// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include #include "Common/FileUtil.h" #include "Common/MemoryUtil.h" #include "Common/StringUtil.h" #include "Core/ConfigManager.h" #include "Core/HW/Memmap.h" #include "VideoCommon/Debugger.h" #include "VideoCommon/HiresTextures.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/TextureCacheBase.h" #include "VideoCommon/VideoConfig.h" enum { TEXTURE_KILL_THRESHOLD = 200, RENDER_TARGET_KILL_THRESHOLD = 3, }; TextureCache *g_texture_cache; GC_ALIGNED16(u8 *TextureCache::temp) = nullptr; unsigned int TextureCache::temp_size; TextureCache::TexCache TextureCache::textures; TextureCache::RenderTargetPool TextureCache::render_target_pool; TextureCache::BackupConfig TextureCache::backup_config; static bool invalidate_texture_cache_requested; TextureCache::TCacheEntryBase::~TCacheEntryBase() { } TextureCache::TextureCache() { temp_size = 2048 * 2048 * 4; if (!temp) temp = (u8*)AllocateAlignedMemory(temp_size, 16); TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter); if (g_ActiveConfig.bHiresTextures && !g_ActiveConfig.bDumpTextures) HiresTextures::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID); SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures); invalidate_texture_cache_requested = false; } void TextureCache::RequestInvalidateTextureCache() { invalidate_texture_cache_requested = true; } void TextureCache::Invalidate() { for (auto& tex : textures) { delete tex.second; } textures.clear(); for (auto& rt : render_target_pool) { delete rt; } render_target_pool.clear(); } TextureCache::~TextureCache() { Invalidate(); FreeAlignedMemory(temp); temp = nullptr; } void TextureCache::OnConfigChanged(VideoConfig& config) { if (g_texture_cache) { // TODO: Invalidating texcache is really stupid in some of these cases if (config.iSafeTextureCache_ColorSamples != backup_config.s_colorsamples || config.bTexFmtOverlayEnable != backup_config.s_texfmt_overlay || config.bTexFmtOverlayCenter != backup_config.s_texfmt_overlay_center || config.bHiresTextures != backup_config.s_hires_textures || invalidate_texture_cache_requested) { g_texture_cache->Invalidate(); if (g_ActiveConfig.bHiresTextures) HiresTextures::Init(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID); SetHash64Function(g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures); TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter); invalidate_texture_cache_requested = false; } // TODO: Probably shouldn't clear all render targets here, just mark them dirty or something. if (config.bEFBCopyCacheEnable != backup_config.s_copy_cache_enable || // TODO: not sure if this is needed? config.bCopyEFBToTexture != backup_config.s_copy_efb_to_texture || config.bCopyEFBScaled != backup_config.s_copy_efb_scaled || config.bEFBCopyEnable != backup_config.s_copy_efb || config.iEFBScale != backup_config.s_efb_scale) { g_texture_cache->ClearRenderTargets(); } } backup_config.s_colorsamples = config.iSafeTextureCache_ColorSamples; backup_config.s_copy_efb_to_texture = config.bCopyEFBToTexture; backup_config.s_copy_efb_scaled = config.bCopyEFBScaled; backup_config.s_copy_efb = config.bEFBCopyEnable; backup_config.s_efb_scale = config.iEFBScale; backup_config.s_texfmt_overlay = config.bTexFmtOverlayEnable; backup_config.s_texfmt_overlay_center = config.bTexFmtOverlayCenter; backup_config.s_hires_textures = config.bHiresTextures; backup_config.s_copy_cache_enable = config.bEFBCopyCacheEnable; } void TextureCache::Cleanup() { TexCache::iterator iter = textures.begin(); TexCache::iterator tcend = textures.end(); while (iter != tcend) { if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount && // EFB copies living on the host GPU are unrecoverable and thus shouldn't be deleted !iter->second->IsEfbCopy()) { delete iter->second; textures.erase(iter++); } else { ++iter; } } for (size_t i = 0; i < render_target_pool.size();) { auto rt = render_target_pool[i]; if (frameCount > RENDER_TARGET_KILL_THRESHOLD + rt->frameCount) { delete rt; render_target_pool[i] = render_target_pool.back(); render_target_pool.pop_back(); } else { ++i; } } } void TextureCache::InvalidateRange(u32 start_address, u32 size) { TexCache::iterator iter = textures.begin(), tcend = textures.end(); while (iter != tcend) { const int rangePosition = iter->second->IntersectsMemoryRange(start_address, size); if (0 == rangePosition) { delete iter->second; textures.erase(iter++); } else { ++iter; } } } void TextureCache::MakeRangeDynamic(u32 start_address, u32 size) { TexCache::iterator iter = textures.lower_bound(start_address), tcend = textures.upper_bound(start_address + size); if (iter != textures.begin()) --iter; for (; iter != tcend; ++iter) { const int rangePosition = iter->second->IntersectsMemoryRange(start_address, size); if (0 == rangePosition) { iter->second->SetHashes(TEXHASH_INVALID); } } } bool TextureCache::Find(u32 start_address, u64 hash) { TexCache::iterator iter = textures.lower_bound(start_address); if (iter->second->hash == hash) return true; return false; } int TextureCache::TCacheEntryBase::IntersectsMemoryRange(u32 range_address, u32 range_size) const { if (addr + size_in_bytes < range_address) return -1; if (addr >= range_address + range_size) return 1; return 0; } void TextureCache::ClearRenderTargets() { TexCache::iterator iter = textures.begin(), tcend = textures.end(); while (iter != tcend) { if (iter->second->type == TCET_EC_VRAM) { delete iter->second; textures.erase(iter++); } else { ++iter; } } } bool TextureCache::CheckForCustomTextureLODs(u64 tex_hash, int texformat, unsigned int levels) { if (levels == 1) return false; // Just checking if the necessary files exist, if they can't be loaded or have incorrect dimensions LODs will be black std::string texBasePathTemp = StringFromFormat("%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (tex_hash & 0x00000000FFFFFFFFLL), texformat); for (unsigned int level = 1; level < levels; ++level) { std::string texPathTemp = StringFromFormat("%s_mip%u", texBasePathTemp.c_str(), level); if (!HiresTextures::HiresTexExists(texPathTemp)) { if (level > 1) WARN_LOG(VIDEO, "Couldn't find custom texture LOD with index %u (filename: %s), disabling custom LODs for this texture", level, texPathTemp.c_str()); return false; } } return true; } PC_TexFormat TextureCache::LoadCustomTexture(u64 tex_hash, int texformat, unsigned int level, unsigned int& width, unsigned int& height) { std::string texPathTemp; unsigned int newWidth = 0; unsigned int newHeight = 0; u32 tex_hash_u32 = tex_hash & 0x00000000FFFFFFFFLL; if (level == 0) texPathTemp = StringFromFormat("%s_%08x_%i", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), tex_hash_u32, texformat); else texPathTemp = StringFromFormat("%s_%08x_%i_mip%u", SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), tex_hash_u32, texformat, level); unsigned int required_size = 0; PC_TexFormat ret = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, &required_size, texformat, temp_size, temp); if (ret == PC_TEX_FMT_NONE && temp_size < required_size) { // Allocate more memory and try again // TODO: Should probably check if newWidth and newHeight are texture dimensions which are actually supported by the current video backend temp_size = required_size; FreeAlignedMemory(temp); temp = (u8*)AllocateAlignedMemory(temp_size, 16); ret = HiresTextures::GetHiresTex(texPathTemp, &newWidth, &newHeight, &required_size, texformat, temp_size, temp); } if (ret != PC_TEX_FMT_NONE) { if (level > 0 && (newWidth != width || newHeight != height)) ERROR_LOG(VIDEO, "Invalid custom texture size %dx%d for texture %s. This mipmap layer _must_ be %dx%d.", newWidth, newHeight, texPathTemp.c_str(), width, height); if (newWidth * height != newHeight * width) ERROR_LOG(VIDEO, "Invalid custom texture size %dx%d for texture %s. The aspect differs from the native size %dx%d.", newWidth, newHeight, texPathTemp.c_str(), width, height); if (newWidth % width || newHeight % height) WARN_LOG(VIDEO, "Invalid custom texture size %dx%d for texture %s. Please use an integer upscaling factor based on the native size %dx%d.", newWidth, newHeight, texPathTemp.c_str(), width, height); width = newWidth; height = newHeight; } return ret; } void TextureCache::DumpTexture(TCacheEntryBase* entry, unsigned int level) { std::string filename; std::string szDir = File::GetUserPath(D_DUMPTEXTURES_IDX) + SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID; // make sure that the directory exists if (!File::Exists(szDir) || !File::IsDirectory(szDir)) File::CreateDir(szDir); // For compatibility with old texture packs, don't print the LOD index for level 0. // TODO: TLUT format should actually be stored in filename? :/ if (level == 0) { filename = StringFromFormat("%s/%s_%08x_%i.png", szDir.c_str(), SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32)(entry->hash & 0x00000000FFFFFFFFLL), entry->format & 0xFFFF); } else { filename = StringFromFormat("%s/%s_%08x_%i_mip%i.png", szDir.c_str(), SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str(), (u32) (entry->hash & 0x00000000FFFFFFFFLL), entry->format & 0xFFFF, level); } if (!File::Exists(filename)) entry->Save(filename, level); } static u32 CalculateLevelSize(u32 level_0_size, u32 level) { return (level_0_size + ((1 << level) - 1)) >> level; } // Used by TextureCache::Load static TextureCache::TCacheEntryBase* ReturnEntry(unsigned int stage, TextureCache::TCacheEntryBase* entry) { entry->frameCount = frameCount; entry->Bind(stage); GFX_DEBUGGER_PAUSE_AT(NEXT_TEXTURE_CHANGE, true); return entry; } TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int const stage, u32 const address, unsigned int width, unsigned int height, int const texformat, unsigned int const tlutaddr, int const tlutfmt, bool const use_mipmaps, unsigned int maxlevel, bool const from_tmem) { if (0 == address) return nullptr; // TexelSizeInNibbles(format) * width * height / 16; const unsigned int bsw = TexDecoder_GetBlockWidthInTexels(texformat) - 1; const unsigned int bsh = TexDecoder_GetBlockHeightInTexels(texformat) - 1; unsigned int expandedWidth = (width + bsw) & (~bsw); unsigned int expandedHeight = (height + bsh) & (~bsh); const unsigned int nativeW = width; const unsigned int nativeH = height; u32 texID = address; // Hash assigned to texcache entry (also used to generate filenames used for texture dumping and custom texture lookup) u64 tex_hash = TEXHASH_INVALID; u64 tlut_hash = TEXHASH_INVALID; u32 full_format = texformat; PC_TexFormat pcfmt = PC_TEX_FMT_NONE; const bool isPaletteTexture = (texformat == GX_TF_C4 || texformat == GX_TF_C8 || texformat == GX_TF_C14X2); if (isPaletteTexture) full_format = texformat | (tlutfmt << 16); const u32 texture_size = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat); const u8* src_data; if (from_tmem) src_data = &texMem[bpmem.tex[stage / 4].texImage1[stage % 4].tmem_even * TMEM_LINE_SIZE]; else src_data = Memory::GetPointer(address); // TODO: This doesn't hash GB tiles for preloaded RGBA8 textures (instead, it's hashing more data from the low tmem bank than it should) tex_hash = GetHash64(src_data, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples); if (isPaletteTexture) { const u32 palette_size = TexDecoder_GetPaletteSize(texformat); tlut_hash = GetHash64(&texMem[tlutaddr], palette_size, g_ActiveConfig.iSafeTextureCache_ColorSamples); // NOTE: For non-paletted textures, texID is equal to the texture address. // A paletted texture, however, may have multiple texIDs assigned though depending on the currently used tlut. // This (changing texID depending on the tlut_hash) is a trick to get around // an issue with Metroid Prime's fonts (it has multiple sets of fonts on each other // stored in a single texture and uses the palette to make different characters // visible or invisible. Thus, unless we want to recreate the textures for every drawn character, // we must make sure that a paletted texture gets assigned multiple IDs for each tlut used. // // TODO: Because texID isn't always the same as the address now, CopyRenderTargetToTexture might be broken now texID ^= ((u32)tlut_hash) ^(u32)(tlut_hash >> 32); tex_hash ^= tlut_hash; } // D3D doesn't like when the specified mipmap count would require more than one 1x1-sized LOD in the mipmap chain // e.g. 64x64 with 7 LODs would have the mipmap chain 64x64,32x32,16x16,8x8,4x4,2x2,1x1,1x1, so we limit the mipmap count to 6 there while (g_ActiveConfig.backend_info.bUseMinimalMipCount && std::max(expandedWidth, expandedHeight) >> maxlevel == 0) --maxlevel; TCacheEntryBase *entry = textures[texID]; if (entry) { // 1. Calculate reference hash: // calculated from RAM texture data for normal textures. Hashes for paletted textures are modified by tlut_hash. 0 for virtual EFB copies. if (g_ActiveConfig.bCopyEFBToTexture && entry->IsEfbCopy()) tex_hash = TEXHASH_INVALID; // 2. a) For EFB copies, only the hash and the texture address need to match if (entry->IsEfbCopy() && tex_hash == entry->hash && address == entry->addr) { entry->type = TCET_EC_VRAM; // TODO: Print a warning if the format changes! In this case, // we could reinterpret the internal texture object data to the new pixel format // (similar to what is already being done in Renderer::ReinterpretPixelFormat()) return ReturnEntry(stage, entry); } // 2. b) For normal textures, all texture parameters need to match if (address == entry->addr && tex_hash == entry->hash && full_format == entry->format && entry->num_mipmaps > maxlevel && entry->native_width == nativeW && entry->native_height == nativeH) { return ReturnEntry(stage, entry); } // 3. If we reach this line, we'll have to upload the new texture data to VRAM. // If we're lucky, the texture parameters didn't change and we can reuse the internal texture object instead of destroying and recreating it. // // TODO: Don't we need to force texture decoding to RGBA8 for dynamic EFB copies? // TODO: Actually, it should be enough if the internal texture format matches... if ((entry->type == TCET_NORMAL && width == entry->virtual_width && height == entry->virtual_height && full_format == entry->format && entry->num_mipmaps > maxlevel) || (entry->type == TCET_EC_DYNAMIC && entry->native_width == width && entry->native_height == height)) { // reuse the texture } else { // delete the texture and make a new one delete entry; entry = nullptr; } } bool using_custom_texture = false; if (g_ActiveConfig.bHiresTextures) { // This function may modify width/height. pcfmt = LoadCustomTexture(tex_hash, texformat, 0, width, height); if (pcfmt != PC_TEX_FMT_NONE) { if (expandedWidth != width || expandedHeight != height) { expandedWidth = width; expandedHeight = height; // If we thought we could reuse the texture before, make sure to pool it now! if (entry) { delete entry; entry = nullptr; } } using_custom_texture = true; } } if (!using_custom_texture) { if (!(texformat == GX_TF_RGBA8 && from_tmem)) { pcfmt = TexDecoder_Decode(temp, src_data, expandedWidth, expandedHeight, texformat, tlutaddr, tlutfmt); } else { u8* src_data_gb = &texMem[bpmem.tex[stage/4].texImage2[stage%4].tmem_odd * TMEM_LINE_SIZE]; pcfmt = TexDecoder_DecodeRGBA8FromTmem(temp, src_data, src_data_gb, expandedWidth, expandedHeight); } } u32 texLevels = use_mipmaps ? (maxlevel + 1) : 1; const bool using_custom_lods = using_custom_texture && CheckForCustomTextureLODs(tex_hash, texformat, texLevels); // Only load native mips if their dimensions fit to our virtual texture dimensions const bool use_native_mips = use_mipmaps && !using_custom_lods && (width == nativeW && height == nativeH); texLevels = (use_native_mips || using_custom_lods) ? texLevels : 1; // TODO: Should be forced to 1 for non-pow2 textures (e.g. efb copies with automatically adjusted IR) // create the entry/texture if (nullptr == entry) { textures[texID] = entry = g_texture_cache->CreateTexture(width, height, expandedWidth, texLevels, pcfmt); // Sometimes, we can get around recreating a texture if only the number of mip levels changes // e.g. if our texture cache entry got too many mipmap levels we can limit the number of used levels by setting the appropriate render states // Thus, we don't update this member for every Load, but just whenever the texture gets recreated // TODO: This is the wrong value. We should be storing the number of levels our actual texture has. // But that will currently make the above "existing entry" tests fail as "texLevels" is not calculated until after. // Currently, we might try to reuse a texture which appears to have more levels than actual, maybe.. entry->num_mipmaps = maxlevel + 1; entry->type = TCET_NORMAL; GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true); } else { // load texture (CreateTexture also loads level 0) entry->Load(width, height, expandedWidth, 0); } entry->SetGeneralParameters(address, texture_size, full_format, entry->num_mipmaps); entry->SetDimensions(nativeW, nativeH, width, height); entry->hash = tex_hash; if (entry->IsEfbCopy() && !g_ActiveConfig.bCopyEFBToTexture) entry->type = TCET_EC_DYNAMIC; else entry->type = TCET_NORMAL; if (g_ActiveConfig.bDumpTextures && !using_custom_texture) DumpTexture(entry, 0); u32 level = 1; // load mips - TODO: Loading mipmaps from tmem is untested! if (pcfmt != PC_TEX_FMT_NONE) { if (use_native_mips) { src_data += texture_size; const u8* ptr_even = nullptr; const u8* ptr_odd = nullptr; if (from_tmem) { ptr_even = &texMem[bpmem.tex[stage/4].texImage1[stage%4].tmem_even * TMEM_LINE_SIZE + texture_size]; ptr_odd = &texMem[bpmem.tex[stage/4].texImage2[stage%4].tmem_odd * TMEM_LINE_SIZE]; } for (; level != texLevels; ++level) { const u32 mip_width = CalculateLevelSize(width, level); const u32 mip_height = CalculateLevelSize(height, level); const u32 expanded_mip_width = (mip_width + bsw) & (~bsw); const u32 expanded_mip_height = (mip_height + bsh) & (~bsh); const u8*& mip_src_data = from_tmem ? ((level % 2) ? ptr_odd : ptr_even) : src_data; TexDecoder_Decode(temp, mip_src_data, expanded_mip_width, expanded_mip_height, texformat, tlutaddr, tlutfmt); mip_src_data += TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat); entry->Load(mip_width, mip_height, expanded_mip_width, level); if (g_ActiveConfig.bDumpTextures) DumpTexture(entry, level); } } else if (using_custom_lods) { for (; level != texLevels; ++level) { unsigned int mip_width = CalculateLevelSize(width, level); unsigned int mip_height = CalculateLevelSize(height, level); LoadCustomTexture(tex_hash, texformat, level, mip_width, mip_height); entry->Load(mip_width, mip_height, mip_width, level); } } } INCSTAT(stats.numTexturesCreated); SETSTAT(stats.numTexturesAlive, textures.size()); return ReturnEntry(stage, entry); } void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf) { // Emulation methods: // // - EFB to RAM: // Encodes the requested EFB data at its native resolution to the emulated RAM using shaders. // Load() decodes the data from there again (using TextureDecoder) if the EFB copy is being used as a texture again. // Advantage: CPU can read data from the EFB copy and we don't lose any important updates to the texture // Disadvantage: Encoding+decoding steps often are redundant because only some games read or modify EFB copies before using them as textures. // // - EFB to texture: // Copies the requested EFB data to a texture object in VRAM, performing any color conversion using shaders. // 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. // Since we don't do any further encoding or decoding here, this method is much faster. // It also allows enhancing the visual quality by doing scaled EFB copies. // // - Hybrid EFB copies: // 1a) Whenever this function gets called, encode the requested EFB data to RAM (like EFB to RAM) // 1b) Set type to TCET_EC_DYNAMIC for all texture cache entries in the destination address range. // If EFB copy caching is enabled, further checks will (try to) prevent redundant EFB copies. // 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): // 2a) Entry doesn't exist: // - Also copy the requested EFB data to a texture object in VRAM (like EFB to texture) // - Create a texture cache entry for the target (type = TCET_EC_VRAM) // - Store a hash of the encoded RAM data in the texcache entry. // 2b) Entry exists AND type is TCET_EC_VRAM: // - Like case 2a, but reuse the old texcache entry instead of creating a new one. // 2c) Entry exists AND type is TCET_EC_DYNAMIC: // - Only encode the texture to RAM (like EFB to RAM) and store a hash of the encoded data in the existing texcache entry. // - 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. // 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. // 3a) If the two hashes match AND type is TCET_EC_VRAM, reuse the VRAM copy you created // 3b) If the two hashes differ AND type is TCET_EC_VRAM, screw your existing VRAM copy. Set type to TCET_EC_DYNAMIC. // Redecode the source RAM data to a VRAM object. The entry basically behaves like a normal texture now. // 3c) If type is TCET_EC_DYNAMIC, treat the EFB copy like a normal texture. // Advantage: Non-dynamic EFB copies can be visually enhanced like with EFB to texture. // Compatibility is as good as EFB to RAM. // Disadvantage: Slower than EFB to texture and often even slower than EFB to RAM. // 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. // // Disadvantage of all methods: Calling this function requires the GPU to perform a pipeline flush which stalls any further CPU processing. // // For historical reasons, Dolphin doesn't actually implement "pure" EFB to RAM emulation, but only EFB to texture and hybrid EFB copies. float colmat[28] = {0}; float *const fConstAdd = colmat + 16; float *const ColorMask = colmat + 20; ColorMask[0] = ColorMask[1] = ColorMask[2] = ColorMask[3] = 255.0f; ColorMask[4] = ColorMask[5] = ColorMask[6] = ColorMask[7] = 1.0f / 255.0f; unsigned int cbufid = -1; bool efbHasAlpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24; if (srcFormat == PEControl::Z24) { switch (dstFormat) { case 0: // Z4 colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f; cbufid = 0; break; case 1: // Z8 case 8: // Z8 colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f; cbufid = 1; break; case 3: // Z16 colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f; cbufid = 2; break; case 11: // Z16 (reverse order) colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f; cbufid = 3; break; case 6: // Z24X8 colmat[0] = colmat[5] = colmat[10] = 1.0f; cbufid = 4; break; case 9: // Z8M colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f; cbufid = 5; break; case 10: // Z8L colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; cbufid = 6; break; case 12: // Z16L - copy lower 16 depth bits // expected to be used as an IA8 texture (upper 8 bits stored as intensity, lower 8 bits stored as alpha) // Used e.g. in Zelda: Skyward Sword colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f; cbufid = 7; break; default: ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", dstFormat); colmat[2] = colmat[5] = colmat[8] = 1.0f; cbufid = 8; break; } } else if (isIntensity) { fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f; switch (dstFormat) { case 0: // I4 case 1: // I8 case 2: // IA4 case 3: // IA8 case 8: // I8 // TODO - verify these coefficients colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f; colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f; colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f; if (dstFormat < 2 || dstFormat == 8) { colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f; fConstAdd[3] = 16.0f/255.0f; if (dstFormat == 0) { ColorMask[0] = ColorMask[1] = ColorMask[2] = 15.0f; ColorMask[4] = ColorMask[5] = ColorMask[6] = 1.0f / 15.0f; cbufid = 9; } else { cbufid = 10; } } else// alpha { colmat[15] = 1; if (dstFormat == 2) { ColorMask[0] = ColorMask[1] = ColorMask[2] = ColorMask[3] = 15.0f; ColorMask[4] = ColorMask[5] = ColorMask[6] = ColorMask[7] = 1.0f / 15.0f; cbufid = 11; } else { cbufid = 12; } } break; default: ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%x", dstFormat); colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; cbufid = 13; break; } } else { switch (dstFormat) { case 0: // R4 colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; ColorMask[0] = 15.0f; ColorMask[4] = 1.0f / 15.0f; cbufid = 14; break; case 1: // R8 case 8: // R8 colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; cbufid = 15; break; case 2: // RA4 colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f; ColorMask[0] = ColorMask[3] = 15.0f; ColorMask[4] = ColorMask[7] = 1.0f / 15.0f; cbufid = 16; if (!efbHasAlpha) { ColorMask[3] = 0.0f; fConstAdd[3] = 1.0f; cbufid = 17; } break; case 3: // RA8 colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1.0f; cbufid = 18; if (!efbHasAlpha) { ColorMask[3] = 0.0f; fConstAdd[3] = 1.0f; cbufid = 19; } break; case 7: // A8 colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1.0f; cbufid = 20; if (!efbHasAlpha) { ColorMask[3] = 0.0f; fConstAdd[0] = 1.0f; fConstAdd[1] = 1.0f; fConstAdd[2] = 1.0f; fConstAdd[3] = 1.0f; cbufid = 21; } break; case 9: // G8 colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f; cbufid = 22; break; case 10: // B8 colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; cbufid = 23; break; case 11: // RG8 colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f; cbufid = 24; break; case 12: // GB8 colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f; cbufid = 25; break; case 4: // RGB565 colmat[0] = colmat[5] = colmat[10] = 1.0f; ColorMask[0] = ColorMask[2] = 31.0f; ColorMask[4] = ColorMask[6] = 1.0f / 31.0f; ColorMask[1] = 63.0f; ColorMask[5] = 1.0f / 63.0f; fConstAdd[3] = 1.0f; // set alpha to 1 cbufid = 26; break; case 5: // RGB5A3 colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; ColorMask[0] = ColorMask[1] = ColorMask[2] = 31.0f; ColorMask[4] = ColorMask[5] = ColorMask[6] = 1.0f / 31.0f; ColorMask[3] = 7.0f; ColorMask[7] = 1.0f / 7.0f; cbufid = 27; if (!efbHasAlpha) { ColorMask[3] = 0.0f; fConstAdd[3] = 1.0f; cbufid = 28; } break; case 6: // RGBA8 colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; cbufid = 29; if (!efbHasAlpha) { ColorMask[3] = 0.0f; fConstAdd[3] = 1.0f; cbufid = 30; } break; default: ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", dstFormat); colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f; cbufid = 31; break; } } const unsigned int tex_w = scaleByHalf ? srcRect.GetWidth()/2 : srcRect.GetWidth(); const unsigned int tex_h = scaleByHalf ? srcRect.GetHeight()/2 : srcRect.GetHeight(); unsigned int scaled_tex_w = g_ActiveConfig.bCopyEFBScaled ? Renderer::EFBToScaledX(tex_w) : tex_w; unsigned int scaled_tex_h = g_ActiveConfig.bCopyEFBScaled ? Renderer::EFBToScaledY(tex_h) : tex_h; TCacheEntryBase *entry = textures[dstAddr]; if (entry) { if (entry->type == TCET_EC_DYNAMIC && entry->native_width == tex_w && entry->native_height == tex_h) { scaled_tex_w = tex_w; scaled_tex_h = tex_h; } else if (!(entry->type == TCET_EC_VRAM && entry->virtual_width == scaled_tex_w && entry->virtual_height == scaled_tex_h)) { if (entry->type == TCET_EC_VRAM) { // try to re-use this render target later FreeRenderTarget(entry); } else { // remove it and recreate it as a render target delete entry; } entry = nullptr; } } if (nullptr == entry) { // create the texture textures[dstAddr] = entry = AllocateRenderTarget(scaled_tex_w, scaled_tex_h); // TODO: Using the wrong dstFormat, dumb... entry->SetGeneralParameters(dstAddr, 0, dstFormat, 1); entry->SetDimensions(tex_w, tex_h, scaled_tex_w, scaled_tex_h); entry->SetHashes(TEXHASH_INVALID); entry->type = TCET_EC_VRAM; } entry->frameCount = frameCount; entry->FromRenderTarget(dstAddr, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf, cbufid, colmat); } TextureCache::TCacheEntryBase* TextureCache::AllocateRenderTarget(unsigned int width, unsigned int height) { for (size_t i = 0; i < render_target_pool.size(); ++i) { auto rt = render_target_pool[i]; if (rt->virtual_width != width || rt->virtual_height != height) continue; render_target_pool[i] = render_target_pool.back(); render_target_pool.pop_back(); return rt; } return g_texture_cache->CreateRenderTargetTexture(width, height); } void TextureCache::FreeRenderTarget(TCacheEntryBase* entry) { render_target_pool.push_back(entry); }