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TextureCacheBase: Update and improve documentation for EFB copies
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@ -377,30 +377,36 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
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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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// 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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// 1a) Whenever this function gets called, encode the requested EFB data to RAM (like EFB to RAM)
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// 1b) Set efbcopy_state to EC_VRAM_DYNAMIC for all texture cache entries in the destination address range.
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// If EFB copy caching is enabled, further checks will (try to) prevent redundant EFB copies.
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// 2) Check if a texture cache entry for the specified dstAddr already exists (i.e. if an EFB copy was triggered to that address before):
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// 2a) Entry doesn't exist:
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// - Also copy the requested EFB data to a texture object in VRAM (like EFB to texture)
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// - Create a texture cache entry for the target (efbcopy_state = EC_VRAM_READY)
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// - Store a hash of the encoded RAM data in the texcache entry.
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// 2b) Entry exists AND efbcopy_state is EC_VRAM_READY:
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// - Like case 2a, but reuse the old texcache entry instead of creating a new one.
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// 2c) Entry exists AND efbcopy_state is EC_VRAM_DYNAMIC:
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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 always end up deleting it and reloading the data from RAM 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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// 3a) If the two hashes match AND efbcopy_state is EC_VRAM_READY, reuse the VRAM copy you created
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// 3b) If the two hashes differ AND efbcopy_state is EC_VRAM_READY, screw your existing VRAM copy. Set efbcopy_state to EC_VRAM_DYNAMIC.
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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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// 3c) If efbcopy_state is EC_VRAM_DYNAMIC, treat the EFB copy like a normal texture.
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// Advantage: Non-dynamic EFB copies can be visually enhanced like with EFB to texture.
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// Compatibility is as good as EFB to RAM.
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// Disadvantage: Slower than EFB to texture and often even slower than EFB to RAM.
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// EFB copy cache depends on accurate texture hashing being enabled. However, with accurate hashing you end up being as slow as without a copy cache 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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//
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// For historical reasons, Dolphin doesn't actually implement "pure" EFB to RAM emulation, but only EFB to texture and hybrid EFB copies.
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float colmat[28] = {0};
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float *const fConstAdd = colmat + 16;
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@ -16,9 +16,9 @@ class TextureCache
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public:
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enum EFBCopyState
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{
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EC_NO_COPY,
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EC_VRAM_READY,
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EC_VRAM_DYNAMIC,
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EC_NO_COPY, // regular texture
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EC_VRAM_READY, // EFB copy sits in VRAM and is ready to use
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EC_VRAM_DYNAMIC, // EFB copy sits in RAM and needs to be decoded before using it as a texture
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};
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struct TCacheEntryBase
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