dolphin/Source/Plugins/Plugin_VideoDX9/Src/TextureCache.cpp
Rodolfo Osvaldo Bogado 0ac07e8aa8 Big Commit this will break a lot, fix a lot, but i thing is a good step:
Implemented all the correct format conversions in efb to texture copy.
replaced all the stretcrect calls with quad draws this must improve speed a bit.
A BIGGGGGGGGGG cleanup in the code and reorganization.
reimplemented zpeek using a secondary render target ( this still is buggy so many issues left)
please a lot off feedback.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4520 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-08 20:35:11 +00:00

490 lines
14 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <d3dx9.h>
#include "Globals.h"
#include "Statistics.h"
#include "MemoryUtil.h"
#include "Hash.h"
#include "CommonPaths.h"
#include "FileUtil.h"
#include "D3DBase.h"
#include "D3DTexture.h"
#include "D3DUtil.h"
#include "FramebufferManager.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "VertexShaderManager.h"
#include "VertexShaderCache.h"
#include "Render.h"
#include "TextureDecoder.h"
#include "TextureCache.h"
#include "debugger/debugger.h"
u8 *TextureCache::temp = NULL;
TextureCache::TexCache TextureCache::textures;
extern int frameCount;
#define TEMP_SIZE (1024*1024*4)
#define TEXTURE_KILL_THRESHOLD 200
void TextureCache::TCacheEntry::Destroy(bool shutdown)
{
if (texture)
texture->Release();
texture = 0;
if (!isRenderTarget && !shutdown && !g_ActiveConfig.bSafeTextureCache)
{
u32 *ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr);
if (ptr && *ptr == hash)
*ptr = oldpixel;
}
}
void TextureCache::Init()
{
temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter);
}
void TextureCache::Invalidate(bool shutdown)
{
for (TexCache::iterator iter = textures.begin(); iter != textures.end(); iter++)
iter->second.Destroy(shutdown);
textures.clear();
}
void TextureCache::Shutdown()
{
Invalidate(true);
FreeMemoryPages(temp, TEMP_SIZE);
temp = NULL;
}
void TextureCache::Cleanup()
{
TexCache::iterator iter = textures.begin();
while (iter != textures.end())
{
if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second.frameCount)
{
if (!iter->second.isRenderTarget)
{
iter->second.Destroy(false);
iter = textures.erase(iter);
}
else
{
// Used to be just iter++
iter->second.Destroy(false);
iter = textures.erase(iter);
}
}
else
{
iter++;
}
}
}
TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width, int height, int tex_format, int tlutaddr, int tlutfmt)
{
if (address == 0)
return NULL;
u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1; //TexelSizeInNibbles(format)*width*height/16;
int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1; //TexelSizeInNibbles(format)*width*height/16;
int expandedWidth = (width + bsw) & (~bsw);
int expandedHeight = (height + bsh) & (~bsh);
u32 hash_value;
u32 texID = address;
u32 texHash;
if (g_ActiveConfig.bSafeTextureCache || g_ActiveConfig.bDumpTextures)
{
texHash = TexDecoder_GetSafeTextureHash(ptr, expandedWidth, expandedHeight, tex_format, 0);
if (g_ActiveConfig.bSafeTextureCache)
hash_value = texHash;
if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
{
// WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up)
// tlut size can be up to 32768B (GX_TF_C14X2) but Safer == Slower.
// This trick (to change the texID depending on the TLUT addr) is a trick to get around
// an issue with metroid prime's fonts, where it has multiple sets of fonts on top of
// 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 texture with different tluts get different IDs.
u32 tlutHash = TexDecoder_GetTlutHash(&texMem[tlutaddr], (tex_format == GX_TF_C4) ? 32 : 128);
texHash ^= tlutHash;
if (g_ActiveConfig.bSafeTextureCache)
texID ^= tlutHash;
}
}
bool skip_texture_create = false;
TexCache::iterator iter = textures.find(texID);
if (iter != textures.end())
{
TCacheEntry &entry = iter->second;
if (!g_ActiveConfig.bSafeTextureCache)
hash_value = ((u32 *)ptr)[0];
if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash)))
{
entry.frameCount = frameCount;
D3D::SetTexture(stage, entry.texture);
return &entry;
}
else
{
// Let's reload the new texture data into the same texture,
// instead of destroying it and having to create a new one.
// Might speed up movie playback very, very slightly.
if (width == entry.w && height==entry.h && tex_format == entry.fmt)
{
skip_texture_create = true;
}
else
{
entry.Destroy(false);
textures.erase(iter);
}
}
}
PC_TexFormat pcfmt = TexDecoder_Decode(temp, ptr, expandedWidth, height, tex_format, tlutaddr, tlutfmt);
D3DFORMAT d3d_fmt;
switch (pcfmt) {
case PC_TEX_FMT_BGRA32:
d3d_fmt = D3DFMT_A8R8G8B8;
break;
case PC_TEX_FMT_RGB565:
d3d_fmt = D3DFMT_R5G6B5;
break;
case PC_TEX_FMT_IA4_AS_IA8:
d3d_fmt = D3DFMT_A8L8;
break;
case PC_TEX_FMT_I8:
case PC_TEX_FMT_I4_AS_I8:
d3d_fmt = D3DFMT_A8P8; // A hack which means the format is a packed
// 8-bit intensity texture. It is unpacked
// to A8L8 in D3DTexture.cpp
break;
case PC_TEX_FMT_IA8:
d3d_fmt = D3DFMT_A8L8;
break;
case PC_TEX_FMT_DXT1:
d3d_fmt = D3DFMT_DXT1;
break;
}
//Make an entry in the table
TCacheEntry& entry = textures[texID];
entry.oldpixel = ((u32 *)ptr)[0];
if (g_ActiveConfig.bSafeTextureCache)
entry.hash = hash_value;
else
{
entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
((u32 *)ptr)[0] = entry.hash;
}
entry.addr = address;
entry.size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, tex_format);
entry.isRenderTarget = false;
entry.isNonPow2 = ((width & (width - 1)) || (height & (height - 1)));
if (!skip_texture_create) {
entry.texture = D3D::CreateTexture2D((BYTE*)temp, width, height, expandedWidth, d3d_fmt);
} else {
D3D::ReplaceTexture2D(entry.texture, (BYTE*)temp, width, height, expandedWidth, d3d_fmt);
}
entry.frameCount = frameCount;
entry.w = width;
entry.h = height;
entry.fmt = tex_format;
if (g_ActiveConfig.bDumpTextures)
{
// dump texture to file
char szTemp[MAX_PATH];
char szDir[MAX_PATH];
const char* uniqueId = globals->unique_id;
bool bCheckedDumpDir = false;
sprintf(szDir, "%s/%s", FULL_DUMP_TEXTURES_DIR, uniqueId);
if (!bCheckedDumpDir)
{
if (!File::Exists(szDir) || !File::IsDirectory(szDir))
File::CreateDir(szDir);
bCheckedDumpDir = true;
}
sprintf(szTemp, "%s/%s_%08x_%i.png", szDir, uniqueId, texHash, tex_format);
//sprintf(szTemp, "%s\\txt_%04i_%i.png", g_Config.texDumpPath.c_str(), counter++, format); <-- Old method
if (!File::Exists(szTemp))
D3DXSaveTextureToFileA(szTemp,D3DXIFF_BMP,entry.texture,0);
}
INCSTAT(stats.numTexturesCreated);
SETSTAT(stats.numTexturesAlive, (int)textures.size());
//Set the texture!
D3D::SetTexture(stage, entry.texture);
DEBUGGER_PAUSE_LOG_AT(NEXT_NEW_TEXTURE,true,{printf("A new texture (%d x %d) is loaded", width, height);});
return &entry;
}
#undef CHECK
#define CHECK(hr) if (FAILED(hr)) { PanicAlert(__FUNCTION__ " FAIL"); }
// EXTREMELY incomplete.
void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source_rect)
{
HRESULT hr = S_OK;
int efb_w = source_rect.GetWidth();
int efb_h = source_rect.GetHeight();
int tex_w = (abs(source_rect.GetWidth()) >> bScaleByHalf);
int tex_h = (abs(source_rect.GetHeight()) >> bScaleByHalf);
TexCache::iterator iter;
LPDIRECT3DTEXTURE9 tex;
iter = textures.find(address);
if (iter != textures.end())
{
if (iter->second.isRenderTarget && iter->second.w == tex_w && iter->second.h == tex_h)
{
tex = iter->second.texture;
iter->second.frameCount = frameCount;
goto have_texture;
}
else
{
// Remove it and recreate it as a render target
iter->second.texture->Release();
iter->second.texture = 0;
textures.erase(iter);
}
}
{
TCacheEntry entry;
entry.isRenderTarget = true;
entry.hash = 0;
entry.frameCount = frameCount;
entry.w = tex_w;
entry.h = tex_h;
entry.fmt = copyfmt;
hr = D3D::dev->CreateTexture(tex_w, tex_h, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &entry.texture, 0);
CHECK(hr);
textures[address] = entry;
tex = entry.texture;
}
have_texture:
/*TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect);
RECT source_rc;
source_rc.left = targetSource.left;
source_rc.top = targetSource.top;
source_rc.right = targetSource.right;
source_rc.bottom = targetSource.bottom;
RECT dest_rc;
dest_rc.left = 0;
dest_rc.top = 0;
dest_rc.right = tex_w;
dest_rc.bottom = tex_h;
LPDIRECT3DSURFACE9 srcSurface, destSurface;
tex->GetSurfaceLevel(0, &destSurface);
srcSurface = FBManager::GetEFBColorRTSurface();
D3D::dev->StretchRect(srcSurface, &source_rc, destSurface, &dest_rc, D3DTEXF_LINEAR);
destSurface->Release();
return;*/
float colmat[16]= {0.0f};
float fConstAdd[4] = {0.0f};
if (bFromZBuffer)
{
switch(copyfmt)
{
case 0: // Z4
case 1: // Z8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
break;
case 3: // Z16 //?
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
case 11: // Z16 (reverse order)
colmat[2] = colmat[6] = colmat[10] = colmat[13] = 1;
break;
case 6: // Z24X8
colmat[0] = 1;
colmat[5] = 1;
colmat[10] = 1;
colmat[15] = 1;
break;
case 9: // Z8M
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
break;
case 10: // Z8L
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
break;
case 12: // Z16L
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
break;
default:
ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
else if (bIsIntensityFmt)
{
fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f;
switch (copyfmt)
{
case 0: // I4
case 1: // I8
case 2: // IA4
case 3: // IA8
// 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 (copyfmt < 2)
{
fConstAdd[3] = 16.0f / 255.0f;
colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f;
}
else// alpha
colmat[15] = 1;
break;
default:
ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%x", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
else
{
switch (copyfmt)
{
case 0: // R4
case 8: // R8
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
break;
case 2: // RA4
case 3: // RA8
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1;
break;
case 7: // A8
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1;
break;
case 9: // G8
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
break;
case 10: // B8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
break;
case 11: // RG8
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
break;
case 12: // GB8
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
break;
case 4: // RGB565
colmat[0] = colmat[5] = colmat[10] = 1;
fConstAdd[3] = 1; // set alpha to 1
break;
case 5: // RGB5A3
case 6: // RGBA8
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
default:
ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
// Make sure to resolve anything we need to read from.
LPDIRECT3DTEXTURE9 read_texture = bFromZBuffer ? FBManager::GetEFBDepthTexture(source_rect) : FBManager::GetEFBColorTexture(source_rect);
// We have to run a pixel shader, for color conversion.
Renderer::ResetAPIState(); // reset any game specific settings
LPDIRECT3DSURFACE9 Rendersurf = NULL;
hr = tex->GetSurfaceLevel(0,&Rendersurf);
CHECK(hr);
D3D::dev->SetDepthStencilSurface(NULL);
D3D::dev->SetRenderTarget(1, NULL);
D3D::dev->SetRenderTarget(0, Rendersurf);
D3DVIEWPORT9 vp;
// Stretch picture with increased internal resolution
vp.X = 0;
vp.Y = 0;
vp.Width = tex_w;
vp.Height = tex_h;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
hr = D3D::dev->SetViewport(&vp);
CHECK(hr);
RECT destrect;
destrect.bottom = tex_h;
destrect.left = 0;
destrect.right = tex_w;
destrect.top = 0;
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
//TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect);
RECT sourcerect;
sourcerect.bottom = source_rect.bottom;
sourcerect.left = source_rect.left;
sourcerect.right = source_rect.right;
sourcerect.top = source_rect.top;
D3D::drawShadedTexQuad(read_texture,&sourcerect, EFB_WIDTH , EFB_HEIGHT,&destrect,PixelShaderCache::GetColorMatrixProgram(),NULL);
D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
D3D::dev->SetRenderTarget(1, FBManager::GetEFBDepthEncodedSurface());
D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
VertexShaderManager::SetViewportChanged();
Renderer::RestoreAPIState();
Rendersurf->Release();
}