More work on texture cache. Texture address is most of the time the cacheEntry index (as it was before r1871) to help CopyRenderTargetToTexture (fix it still a TODO). But not when texture format is tlut dependent to fix MP1 perf issue.

Fix tlut overrun.
Change TexDecoder_GetSafeTextureHash to fix Pokemon Colosseum and improve speed (we may need to tweak hardcoded value there -> TOTEST).
Few notes too and I let my debug stuff for a while.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1880 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
memberTwo.mb2
2009-01-16 16:28:33 +00:00
parent 7afc53c3a1
commit acc062a2c1
2 changed files with 90 additions and 35 deletions

View File

@ -16,6 +16,7 @@
// http://code.google.com/p/dolphin-emu/
#include "Common.h"
//#include "VideoCommon.h" // to get debug logs
#include "CPUDetect.h"
#include "TextureDecoder.h"
@ -67,29 +68,42 @@ int TexDecoder_GetTextureSizeInBytes(int width, int height, int format)
u32 TexDecoder_GetTlutHash(const u8* src, int len)
{
//char str[40000], st[20]; str[0]='\0';for (int i=0;i<len;i++){sprintf(st,"%02x ",src[i]);strcat(str,st);}
//DebugLog("tlut: %s", str);
u32 hash = 0xbeefbabe;
for (int i = 0; i < len ; i++) {
hash = _rotl(hash, 7) ^ src[i];
hash += 7;
for (int i = 0; i < len / 4; i ++) {
hash = _rotl(hash, 7) ^ ((u32 *)src)[i];
hash += 7; // to add a bit more entropy/mess in here
//DebugLog("%02i | hash: %08x | src: %08x", i, hash, ((u32 *)src)[i]);
}
return hash;
}
u32 TexDecoder_GetSafeTextureHash(const u8 *src, int width, int height, int texformat, u32 seed)
{
int sz = TexDecoder_GetTextureSizeInBytes(width, height, texformat);
// Notes (mb2): A relative important mess in data is needed for a good hash. The safest way to satisfy this would be
// to perform the hash on the whole texture. But since it kills perf we use some assuptions for speed:
// -First assumption: texture borders don't carry more different data than the rest of the texture. We skip few
// texels on the edges.
// -Second assumption: consecutives lines may not differ that much. We skip some lines regularly.
// -Third assumption: User info (messy datas), in textures, should be either always centered or at the beginning.
// So we can stop hashing near the center.
// very tweakable (Pokemon Colesseum texts are pretty good test cases, especially short ones)
const int edgeSkip = 3;
const int colSkip = 3;
const int rowSkip = 5;
const int rowEnd = (width - edgeSkip)/4;
const int byteWidth = TexDecoder_GetTextureSizeInBytes(width, 1, texformat);
const int colEnd = height / 2 - edgeSkip;
u32 hash = seed ? seed : 0x1337c0de;
if (sz < 2048) {
for (int i = 0; i < sz / 4; i += 13) {
hash = _rotl(hash, 17) ^ ((u32 *)src)[i];
}
return hash;
} else {
int step = sz / 13 / 4;
for (int i = 0; i < sz / 4; i += step) {
hash = _rotl(hash, 17) ^ ((u32 *)src)[i];
for (int y = edgeSkip; y < colEnd; y += colSkip)
{
for (int x = edgeSkip; x < rowEnd; x += rowSkip)
{
hash = _rotl(hash, 17) ^ ((u32 *)src)[x+byteWidth*y];
}
}
return hash;
@ -117,7 +131,7 @@ int TexDecoder_GetBlockWidthInTexels(int format)
int TexDecoder_GetPaletteSize(int format)
{
switch (format) {
case GX_TF_C4: return 16*2;
case GX_TF_C4: return 16*2;
case GX_TF_C8: return 256*2;
case GX_TF_C14X2: return 16384*2;
default: