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TextureCacheBase: Small bugfix
Added documentation for hybrid EFB copy stuff
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@ -189,6 +189,10 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
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if (isPaletteTexture)
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full_format = texformat | (tlutfmt << 16);
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u8* ptr = Memory::GetPointer(address);
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const u32 texture_size = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat);
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hash_value = texHash = GetHash64(ptr, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
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if (isPaletteTexture)
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{
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const u32 palette_size = TexDecoder_GetPaletteSize(texformat);
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@ -204,24 +208,15 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
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//
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// TODO: Because texID isn't always the same as the address now, CopyRenderTargetToTexture might be broken now
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texID ^= ((u32)tlut_hash) ^(u32)(tlut_hash >> 32);
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hash_value = texHash ^= tlut_hash;
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}
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bool texture_is_dynamic = false;
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const u32 texture_size = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat);
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u8* ptr = Memory::GetPointer(address);
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TCacheEntryBase *entry = textures[texID];
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if (entry)
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{
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// 1. Calculate reference hash:
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// calculated from RAM texture data for normal textures. Hashes for paletted textures are modified by tlut_hash. 0 for virtual EFB copies.
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hash_value = texHash = GetHash64(ptr, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples);
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if (isPaletteTexture)
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hash_value = texHash ^= tlut_hash;
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if (g_ActiveConfig.bCopyEFBToTexture && (entry->isRenderTarget || entry->isDynamic))
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hash_value = TEXHASH_INVALID;
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@ -378,6 +373,39 @@ return_entry:
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void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat,
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const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
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{
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// Emulation methods:
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// - EFB to RAM:
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// Encodes the requested EFB data at its native resolution to the emulated RAM using shaders.
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// Load() decodes the data from there again (using TextureDecoder) if the EFB copy is being used as a texture again.
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// Advantage: CPU can read data from the EFB copy and we don't lose any important updates to the texture
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// Disadvantage: Encoding+decoding steps often are redundant because only some games read or modify EFB copies before using them as textures.
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// - EFB to texture:
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// Copies the requested EFB data to a texture object in VRAM, performing any color conversion using shaders.
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// Advantage: Works for many games, since in most cases EFB copies aren't read or modified at all before being used as a texture again.
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// Since we don't do any further encoding or decoding here, this method is much faster.
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// It also allows enhancing the visual quality by doing scaled EFB copies.
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// - hybrid EFB copies:
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// 1) Whenever this function gets called, encode the requested EFB data to RAM (like EFB to RAM)
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// 2a) If we haven't copied to the specified dstAddr yet, copy the requested EFB data to a texture object in VRAM as well (like EFB to texture)
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// Create a texture cache entry for the render target (isRenderTarget = true, isDynamic = false)
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// Store a hash of the encoded RAM data in the texcache entry.
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// 2b) If we already have created a texcache entry for dstAddr (i.e. if we copied to dstAddr before) AND isDynamic is false:
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// Do the same like above, but reuse the old texcache entry instead of creating a new one.
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// 2c) If we already have created a texcache entry for dstAddr AND isDynamic is true (isRenderTarget will be false then)
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// Only encode the texture to RAM (like EFB to RAM) and store a hash of the encoded data in the existing texcache entry.
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// Do NOT copy the requested EFB data to a VRAM object. Reason: the texture is dynamic, i.e. the CPU is modifying it. Storing a VRAM copy is useless, because we'd end up deleting it and reloading the data from RAM again anyway.
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// 3) If the EFB copy gets used as a texture, compare the source RAM hash with the hash you stored when encoding the EFB data to RAM.
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// 3a) If the two hashes match AND isDynamic is still false, reuse the VRAM copy you created
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// 3b) If the two hashes differ AND isDynamic is still false, screw your existing VRAM copy. Set isRenderTarget to false and isDynamic to true.
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// Redecode the source RAM data to a VRAM object. The entry basically behaves like a normal texture now.
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// 3c) If isDynamic is true, treat the EFB copy like a normal texture.
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// Advantage: Neither as fast as EFB to texture nor as slow as EFB to RAM, so it's a good compromise.
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// Non-dynamic EFB copies can be visually enhanced like with EFB to texture.
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// Compatibility ideally is as good as with EFB to RAM.
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// Disadvantage: Depends on accurate texture hashing being enabled. However, with accurate hashing you end up being as slow as EFB to RAM anyway.
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//
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// Disadvantage of all methods: Calling this function requires the GPU to perform a pipeline flush which stalls any further CPU processing.
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float colmat[28] = {0};
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float *const fConstAdd = colmat + 16;
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float *const ColorMask = colmat + 20;
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@ -33,7 +33,7 @@ public:
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// EFB copies
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bool isRenderTarget; // copied from EFB
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bool isDynamic; // Used for hybrid EFB copies to enable checks for CPU modifications
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bool isDynamic; // Used for hybrid EFB copies to enable checks for CPU modifications, see CopyFromRenderTarget for details
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// used to delete textures which haven't been used for TEXTURE_KILL_THRESHOLD frames
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int frameCount;
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