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