TextureCache: Move EFB copy cache code from TextureConverter to TextureCache

This commit is contained in:
NeoBrainX
2011-12-30 01:00:34 +01:00
committed by NeoBrainX
parent a02df43e6d
commit cc54ee7d94
7 changed files with 51 additions and 51 deletions

View File

@ -39,6 +39,7 @@
#include "Globals.h"
#include "Hash.h"
#include "HiresTextures.h"
#include "HW/Memmap.h"
#include "ImageWrite.h"
#include "MemoryUtil.h"
#include "PixelShaderCache.h"
@ -317,7 +318,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
if (false == g_ActiveConfig.bCopyEFBToTexture)
{
hash = TextureConverter::EncodeToRamFromTexture(
int encoded_size = TextureConverter::EncodeToRamFromTexture(
addr,
read_texture,
srcFormat == PIXELFMT_Z24,
@ -325,6 +326,15 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
dstFormat,
scaleByHalf,
srcRect);
u8* dst = Memory::GetPointer(addr);
hash = GetHash64(dst,encoded_size,g_ActiveConfig.iSafeTextureCache_ColorSamples);
// Mark texture entries in destination address range dynamic unless caching is enabled and the texture entry is up to date
if (!g_ActiveConfig.bEFBCopyCacheEnable)
TextureCache::MakeRangeDynamic(addr,encoded_size);
else if (!TextureCache::Find(addr, hash))
TextureCache::MakeRangeDynamic(addr,encoded_size);
}
FramebufferManager::SetFramebuffer(0);

View File

@ -250,7 +250,7 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
}
u64 EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
{
u32 format = copyfmt;
@ -308,19 +308,8 @@ u64 EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource,
dest_ptr, expandedWidth / samples, expandedHeight, readStride,
true, bScaleByHalf > 0 && !bFromZBuffer);
return size_in_bytes; // TODO: D3D11 is calculating this value differently!
u64 hash = GetHash64(dest_ptr, size_in_bytes,
g_ActiveConfig.iSafeTextureCache_ColorSamples);
if (g_ActiveConfig.bEFBCopyCacheEnable)
{
// If the texture in RAM is already in the texture cache,
// do not copy it again as it has not changed.
if (TextureCache::Find(address, hash))
return hash;
}
TextureCache::MakeRangeDynamic(address,size_in_bytes);
return hash;
}
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)

View File

@ -37,7 +37,8 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture);
u64 EncodeToRamFromTexture(u32 address, GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source);
// returns size of the encoded data (in bytes)
int EncodeToRamFromTexture(u32 address, GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source);
}