void Exporter::DumpTexture(MaxStdMaterial *stdm,Texmap* tex, Class_ID cid, int subNo, float amt, int indentLevel) { if (!tex) return; TSTR className; tex->GetClassName(className); // Is this a bitmap texture? // We know some extra bits 'n pieces about the bitmap texture if (tex->ClassID() == Class_ID(BMTEX_CLASS_ID, 0x00)) { TSTR mapName = ((BitmapTex *)tex)->GetMapName(); switch(subNo) // dubble added. { case ID_DI: strcpy(stdm->DiMapName,mapName);break; case ID_OP: stdm->ShadeMode=RSSHADEMODE_ALPHAMAP;strcpy(stdm->OpMapName,mapName);break; } StdUVGen* uvGen = ((BitmapTex *)tex)->GetUVGen(); if (uvGen) { DumpUVGen(stdm,uvGen, indentLevel+1); } } for (int i=0; i<tex->NumSubTexmaps(); i++) { DumpTexture(stdm,tex->GetSubTexmap(i), tex->ClassID(), i, 1.0f, indentLevel+1); } }
void Exporter::DumpMaterial(MaxMaterial *maxm,Mtl* mtl, int mtlID, int subNo, int indentLevel) { int i; TimeValue t = GetStaticFrame(); if (!mtl) return; // for(i=0;i<indentLevel;i++) { log(" "); } // log("material %s adding. type : ",mtl->GetName()); // We know the Standard material, so we can get some extra info if (mtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) { // top level & standard material // log("standard \n"); StdMat* std = (StdMat*)mtl; MaxStdMaterial *stdm=new MaxStdMaterial; strcpy(stdm->name,mtl->GetName()); stdm->Ambient=rvector(std->GetAmbient(t)); stdm->Ambient.x=-stdm->Ambient.x; stdm->Diffuse=rvector(std->GetDiffuse(t)); stdm->Diffuse.x=-stdm->Diffuse.x; stdm->Specular=rvector(std->GetSpecular(t)); stdm->Specular.x=-stdm->Specular.x; // 축의 바뀜때문에 만들어 놓은.. 으흑.. stdm->TwoSide=std->GetTwoSided(); if(std->GetTransparencyType()==TRANSP_ADDITIVE) stdm->ShadeMode=RSSHADEMODE_ADD; else stdm->ShadeMode=RSSHADEMODE_NORMAL; if(rsm->MaxStdMaterialList.GetByName(stdm->name)==-1) // 이미 있는 standard material 이면 더하지 않음. { rsm->MaxStdMaterialList.Add(stdm); stdm->RMLIndex=rsm->MaxStdMaterialList.GetCount()-1; for (i=0; i<mtl->NumSubTexmaps(); i++) { Texmap* subTex = mtl->GetSubTexmap(i); float amt = 1.0f; if (subTex) { // If it is a standard material we can see if the map is enabled. if (mtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) { if (!((StdMat*)mtl)->MapEnabled(i)) continue; amt = ((StdMat*)mtl)->GetTexmapAmt(i, 0); } DumpTexture(stdm, subTex, mtl->ClassID(), i, amt, indentLevel+1); } } } else { delete stdm; } maxm->nSubMaterial=1; maxm->SubMaterials=new int[1]; maxm->SubMaterials[0]=rsm->MaxStdMaterialList.GetByName(mtl->GetName()); } if (mtl->NumSubMtls() > 0) { // log("multi/sub ( count : %d )\n",mtl->NumSubMtls()); maxm->nSubMaterial=mtl->NumSubMtls(); maxm->SubMaterials=new int[maxm->nSubMaterial]; maxm->pSubMaterials=new MaxMaterial*[maxm->nSubMaterial]; for (i=0; i<mtl->NumSubMtls(); i++) { Mtl* subMtl = mtl->GetSubMtl(i); if (subMtl) { maxm->pSubMaterials[i]=new MaxMaterial; DumpMaterial(maxm->pSubMaterials[i],subMtl, 0, i, indentLevel+1); if(subMtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) { maxm->SubMaterials[i]= rsm->MaxStdMaterialList.GetByName(subMtl->GetName()); } else maxm->SubMaterials[i]= maxm->pSubMaterials[i]->SubMaterials[0]; } else { maxm->pSubMaterials[i]=NULL; maxm->SubMaterials[i]=-1; } } } }
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, g_ActiveConfig.backend_info.bUseRGBATextures); } 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, g_ActiveConfig.backend_info.bUseRGBATextures); 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 XsiExp::DumpMaterial(Mtl * mtl, int mtlID, int subNo, int indentLevel) { if (!mtl) { return; } TSTR indent = GetIndent(indentLevel+1); if (mtl->NumSubMtls() > 0) { for (int i = 0; i < mtl->NumSubMtls(); i++) { Mtl* subMtl = mtl->GetSubMtl(i); if (subMtl) { DumpMaterial( subMtl, 0, i, indentLevel); } } } else { TimeValue t = GetStaticFrame(); // Note about material colors: // This is only the color used by the interactive renderer in MAX. // To get the color used by the scanline renderer, we need to evaluate // the material using the mtl->Shade() method. // Since the materials are procedural there is no real "diffuse" color for a MAX material // but we can at least take the interactive color. fprintf(pStream,"%sSI_Material {\n", indent.data()); fprintf(pStream,"%s\t%.6f;%.6f;%.6f;%.6f;;\n", indent.data(), mtl->GetDiffuse(t).r, mtl->GetDiffuse(t).g, mtl->GetDiffuse(t).b, 1.0 - mtl->GetXParency(t) ); fprintf(pStream,"%s\t%.6f;\n", indent.data(), mtl->GetShinStr(t) ); fprintf(pStream,"%s\t%.6f;%.6f;%.6f;;\n", indent.data(), mtl->GetSpecular(t).r, mtl->GetSpecular(t).g, mtl->GetSpecular(t).b ); fprintf(pStream,"%s\t%.6f;%.6f;%.6f;;\n", indent.data(), 0.0f, 0.0f, 0.0f); // emissive fprintf(pStream,"%s\t%.6f;\n", indent.data(), 0.0f); // ? fprintf(pStream,"%s\t%.6f;%.6f;%.6f;;\n\n", indent.data(), mtl->GetAmbient(t).r, mtl->GetAmbient(t).g, mtl->GetAmbient(t).b ); for (int i = 0; i < mtl->NumSubTexmaps(); i++) { Texmap * subTex = mtl->GetSubTexmap(i); float amt = 1.0f; if (subTex) { // If it is a standard material we can see if the map is enabled. if (mtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) { if (!((StdMat*)mtl)->MapEnabled(i)) { continue; } amt = ((StdMat*)mtl)->GetTexmapAmt(i, 0); } DumpTexture(subTex, mtl->ClassID(), i, amt, indentLevel+1); } } fprintf(pStream,"%s}\n", indent.data()); } }
TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage) { const FourTexUnits &tex = bpmem.tex[stage >> 2]; const u32 id = stage & 3; const u32 address = (tex.texImage3[id].image_base/* & 0x1FFFFF*/) << 5; u32 width = tex.texImage0[id].width + 1; u32 height = tex.texImage0[id].height + 1; const int texformat = tex.texImage0[id].format; const u32 tlutaddr = tex.texTlut[id].tmem_offset << 9; const u32 tlutfmt = tex.texTlut[id].tlut_format; const bool use_mipmaps = (tex.texMode0[id].min_filter & 3) != 0; u32 tex_levels = use_mipmaps ? ((tex.texMode1[id].max_lod + 0xf) / 0x10 + 1) : 1; const bool from_tmem = tex.texImage1[id].image_type != 0; if (0 == address) return nullptr; // TexelSizeInNibbles(format) * width * height / 16; const unsigned int bsw = TexDecoder_GetBlockWidthInTexels(texformat); const unsigned int bsh = TexDecoder_GetBlockHeightInTexels(texformat); unsigned int expandedWidth = ROUND_UP(width, bsw); unsigned int expandedHeight = ROUND_UP(height, bsh); const unsigned int nativeW = width; const unsigned int nativeH = height; // Hash assigned to texcache entry (also used to generate filenames used for texture dumping and custom texture lookup) u64 base_hash = TEXHASH_INVALID; u64 full_hash = TEXHASH_INVALID; u32 full_format = texformat; const bool isPaletteTexture = (texformat == GX_TF_C4 || texformat == GX_TF_C8 || texformat == GX_TF_C14X2); // Reject invalid tlut format. if (isPaletteTexture && tlutfmt > GX_TL_RGB5A3) return nullptr; if (isPaletteTexture) full_format = texformat | (tlutfmt << 16); const u32 texture_size = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, texformat); u32 additional_mips_size = 0; // not including level 0, which is texture_size // GPUs don'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 64x64,32x32,16x16,8x8,4x4,2x2,1x1,0x0, so we limit the mipmap count to 6 there tex_levels = std::min<u32>(IntLog2(std::max(width, height)) + 1, tex_levels); for (u32 level = 1; level != tex_levels; ++level) { // We still need to calculate the original size of the mips const u32 expanded_mip_width = ROUND_UP(CalculateLevelSize(width, level), bsw); const u32 expanded_mip_height = ROUND_UP(CalculateLevelSize(height, level), bsh); additional_mips_size += TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat); } // If we are recording a FifoLog, keep track of what memory we read. // FifiRecorder does it's own memory modification tracking independant of the texture hashing below. if (g_bRecordFifoData && !from_tmem) FifoRecorder::GetInstance().UseMemory(address, texture_size + additional_mips_size, MemoryUpdate::TEXTURE_MAP); 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) base_hash = GetHash64(src_data, texture_size, g_ActiveConfig.iSafeTextureCache_ColorSamples); u32 palette_size = 0; if (isPaletteTexture) { palette_size = TexDecoder_GetPaletteSize(texformat); full_hash = base_hash ^ GetHash64(&texMem[tlutaddr], palette_size, g_ActiveConfig.iSafeTextureCache_ColorSamples); } else { full_hash = base_hash; } // Search the texture cache for textures by address // // Find all texture cache entries for the current texture address, and decide whether to use one of // them, or to create a new one // // In most cases, the fastest way is to use only one texture cache entry for the same address. Usually, // when a texture changes, the old version of the texture is unlikely to be used again. If there were // new cache entries created for normal texture updates, there would be a slowdown due to a huge amount // of unused cache entries. Also thanks to texture pooling, overwriting an existing cache entry is // faster than creating a new one from scratch. // // Some games use the same address for different textures though. If the same cache entry was used in // this case, it would be constantly overwritten, and effectively there wouldn't be any caching for // those textures. Examples for this are Metroid Prime and Castlevania 3. Metroid Prime has multiple // sets of fonts on each other stored in a single texture and uses the palette to make different // characters visible or invisible. In Castlevania 3 some textures are used for 2 different things or // at least in 2 different ways(size 1024x1024 vs 1024x256). // // To determine whether to use multiple cache entries or a single entry, use the following heuristic: // If the same texture address is used several times during the same frame, assume the address is used // for different purposes and allow creating an additional cache entry. If there's at least one entry // that hasn't been used for the same frame, then overwrite it, in order to keep the cache as small as // possible. If the current texture is found in the cache, use that entry. // // For efb copies, the entry created in CopyRenderTargetToTexture always has to be used, or else it was // done in vain. std::pair<TexCache::iterator, TexCache::iterator> iter_range = textures_by_address.equal_range((u64)address); TexCache::iterator iter = iter_range.first; TexCache::iterator oldest_entry = iter; int temp_frameCount = 0x7fffffff; TexCache::iterator unconverted_copy = textures_by_address.end(); while (iter != iter_range.second) { TCacheEntryBase* entry = iter->second; // Do not load strided EFB copies, they are not meant to be used directly if (entry->IsEfbCopy() && entry->native_width == nativeW && entry->native_height == nativeH && entry->memory_stride == entry->CacheLinesPerRow() * 32) { // EFB copies have slightly different rules as EFB copy formats have different // meanings from texture formats. if ((base_hash == entry->hash && (!isPaletteTexture || g_Config.backend_info.bSupportsPaletteConversion)) || IsPlayingBackFifologWithBrokenEFBCopies) { // TODO: We should check format/width/height/levels for EFB copies. Checking // format is complicated because EFB copy formats don't exactly match // texture formats. I'm not sure what effect checking width/height/levels // would have. if (!isPaletteTexture || !g_Config.backend_info.bSupportsPaletteConversion) return ReturnEntry(stage, entry); // Note that we found an unconverted EFB copy, then continue. We'll // perform the conversion later. Currently, we only convert EFB copies to // palette textures; we could do other conversions if it proved to be // beneficial. unconverted_copy = iter; } else { // Aggressively prune EFB copies: if it isn't useful here, it will probably // never be useful again. It's theoretically possible for a game to do // something weird where the copy could become useful in the future, but in // practice it doesn't happen. iter = FreeTexture(iter); continue; } } else { // For normal textures, all texture parameters need to match if (entry->hash == full_hash && entry->format == full_format && entry->native_levels >= tex_levels && entry->native_width == nativeW && entry->native_height == nativeH) { entry = DoPartialTextureUpdates(iter); return ReturnEntry(stage, entry); } } // Find the texture which hasn't been used for the longest time. Count paletted // textures as the same texture here, when the texture itself is the same. This // improves the performance a lot in some games that use paletted textures. // Example: Sonic the Fighters (inside Sonic Gems Collection) // Skip EFB copies here, so they can be used for partial texture updates if (entry->frameCount != FRAMECOUNT_INVALID && entry->frameCount < temp_frameCount && !entry->IsEfbCopy() && !(isPaletteTexture && entry->base_hash == base_hash)) { temp_frameCount = entry->frameCount; oldest_entry = iter; } ++iter; } if (unconverted_copy != textures_by_address.end()) { // Perform palette decoding. TCacheEntryBase *entry = unconverted_copy->second; TCacheEntryConfig config; config.rendertarget = true; config.width = entry->config.width; config.height = entry->config.height; config.layers = FramebufferManagerBase::GetEFBLayers(); TCacheEntryBase *decoded_entry = AllocateTexture(config); decoded_entry->SetGeneralParameters(address, texture_size, full_format); decoded_entry->SetDimensions(entry->native_width, entry->native_height, 1); decoded_entry->SetHashes(base_hash, full_hash); decoded_entry->frameCount = FRAMECOUNT_INVALID; decoded_entry->is_efb_copy = false; g_texture_cache->ConvertTexture(decoded_entry, entry, &texMem[tlutaddr], (TlutFormat)tlutfmt); textures_by_address.emplace((u64)address, decoded_entry); return ReturnEntry(stage, decoded_entry); } // Search the texture cache for normal textures by hash // // If the texture was fully hashed, the address does not need to match. Identical duplicate textures cause unnecessary slowdowns // Example: Tales of Symphonia (GC) uses over 500 small textures in menus, but only around 70 different ones if (g_ActiveConfig.iSafeTextureCache_ColorSamples == 0 || std::max(texture_size, palette_size) <= (u32)g_ActiveConfig.iSafeTextureCache_ColorSamples * 8) { iter_range = textures_by_hash.equal_range(full_hash); iter = iter_range.first; while (iter != iter_range.second) { TCacheEntryBase* entry = iter->second; // All parameters, except the address, need to match here if (entry->format == full_format && entry->native_levels >= tex_levels && entry->native_width == nativeW && entry->native_height == nativeH) { entry = DoPartialTextureUpdates(iter); return ReturnEntry(stage, entry); } ++iter; } } // If at least one entry was not used for the same frame, overwrite the oldest one if (temp_frameCount != 0x7fffffff) { // pool this texture and make a new one later FreeTexture(oldest_entry); } std::shared_ptr<HiresTexture> hires_tex; if (g_ActiveConfig.bHiresTextures) { hires_tex = HiresTexture::Search( src_data, texture_size, &texMem[tlutaddr], palette_size, width, height, texformat, use_mipmaps ); if (hires_tex) { auto& l = hires_tex->m_levels[0]; if (l.width != width || l.height != height) { width = l.width; height = l.height; } expandedWidth = l.width; expandedHeight = l.height; CheckTempSize(l.data_size); memcpy(temp, l.data, l.data_size); } } if (!hires_tex) { if (!(texformat == GX_TF_RGBA8 && from_tmem)) { const u8* tlut = &texMem[tlutaddr]; TexDecoder_Decode(temp, src_data, expandedWidth, expandedHeight, texformat, tlut, (TlutFormat)tlutfmt); } else { u8* src_data_gb = &texMem[bpmem.tex[stage / 4].texImage2[stage % 4].tmem_odd * TMEM_LINE_SIZE]; TexDecoder_DecodeRGBA8FromTmem(temp, src_data, src_data_gb, expandedWidth, expandedHeight); } } // how many levels the allocated texture shall have const u32 texLevels = hires_tex ? (u32)hires_tex->m_levels.size() : tex_levels; // create the entry/texture TCacheEntryConfig config; config.width = width; config.height = height; config.levels = texLevels; TCacheEntryBase* entry = AllocateTexture(config); GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true); iter = textures_by_address.emplace((u64)address, entry); if (g_ActiveConfig.iSafeTextureCache_ColorSamples == 0 || std::max(texture_size, palette_size) <= (u32)g_ActiveConfig.iSafeTextureCache_ColorSamples * 8) { entry->textures_by_hash_iter = textures_by_hash.emplace(full_hash, entry); } entry->SetGeneralParameters(address, texture_size, full_format); entry->SetDimensions(nativeW, nativeH, tex_levels); entry->SetHashes(base_hash, full_hash); entry->is_efb_copy = false; entry->is_custom_tex = hires_tex != nullptr; // load texture entry->Load(width, height, expandedWidth, 0); std::string basename = ""; if (g_ActiveConfig.bDumpTextures && !hires_tex) { basename = HiresTexture::GenBaseName( src_data, texture_size, &texMem[tlutaddr], palette_size, width, height, texformat, use_mipmaps, true ); DumpTexture(entry, basename, 0); } if (hires_tex) { for (u32 level = 1; level != texLevels; ++level) { auto& l = hires_tex->m_levels[level]; CheckTempSize(l.data_size); memcpy(temp, l.data, l.data_size); entry->Load(l.width, l.height, l.width, level); } } else { // load mips - TODO: Loading mipmaps from tmem is untested! 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 (u32 level = 1; level != texLevels; ++level) { const u32 mip_width = CalculateLevelSize(width, level); const u32 mip_height = CalculateLevelSize(height, level); const u32 expanded_mip_width = ROUND_UP(mip_width, bsw); const u32 expanded_mip_height = ROUND_UP(mip_height, bsh); const u8*& mip_src_data = from_tmem ? ((level % 2) ? ptr_odd : ptr_even) : src_data; const u8* tlut = &texMem[tlutaddr]; TexDecoder_Decode(temp, mip_src_data, expanded_mip_width, expanded_mip_height, texformat, tlut, (TlutFormat)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, basename, level); } } INCSTAT(stats.numTexturesUploaded); SETSTAT(stats.numTexturesAlive, textures_by_address.size()); entry = DoPartialTextureUpdates(iter); return ReturnEntry(stage, entry); }
void DumpInfo(int thingToDump) { switch(thingToDump) { case DUMP_COLORS: DebuggerAppendMsg("----Colors----\nPrim Color:\t%08X\nEnv Color:\t%08X\n" "Fill Color:\t%08X\nFog Color:\t%08X\n" "Prim Depth:\t%f\nPrim LOD Frac:\t%08X\n", GetPrimitiveColor(), GetEnvColor(), gRDP.fillColor, CRender::GetRender()->GetFogColor(), GetPrimitiveDepth(), GetLODFrac()); break; case DUMP_CUR_MUX: CRender::GetRender()->m_pColorCombiner->DisplayMuxString(); break; case DUMP_LIGHT: DebuggerAppendMsg("----Light Colors----\nNumber of Lights: %d\n",GetNumLights()); for( uint32 i=0; i<GetNumLights()+2; i++) { DebuggerAppendMsg("Light %d:\t%08X, (%d,%d,%d)\n", i, gRSPn64lights[i].dwRGBA,gRSPn64lights[i].x,gRSPn64lights[i].y,gRSPn64lights[i].z ); } break; case DUMP_TEXTURE_AT: { } break; case DUMP_CUR_TEXTURE_RGBA: DumpTexture(gRSP.curTile, TXT_RGBA); break; case DUMP_CUR_1_TEXTURE_RGBA: DumpTexture((1+gRSP.curTile)%7, TXT_RGBA); break; case DUMP_CUR_TEXTURE_RGB: DumpTexture(gRSP.curTile, TXT_RGB); break; case DUMP_CUR_1_TEXTURE_RGB: DumpTexture((1+gRSP.curTile)%7, TXT_RGB); break; case DUMP_CUR_TEXTURE_TO_FILE: DumpTextureToFile(0,TXT_RGB); DumpTextureToFile(0,TXT_ALPHA); DumpTextureToFile(0,TXT_RGBA); break; case DUMP_CUR_1_TEXTURE_TO_FILE: DumpTextureToFile(1,TXT_RGB); DumpTextureToFile(1,TXT_ALPHA); DumpTextureToFile(1,TXT_RGBA); break; case DUMP_CUR_TEXTURE_ALPHA: DumpTexture(0, TXT_ALPHA); break; case DUMP_CUR_1_TEXTURE_ALPHA: DumpTexture(1, TXT_ALPHA); break; case DUMP_TLUT: DumpTlut(g_wRDPTlut); break; case DUMP_OBJ_TLUT: DumpTlut((uint16*)(g_pRDRAMu8+gObjTlutAddr)); break; case DUMP_TILE_AT: { } break; case DUMP_VERTEXES: DumpVertexArray(); break; case DUMP_VI_REGS: DumpVIRegisters(); break; case DUMP_SIMPLE_MUX: CRender::GetRender()->m_pColorCombiner->DisplaySimpleMuxString(); break; case DUMP_OTHER_MODE: DumpOtherMode(); break; case DUMP_FRAME_BUFFER: CRender::GetRender()->DrawFrameBuffer(true); break; case DUMP_CONTENT_AT: { } break; case DUMP_DLIST_AT: { } break; case DUMP_MATRIX_AT: { } break; case DUMP_NEXT_TEX: CachedTexIndex++; if( CachedTexIndex >= gTextureManager.GetNumOfCachedTexture() ) { CachedTexIndex = 0; } DumpCachedTexture(CachedTexIndex); break; case DUMP_PREV_TEX: CachedTexIndex--; if( CachedTexIndex < 0 || CachedTexIndex >= gTextureManager.GetNumOfCachedTexture() ) CachedTexIndex = 0; DumpCachedTexture(CachedTexIndex); break; case DUMP_CACHED_TEX: DumpCachedTexture(CachedTexIndex); break; case DUMP_TEXBUFFER_AT: { } break; case DUMP_COMBINED_MATRIX: DumpMatrix2(gRSPworldProject,"Combined Matrix"); break; case DUMP_WORLD_TOP_MATRIX: DumpMatrix2(gRSP.modelviewMtxs[gRSP.modelViewMtxTop],"World Top Matrix"); break; case DUMP_WORLD_MATRIX_AT: { } break; case DUMP_PROJECTION_MATRIX: DumpMatrix2(gRSP.projectionMtxs[gRSP.projectionMtxTop],"Projection Top Matrix"); break; } }
//---------------------------------------------------------------------------------- void DumpMaterial(IGameMaterial *pGMaxMat) { m_material *pMat = NULL; if (!pGMaxMat->IsMultiType()) // check not a mix material { pMat = new m_material; // set the name of the material... pMat->name = pGMaxMat->GetMaterialName(); // add the new material to the TOC(Table Of Contants) and set its id... pMat->id = ExporterMAX::GetExporter()->AddMaterial(pGMaxMat, pMat); Mtl *pMaxMaterial = pGMaxMat->GetMaxMaterial(); if (pMaxMaterial->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) { StdMat *pStandardMaterial = (StdMat*)pMaxMaterial; Color col; // diffuse color... col = pStandardMaterial->GetDiffuse(ExporterMAX::GetExporter()->GetStaticFrame()); pMat->diffuse = Vector4f(col.r, col.g, col.b, 1.f); // ambient color... col = pStandardMaterial->GetAmbient(ExporterMAX::GetExporter()->GetStaticFrame()); pMat->ambient = Vector4f(col.r, col.g, col.b, 1.f); // specular color... col = pStandardMaterial->GetSpecular(ExporterMAX::GetExporter()->GetStaticFrame()); pMat->specular = Vector4f(col.r, col.g, col.b, 1.f); // emissive color... pMat->emission = Vector4f(0.f, 0.f, 0.f, 1.f); // level of transparency pMat->transparent = pStandardMaterial->GetOpacity(ExporterMAX::GetExporter()->GetStaticFrame()); // specular exponent... pMat->shininess = pStandardMaterial->GetShininess(ExporterMAX::GetExporter()->GetStaticFrame()); // transparency if (pMat->transparent < 1.f){ pMat->diffuse.z = pMat->transparent; } }// 3dsmax6 HLSL Material support. (IDxMaterial) else if (IsDynamicDxMaterial((MtlBase*)pMaxMaterial)) { IDxMaterial *idxm = (IDxMaterial*)pMaxMaterial->GetInterface(IDXMATERIAL_INTERFACE); int lightParams = idxm->GetNumberOfLightParams(); for (int i = 0; i < lightParams; ++i) { INode *pNode = idxm->GetLightNode(i); if (pNode){ TCHAR *paramName = idxm->GetLightParameterName(i); } } // Other attributes are located in paramblk 0... IParamBlock2 *pParamBlk2 = (IParamBlock2*)(pMaxMaterial->GetParamBlock(0)); TimeValue t0 = ExporterMAX::GetExporter()->GetIGame()->GetSceneStartTime(); TimeValue t1 = ExporterMAX::GetExporter()->GetIGame()->GetSceneEndTime(); TimeValue DeltaTime = ExporterMAX::GetExporter()->GetIGame()->GetSceneTicks(); const int SamplingRate = 1; int numkeys = (t1 - t0) / (DeltaTime * SamplingRate) + 1; for (int i = 0; i < pParamBlk2->NumParams(); ++i) { ParamID id = pParamBlk2->IndextoID(i); ParamDef paramDef = pParamBlk2->GetParamDef(id); // we want the variable name not the UI Name... OutputDebugString(paramDef.int_name); } } //do the textures if they are there DumpTexture(pMat, pGMaxMat); } }