here.
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// (Simply not doing this code at all makes a lot of previsouly missing stuff show (but breaks pretty much everything
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// else.)
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const bool texture_inside_rt = ShallSearchTextureInsideRt();
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bool found_t = false;
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for (auto t : m_dst[RenderTarget])
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{
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if (t->m_used)
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{
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// Typical bug (MGS3 blue cloud):
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// 1/ RT used as 32 bits => alpha channel written
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// 2/ RT used as 24 bits => no update of alpha channel
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// 3/ Lookup of texture that used alpha channel as index, HasSharedBits will return false
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// because of the previous draw call format
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//
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// Solution: consider the RT as 32 bits if the alpha was used in the past
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u32 t_psm = (t->m_dirty_alpha) ? t->m_TEX0.PSM & ~0x1 : t->m_TEX0.PSM;
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const bool t_clean = t->m_dirty.empty();
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const bool t_wraps = t->m_end_block > GSTextureCache::MAX_BP;
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if (t_clean && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t_psm))
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{
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// It is a complex to convert the code in shader. As a reference, let's do it on the CPU, it will be slow but
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// 1/ it just works :)
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// 2/ even with upscaling
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// 3/ for both Direct3D and OpenGL
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if (m_cpu_fb_conversion && (psm == PSM_PSMT4 || psm == PSM_PSMT8))
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// Forces 4-bit and 8-bit frame buffer conversion to be done on the CPU instead of the GPU, but performance will be slower.
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// There is no dedicated shader to handle 4-bit conversion (Stuntman has been confirmed to use 4-bit).
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// Direct3D10/11 and OpenGL support 8-bit fb conversion but don't render some corner cases properly (Harry Potter games).
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// The hack can fix glitches in some games.
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Read(t, t->m_valid);
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else
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dst = t;
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found_t = true;
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break;
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}
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else if (t_clean && (t->m_TEX0.TBW >= 16) && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0 + t->m_TEX0.TBW * 0x10, t->m_TEX0.PSM))
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{
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// Detect half of the render target (fix snow engine game)
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// Target Page (8KB) have always a width of 64 pixels
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// Half of the Target is TBW/2 pages * 8KB / (1 block * 256B) = 0x10
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half_right = true;
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dst = t;
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found_t = true;
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break;
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}
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else if (texture_inside_rt && psm == PSM_PSMCT32 && t->m_TEX0.PSM == psm &&
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((t->m_TEX0.TBP0 < bp && t->m_end_block >= bp) || t_wraps))
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{
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// Only PSMCT32 to limit false hits.
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// PSM equality needed because CreateSource does not handle PSM conversion.
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// Only inclusive hit to limit false hits.
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// Check if it is possible to hit with valid <x,y> offset on the given Target.
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// Fixes Jak eyes rendering.
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// Fixes Xenosaga 3 last dungeon graphic bug.
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// Fixes Pause menu in The Getaway.
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SurfaceOffset so = ComputeSurfaceOffset(bp, bw, psm, r, t);
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if (!so.is_valid && t_wraps)
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{
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// Improves Beyond Good & Evil shadow.
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const u32 bp_unwrap = bp + GSTextureCache::MAX_BP + 0x1;
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so = ComputeSurfaceOffset(bp_unwrap, bw, psm, r, t);
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}
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if (so.is_valid)
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{
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dst = t;
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// Offset from Target to Source in Target coords.
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x_offset = so.b2a_offset.x;
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y_offset = so.b2a_offset.y;
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found_t = true;
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break;
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}
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}
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}
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}
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// Pure depth texture format will be fetched by LookupDepthSource.
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// However guess what, some games (GoW) read the depth as a standard
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// color format (instead of a depth format). All pixels are scrambled
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// (because color and depth don't have same location). They don't care
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// pixel will be several draw calls later.
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//
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// Sigh... They don't help us.
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if (!found_t && m_can_convert_depth)
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{
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// Let's try a trick to avoid to use wrongly a depth buffer
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// Unfortunately, I don't have any Arc the Lad testcase
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//
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// 1/ Check only current frame, I guess it is only used as a postprocessing effect
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for (auto t : m_dst[DepthStencil])
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{
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if (!t->m_age && t->m_used && t->m_dirty.empty() && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
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{
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GL_INS("TC: Warning depth format read as color format. Pixels will be scrambled");
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// Let's fetch a depth format texture. Rational, it will avoid the texture allocation and the
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// rescaling of the current function.
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if (psm_s.bpp > 8)
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{
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GIFRegTEX0 depth_TEX0;
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depth_TEX0.U32[0] = TEX0.U32[0] | (0x30u << 20u);
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depth_TEX0.U32[1] = TEX0.U32[1];
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return LookupDepthSource(depth_TEX0, TEXA, r);
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}
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else
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{
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return LookupDepthSource(TEX0, TEXA, r, true);
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}
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}
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}
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}
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}
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bool new_source = false;
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if (src == NULL)
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{
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#ifdef ENABLE_OGL_DEBUG
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if (dst)
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{
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GL_CACHE("TC: dst %s hit (%s, OFF <%d,%d>): %d (0x%x, %s)",
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to_string(dst->m_type),
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half_right ? "half" : "full",
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x_offset,
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y_offset,
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dst->m_texture ? dst->m_texture->GetID() : 0,
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TEX0.TBP0,
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psm_str(TEX0.PSM));
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}
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else
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{
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GL_CACHE("TC: src miss (0x%x, 0x%x, %s)", TEX0.TBP0, psm_s.pal > 0 ? TEX0.CBP : 0, psm_str(TEX0.PSM));
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}
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#endif
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src = CreateSource(TEX0, TEXA, dst, half_right, x_offset, y_offset, lod);
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new_source = true;
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}
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else
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{
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GL_CACHE("TC: src hit: %d (0x%x, 0x%x, %s)",
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src->m_texture ? src->m_texture->GetID() : 0,
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TEX0.TBP0, psm_s.pal > 0 ? TEX0.CBP : 0,
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psm_str(TEX0.PSM));
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}
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if (src->m_palette && !new_source && !src->ClutMatch({clut, psm_s.pal}))
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{
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AttachPaletteToSource(src, psm_s.pal, true);
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}
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src->Update(r);
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m_src.m_used = true;
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return src;
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}
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bool GSTextureCache::ShallSearchTextureInsideRt()
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{
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return m_texture_inside_rt || (m_renderer->m_game.flags & CRC::Flags::TextureInsideRt);
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}
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GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, const GSVector2i& size, int type, bool used, u32 fbmask, const bool is_frame, const int real_h)
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{
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const GSLocalMemory::psm_t& psm_s = GSLocalMemory::m_psm[TEX0.PSM];
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const GSVector2& new_s = m_renderer->GetTextureScaleFactor();
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const u32 bp = TEX0.TBP0;
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GSVector2 res_size{ 0, 0 };
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GSVector2i new_size{ 0, 0 };
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const GSVector4 sRect(0, 0, 1, 1);
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GSVector4 dRect{};
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bool clear = true;
|
|
const auto& calcRescale = [size, new_s, &res_size, &new_size, &clear, &dRect](const GSTexture* tex)
|
|
{
|
|
// TODO Possible optimization: rescale only the validity rectangle of the old target texture into the new one.
|
|
const GSVector2& old_s = tex->GetScale();
|
|
const GSVector2 ratio = new_s / old_s;
|
|
const int old_w = tex->GetWidth();
|
|
const int old_h = tex->GetHeight();
|
|
res_size = GSVector2(old_w, old_h) * ratio;
|
|
new_size.x = std::max(static_cast<int>(std::ceil(res_size.x)), size.x);
|
|
new_size.y = std::max(static_cast<int>(std::ceil(res_size.y)), size.y);
|
|
clear = new_size.x > res_size.x || new_size.y > res_size.y;
|
|
dRect = GSVector4(0.0f, 0.0f, res_size.x, res_size.y);
|
|
};
|
|
|
|
Target* dst = nullptr;
|
|
auto& list = m_dst[type];
|
|
if (!is_frame)
|
|
{
|
|
for (auto i = list.begin(); i != list.end(); ++i)
|
|
{
|
|
Target* t = *i;
|
|
|
|
if (bp == t->m_TEX0.TBP0)
|
|
{
|
|
list.MoveFront(i.Index());
|
|
|
|
dst = t;
|
|
|
|
dst->m_32_bits_fmt |= (psm_s.bpp != 16);
|
|
dst->m_TEX0 = TEX0;
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert(type == RenderTarget);
|
|
// Let's try to find a perfect frame that contains valid data
|
|
for (auto t : list)
|
|
if (bp == t->m_TEX0.TBP0 && t->m_end_block >= bp)
|
|
{
|
|
dst = t;
|
|
GL_CACHE("TC: Lookup Frame %dx%d, perfect hit: %d (0x%x -> 0x%x %s)", size.x, size.y, dst->m_texture->GetID(), bp, t->m_end_block, psm_str(TEX0.PSM));
|
|
break;
|
|
}
|
|
|
|
// 2nd try ! Try to find a frame that include the bp
|
|
if (!dst)
|
|
for (auto t : list)
|
|
if (t->m_TEX0.TBP0 < bp && bp <= t->m_end_block)
|
|
{
|
|
dst = t;
|
|
GL_CACHE("TC: Lookup Frame %dx%d, inclusive hit: %d (0x%x, took 0x%x -> 0x%x %s)", size.x, size.y, t->m_texture->GetID(), bp, t->m_TEX0.TBP0, t->m_end_block, psm_str(TEX0.PSM));
|
|
break;
|
|
}
|
|
|
|
// 3rd try ! Try to find a frame that doesn't contain valid data (honestly I'm not sure we need to do it)
|
|
if (!dst)
|
|
for (auto t : list)
|
|
if (bp == t->m_TEX0.TBP0)
|
|
{
|
|
dst = t;
|
|
GL_CACHE("TC: Lookup Frame %dx%d, empty hit: %d (0x%x -> 0x%x %s)", size.x, size.y, dst->m_texture->GetID(), bp, t->m_end_block, psm_str(TEX0.PSM));
|
|
break;
|
|
}
|
|
if (dst)
|
|
dst->m_TEX0.TBW = TEX0.TBW; // Fix Jurassic Park - Operation Genesis loading disk logo.
|
|
}
|
|
|
|
if (dst)
|
|
{
|
|
GL_CACHE("TC: Lookup %s(%s) %dx%d, hit: %d (0x%x, %s)", is_frame ? "Frame" : "Target", to_string(type), size.x, size.y, dst->m_texture->GetID(), bp, psm_str(TEX0.PSM));
|
|
|
|
dst->Update();
|
|
|
|
const GSVector2& old_s = dst->m_texture->GetScale();
|
|
if (new_s != old_s)
|
|
{
|
|
calcRescale(dst->m_texture);
|
|
GSTexture* tex = type == RenderTarget ? g_gs_device->CreateSparseRenderTarget(new_size.x, new_size.y, GSTexture::Format::Color, clear) :
|
|
g_gs_device->CreateSparseDepthStencil(new_size.x, new_size.y, GSTexture::Format::DepthStencil, clear);
|
|
g_gs_device->StretchRect(dst->m_texture, sRect, tex, dRect, (type == RenderTarget) ? ShaderConvert::COPY : ShaderConvert::DEPTH_COPY, false);
|
|
g_gs_device->Recycle(dst->m_texture);
|
|
tex->SetScale(new_s);
|
|
dst->m_texture = tex;
|
|
}
|
|
|
|
if (!is_frame)
|
|
dst->m_dirty_alpha |= (psm_s.trbpp == 32 && (fbmask & 0xFF000000) != 0xFF000000) || (psm_s.trbpp == 16);
|
|
}
|
|
else if (!is_frame && m_can_convert_depth)
|
|
{
|
|
|
|
int rev_type = (type == DepthStencil) ? RenderTarget : DepthStencil;
|
|
|
|
// Depth stencil/RT can be an older RT/DS but only check recent RT/DS to avoid to pick
|
|
// some bad data.
|
|
Target* dst_match = nullptr;
|
|
for (auto t : m_dst[rev_type])
|
|
{
|
|
if (bp == t->m_TEX0.TBP0)
|
|
{
|
|
if (t->m_age == 0)
|
|
{
|
|
dst_match = t;
|
|
break;
|
|
}
|
|
else if (t->m_age == 1)
|
|
{
|
|
dst_match = t;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (dst_match)
|
|
{
|
|
dst_match->Update();
|
|
calcRescale(dst_match->m_texture);
|
|
dst = CreateTarget(TEX0, new_size.x, new_size.y, type, clear);
|
|
dst->m_32_bits_fmt = dst_match->m_32_bits_fmt;
|
|
ShaderConvert shader;
|
|
bool fmt_16_bits = (psm_s.bpp == 16 && GSLocalMemory::m_psm[dst_match->m_TEX0.PSM].bpp == 16);
|
|
if (type == DepthStencil)
|
|
{
|
|
GL_CACHE("TC: Lookup Target(Depth) %dx%d, hit Color (0x%x, %s was %s)", new_size.x, new_size.y, bp, psm_str(TEX0.PSM), psm_str(dst_match->m_TEX0.PSM));
|
|
shader = (fmt_16_bits) ? ShaderConvert::RGB5A1_TO_FLOAT16 : (ShaderConvert)((int)ShaderConvert::RGBA8_TO_FLOAT32 + psm_s.fmt);
|
|
}
|
|
else
|
|
{
|
|
GL_CACHE("TC: Lookup Target(Color) %dx%d, hit Depth (0x%x, %s was %s)", new_size.x, new_size.y, bp, psm_str(TEX0.PSM), psm_str(dst_match->m_TEX0.PSM));
|
|
shader = (fmt_16_bits) ? ShaderConvert::FLOAT16_TO_RGB5A1 : ShaderConvert::FLOAT32_TO_RGBA8;
|
|
}
|
|
g_gs_device->StretchRect(dst_match->m_texture, sRect, dst->m_texture, dRect, shader, false);
|
|
}
|
|
}
|
|
|
|
if (!dst)
|
|
{
|
|
GL_CACHE("TC: Lookup %s(%s) %dx%d, miss (0x%x, %s)", is_frame ? "Frame" : "Target", to_string(type), size.x, size.y, bp, psm_str(TEX0.PSM));
|
|
|
|
dst = CreateTarget(TEX0, size.x, size.y, type, true);
|
|
|
|
// In theory new textures contain invalidated data. Still in theory a new target
|
|
// must contains the content of the GS memory.
|
|
// In practice, TC will wrongly invalidate some RT. For example due to write on the alpha
|
|
// channel but colors is still valid. Unfortunately TC doesn't support the upload of data
|
|
// in target.
|
|
//
|
|
// Cleaning the code here will likely break several games. However it might reduce
|
|
// the noise in draw call debugging. It is the main reason to enable it on debug build.
|
|
//
|
|
// From a performance point of view, it might cost a little on big upscaling
|
|
// but normally few RT are miss so it must remain reasonable.
|
|
bool supported_fmt = m_can_convert_depth || psm_s.depth == 0;
|
|
if (m_preload_frame && TEX0.TBW > 0 && supported_fmt)
|
|
{
|
|
GL_INS("Preloading the RT DATA");
|
|
// RT doesn't have height but if we use a too big value, we will read outside of the GS memory.
|
|
int page0 = TEX0.TBP0 >> 5;
|
|
int max_page = (MAX_PAGES - page0);
|
|
int max_h = 32 * max_page / TEX0.TBW;
|
|
// h is likely smaller than w (true most of the time). Reduce the upload size (speed)
|
|
max_h = std::min<int>(max_h, TEX0.TBW * 64);
|
|
|
|
dst->m_dirty.push_back(GSDirtyRect(GSVector4i(0, 0, TEX0.TBW * 64, is_frame ? real_h : max_h), TEX0.PSM, TEX0.TBW));
|
|
dst->Update();
|
|
}
|
|
}
|
|
if (used)
|
|
{
|
|
dst->m_used = true;
|
|
}
|
|
if (is_frame)
|
|
dst->m_dirty_alpha = false;
|
|
assert(dst && dst->m_texture && dst->m_texture->GetScale() == new_s);
|
|
assert(dst && dst->m_dirty.empty());
|
|
return dst;
|
|
}
|
|
|
|
GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, const GSVector2i& size, const int real_h)
|
|
{
|
|
return LookupTarget(TEX0, size, RenderTarget, true, 0, true, real_h);
|
|
}
|
|
|
|
// Goal: Depth And Target at the same address is not possible. On GS it is
|
|
// the same memory but not on the Dx/GL. Therefore a write to the Depth/Target
|
|
// must invalidate the Target/Depth respectively
|
|
void GSTextureCache::InvalidateVideoMemType(int type, u32 bp)
|
|
{
|
|
if (!m_can_convert_depth)
|
|
return;
|
|
|
|
auto& list = m_dst[type];
|
|
for (auto i = list.begin(); i != list.end(); ++i)
|
|
{
|
|
Target* t = *i;
|
|
|
|
if (bp == t->m_TEX0.TBP0)
|
|
{
|
|
GL_CACHE("TC: InvalidateVideoMemType: Remove Target(%s) %d (0x%x)", to_string(type),
|
|
t->m_texture ? t->m_texture->GetID() : 0,
|
|
t->m_TEX0.TBP0);
|
|
|
|
list.erase(i);
|
|
delete t;
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Goal: invalidate data sent to the GPU when the source (GS memory) is modified
|
|
// Called each time you want to write to the GS memory
|
|
void GSTextureCache::InvalidateVideoMem(const GSOffset& off, const GSVector4i& rect, bool target)
|
|
{
|
|
u32 bp = off.bp();
|
|
u32 bw = off.bw();
|
|
u32 psm = off.psm();
|
|
|
|
if (!target)
|
|
{
|
|
// Remove Source that have same BP as the render target (color&dss)
|
|
// rendering will dirty the copy
|
|
auto& list = m_src.m_map[bp >> 5];
|
|
for (auto i = list.begin(); i != list.end();)
|
|
{
|
|
Source* s = *i;
|
|
++i;
|
|
|
|
if (GSUtil::HasSharedBits(bp, psm, s->m_TEX0.TBP0, s->m_TEX0.PSM) ||
|
|
GSUtil::HasSharedBits(bp, psm, s->m_from_target_TEX0.TBP0, s->m_TEX0.PSM))
|
|
{
|
|
m_src.RemoveAt(s);
|
|
}
|
|
}
|
|
|
|
u32 bbp = bp + bw * 0x10;
|
|
if (bw >= 16 && bbp < 16384)
|
|
{
|
|
// Detect half of the render target (fix snow engine game)
|
|
// Target Page (8KB) have always a width of 64 pixels
|
|
// Half of the Target is TBW/2 pages * 8KB / (1 block * 256B) = 0x10
|
|
auto& list = m_src.m_map[bbp >> 5];
|
|
for (auto i = list.begin(); i != list.end();)
|
|
{
|
|
Source* s = *i;
|
|
++i;
|
|
|
|
if (GSUtil::HasSharedBits(bbp, psm, s->m_TEX0.TBP0, s->m_TEX0.PSM))
|
|
{
|
|
m_src.RemoveAt(s);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Haunting ground write frame buffer 0x3000 and expect to write data to 0x3380
|
|
// Note: the game only does a 0 direct write. If some games expect some real data
|
|
// we are screwed.
|
|
if (m_renderer->m_game.title == CRC::HauntingGround)
|
|
{
|
|
u32 end_block = GSLocalMemory::m_psm[psm].info.bn(rect.z - 1, rect.w - 1, bp, bw); // Valid only for color formats
|
|
auto type = RenderTarget;
|
|
|
|
for (auto t : m_dst[type])
|
|
{
|
|
if (t->m_TEX0.TBP0 > bp && t->m_end_block <= end_block)
|
|
{
|
|
// Haunting ground expect to clean buffer B with a rendering into buffer A.
|
|
// Situation is quite messy as it would require to extract the data from the buffer A
|
|
// and to move in buffer B.
|
|
//
|
|
// Of course buffers don't share the same line width. You can't delete the buffer as next
|
|
// miss will load invalid data.
|
|
//
|
|
// So just clear the damn buffer and forget about it.
|
|
GL_CACHE("TC: Clear Sub Target(%s) %d (0x%x)", to_string(type),
|
|
t->m_texture ? t->m_texture->GetID() : 0,
|
|
t->m_TEX0.TBP0);
|
|
g_gs_device->ClearRenderTarget(t->m_texture, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool found = false;
|
|
|
|
GSVector4i r = rect.ralign<Align_Outside>((bp & 31) == 0 ? GSLocalMemory::m_psm[psm].pgs : GSLocalMemory::m_psm[psm].bs);
|
|
|
|
off.loopPages(rect, [&](u32 page)
|
|
{
|
|
auto& list = m_src.m_map[page];
|
|
for (auto i = list.begin(); i != list.end();)
|
|
{
|
|
Source* s = *i;
|
|
++i;
|
|
|
|
if (GSUtil::HasSharedBits(psm, s->m_TEX0.PSM))
|
|
{
|
|
bool b = bp == s->m_TEX0.TBP0;
|
|
|
|
if (!s->m_target)
|
|
{
|
|
found |= b;
|
|
|
|
// No point keeping invalidated sources around when the hash cache is active,
|
|
// we can just re-hash and create a new source from the cached texture.
|
|
if (s->m_from_hash_cache || (m_disable_partial_invalidation && s->m_repeating))
|
|
{
|
|
m_src.RemoveAt(s);
|
|
}
|
|
else
|
|
{
|
|
u32* RESTRICT valid = s->m_valid.get();
|
|
|
|
if (valid && !s->CanPreload())
|
|
{
|
|
// Invalidate data of input texture
|
|
if (s->m_repeating)
|
|
{
|
|
// Note: very hot path on snowbling engine game
|
|
for (const GSVector2i& k : s->m_p2t[page])
|
|
{
|
|
valid[k.x] &= k.y;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
valid[page] = 0;
|
|
}
|
|
}
|
|
|
|
s->m_complete_layers = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// render target used as input texture
|
|
b |= bp == s->m_from_target_TEX0.TBP0;
|
|
|
|
if (!b)
|
|
b = s->Overlaps(bp, bw, psm, rect);
|
|
|
|
if (b)
|
|
{
|
|
m_src.RemoveAt(s);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
});
|
|
|
|
if (!target)
|
|
return;
|
|
|
|
for (int type = 0; type < 2; type++)
|
|
{
|
|
auto& list = m_dst[type];
|
|
for (auto i = list.begin(); i != list.end();)
|
|
{
|
|
auto j = i++;
|
|
Target* t = *j;
|
|
|
|
// GH: (I think) this code is completely broken. Typical issue:
|
|
// EE write an alpha channel into 32 bits texture
|
|
// Results: the target is deleted (because HasCompatibleBits is false)
|
|
//
|
|
// Major issues are expected if the game try to reuse the target
|
|
// If we dirty the RT, it will likely upload partially invalid data.
|
|
// (The color on the previous example)
|
|
if (GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
|
|
{
|
|
if (!found && GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM))
|
|
{
|
|
GL_CACHE("TC: Dirty Target(%s) %d (0x%x) r(%d,%d,%d,%d)", to_string(type),
|
|
t->m_texture ? t->m_texture->GetID() : 0,
|
|
t->m_TEX0.TBP0, r.x, r.y, r.z, r.w);
|
|
t->m_TEX0.TBW = bw;
|
|
t->m_dirty.push_back(GSDirtyRect(r, psm, bw));
|
|
}
|
|
else
|
|
{
|
|
list.erase(j);
|
|
GL_CACHE("TC: Remove Target(%s) %d (0x%x)", to_string(type),
|
|
t->m_texture ? t->m_texture->GetID() : 0,
|
|
t->m_TEX0.TBP0);
|
|
delete t;
|
|
continue;
|
|
}
|
|
}
|
|
else if (bp == t->m_TEX0.TBP0)
|
|
{
|
|
// EE writes the ALPHA channel. Mark it as invalid for
|
|
// the texture cache. Otherwise it will generate a wrong
|
|
// hit on the texture cache.
|
|
// Game: Conflict - Desert Storm (flickering)
|
|
t->m_dirty_alpha = false;
|
|
}
|
|
|
|
// GH: Try to detect texture write that will overlap with a target buffer
|
|
if (GSUtil::HasSharedBits(psm, t->m_TEX0.PSM))
|
|
{
|
|
if (bp < t->m_TEX0.TBP0)
|
|
{
|
|
u32 rowsize = bw * 8192;
|
|
u32 offset = (u32)((t->m_TEX0.TBP0 - bp) * 256);
|
|
|
|
if (rowsize > 0 && offset % rowsize == 0)
|
|
{
|
|
int y = GSLocalMemory::m_psm[psm].pgs.y * offset / rowsize;
|
|
|
|
if (r.bottom > y)
|
|
{
|
|
GL_CACHE("TC: Dirty After Target(%s) %d (0x%x)", to_string(type),
|
|
t->m_texture ? t->m_texture->GetID() : 0,
|
|
t->m_TEX0.TBP0);
|
|
// TODO: do not add this rect above too
|
|
t->m_TEX0.TBW = bw;
|
|
t->m_dirty.push_back(GSDirtyRect(GSVector4i(r.left, r.top - y, r.right, r.bottom - y), psm, bw));
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
// FIXME: this code "fixes" black FMV issue with rule of rose.
|
|
#if 1
|
|
// Greg: I'm not sure the 'bw' equality is required but it won't hurt too much
|
|
//
|
|
// Ben 10 Alien Force : Vilgax Attacks uses a small temporary target for multiple textures (different bw)
|
|
// It is too complex to handle, and purpose of the code was to handle FMV (large bw). So let's skip small
|
|
// (128 pixels) target
|
|
if (bw > 2 && t->m_TEX0.TBW == bw && t->Inside(bp, bw, psm, rect) && GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM))
|
|
{
|
|
u32 rowsize = bw * 8192u;
|
|
u32 offset = (u32)((bp - t->m_TEX0.TBP0) * 256);
|
|
|
|
if (rowsize > 0 && offset % rowsize == 0)
|
|
{
|
|
int y = GSLocalMemory::m_psm[psm].pgs.y * offset / rowsize;
|
|
|
|
GL_CACHE("TC: Dirty in the middle of Target(%s) %d (0x%x->0x%x) pos(%d,%d => %d,%d) bw:%u", to_string(type),
|
|
t->m_texture ? t->m_texture->GetID() : 0,
|
|
t->m_TEX0.TBP0, t->m_end_block,
|
|
r.left, r.top + y, r.right, r.bottom + y, bw);
|
|
|
|
t->m_TEX0.TBW = bw;
|
|
t->m_dirty.push_back(GSDirtyRect(GSVector4i(r.left, r.top + y, r.right, r.bottom + y), psm, bw));
|
|
continue;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Goal: retrive the data from the GPU to the GS memory.
|
|
// Called each time you want to read from the GS memory
|
|
void GSTextureCache::InvalidateLocalMem(const GSOffset& off, const GSVector4i& r)
|
|
{
|
|
u32 bp = off.bp();
|
|
u32 psm = off.psm();
|
|
u32 bw = off.bw();
|
|
|
|
GL_CACHE("TC: InvalidateLocalMem off(0x%x, %u, %s) r(%d, %d => %d, %d)",
|
|
bp,
|
|
bw,
|
|
psm_str(psm),
|
|
r.x,
|
|
r.y,
|
|
r.z,
|
|
r.w);
|
|
|
|
if (GSConfig.HWDisableReadbacks)
|
|
{
|
|
Console.Error("Skipping readback of %ux%u @ %u,%u", r.width(), r.height(), r.left, r.top);
|
|
return;
|
|
}
|
|
|
|
// No depth handling please.
|
|
if (psm == PSM_PSMZ32 || psm == PSM_PSMZ24 || psm == PSM_PSMZ16 || psm == PSM_PSMZ16S)
|
|
{
|
|
GL_INS("ERROR: InvalidateLocalMem depth format isn't supported (%d,%d to %d,%d)", r.x, r.y, r.z, r.w);
|
|
if (m_can_convert_depth)
|
|
{
|
|
auto& dss = m_dst[DepthStencil];
|
|
for (auto it = dss.rbegin(); it != dss.rend(); ++it) // Iterate targets from LRU to MRU.
|
|
{
|
|
Target* t = *it;
|
|
if (GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
|
|
{
|
|
if (GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM))
|
|
Read(t, r.rintersect(t->m_valid));
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// This is a shorter but potentially slower version of the below, commented out code.
|
|
// It works for all the games mentioned below and fixes a couple of other ones as well
|
|
// (Busen0: Wizardry and Chaos Legion).
|
|
// Also in a few games the below code ran the Grandia3 case when it shouldn't :p
|
|
auto& rts = m_dst[RenderTarget];
|
|
for (auto it = rts.rbegin(); it != rts.rend(); ++it) // Iterate targets from LRU to MRU.
|
|
{
|
|
Target* t = *it;
|
|
if (t->m_TEX0.PSM != PSM_PSMZ32 && t->m_TEX0.PSM != PSM_PSMZ24 && t->m_TEX0.PSM != PSM_PSMZ16 && t->m_TEX0.PSM != PSM_PSMZ16S)
|
|
{
|
|
if (GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
|
|
{
|
|
// GH Note: Read will do a StretchRect and then will sizzle data to the GS memory
|
|
// t->m_valid will do the full target texture whereas r.intersect(t->m_valid) will be limited
|
|
// to the useful part for the transfer.
|
|
// 1/ Logically intersect must be enough, except if we miss some call to InvalidateLocalMem
|
|
// or it need the depth part too
|
|
// 2/ Read function is slow but I suspect the swizzle part to be costly. Maybe a compute shader
|
|
// that do the swizzle at the same time of the Stretching could save CPU computation.
|
|
|
|
// note: r.rintersect breaks Wizardry and Chaos Legion
|
|
// Read(t, t->m_valid) works in all tested games but is very slow in GUST titles ><
|
|
|
|
// propagate the format from the result of a channel effect
|
|
// texture is 16/8 bit but the real data is 32
|
|
// common use for shuffling is moving data into the alpha channel
|
|
// the game can then draw using 8H format
|
|
// in the case of silent hill blit 8H -> 8P
|
|
// this will matter later when the data ends up in GS memory in the wrong format
|
|
// Be careful to avoid 24 bit textures which are technically 32bit, as you could lose alpha (8H) data.
|
|
if (t->m_32_bits_fmt && t->m_TEX0.PSM > PSM_PSMCT24)
|
|
t->m_TEX0.PSM = PSM_PSMCT32;
|
|
|
|
if (GSTextureCache::m_disable_partial_invalidation)
|
|
{
|
|
Read(t, r.rintersect(t->m_valid));
|
|
}
|
|
else
|
|
{
|
|
if (r.x == 0 && r.y == 0) // Full screen read?
|
|
Read(t, t->m_valid);
|
|
else // Block level read?
|
|
Read(t, r.rintersect(t->m_valid));
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GL_INS("ERROR: InvalidateLocalMem target is a depth format");
|
|
}
|
|
}
|
|
|
|
//GSTextureCache::Target* rt2 = NULL;
|
|
//int ymin = INT_MAX;
|
|
//for(auto i = m_dst[RenderTarget].begin(); i != m_dst[RenderTarget].end(); )
|
|
//{
|
|
// auto j = i++;
|
|
|
|
// Target* t = *j;
|
|
|
|
// if (t->m_TEX0.PSM != PSM_PSMZ32 && t->m_TEX0.PSM != PSM_PSMZ24 && t->m_TEX0.PSM != PSM_PSMZ16 && t->m_TEX0.PSM != PSM_PSMZ16S)
|
|
// {
|
|
// if (GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
|
|
// {
|
|
// if (GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM))
|
|
// {
|
|
// Read(t, r.rintersect(t->m_valid));
|
|
// return;
|
|
// }
|
|
// else if (psm == PSM_PSMCT32 && (t->m_TEX0.PSM == PSM_PSMCT16 || t->m_TEX0.PSM == PSM_PSMCT16S))
|
|
// {
|
|
// // ffx-2 riku changing to her default (shoots some reflecting glass at the end), 16-bit rt read as 32-bit
|
|
// Read(t, GSVector4i(r.left, r.top, r.right, r.top + (r.bottom - r.top) * 2).rintersect(t->m_valid));
|
|
// return;
|
|
// }
|
|
// else
|
|
// {
|
|
// if (psm == PSM_PSMT4HH && t->m_TEX0.PSM == PSM_PSMCT32)
|
|
// {
|
|
// // Silent Hill Origins shadows: Read 8 bit using only the HIGH bits (4 bit) texture as 32 bit.
|
|
// Read(t, r.rintersect(t->m_valid));
|
|
// return;
|
|
// }
|
|
// else
|
|
// {
|
|
// //printf("Trashing render target. We have a %d type texture and we are trying to write into a %d type texture\n", t->m_TEX0.PSM, psm);
|
|
// m_dst[RenderTarget].erase(j);
|
|
// delete t;
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
// // Grandia3, FFX, FFX-2 pause menus. t->m_TEX0.TBP0 magic number checks because otherwise kills xs2 videos
|
|
// if ((GSUtil::HasSharedBits(psm, t->m_TEX0.PSM) && (bp > t->m_TEX0.TBP0))
|
|
// && ((t->m_TEX0.TBP0 == 0) || (t->m_TEX0.TBP0==3328) || (t->m_TEX0.TBP0==3584)))
|
|
// {
|
|
// //printf("first : %d-%d child : %d-%d\n", psm, bp, t->m_TEX0.PSM, t->m_TEX0.TBP0);
|
|
// u32 rowsize = bw * 8192;
|
|
// u32 offset = (u32)((bp - t->m_TEX0.TBP0) * 256);
|
|
|
|
// if (rowsize > 0 && offset % rowsize == 0)
|
|
// {
|
|
// int y = GSLocalMemory::m_psm[psm].pgs.y * offset / rowsize;
|
|
|
|
// if (y < ymin && y < 512)
|
|
// {
|
|
// rt2 = t;
|
|
// ymin = y;
|
|
// }
|
|
// }
|
|
// }
|
|
// }
|
|
//}
|
|
//if (rt2)
|
|
//{
|
|
// Read(rt2, GSVector4i(r.left, r.top + ymin, r.right, r.bottom + ymin));
|
|
//}
|
|
|
|
|
|
// TODO: ds
|
|
}
|
|
|
|
// Hack: remove Target that are strictly included in current rt. Typically uses for FMV
|
|
// For example, game is rendered at 0x800->0x1000, fmv will be uploaded to 0x0->0x2800
|
|
// FIXME In theory, we ought to report the data from the sub rt to the main rt. But let's
|
|
// postpone it for later.
|
|
void GSTextureCache::InvalidateVideoMemSubTarget(GSTextureCache::Target* rt)
|
|
{
|
|
if (!rt)
|
|
return;
|
|
|
|
auto& list = m_dst[RenderTarget];
|
|
|
|
for (auto i = list.begin(); i != list.end();)
|
|
{
|
|
Target* t = *i;
|
|
|
|
if ((t->m_TEX0.TBP0 > rt->m_TEX0.TBP0) && (t->m_end_block < rt->m_end_block) && (t->m_TEX0.TBW == rt->m_TEX0.TBW) && (t->m_TEX0.TBP0 < t->m_end_block))
|
|
{
|
|
GL_INS("InvalidateVideoMemSubTarget: rt 0x%x -> 0x%x, sub rt 0x%x -> 0x%x",
|
|
rt->m_TEX0.TBP0, rt->m_end_block, t->m_TEX0.TBP0, t->m_end_block);
|
|
|
|
i = list.erase(i);
|
|
delete t;
|
|
}
|
|
else
|
|
{
|
|
++i;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GSTextureCache::IncAge()
|
|
{
|
|
const int max_age = m_src.m_used ? 3 : 6;
|
|
const int max_preload_age = m_src.m_used ? 30 : 60;
|
|
|
|
// You can't use m_map[page] because Source* are duplicated on several pages.
|
|
for (auto i = m_src.m_surfaces.begin(); i != m_src.m_surfaces.end();)
|
|
{
|
|
Source* s = *i;
|
|
|
|
if (s->m_shared_texture)
|
|
{
|
|
// Shared textures are temporary only added in the hash set but not in the texture
|
|
// cache list therefore you can't use RemoveAt
|
|
i = m_src.m_surfaces.erase(i);
|
|
delete s;
|
|
}
|
|
else
|
|
{
|
|
++i;
|
|
if (++s->m_age > (s->CanPreload() ? max_preload_age : max_age))
|
|
{
|
|
m_src.RemoveAt(s);
|
|
}
|
|
}
|
|
}
|
|
|
|
const u32 max_hash_cache_age = 30;
|
|
for (auto it = m_hash_cache.begin(); it != m_hash_cache.end();)
|
|
{
|
|
HashCacheEntry& e = it->second;
|
|
if (e.refcount == 0 && ++e.age > max_hash_cache_age)
|
|
{
|
|
m_hash_cache_memory_usage -= e.texture->GetMemUsage();
|
|
g_gs_device->Recycle(e.texture);
|
|
m_hash_cache.erase(it++);
|
|
}
|
|
else
|
|
{
|
|
++it;
|
|
}
|
|
}
|
|
|
|
m_src.m_used = false;
|
|
|
|
// Clearing of Rendertargets causes flickering in many scene transitions.
|
|
// Sigh, this seems to be used to invalidate surfaces. So set a huge maxage to avoid flicker,
|
|
// but still invalidate surfaces. (Disgaea 2 fmv when booting the game through the BIOS)
|
|
// Original maxage was 4 here, Xenosaga 2 needs at least 240, else it flickers on scene transitions.
|
|
static constexpr int max_rt_age = 400; // ffx intro scene changes leave the old image untouched for a couple of frames and only then start using it
|
|
|
|
for (int type = 0; type < 2; type++)
|
|
{
|
|
auto& list = m_dst[type];
|
|
for (auto i = list.begin(); i != list.end();)
|
|
{
|
|
Target* t = *i;
|
|
|
|
// This variable is used to detect the texture shuffle effect. There is a high
|
|
// probability that game will do it on the current RT.
|
|
// Variable is cleared here to avoid issue with game that uses a 16 bits
|
|
// render target
|
|
if (t->m_age > 0)
|
|
{
|
|
// GoW2 uses the effect at the start of the frame
|
|
t->m_32_bits_fmt = false;
|
|
}
|
|
|
|
if (++t->m_age > max_rt_age)
|
|
{
|
|
i = list.erase(i);
|
|
GL_CACHE("TC: Remove Target(%s): %d (0x%x) due to age", to_string(type),
|
|
t->m_texture ? t->m_texture->GetID() : 0,
|
|
t->m_TEX0.TBP0);
|
|
|
|
delete t;
|
|
}
|
|
else
|
|
{
|
|
++i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//Fixme: Several issues in here. Not handling depth stencil, pitch conversion doesnt work.
|
|
GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* dst, bool half_right, int x_offset, int y_offset, const GSVector2i* lod)
|
|
{
|
|
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
|
|
Source* src = new Source(m_renderer, TEX0, TEXA, false);
|
|
|
|
int tw = 1 << TEX0.TW;
|
|
int th = 1 << TEX0.TH;
|
|
//int tp = TEX0.TBW << 6;
|
|
|
|
bool hack = false;
|
|
|
|
if (dst && (x_offset != 0 || y_offset != 0))
|
|
{
|
|
GSVector2 scale = dst->m_texture->GetScale();
|
|
int x = (int)(scale.x * x_offset);
|
|
int y = (int)(scale.y * y_offset);
|
|
int w = (int)(scale.x * tw);
|
|
int h = (int)(scale.y * th);
|
|
|
|
GSTexture* sTex = dst->m_texture;
|
|
GSTexture* dTex = g_gs_device->CreateTexture(w, h, false, GSTexture::Format::Color, true);
|
|
|
|
GSVector4i area(x, y, x + w, y + h);
|
|
g_gs_device->CopyRect(sTex, dTex, area);
|
|
|
|
// Keep a trace of origin of the texture
|
|
src->m_texture = dTex;
|
|
src->m_target = true;
|
|
src->m_from_target = dst->m_texture;
|
|
src->m_from_target_TEX0 = dst->m_TEX0;
|
|
src->m_texture->SetScale(scale);
|
|
src->m_end_block = dst->m_end_block;
|
|
|
|
if (psm.pal > 0)
|
|
{
|
|
// Attach palette for GPU texture conversion
|
|
AttachPaletteToSource(src, psm.pal, true);
|
|
}
|
|
}
|
|
else if (dst && static_cast<GSRendererHW*>(m_renderer)->IsDummyTexture())
|
|
{
|
|
// This shortcut is a temporary solution. It isn't a good solution
|
|
// as it won't work with Channel Shuffle/Texture Shuffle pattern
|
|
// (we need texture cache result to detect those effects).
|
|
// Instead a better solution would be to defer the copy/StrechRect later
|
|
// in the rendering.
|
|
// Still this poor solution is enough for a huge speed up in a couple of games
|
|
//
|
|
// Be aware that you can't use StrechRect between BeginScene/EndScene.
|
|
// So it could be tricky to put in the middle of the DrawPrims
|
|
|
|
// Texture is created to keep code compatibility
|
|
GSTexture* dTex = g_gs_device->CreateTexture(tw, th, false, GSTexture::Format::Color, true);
|
|
|
|
// Keep a trace of origin of the texture
|
|
src->m_texture = dTex;
|
|
src->m_target = true;
|
|
src->m_from_target = dst->m_texture;
|
|
src->m_from_target_TEX0 = dst->m_TEX0;
|
|
src->m_end_block = dst->m_end_block;
|
|
|
|
// Even if we sample the framebuffer directly we might need the palette
|
|
// to handle the format conversion on GPU
|
|
if (psm.pal > 0)
|
|
AttachPaletteToSource(src, psm.pal, true);
|
|
}
|
|
else if (dst)
|
|
{
|
|
// TODO: clean up this mess
|
|
|
|
ShaderConvert shader = dst->m_type != RenderTarget ? ShaderConvert::FLOAT32_TO_RGBA8 : ShaderConvert::COPY;
|
|
bool is_8bits = TEX0.PSM == PSM_PSMT8;
|
|
|
|
if (is_8bits)
|
|
{
|
|
GL_INS("Reading RT as a packed-indexed 8 bits format");
|
|
shader = ShaderConvert::RGBA_TO_8I;
|
|
}
|
|
|
|
#ifdef ENABLE_OGL_DEBUG
|
|
if (TEX0.PSM == PSM_PSMT4)
|
|
{
|
|
GL_INS("ERROR: Reading RT as a packed-indexed 4 bits format is not supported");
|
|
}
|
|
#endif
|
|
|
|
if (GSLocalMemory::m_psm[TEX0.PSM].bpp > 8)
|
|
{
|
|
src->m_32_bits_fmt = dst->m_32_bits_fmt;
|
|
}
|
|
|
|
// Keep a trace of origin of the texture
|
|
src->m_target = true;
|
|
src->m_from_target = dst->m_texture;
|
|
src->m_from_target_TEX0 = dst->m_TEX0;
|
|
src->m_valid_rect = dst->m_valid;
|
|
src->m_end_block = dst->m_end_block;
|
|
|
|
dst->Update();
|
|
|
|
// do not round here!!! if edge becomes a black pixel and addressing mode is clamp => everything outside the clamped area turns into black (kh2 shadows)
|
|
|
|
GSVector2i dstsize = dst->m_texture->GetSize();
|
|
|
|
int w = std::min(dstsize.x, static_cast<int>(dst->m_texture->GetScale().x * tw));
|
|
int h = std::min(dstsize.y, static_cast<int>(dst->m_texture->GetScale().y * th));
|
|
if (is_8bits)
|
|
{
|
|
// Unscale 8 bits textures, quality won't be nice but format is really awful
|
|
w = tw;
|
|
h = th;
|
|
}
|
|
|
|
// pitch conversion
|
|
|
|
if (dst->m_TEX0.TBW != TEX0.TBW) // && dst->m_TEX0.PSM == TEX0.PSM
|
|
{
|
|
// This is so broken :p
|
|
////Better not do the code below, "fixes" like every game that ever gets here..
|
|
////Edit: Ratchet and Clank needs this to show most of it's graphics at all.
|
|
////Someone else fix this please, I can't :p
|
|
////delete src; return NULL;
|
|
|
|
//// sfex3 uses this trick (bw: 10 -> 5, wraps the right side below the left)
|
|
|
|
//ASSERT(dst->m_TEX0.TBW > TEX0.TBW); // otherwise scale.x need to be reduced to make the larger texture fit (TODO)
|
|
|
|
//src->m_texture = g_gs_device->CreateRenderTarget(dstsize.x, dstsize.y, false);
|
|
|
|
//GSVector4 size = GSVector4(dstsize).xyxy();
|
|
//GSVector4 scale = GSVector4(dst->m_texture->GetScale()).xyxy();
|
|
|
|
//int blockWidth = 64;
|
|
//int blockHeight = TEX0.PSM == PSM_PSMCT32 || TEX0.PSM == PSM_PSMCT24 ? 32 : 64;
|
|
|
|
//GSVector4i br(0, 0, blockWidth, blockHeight);
|
|
|
|
//int sw = (int)dst->m_TEX0.TBW << 6;
|
|
|
|
//int dw = (int)TEX0.TBW << 6;
|
|
//int dh = 1 << TEX0.TH;
|
|
|
|
//if (sw != 0)
|
|
//for (int dy = 0; dy < dh; dy += blockHeight)
|
|
//{
|
|
// for (int dx = 0; dx < dw; dx += blockWidth)
|
|
// {
|
|
// int off = dy * dw / blockHeight + dx;
|
|
|
|
// int sx = off % sw;
|
|
// int sy = off / sw;
|
|
|
|
// GSVector4 sRect = GSVector4(GSVector4i(sx, sy).xyxy() + br) * scale / size;
|
|
// GSVector4 dRect = GSVector4(GSVector4i(dx, dy).xyxy() + br) * scale;
|
|
|
|
// g_gs_device->StretchRect(dst->m_texture, sRect, src->m_texture, dRect);
|
|
|
|
// // TODO: this is quite a lot of StretchRect, do it with one Draw
|
|
// }
|
|
//}
|
|
}
|
|
else if (tw < 1024)
|
|
{
|
|
// FIXME: timesplitters blurs the render target by blending itself over a couple of times
|
|
hack = true;
|
|
//if (tw == 256 && th == 128 && (TEX0.TBP0 == 0 || TEX0.TBP0 == 0x00e00))
|
|
//{
|
|
// delete src;
|
|
// return NULL;
|
|
//}
|
|
}
|
|
// width/height conversion
|
|
|
|
GSVector2 scale = is_8bits ? GSVector2(1, 1) : dst->m_texture->GetScale();
|
|
|
|
GSVector4i sRect(0, 0, w, h);
|
|
const bool use_texture = shader == ShaderConvert::COPY;
|
|
|
|
if (half_right)
|
|
{
|
|
// You typically hit this code in snow engine game. Dstsize is the size of of Dx/GL RT
|
|
// which is set to some arbitrary number. h/w are based on the input texture
|
|
// so the only reliable way to find the real size of the target is to use the TBW value.
|
|
int half_width = static_cast<int>(dst->m_TEX0.TBW * (64 / 2) * dst->m_texture->GetScale().x);
|
|
if (half_width < dstsize.x)
|
|
{
|
|
int copy_width = std::min(half_width, dstsize.x - half_width);
|
|
sRect.x = half_width;
|
|
sRect.z = half_width + copy_width;
|
|
w = copy_width;
|
|
}
|
|
else
|
|
{
|
|
DevCon.Error("Invalid half-right copy with width %d from %dx%d texture", half_width * 2, w, h);
|
|
}
|
|
}
|
|
|
|
// Don't be fooled by the name. 'dst' is the old target (hence the input)
|
|
// 'src' is the new texture cache entry (hence the output)
|
|
GSTexture* sTex = dst->m_texture;
|
|
GSTexture* dTex = use_texture ?
|
|
g_gs_device->CreateTexture(w, h, false, GSTexture::Format::Color, true) :
|
|
g_gs_device->CreateRenderTarget(w, h, GSTexture::Format::Color, false);
|
|
src->m_texture = dTex;
|
|
|
|
// GH: by default (m_paltex == 0) GS converts texture to the 32 bit format
|
|
// However it is different here. We want to reuse a Render Target as a texture.
|
|
// Because the texture is already on the GPU, CPU can't convert it.
|
|
if (psm.pal > 0)
|
|
{
|
|
AttachPaletteToSource(src, psm.pal, true);
|
|
}
|
|
|
|
if (use_texture)
|
|
{
|
|
g_gs_device->CopyRect(sTex, dTex, sRect);
|
|
}
|
|
else
|
|
{
|
|
GSVector4 sRectF(sRect);
|
|
sRectF.z /= sTex->GetWidth();
|
|
sRectF.w /= sTex->GetHeight();
|
|
|
|
g_gs_device->StretchRect(sTex, sRectF, dTex, GSVector4(0, 0, w, h), shader, false);
|
|
}
|
|
|
|
if (src->m_texture)
|
|
src->m_texture->SetScale(scale);
|
|
else
|
|
ASSERT(0);
|
|
|
|
// Offset hack. Can be enabled via GS options.
|
|
// The offset will be used in Draw().
|
|
|
|
float modx = 0.0f;
|
|
float mody = 0.0f;
|
|
|
|
if (UserHacks_HalfPixelOffset && hack)
|
|
{
|
|
switch(m_renderer->GetUpscaleMultiplier())
|
|
{
|
|
case 0: //Custom Resolution
|
|
{
|
|
const float offset = 0.2f;
|
|
modx = dst->m_texture->GetScale().x + offset;
|
|
mody = dst->m_texture->GetScale().y + offset;
|
|
dst->m_texture->LikelyOffset = true;
|
|
break;
|
|
}
|
|
case 2: modx = 2.2f; mody = 2.2f; dst->m_texture->LikelyOffset = true; break;
|
|
case 3: modx = 3.1f; mody = 3.1f; dst->m_texture->LikelyOffset = true; break;
|
|
case 4: modx = 4.2f; mody = 4.2f; dst->m_texture->LikelyOffset = true; break;
|
|
case 5: modx = 5.3f; mody = 5.3f; dst->m_texture->LikelyOffset = true; break;
|
|
case 6: modx = 6.2f; mody = 6.2f; dst->m_texture->LikelyOffset = true; break;
|
|
case 8: modx = 8.2f; mody = 8.2f; dst->m_texture->LikelyOffset = true; break;
|
|
default: modx = 0.0f; mody = 0.0f; dst->m_texture->LikelyOffset = false; break;
|
|
}
|
|
}
|
|
|
|
dst->m_texture->OffsetHack_modx = modx;
|
|
dst->m_texture->OffsetHack_mody = mody;
|
|
}
|
|
else
|
|
{
|
|
// maintain the clut even when paltex is on for the dump/replacement texture lookup
|
|
bool paltex = (GSConfig.GPUPaletteConversion && psm.pal > 0);
|
|
const u32* clut = (psm.pal > 0) ? static_cast<const u32*>(m_renderer->m_mem.m_clut) : nullptr;
|
|
|
|
// try the hash cache
|
|
if ((src->m_from_hash_cache = LookupHashCache(TEX0, TEXA, paltex, clut, lod)) != nullptr)
|
|
{
|
|
src->m_texture = src->m_from_hash_cache->texture;
|
|
if (psm.pal > 0)
|
|
AttachPaletteToSource(src, psm.pal, paltex);
|
|
}
|
|
else if (paltex)
|
|
{
|
|
src->m_texture = g_gs_device->CreateTexture(tw, th, false, GSTexture::Format::UNorm8);
|
|
AttachPaletteToSource(src, psm.pal, true);
|
|
}
|
|
else
|
|
{
|
|
src->m_texture = g_gs_device->CreateTexture(tw, th, (lod != nullptr), GSTexture::Format::Color);
|
|
if (psm.pal > 0)
|
|
{
|
|
AttachPaletteToSource(src, psm.pal, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
ASSERT(src->m_texture);
|
|
|
|
m_src.Add(src, TEX0, m_renderer->m_context->offset.tex);
|
|
|
|
return src;
|
|
}
|
|
|
|
// This really needs a better home...
|
|
extern bool FMVstarted;
|
|
|
|
GSTextureCache::HashCacheEntry* GSTextureCache::LookupHashCache(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, bool& paltex, const u32* clut, const GSVector2i* lod)
|
|
{
|
|
// don't bother hashing if we're not dumping or replacing.
|
|
const bool dump = GSConfig.DumpReplaceableTextures && (!FMVstarted || GSConfig.DumpTexturesWithFMVActive);
|
|
const bool replace = GSConfig.LoadTextureReplacements;
|
|
const bool can_cache = CanCacheTextureSize(TEX0.TW, TEX0.TH);
|
|
if (!dump && !replace && !can_cache)
|
|
return nullptr;
|
|
|
|
// need the hash either for replacing, dumping or caching.
|
|
// if dumping/replacing is on, we compute the clut hash regardless, since replacements aren't indexed
|
|
HashCacheKey key{HashCacheKey::Create(TEX0, TEXA, m_renderer, (dump || replace || !paltex) ? clut : nullptr, lod)};
|
|
|
|
// handle dumping first, this is mostly isolated.
|
|
if (dump)
|
|
{
|
|
// dump base level
|
|
GSTextureReplacements::DumpTexture(key, TEX0, TEXA, m_renderer->m_mem, 0);
|
|
|
|
// and the mips
|
|
if (lod && GSConfig.DumpReplaceableMipmaps)
|
|
{
|
|
const int basemip = lod->x;
|
|
const int nmips = lod->y - lod->x + 1;
|
|
for (int mip = 1; mip < nmips; mip++)
|
|
{
|
|
const GIFRegTEX0 MIP_TEX0{m_renderer->GetTex0Layer(basemip + mip)};
|
|
GSTextureReplacements::DumpTexture(key, MIP_TEX0, TEXA, m_renderer->m_mem, mip);
|
|
}
|
|
}
|
|
}
|
|
|
|
// check with the full key
|
|
auto it = m_hash_cache.find(key);
|
|
|
|
// if this fails, and paltex is on, try indexed texture
|
|
const bool needs_second_lookup = paltex && (dump || replace);
|
|
if (needs_second_lookup && it == m_hash_cache.end())
|
|
it = m_hash_cache.find(key.WithRemovedCLUTHash());
|
|
|
|
// did we find either a replacement, cached/indexed texture?
|
|
if (it != m_hash_cache.end())
|
|
{
|
|
// super easy, cache hit. remove paltex if it's a replacement texture.
|
|
HashCacheEntry* entry = &it->second;
|
|
paltex &= (entry->texture->GetFormat() == GSTexture::Format::UNorm8);
|
|
entry->refcount++;
|
|
return entry;
|
|
}
|
|
|
|
// cache miss.
|
|
// check for a replacement texture with the full clut key
|
|
if (replace)
|
|
{
|
|
bool replacement_texture_pending = false;
|
|
GSTexture* replacement_tex = GSTextureReplacements::LookupReplacementTexture(key, lod != nullptr, &replacement_texture_pending);
|
|
if (replacement_tex)
|
|
{
|
|
// found a replacement texture! insert it into the hash cache, and clear paltex (since it's not indexed)
|
|
const HashCacheEntry entry{replacement_tex, 1u, 0u};
|
|
m_hash_cache_memory_usage += replacement_tex->GetMemUsage();
|
|
paltex = false;
|
|
return &m_hash_cache.emplace(key, entry).first->second;
|
|
}
|
|
else if (replacement_texture_pending)
|
|
{
|
|
// we didn't have a texture immediately, but there is a replacement available (and being loaded).
|
|
// so clear paltex, since when it gets injected back, it's not going to be indexed
|
|
paltex = false;
|
|
}
|
|
}
|
|
|
|
// if this texture isn't cacheable, bail out now since we don't want to waste time preloading it
|
|
if (!can_cache)
|
|
return nullptr;
|
|
|
|
// expand/upload texture
|
|
const int tw = 1 << TEX0.TW;
|
|
const int th = 1 << TEX0.TH;
|
|
GSTexture* tex = g_gs_device->CreateTexture(tw, th, paltex ? false : (lod != nullptr), paltex ? GSTexture::Format::UNorm8 : GSTexture::Format::Color);
|
|
if (!tex)
|
|
{
|
|
// out of video memory if we hit here
|
|
return nullptr;
|
|
}
|
|
|
|
// upload base level
|
|
PreloadTexture(TEX0, TEXA, m_renderer->m_mem, paltex, tex, 0);
|
|
|
|
// upload mips if present
|
|
if (lod)
|
|
{
|
|
const int basemip = lod->x;
|
|
const int nmips = lod->y - lod->x + 1;
|
|
for (int mip = 1; mip < nmips; mip++)
|
|
{
|
|
const GIFRegTEX0 MIP_TEX0{m_renderer->GetTex0Layer(basemip + mip)};
|
|
PreloadTexture(MIP_TEX0, TEXA, m_renderer->m_mem, paltex, tex, mip);
|
|
}
|
|
}
|
|
|
|
// remove the palette hash when using paltex/indexed
|
|
if (paltex)
|
|
key.RemoveCLUTHash();
|
|
|
|
// insert into the cache cache, and we're done
|
|
const HashCacheEntry entry{tex, 1u, 0u};
|
|
m_hash_cache_memory_usage += tex->GetMemUsage();
|
|
return &m_hash_cache.emplace(key, entry).first->second;
|
|
}
|
|
|
|
GSTextureCache::Target* GSTextureCache::CreateTarget(const GIFRegTEX0& TEX0, int w, int h, int type, const bool clear)
|
|
{
|
|
ASSERT(type == RenderTarget || type == DepthStencil);
|
|
|
|
Target* t = new Target(m_renderer, TEX0, m_can_convert_depth, type);
|
|
|
|
// FIXME: initial data should be unswizzled from local mem in Update() if dirty
|
|
|
|
if (type == RenderTarget)
|
|
{
|
|
t->m_texture = g_gs_device->CreateSparseRenderTarget(w, h, GSTexture::Format::Color, clear);
|
|
|
|
t->m_used = true; // FIXME
|
|
}
|
|
else if (type == DepthStencil)
|
|
{
|
|
t->m_texture = g_gs_device->CreateSparseDepthStencil(w, h, GSTexture::Format::DepthStencil, clear);
|
|
}
|
|
|
|
t->m_texture->SetScale(m_renderer->GetTextureScaleFactor());
|
|
|
|
m_dst[type].push_front(t);
|
|
|
|
return t;
|
|
}
|
|
|
|
void GSTextureCache::Read(Target* t, const GSVector4i& r)
|
|
{
|
|
if (!t->m_dirty.empty() || r.width() == 0 || r.height() == 0)
|
|
return;
|
|
|
|
const GIFRegTEX0& TEX0 = t->m_TEX0;
|
|
|
|
GSTexture::Format fmt;
|
|
ShaderConvert ps_shader;
|
|
switch (TEX0.PSM)
|
|
{
|
|
case PSM_PSMCT32:
|
|
case PSM_PSMCT24:
|
|
fmt = GSTexture::Format::Color;
|
|
ps_shader = ShaderConvert::COPY;
|
|
break;
|
|
|
|
case PSM_PSMCT16:
|
|
case PSM_PSMCT16S:
|
|
fmt = GSTexture::Format::UInt16;
|
|
ps_shader = ShaderConvert::RGBA8_TO_16_BITS;
|
|
break;
|
|
|
|
case PSM_PSMZ32:
|
|
case PSM_PSMZ24:
|
|
fmt = GSTexture::Format::UInt32;
|
|
ps_shader = ShaderConvert::FLOAT32_TO_32_BITS;
|
|
break;
|
|
|
|
case PSM_PSMZ16:
|
|
case PSM_PSMZ16S:
|
|
fmt = GSTexture::Format::UInt16;
|
|
ps_shader = ShaderConvert::FLOAT32_TO_16_BITS;
|
|
break;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
|
|
// Yes lots of logging, but I'm not confident with this code
|
|
GL_PUSH("Texture Cache Read. Format(0x%x)", TEX0.PSM);
|
|
|
|
GL_PERF("TC: Read Back Target: %d (0x%x)[fmt: 0x%x]. Size %dx%d",
|
|
t->m_texture->GetID(), TEX0.TBP0, TEX0.PSM, r.width(), r.height());
|
|
|
|
const GSVector4 src = GSVector4(r) * GSVector4(t->m_texture->GetScale()).xyxy() / GSVector4(t->m_texture->GetSize()).xyxy();
|
|
|
|
bool res;
|
|
GSTexture::GSMap m;
|
|
|
|
if (t->m_texture->GetScale() == GSVector2(1, 1) && ps_shader == ShaderConvert::COPY)
|
|
res = g_gs_device->DownloadTexture(t->m_texture, r, m);
|
|
else
|
|
res = g_gs_device->DownloadTextureConvert(t->m_texture, src, GSVector2i(r.width(), r.height()), fmt, ps_shader, m, false);
|
|
|
|
if (res)
|
|
{
|
|
const GSOffset off = m_renderer->m_mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM);
|
|
|
|
switch (TEX0.PSM)
|
|
{
|
|
case PSM_PSMCT32:
|
|
case PSM_PSMZ32:
|
|
m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r);
|
|
break;
|
|
case PSM_PSMCT24:
|
|
case PSM_PSMZ24:
|
|
m_renderer->m_mem.WritePixel24(m.bits, m.pitch, off, r);
|
|
break;
|
|
case PSM_PSMCT16:
|
|
case PSM_PSMCT16S:
|
|
case PSM_PSMZ16:
|
|
case PSM_PSMZ16S:
|
|
m_renderer->m_mem.WritePixel16(m.bits, m.pitch, off, r);
|
|
break;
|
|
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
g_gs_device->DownloadTextureComplete();
|
|
}
|
|
}
|
|
|
|
void GSTextureCache::Read(Source* t, const GSVector4i& r)
|
|
{
|
|
const GIFRegTEX0& TEX0 = t->m_TEX0;
|
|
|
|
GSTexture::GSMap m;
|
|
if (g_gs_device->DownloadTexture(t->m_texture, r, m))
|
|
{
|
|
GSOffset off = m_renderer->m_mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM);
|
|
m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r);
|
|
g_gs_device->DownloadTextureComplete();
|
|
}
|
|
}
|
|
|
|
void GSTextureCache::PrintMemoryUsage()
|
|
{
|
|
#ifdef ENABLE_OGL_DEBUG
|
|
u32 tex = 0;
|
|
u32 tex_rt = 0;
|
|
u32 rt = 0;
|
|
u32 dss = 0;
|
|
for (auto s : m_src.m_surfaces)
|
|
{
|
|
if (s && !s->m_shared_texture)
|
|
{
|
|
if (s->m_target)
|
|
tex_rt += s->m_texture->GetMemUsage();
|
|
else
|
|
tex += s->m_texture->GetMemUsage();
|
|
}
|
|
}
|
|
for (auto t : m_dst[RenderTarget])
|
|
{
|
|
if (t)
|
|
rt += t->m_texture->GetMemUsage();
|
|
}
|
|
for (auto t : m_dst[DepthStencil])
|
|
{
|
|
if (t)
|
|
dss += t->m_texture->GetMemUsage();
|
|
}
|
|
|
|
GL_PERF("MEM: RO Tex %dMB. RW Tex %dMB. Target %dMB. Depth %dMB", tex >> 20u, tex_rt >> 20u, rt >> 20u, dss >> 20u);
|
|
#endif
|
|
}
|
|
|
|
// GSTextureCache::Surface
|
|
|
|
GSTextureCache::Surface::Surface(GSRenderer* r)
|
|
: m_renderer(r)
|
|
, m_texture(NULL)
|
|
, m_from_hash_cache(NULL)
|
|
, m_age(0)
|
|
, m_32_bits_fmt(false)
|
|
, m_shared_texture(false)
|
|
, m_end_block(0)
|
|
{
|
|
m_TEX0.TBP0 = GSTextureCache::MAX_BP;
|
|
}
|
|
|
|
GSTextureCache::Surface::~Surface()
|
|
{
|
|
// Shared textures are pointers copy. Therefore no allocation
|
|
// to recycle.
|
|
if (!m_shared_texture && !m_from_hash_cache && m_texture)
|
|
g_gs_device->Recycle(m_texture);
|
|
}
|
|
|
|
void GSTextureCache::Surface::UpdateAge()
|
|
{
|
|
m_age = 0;
|
|
}
|
|
|
|
bool GSTextureCache::Surface::Inside(u32 bp, u32 bw, u32 psm, const GSVector4i& rect)
|
|
{
|
|
// Valid only for color formats.
|
|
const u32 end_block = GSLocalMemory::m_psm[psm].info.bn(rect.z - 1, rect.w - 1, bp, bw);
|
|
return bp >= m_TEX0.TBP0 && end_block <= m_end_block;
|
|
}
|
|
|
|
bool GSTextureCache::Surface::Overlaps(u32 bp, u32 bw, u32 psm, const GSVector4i& rect)
|
|
{
|
|
// Valid only for color formats.
|
|
const u32 end_block = GSLocalMemory::m_psm[psm].info.bn(rect.z - 1, rect.w - 1, bp, bw);
|
|
const bool overlap = GSTextureCache::CheckOverlap(m_TEX0.TBP0, m_end_block, bp, end_block);
|
|
return overlap;
|
|
}
|
|
|
|
// GSTextureCache::Source
|
|
|
|
GSTextureCache::Source::Source(GSRenderer* r, const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, bool dummy_container)
|
|
: Surface(r)
|
|
, m_palette_obj(nullptr)
|
|
, m_palette(nullptr)
|
|
, m_valid_rect(0, 0)
|
|
, m_target(false)
|
|
, m_p2t(NULL)
|
|
, m_from_target(NULL)
|
|
, m_from_target_TEX0(TEX0)
|
|
{
|
|
m_TEX0 = TEX0;
|
|
m_TEXA = TEXA;
|
|
|
|
if (dummy_container)
|
|
{
|
|
// Dummy container only contain a m_texture that is a pointer to another source.
|
|
|
|
m_write.rect = NULL;
|
|
m_write.count = 0;
|
|
|
|
m_repeating = false;
|
|
}
|
|
else
|
|
{
|
|
memset(m_layer_TEX0, 0, sizeof(m_layer_TEX0));
|
|
memset(m_layer_hash, 0, sizeof(m_layer_hash));
|
|
|
|
m_write.rect = (GSVector4i*)_aligned_malloc(3 * sizeof(GSVector4i), 32);
|
|
m_write.count = 0;
|
|
|
|
m_repeating = m_TEX0.IsRepeating();
|
|
|
|
if (m_repeating && !CanPreload())
|
|
{
|
|
m_p2t = r->m_mem.GetPage2TileMap(m_TEX0);
|
|
}
|
|
|
|
m_pages = m_renderer->m_context->offset.tex.pageLooperForRect(GSVector4i(0, 0, 1 << TEX0.TW, 1 << TEX0.TH));
|
|
}
|
|
}
|
|
|
|
GSTextureCache::Source::~Source()
|
|
{
|
|
_aligned_free(m_write.rect);
|
|
}
|
|
|
|
void GSTextureCache::Source::Update(const GSVector4i& rect, int level)
|
|
{
|
|
Surface::UpdateAge();
|
|
|
|
if (m_target || m_from_hash_cache || (m_complete_layers & (1u << level)))
|
|
return;
|
|
|
|
if (CanPreload())
|
|
{
|
|
PreloadLevel(level);
|
|
return;
|
|
}
|
|
|
|
const GSVector2i& bs = GSLocalMemory::m_psm[m_TEX0.PSM].bs;
|
|
const int tw = 1 << m_TEX0.TW;
|
|
const int th = 1 << m_TEX0.TH;
|
|
GSVector4i r = rect.ralign<Align_Outside>(bs);
|
|
|
|
if (r.eq(GSVector4i(0, 0, tw, th)))
|
|
m_complete_layers |= (1u << level);
|
|
|
|
const GSOffset& off = m_renderer->m_context->offset.tex;
|
|
GSOffset::BNHelper bn = off.bnMulti(r.left, r.top);
|
|
|
|
u32 blocks = 0;
|
|
|
|
if (!m_valid)
|
|
m_valid = std::make_unique<u32[]>(MAX_PAGES);
|
|
|
|
if (m_repeating)
|
|
{
|
|
for (int y = r.top; y < r.bottom; y += bs.y, bn.nextBlockY())
|
|
{
|
|
for (int x = r.left; x < r.right; bn.nextBlockX(), x += bs.x)
|
|
{
|
|
int i = (bn.blkY() << 7) + bn.blkX();
|
|
u32 block = bn.valueNoWrap();
|
|
|
|
if (block < MAX_BLOCKS || m_wrap_gs_mem)
|
|
{
|
|
u32 addr = i % MAX_BLOCKS;
|
|
|
|
u32 row = addr >> 5u;
|
|
u32 col = 1 << (addr & 31u);
|
|
|
|
if ((m_valid[row] & col) == 0)
|
|
{
|
|
m_valid[row] |= col;
|
|
|
|
Write(GSVector4i(x, y, x + bs.x, y + bs.y), level);
|
|
|
|
blocks++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int y = r.top; y < r.bottom; y += bs.y, bn.nextBlockY())
|
|
{
|
|
for (int x = r.left; x < r.right; x += bs.x, bn.nextBlockX())
|
|
{
|
|
u32 block = bn.valueNoWrap();
|
|
|
|
if (block < MAX_BLOCKS || m_wrap_gs_mem)
|
|
{
|
|
block %= MAX_BLOCKS;
|
|
|
|
u32 row = block >> 5u;
|
|
u32 col = 1 << (block & 31u);
|
|
|
|
if ((m_valid[row] & col) == 0)
|
|
{
|
|
m_valid[row] |= col;
|
|
|
|
Write(GSVector4i(x, y, x + bs.x, y + bs.y), level);
|
|
|
|
blocks++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (blocks > 0)
|
|
{
|
|
g_perfmon.Put(GSPerfMon::Unswizzle, bs.x * bs.y * blocks << (m_palette ? 2 : 0));
|
|
Flush(m_write.count, level);
|
|
}
|
|
}
|
|
|
|
void GSTextureCache::Source::UpdateLayer(const GIFRegTEX0& TEX0, const GSVector4i& rect, int layer)
|
|
{
|
|
if (layer > 6)
|
|
return;
|
|
|
|
if (m_target) // Yeah keep dreaming
|
|
return;
|
|
|
|
if (TEX0 == m_layer_TEX0[layer])
|
|
return;
|
|
|
|
GIFRegTEX0 old_TEX0 = m_TEX0;
|
|
|
|
m_layer_TEX0[layer] = TEX0;
|
|
m_TEX0 = TEX0;
|
|
|
|
Update(rect, layer);
|
|
|
|
m_TEX0 = old_TEX0;
|
|
}
|
|
|
|
void GSTextureCache::Source::Write(const GSVector4i& r, int layer)
|
|
{
|
|
m_write.rect[m_write.count++] = r;
|
|
|
|
while (m_write.count >= 2)
|
|
{
|
|
GSVector4i& a = m_write.rect[m_write.count - 2];
|
|
GSVector4i& b = m_write.rect[m_write.count - 1];
|
|
|
|
if ((a == b.zyxw()).mask() == 0xfff0)
|
|
{
|
|
a.right = b.right; // extend right
|
|
|
|
m_write.count--;
|
|
}
|
|
else if ((a == b.xwzy()).mask() == 0xff0f)
|
|
{
|
|
a.bottom = b.bottom; // extend down
|
|
|
|
m_write.count--;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (m_write.count > 2)
|
|
{
|
|
Flush(1, layer);
|
|
}
|
|
}
|
|
|
|
void GSTextureCache::Source::Flush(u32 count, int layer)
|
|
{
|
|
// This function as written will not work for paletted formats copied from framebuffers
|
|
// because they are 8 or 4 bit formats on the GS and the GS local memory module reads
|
|
// these into an 8 bit format while the D3D surfaces are 32 bit.
|
|
// However the function is never called for these cases. This is just for information
|
|
// should someone wish to use this function for these cases later.
|
|
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[m_TEX0.PSM];
|
|
|
|
int tw = 1 << m_TEX0.TW;
|
|
int th = 1 << m_TEX0.TH;
|
|
|
|
GSVector4i tr(0, 0, tw, th);
|
|
|
|
int pitch = std::max(tw, psm.bs.x) * sizeof(u32);
|
|
|
|
GSLocalMemory& mem = m_renderer->m_mem;
|
|
|
|
const GSOffset& off = m_renderer->m_context->offset.tex;
|
|
|
|
GSLocalMemory::readTexture rtx = psm.rtx;
|
|
|
|
if (m_palette)
|
|
{
|
|
pitch >>= 2;
|
|
rtx = psm.rtxP;
|
|
}
|
|
|
|
u8* buff = m_temp;
|
|
|
|
for (u32 i = 0; i < count; i++)
|
|
{
|
|
GSVector4i r = m_write.rect[i];
|
|
|
|
if ((r > tr).mask() & 0xff00)
|
|
{
|
|
(mem.*rtx)(off, r, buff, pitch, m_TEXA);
|
|
|
|
m_texture->Update(r.rintersect(tr), buff, pitch, layer);
|
|
}
|
|
else
|
|
{
|
|
GSTexture::GSMap m;
|
|
|
|
if (m_texture->Map(m, &r, layer))
|
|
{
|
|
(mem.*rtx)(off, r, m.bits, m.pitch, m_TEXA);
|
|
|
|
m_texture->Unmap();
|
|
}
|
|
else
|
|
{
|
|
(mem.*rtx)(off, r, buff, pitch, m_TEXA);
|
|
|
|
m_texture->Update(r, buff, pitch, layer);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (count < m_write.count)
|
|
{
|
|
// Warning src and destination overlap. Memmove must be used instead of memcpy
|
|
memmove(&m_write.rect[0], &m_write.rect[count], (m_write.count - count) * sizeof(m_write.rect[0]));
|
|
}
|
|
|
|
m_write.count -= count;
|
|
}
|
|
|
|
void GSTextureCache::Source::PreloadLevel(int level)
|
|
{
|
|
// m_TEX0 is adjusted for mips (messy, should be changed).
|
|
const HashType hash = HashTexture(m_renderer, m_TEX0, m_TEXA);
|
|
|
|
// Layer is complete again, regardless of whether the hash matches or not (and we reupload).
|
|
const u8 layer_bit = static_cast<u8>(1) << level;
|
|
m_complete_layers |= layer_bit;
|
|
|
|
// Check whether the hash matches. Black textures will be 0, so check the valid bit.
|
|
if ((m_valid_hashes & layer_bit) && m_layer_hash[level] == hash)
|
|
return;
|
|
|
|
m_valid_hashes |= layer_bit;
|
|
m_layer_hash[level] = hash;
|
|
|
|
// And upload the texture.
|
|
PreloadTexture(m_TEX0, m_TEXA, m_renderer->m_mem, m_palette != nullptr, m_texture, level);
|
|
}
|
|
|
|
bool GSTextureCache::Source::ClutMatch(const PaletteKey& palette_key)
|
|
{
|
|
return PaletteKeyEqual()(palette_key, m_palette_obj->GetPaletteKey());
|
|
}
|
|
|
|
// GSTextureCache::Target
|
|
|
|
GSTextureCache::Target::Target(GSRenderer* r, const GIFRegTEX0& TEX0, const bool depth_supported, const int type)
|
|
: Surface(r)
|
|
, m_type(type)
|
|
, m_used(false)
|
|
, m_depth_supported(depth_supported)
|
|
{
|
|
m_TEX0 = TEX0;
|
|
m_32_bits_fmt |= (GSLocalMemory::m_psm[TEX0.PSM].trbpp != 16);
|
|
m_dirty_alpha = GSLocalMemory::m_psm[TEX0.PSM].trbpp != 24;
|
|
|
|
m_valid = GSVector4i::zero();
|
|
}
|
|
|
|
void GSTextureCache::Target::Update()
|
|
{
|
|
Surface::UpdateAge();
|
|
|
|
// FIXME: the union of the rects may also update wrong parts of the render target (but a lot faster :)
|
|
// GH: it must be doable
|
|
// 1/ rescale the new t to the good size
|
|
// 2/ copy each rectangle (rescale the rectangle) (use CopyRect or multiple vertex)
|
|
// Alternate
|
|
// 1/ uses multiple vertex rectangle
|
|
|
|
GSVector4i unscaled_size = GSVector4i(GSVector4(m_texture->GetSize()) / GSVector4(m_texture->GetScale()));
|
|
GSVector4i r = m_dirty.GetDirtyRectAndClear(m_TEX0, GSVector2i(unscaled_size.x, unscaled_size.y));
|
|
|
|
if (r.rempty())
|
|
return;
|
|
|
|
// No handling please
|
|
if ((m_type == DepthStencil) && !m_depth_supported)
|
|
{
|
|
// do the most likely thing a direct write would do, clear it
|
|
GL_INS("ERROR: Update DepthStencil dummy");
|
|
|
|
return;
|
|
}
|
|
else if (m_type == DepthStencil && m_renderer->m_game.title == CRC::FFX2)
|
|
{
|
|
GL_INS("ERROR: bad invalidation detected, depth buffer will be cleared");
|
|
// FFX2 menu. Invalidation of the depth is wrongly done and only the first
|
|
// page is invalidated. Technically a CRC hack will be better but I don't expect
|
|
// any games to only upload a single page of data for the depth.
|
|
//
|
|
// FFX2 menu got another bug. I'm not sure the top-left is properly written or not. It
|
|
// could be a gs transfer bug too due to unaligned-page transfer.
|
|
//
|
|
// So the quick and dirty solution is just to clean the depth buffer.
|
|
g_gs_device->ClearDepth(m_texture);
|
|
return;
|
|
}
|
|
|
|
int w = r.width();
|
|
int h = r.height();
|
|
|
|
GIFRegTEXA TEXA;
|
|
|
|
TEXA.AEM = 1;
|
|
TEXA.TA0 = 0;
|
|
TEXA.TA1 = 0x80;
|
|
|
|
GSTexture* t = g_gs_device->CreateTexture(w, h, false, GSTexture::Format::Color);
|
|
|
|
GSOffset off = m_renderer->m_mem.GetOffset(m_TEX0.TBP0, m_TEX0.TBW, m_TEX0.PSM);
|
|
|
|
GSTexture::GSMap m;
|
|
|
|
if (t->Map(m))
|
|
{
|
|
m_renderer->m_mem.ReadTexture(off, r, m.bits, m.pitch, TEXA);
|
|
|
|
t->Unmap();
|
|
}
|
|
else
|
|
{
|
|
int pitch = ((w + 3) & ~3) * 4;
|
|
|
|
m_renderer->m_mem.ReadTexture(off, r, m_temp, pitch, TEXA);
|
|
|
|
t->Update(r.rsize(), m_temp, pitch);
|
|
}
|
|
|
|
// m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, w * h * 4);
|
|
|
|
// Copy the new GS memory content into the destination texture.
|
|
if (m_type == RenderTarget)
|
|
{
|
|
GL_INS("ERROR: Update RenderTarget 0x%x bw:%d (%d,%d => %d,%d)", m_TEX0.TBP0, m_TEX0.TBW, r.x, r.y, r.z, r.w);
|
|
|
|
g_gs_device->StretchRect(t, m_texture, GSVector4(r) * GSVector4(m_texture->GetScale()).xyxy());
|
|
}
|
|
else if (m_type == DepthStencil)
|
|
{
|
|
GL_INS("ERROR: Update DepthStencil 0x%x", m_TEX0.TBP0);
|
|
|
|
// FIXME linear or not?
|
|
g_gs_device->StretchRect(t, m_texture, GSVector4(r) * GSVector4(m_texture->GetScale()).xyxy(), ShaderConvert::RGBA8_TO_FLOAT32);
|
|
}
|
|
|
|
g_gs_device->Recycle(t);
|
|
|
|
UpdateValidity(r);
|
|
}
|
|
|
|
void GSTextureCache::Target::UpdateValidity(const GSVector4i& rect)
|
|
{
|
|
m_valid = m_valid.runion(rect);
|
|
|
|
// Block of the bottom right texel of the validity rectangle, last valid block of the texture
|
|
m_end_block = GSLocalMemory::m_psm[m_TEX0.PSM].info.bn(m_valid.z - 1, m_valid.w - 1, m_TEX0.TBP0, m_TEX0.TBW); // Valid only for color formats
|
|
|
|
// GL_CACHE("UpdateValidity (0x%x->0x%x) from R:%d,%d Valid: %d,%d", m_TEX0.TBP0, m_end_block, rect.z, rect.w, m_valid.z, m_valid.w);
|
|
}
|
|
|
|
// GSTextureCache::SourceMap
|
|
|
|
void GSTextureCache::SourceMap::Add(Source* s, const GIFRegTEX0& TEX0, const GSOffset& off)
|
|
{
|
|
m_surfaces.insert(s);
|
|
|
|
if (s->m_target)
|
|
{
|
|
// TODO
|
|
|
|
// GH: I don't know why but it seems we only consider the first page for a render target
|
|
size_t page = TEX0.TBP0 >> 5;
|
|
|
|
s->m_erase_it[page] = m_map[page].InsertFront(s);
|
|
|
|
return;
|
|
}
|
|
|
|
// The source pointer will be stored/duplicated in all m_map[array of pages]
|
|
s->m_pages.loopPages([this, s](u32 page)
|
|
{
|
|
s->m_erase_it[page] = m_map[page].InsertFront(s);
|
|
});
|
|
}
|
|
|
|
void GSTextureCache::SourceMap::RemoveAll()
|
|
{
|
|
for (auto s : m_surfaces)
|
|
{
|
|
if (s->m_from_hash_cache)
|
|
{
|
|
pxAssert(s->m_from_hash_cache->refcount > 0);
|
|
if ((--s->m_from_hash_cache->refcount) == 0)
|
|
s->m_from_hash_cache->age = 0;
|
|
}
|
|
|
|
delete s;
|
|
}
|
|
|
|
m_surfaces.clear();
|
|
|
|
for (FastList<Source*>& item : m_map)
|
|
{
|
|
item.clear();
|
|
}
|
|
}
|
|
|
|
void GSTextureCache::SourceMap::RemoveAt(Source* s)
|
|
{
|
|
m_surfaces.erase(s);
|
|
|
|
GL_CACHE("TC: Remove Src Texture: %d (0x%x)",
|
|
s->m_texture ? s->m_texture->GetID() : 0,
|
|
s->m_TEX0.TBP0);
|
|
|
|
if (s->m_target)
|
|
{
|
|
const size_t page = s->m_TEX0.TBP0 >> 5;
|
|
m_map[page].EraseIndex(s->m_erase_it[page]);
|
|
}
|
|
else
|
|
{
|
|
s->m_pages.loopPages([this, s](u32 page)
|
|
{
|
|
m_map[page].EraseIndex(s->m_erase_it[page]);
|
|
});
|
|
}
|
|
|
|
if (s->m_from_hash_cache)
|
|
{
|
|
pxAssert(s->m_from_hash_cache->refcount > 0);
|
|
if ((--s->m_from_hash_cache->refcount) == 0)
|
|
s->m_from_hash_cache->age = 0;
|
|
}
|
|
|
|
delete s;
|
|
}
|
|
|
|
void GSTextureCache::AttachPaletteToSource(Source* s, u16 pal, bool need_gs_texture)
|
|
{
|
|
s->m_palette_obj = m_palette_map.LookupPalette(pal, need_gs_texture);
|
|
s->m_palette = need_gs_texture ? s->m_palette_obj->GetPaletteGSTexture() : nullptr;
|
|
}
|
|
|
|
GSTextureCache::SurfaceOffset GSTextureCache::ComputeSurfaceOffset(const GSOffset& off, const GSVector4i& r, const Target* t)
|
|
{
|
|
// Computes offset from Target to offset+rectangle in Target coords.
|
|
if (!t)
|
|
return { false };
|
|
const SurfaceOffset so = ComputeSurfaceOffset(off.bp(), off.bw(), off.psm(), r, t);
|
|
return so;
|
|
}
|
|
|
|
GSTextureCache::SurfaceOffset GSTextureCache::ComputeSurfaceOffset(const uint32_t bp, const uint32_t bw, const uint32_t psm, const GSVector4i& r, const Target* t)
|
|
{
|
|
// Computes offset from Target to bp+bw+psm+r in Target coords.
|
|
if (!t)
|
|
return { false };
|
|
SurfaceOffsetKey sok;
|
|
sok.elems[0].bp = bp;
|
|
sok.elems[0].bw = bw;
|
|
sok.elems[0].psm = psm;
|
|
sok.elems[0].rect = r;
|
|
sok.elems[1].bp = t->m_TEX0.TBP0;
|
|
sok.elems[1].bw = t->m_TEX0.TBW;
|
|
sok.elems[1].psm = t->m_TEX0.PSM;
|
|
sok.elems[1].rect = t->m_valid;
|
|
const SurfaceOffset so = ComputeSurfaceOffset(sok);
|
|
// Check if any dirty rect in the target overlaps with the offset.
|
|
if (so.is_valid && !t->m_dirty.empty())
|
|
{
|
|
const SurfaceOffsetKeyElem& t_sok = sok.elems[1];
|
|
const GSLocalMemory::psm_t& t_psm_s = GSLocalMemory::m_psm[t_sok.psm];
|
|
const u32 so_bp = t_psm_s.info.bn(so.b2a_offset.x, so.b2a_offset.y, t_sok.bp, t_sok.bw);
|
|
const u32 so_bp_end = t_psm_s.info.bn(so.b2a_offset.z - 1, so.b2a_offset.w - 1, t_sok.bp, t_sok.bw);
|
|
for (const auto& dr : t->m_dirty)
|
|
{
|
|
const GSLocalMemory::psm_t& dr_psm_s = GSLocalMemory::m_psm[dr.psm];
|
|
const u32 dr_bp = dr_psm_s.info.bn(dr.r.x, dr.r.y, t_sok.bp, dr.bw);
|
|
const u32 dr_bp_end = dr_psm_s.info.bn(dr.r.z - 1, dr.r.w - 1, t_sok.bp, dr.bw);
|
|
const bool overlap = GSTextureCache::CheckOverlap(dr_bp, dr_bp_end, so_bp, so_bp_end);
|
|
if (overlap)
|
|
{
|
|
// Dirty rectangle in target overlaps with the found offset.
|
|
return { false };
|
|
}
|
|
}
|
|
}
|
|
return so;
|
|
}
|
|
|
|
GSTextureCache::SurfaceOffset GSTextureCache::ComputeSurfaceOffset(const SurfaceOffsetKey& sok)
|
|
{
|
|
const SurfaceOffsetKeyElem& a_el = sok.elems[0];
|
|
const SurfaceOffsetKeyElem& b_el = sok.elems[1];
|
|
const GSLocalMemory::psm_t& a_psm_s = GSLocalMemory::m_psm[a_el.psm];
|
|
const GSLocalMemory::psm_t& b_psm_s = GSLocalMemory::m_psm[b_el.psm];
|
|
const GSVector4i a_rect = a_el.rect.ralign<Align_Outside>(a_psm_s.bs);
|
|
const GSVector4i b_rect = b_el.rect.ralign<Align_Outside>(b_psm_s.bs);
|
|
if (a_rect.width() <= 0 || a_rect.height() <= 0 || a_rect.x < 0 || a_rect.y < 0)
|
|
return { false }; // Invalid A rectangle.
|
|
if (b_rect.width() <= 0 || b_rect.height() <= 0 || b_rect.x < 0 || b_rect.y < 0)
|
|
return { false }; // Invalid B rectangle.
|
|
const u32 a_bp_end = a_psm_s.info.bn(a_rect.z - 1, a_rect.w - 1, a_el.bp, a_el.bw);
|
|
const u32 b_bp_end = b_psm_s.info.bn(b_rect.z - 1, b_rect.w - 1, b_el.bp, b_el.bw);
|
|
const bool overlap = GSTextureCache::CheckOverlap(a_el.bp, a_bp_end, b_el.bp, b_bp_end);
|
|
if (!overlap)
|
|
return { false }; // A and B do not overlap.
|
|
|
|
// Key parameter is valid.
|
|
const auto it = m_surface_offset_cache.find(sok);
|
|
if (it != m_surface_offset_cache.end())
|
|
return it->second; // Cache HIT.
|
|
|
|
// Cache MISS.
|
|
// Search for a valid <x,y> offset from B to A in B coordinates.
|
|
SurfaceOffset so;
|
|
so.is_valid = false;
|
|
const int dx = b_psm_s.bs.x;
|
|
const int dy = b_psm_s.bs.y;
|
|
GSVector4i b2a_offset = GSVector4i::zero();
|
|
if (a_el.bp >= b_el.bp)
|
|
{
|
|
// A starts after B, search <x,y> offset from B to A in B coords.
|
|
for (b2a_offset.x = b_rect.x; b2a_offset.x < b_rect.z; b2a_offset.x += dx)
|
|
{
|
|
for (b2a_offset.y = b_rect.y; b2a_offset.y < b_rect.w; b2a_offset.y += dy)
|
|
{
|
|
const u32 a_candidate_bp = b_psm_s.info.bn(b2a_offset.x, b2a_offset.y, b_el.bp, b_el.bw);
|
|
if (a_el.bp == a_candidate_bp)
|
|
{
|
|
so.is_valid = true; // Sweep search HIT: <x,y> offset found.
|
|
break;
|
|
}
|
|
}
|
|
if (so.is_valid)
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// B starts after A, suppose <x,y> offset is <x,y> of the B validity rectangle.
|
|
so.is_valid = true;
|
|
b2a_offset.x = b_rect.x;
|
|
b2a_offset.y = b_rect.y;
|
|
}
|
|
|
|
assert(!so.is_valid || b2a_offset.x >= b_rect.x);
|
|
assert(!so.is_valid || b2a_offset.x < b_rect.z);
|
|
assert(!so.is_valid || b2a_offset.y >= b_rect.y);
|
|
assert(!so.is_valid || b2a_offset.y < b_rect.w);
|
|
|
|
if (so.is_valid)
|
|
{
|
|
// Search for a valid <z,w> offset from B to the end of A in B coordinates.
|
|
if (a_bp_end >= b_bp_end)
|
|
{
|
|
// A ends after B, suppose <z,w> offset is <z,w> of the B validity rectangle.
|
|
b2a_offset.z = b_rect.z;
|
|
b2a_offset.w = b_rect.w;
|
|
}
|
|
else
|
|
{
|
|
// B ends after A, sweep search <z,w> offset in B coordinates.
|
|
so.is_valid = false;
|
|
for (b2a_offset.z = b2a_offset.x; b2a_offset.z <= b_rect.z; b2a_offset.z += dx)
|
|
{
|
|
for (b2a_offset.w = b2a_offset.y; b2a_offset.w <= b_rect.w; b2a_offset.w += dy)
|
|
{
|
|
const u32 a_candidate_bp_end = b_psm_s.info.bn(b2a_offset.z - 1, b2a_offset.w - 1, b_el.bp, b_el.bw);
|
|
if (a_bp_end == a_candidate_bp_end)
|
|
{
|
|
// Align b2a_offset outside.
|
|
if (b2a_offset.z == b2a_offset.x)
|
|
++b2a_offset.z;
|
|
if (b2a_offset.w == b2a_offset.y)
|
|
++b2a_offset.w;
|
|
b2a_offset = b2a_offset.ralign<Align_Outside>(b_psm_s.bs);
|
|
so.is_valid = true; // Sweep search HIT: <z,w> offset found.
|
|
break;
|
|
}
|
|
}
|
|
if (so.is_valid)
|
|
break;
|
|
}
|
|
if (!so.is_valid)
|
|
{
|
|
// Sweep search <z,w> MISS.
|
|
GL_CACHE("TC: ComputeSurfaceOffset - Could not find <z,w> offset.");
|
|
b2a_offset.z = b_rect.z;
|
|
b2a_offset.w = b_rect.w;
|
|
}
|
|
}
|
|
}
|
|
|
|
assert(!so.is_valid || b2a_offset.z > b2a_offset.x);
|
|
assert(!so.is_valid || b2a_offset.z <= b_rect.z);
|
|
assert(!so.is_valid || b2a_offset.w > b_rect.y);
|
|
assert(!so.is_valid || b2a_offset.w <= b_rect.w);
|
|
|
|
so.b2a_offset = b2a_offset;
|
|
|
|
const GSVector4i& r1 = so.b2a_offset;
|
|
const GSVector4i& r2 = b_rect;
|
|
const GSVector4i ri = r1.rintersect(r2);
|
|
assert(!so.is_valid || (r1.eq(ri) && r1.x >= 0 && r1.y >= 0 && r1.z > 0 && r1.w > 0));
|
|
|
|
// Clear cache if size too big.
|
|
if (m_surface_offset_cache.size() + 1 > S_SURFACE_OFFSET_CACHE_MAX_SIZE)
|
|
{
|
|
GL_PERF("TC: ComputeSurfaceOffset - Size of cache %d too big, clearing it.", m_surface_offset_cache.size());
|
|
m_surface_offset_cache.clear();
|
|
}
|
|
m_surface_offset_cache.emplace(std::make_pair(sok, so));
|
|
if (so.is_valid)
|
|
{
|
|
GL_CACHE("TC: ComputeSurfaceOffset - Cached HIT element (size %d), [B] BW %d, PSM %s, BP 0x%x (END 0x%x) + OFF <%d,%d => %d,%d> ---> [A] BP 0x%x (END: 0x%x).",
|
|
m_surface_offset_cache.size(), b_el.bw, psm_str(b_el.psm), b_el.bp, b_bp_end,
|
|
so.b2a_offset.x, so.b2a_offset.y, so.b2a_offset.z, so.b2a_offset.w,
|
|
a_el.bp, a_bp_end);
|
|
}
|
|
else
|
|
{
|
|
GL_CACHE("TC: ComputeSurfaceOffset - Cached MISS element (size %d), [B] BW %d, PSM %s, BP 0x%x (END 0x%x) -/-> [A] BP 0x%x (END: 0x%x).",
|
|
m_surface_offset_cache.size(), b_el.bw, psm_str(b_el.psm), b_el.bp, b_bp_end,
|
|
a_el.bp, a_bp_end);
|
|
}
|
|
return so;
|
|
}
|
|
|
|
void GSTextureCache::InjectHashCacheTexture(const HashCacheKey& key, GSTexture* tex)
|
|
{
|
|
auto it = m_hash_cache.find(key);
|
|
if (it == m_hash_cache.end())
|
|
{
|
|
// We must've got evicted before we finished loading. No matter, add it in there anyway;
|
|
// if it's not used again, it'll get tossed out later.
|
|
const HashCacheEntry entry{ tex, 1u, 0u };
|
|
m_hash_cache_memory_usage += tex->GetMemUsage();
|
|
m_hash_cache.emplace(key, entry).first->second;
|
|
return;
|
|
}
|
|
|
|
// Reset age so we don't get thrown out too early.
|
|
it->second.age = 0;
|
|
|
|
// Update memory usage, swap the textures, and recycle the old one for reuse.
|
|
m_hash_cache_memory_usage -= it->second.texture->GetMemUsage();
|
|
m_hash_cache_memory_usage += tex->GetMemUsage();
|
|
it->second.texture->Swap(tex);
|
|
g_gs_device->Recycle(tex);
|
|
}
|
|
|
|
// GSTextureCache::Palette
|
|
|
|
GSTextureCache::Palette::Palette(const GSRenderer* renderer, u16 pal, bool need_gs_texture)
|
|
: m_pal(pal)
|
|
, m_tex_palette(nullptr)
|
|
, m_renderer(renderer)
|
|
{
|
|
u16 palette_size = pal * sizeof(u32);
|
|
m_clut = (u32*)_aligned_malloc(palette_size, 64);
|
|
memcpy(m_clut, (const u32*)m_renderer->m_mem.m_clut, palette_size);
|
|
if (need_gs_texture)
|
|
{
|
|
InitializeTexture();
|
|
}
|
|
}
|
|
|
|
GSTextureCache::Palette::~Palette()
|
|
{
|
|
g_gs_device->Recycle(m_tex_palette);
|
|
_aligned_free(m_clut);
|
|
}
|
|
|
|
GSTexture* GSTextureCache::Palette::GetPaletteGSTexture()
|
|
{
|
|
return m_tex_palette;
|
|
}
|
|
|
|
GSTextureCache::PaletteKey GSTextureCache::Palette::GetPaletteKey()
|
|
{
|
|
return {m_clut, m_pal};
|
|
}
|
|
|
|
void GSTextureCache::Palette::InitializeTexture()
|
|
{
|
|
if (!m_tex_palette)
|
|
{
|
|
// A palette texture is always created with dimensions 256x1 (also in the case that m_pal is 16, thus a 16x1 texture
|
|
// would be enough to store the CLUT data) because the coordinates that the shader uses for
|
|
// sampling such texture are always normalized by 255.
|
|
// This is because indexes are stored as normalized values of an RGBA texture (e.g. index 15 will be read as (15/255),
|
|
// and therefore will read texel 15/255 * texture size).
|
|
m_tex_palette = g_gs_device->CreateTexture(256, 1, false, GSTexture::Format::Color);
|
|
m_tex_palette->Update(GSVector4i(0, 0, m_pal, 1), m_clut, m_pal * sizeof(m_clut[0]));
|
|
}
|
|
}
|
|
|
|
// GSTextureCache::PaletteKeyHash
|
|
|
|
u64 GSTextureCache::PaletteKeyHash::operator()(const PaletteKey& key) const
|
|
{
|
|
ASSERT(key.pal == 16 || key.pal == 256);
|
|
return key.pal == 16 ?
|
|
XXH3_64bits(key.clut, sizeof(key.clut[0]) * 16) :
|
|
XXH3_64bits(key.clut, sizeof(key.clut[0]) * 256);
|
|
};
|
|
|
|
// GSTextureCache::PaletteKeyEqual
|
|
|
|
bool GSTextureCache::PaletteKeyEqual::operator()(const PaletteKey& lhs, const PaletteKey& rhs) const
|
|
{
|
|
if (lhs.pal != rhs.pal)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return GSVector4i::compare64(lhs.clut, rhs.clut, lhs.pal * sizeof(lhs.clut[0]));
|
|
};
|
|
|
|
// GSTextureCache::PaletteMap
|
|
|
|
GSTextureCache::PaletteMap::PaletteMap(const GSRenderer* renderer)
|
|
: m_renderer(renderer)
|
|
{
|
|
for (auto& map : m_maps)
|
|
{
|
|
map.reserve(MAX_SIZE);
|
|
}
|
|
}
|
|
|
|
std::shared_ptr<GSTextureCache::Palette> GSTextureCache::PaletteMap::LookupPalette(u16 pal, bool need_gs_texture)
|
|
{
|
|
ASSERT(pal == 16 || pal == 256);
|
|
|
|
// Choose which hash map search into:
|
|
// pal == 16 : index 0
|
|
// pal == 256 : index 1
|
|
auto& map = m_maps[pal == 16 ? 0 : 1];
|
|
|
|
const u32* clut = (const u32*)m_renderer->m_mem.m_clut;
|
|
|
|
// Create PaletteKey for searching into map (clut is actually not copied, so do not store this key into the map)
|
|
const PaletteKey palette_key = {clut, pal};
|
|
|
|
const auto& it1 = map.find(palette_key);
|
|
|
|
if (it1 != map.end())
|
|
{
|
|
// Clut content match, HIT
|
|
if (need_gs_texture && !it1->second->GetPaletteGSTexture())
|
|
{
|
|
// Generate GSTexture and upload clut content if needed and not done yet
|
|
it1->second->InitializeTexture();
|
|
}
|
|
return it1->second;
|
|
}
|
|
|
|
// No palette with matching clut content, MISS
|
|
|
|
if (map.size() > MAX_SIZE)
|
|
{
|
|
// If the map is too big, try to clean it by disposing and removing unused palettes, before adding the new one
|
|
GL_INS("WARNING, %u-bit PaletteMap (Size %u): Max size %u exceeded, clearing unused palettes.", pal * sizeof(u32), map.size(), MAX_SIZE);
|
|
|
|
const u32 current_size = map.size();
|
|
|
|
for (auto it = map.begin(); it != map.end();)
|
|
{
|
|
// If the palette is unused, there is only one shared pointers holding a reference to the unused Palette object,
|
|
// and this shared pointer is the one stored in the map itself
|
|
if (it->second.use_count() <= 1)
|
|
{
|
|
// Palette is unused
|
|
it = map.erase(it); // Erase element from map
|
|
// The palette object should now be gone as the shared pointer to the object in the map is deleted
|
|
}
|
|
else
|
|
{
|
|
++it;
|
|
}
|
|
}
|
|
|
|
const u32 cleared_palette_count = current_size - (u32)map.size();
|
|
|
|
if (cleared_palette_count == 0)
|
|
{
|
|
GL_INS("ERROR, %u-bit PaletteMap (Size %u): Max size %u exceeded, could not clear any palette, negative performance impact.", pal * sizeof(u32), map.size(), MAX_SIZE);
|
|
}
|
|
else
|
|
{
|
|
map.reserve(MAX_SIZE); // Ensure map capacity is not modified by the clearing
|
|
GL_INS("INFO, %u-bit PaletteMap (Size %u): Cleared %u palettes.", pal * sizeof(u32), map.size(), cleared_palette_count);
|
|
}
|
|
}
|
|
|
|
std::shared_ptr<Palette> palette = std::make_shared<Palette>(m_renderer, pal, need_gs_texture);
|
|
|
|
map.emplace(palette->GetPaletteKey(), palette);
|
|
|
|
GL_CACHE("TC, %u-bit PaletteMap (Size %u): Added new palette.", pal * sizeof(u32), map.size());
|
|
|
|
return palette;
|
|
}
|
|
|
|
void GSTextureCache::PaletteMap::Clear()
|
|
{
|
|
for (auto& map : m_maps)
|
|
{
|
|
map.clear(); // Clear all the nodes of the map, deleting Palette objects managed by shared pointers as they should be unused elsewhere
|
|
map.reserve(MAX_SIZE); // Ensure map capacity is not modified by the clearing
|
|
}
|
|
}
|
|
|
|
std::size_t GSTextureCache::SurfaceOffsetKeyHash::operator()(const GSTextureCache::SurfaceOffsetKey& key) const
|
|
{
|
|
std::hash<u32> hash_fn_u32;
|
|
std::hash<int> hash_fn_int;
|
|
std::hash<size_t> hash_fn_szt;
|
|
size_t hash = 0x9e3779b9;
|
|
for (const SurfaceOffsetKeyElem& elem : key.elems)
|
|
{
|
|
hash = hash ^ hash_fn_u32(elem.bp) << 1;
|
|
hash = hash ^ hash_fn_u32(elem.bw) << 1;
|
|
hash = hash ^ hash_fn_u32(elem.psm) << 1;
|
|
hash = hash ^ hash_fn_int(elem.rect.x) << 1;
|
|
hash = hash ^ hash_fn_int(elem.rect.y) << 1;
|
|
hash = hash ^ hash_fn_int(elem.rect.z) << 1;
|
|
hash = hash ^ hash_fn_int(elem.rect.w) << 1;
|
|
}
|
|
return hash_fn_szt(hash);
|
|
}
|
|
|
|
bool GSTextureCache::SurfaceOffsetKeyEqual::operator()(const GSTextureCache::SurfaceOffsetKey& lhs, const GSTextureCache::SurfaceOffsetKey& rhs) const
|
|
{
|
|
for (size_t i = 0; i < lhs.elems.size(); ++i)
|
|
{
|
|
const SurfaceOffsetKeyElem& lhs_elem = lhs.elems.at(i);
|
|
const SurfaceOffsetKeyElem& rhs_elem = rhs.elems.at(i);
|
|
if (lhs_elem.bp != rhs_elem.bp
|
|
|| lhs_elem.bw != rhs_elem.bw
|
|
|| lhs_elem.psm != rhs_elem.psm
|
|
|| !lhs_elem.rect.eq(rhs_elem.rect))
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
using BlockHashState = XXH3_state_t;
|
|
|
|
__fi static void BlockHashReset(BlockHashState& st)
|
|
{
|
|
XXH3_64bits_reset(&st);
|
|
}
|
|
|
|
__fi static void BlockHashAccumulate(BlockHashState& st, const u8* bp)
|
|
{
|
|
XXH3_64bits_update(&st, bp, BLOCK_SIZE);
|
|
}
|
|
|
|
__fi static void BlockHashAccumulate(BlockHashState& st, const u8* bp, u32 size)
|
|
{
|
|
XXH3_64bits_update(&st, bp, size);
|
|
}
|
|
|
|
__fi static GSTextureCache::HashType FinishBlockHash(BlockHashState& st)
|
|
{
|
|
return XXH3_64bits_digest(&st);
|
|
}
|
|
|
|
static void HashTextureLevel(GSRenderer* renderer, const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, BlockHashState& hash_st, u8* temp)
|
|
{
|
|
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
|
|
const GSVector2i& bs = psm.bs;
|
|
const int tw = 1 << TEX0.TW;
|
|
const int th = 1 << TEX0.TH;
|
|
|
|
// From GSLocalMemory foreachBlock(), used for reading textures.
|
|
// We want to hash the exact same blocks here.
|
|
const GSVector4i rect(0, 0, tw, th);
|
|
const GSVector4i block_rect(rect.ralign<Align_Outside>(bs));
|
|
GSLocalMemory& mem = renderer->m_mem;
|
|
GSOffset off = mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM);
|
|
|
|
// For textures which are smaller than the block size, we expand and then hash.
|
|
// This is because otherwise we get the padding bytes, which can be random junk.
|
|
if (tw < bs.x || th < bs.y)
|
|
{
|
|
// Expand texture indices. Align to 32 bytes for AVX2.
|
|
const u32 pitch = Common::AlignUpPow2(static_cast<u32>(block_rect.w), 32);
|
|
const u32 row_size = static_cast<u32>(tw);
|
|
const GSLocalMemory::readTexture rtx = psm.rtxP;
|
|
|
|
// Use temp buffer for expanding, since we may not need to update.
|
|
(renderer->m_mem.*rtx)(off, block_rect, temp, pitch, TEXA);
|
|
|
|
// Hash the expanded texture.
|
|
u8* ptr = temp;
|
|
if (pitch == row_size)
|
|
{
|
|
BlockHashAccumulate(hash_st, ptr, pitch * static_cast<u32>(th));
|
|
}
|
|
else
|
|
{
|
|
for (int y = 0; y < th; y++, ptr += pitch)
|
|
BlockHashAccumulate(hash_st, ptr, row_size);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
BlockHashReset(hash_st);
|
|
|
|
GSOffset::BNHelper bn = off.bnMulti(block_rect.left, block_rect.top);
|
|
const int right = block_rect.right >> off.blockShiftX();
|
|
const int bottom = block_rect.bottom >> off.blockShiftY();
|
|
const int xAdd = (1 << off.blockShiftX()) * (psm.bpp / 8);
|
|
|
|
for (; bn.blkY() < bottom; bn.nextBlockY())
|
|
{
|
|
for (int x = 0; bn.blkX() < right; bn.nextBlockX(), x += xAdd)
|
|
{
|
|
BlockHashAccumulate(hash_st, mem.BlockPtr(bn.value()));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
GSTextureCache::HashType GSTextureCache::HashTexture(GSRenderer* renderer, const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA)
|
|
{
|
|
BlockHashState hash_st;
|
|
BlockHashReset(hash_st);
|
|
HashTextureLevel(renderer, TEX0, TEXA, hash_st, m_temp);
|
|
return FinishBlockHash(hash_st);
|
|
}
|
|
|
|
void GSTextureCache::PreloadTexture(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, GSLocalMemory& mem, bool paltex, GSTexture* tex, u32 level)
|
|
{
|
|
// m_TEX0 is adjusted for mips (messy, should be changed).
|
|
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
|
|
const GSVector2i& bs = psm.bs;
|
|
const int tw = 1 << TEX0.TW;
|
|
const int th = 1 << TEX0.TH;
|
|
|
|
// Expand texture/apply palette.
|
|
const GSVector4i rect(0, 0, tw, th);
|
|
const GSVector4i block_rect(rect.ralign<Align_Outside>(bs));
|
|
const GSOffset off(mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM));
|
|
const int read_width = std::max(tw, psm.bs.x);
|
|
u32 pitch = static_cast<u32>(read_width) * sizeof(u32);
|
|
u32 row_size = static_cast<u32>(tw) * sizeof(u32);
|
|
GSLocalMemory::readTexture rtx = psm.rtx;
|
|
if (paltex)
|
|
{
|
|
pitch >>= 2;
|
|
row_size >>= 2;
|
|
rtx = psm.rtxP;
|
|
}
|
|
|
|
// If we can stream it directly to GPU memory, do so, otherwise go through a temp buffer.
|
|
GSTexture::GSMap map;
|
|
if (rect.eq(block_rect) && tex->Map(map, &rect, level))
|
|
{
|
|
(mem.*rtx)(off, block_rect, map.bits, map.pitch, TEXA);
|
|
tex->Unmap();
|
|
}
|
|
else
|
|
{
|
|
// Align pitch to 32 bytes for AVX2 if we're going through the temp buffer path.
|
|
pitch = Common::AlignUpPow2(pitch, 32);
|
|
|
|
u8* buff = m_temp;
|
|
(mem.*rtx)(off, block_rect, buff, pitch, TEXA);
|
|
tex->Update(rect, buff, pitch, level);
|
|
}
|
|
}
|
|
|
|
GSTextureCache::HashCacheKey::HashCacheKey()
|
|
: TEX0Hash(0)
|
|
, CLUTHash(0)
|
|
{
|
|
TEX0.U64 = 0;
|
|
TEXA.U64 = 0;
|
|
}
|
|
|
|
GSTextureCache::HashCacheKey GSTextureCache::HashCacheKey::Create(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, GSRenderer* renderer, const u32* clut, const GSVector2i* lod)
|
|
{
|
|
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
|
|
|
|
HashCacheKey ret;
|
|
ret.TEX0.U64 = TEX0.U64 & 0x00000007FFF00000ULL;
|
|
ret.TEXA.U64 = (psm.pal == 0 && psm.fmt > 0) ? (TEXA.U64 & 0x000000FF000080FFULL) : 0;
|
|
ret.CLUTHash = clut ? GSTextureCache::PaletteKeyHash{}({clut, psm.pal}) : 0;
|
|
|
|
BlockHashState hash_st;
|
|
BlockHashReset(hash_st);
|
|
|
|
// base level is always hashed
|
|
HashTextureLevel(renderer, TEX0, TEXA, hash_st, m_temp);
|
|
|
|
if (lod)
|
|
{
|
|
// hash and combine full mipmaps when enabled
|
|
const int basemip = lod->x;
|
|
const int nmips = lod->y - lod->x + 1;
|
|
for (int i = 1; i < nmips; i++)
|
|
{
|
|
const GIFRegTEX0 MIP_TEX0{renderer->GetTex0Layer(basemip + i)};
|
|
HashTextureLevel(renderer, MIP_TEX0, TEXA, hash_st, m_temp);
|
|
}
|
|
}
|
|
|
|
ret.TEX0Hash = FinishBlockHash(hash_st);
|
|
|
|
return ret;
|
|
}
|
|
|
|
GSTextureCache::HashCacheKey GSTextureCache::HashCacheKey::WithRemovedCLUTHash() const
|
|
{
|
|
HashCacheKey ret{*this};
|
|
ret.CLUTHash = 0;
|
|
return ret;
|
|
}
|
|
|
|
void GSTextureCache::HashCacheKey::RemoveCLUTHash()
|
|
{
|
|
CLUTHash = 0;
|
|
}
|
|
|
|
u64 GSTextureCache::HashCacheKeyHash::operator()(const HashCacheKey& key) const
|
|
{
|
|
std::size_t h = 0;
|
|
HashCombine(h, key.TEX0Hash, key.CLUTHash, key.TEX0.U64, key.TEXA.U64);
|
|
return h;
|
|
}
|