void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, u32 dstStride, 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; dstFormat |= _GX_TF_CTF; break; case 8: // Z8H dstFormat |= _GX_TF_CTF; case 1: // 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; dstFormat |= _GX_TF_CTF; 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; dstFormat |= _GX_TF_CTF; break; case 10: // Z8L colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; cbufid = 6; dstFormat |= _GX_TF_CTF; 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; dstFormat |= _GX_TF_CTF; break; default: ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", dstFormat); colmat[2] = colmat[5] = colmat[8] = 1.0f; cbufid = 8; break; } dstFormat |= _GX_TF_ZTF; } 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; dstFormat |= _GX_TF_CTF; break; case 1: // R8 case 8: // R8 colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; cbufid = 15; dstFormat |= _GX_TF_CTF; 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; } dstFormat |= _GX_TF_CTF; 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; } dstFormat |= _GX_TF_CTF; 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; } dstFormat |= _GX_TF_CTF; break; case 9: // G8 colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f; cbufid = 22; dstFormat |= _GX_TF_CTF; break; case 10: // B8 colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; cbufid = 23; dstFormat |= _GX_TF_CTF; break; case 11: // RG8 colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f; cbufid = 24; dstFormat |= _GX_TF_CTF; break; case 12: // GB8 colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f; cbufid = 25; dstFormat |= _GX_TF_CTF; 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; } } u8* dst = Memory::GetPointer(dstAddr); if (dst == nullptr) { ERROR_LOG(VIDEO, "Trying to copy from EFB to invalid address 0x%8x", dstAddr); return; } 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; // remove all texture cache entries at dstAddr { std::pair<TexCache::iterator, TexCache::iterator> iter_range = textures_by_address.equal_range((u64)dstAddr); TexCache::iterator iter = iter_range.first; while (iter != iter_range.second) { iter = FreeTexture(iter); } } // create the texture TCacheEntryConfig config; config.rendertarget = true; config.width = scaled_tex_w; config.height = scaled_tex_h; config.layers = FramebufferManagerBase::GetEFBLayers(); TCacheEntryBase* entry = AllocateTexture(config); entry->SetGeneralParameters(dstAddr, 0, dstFormat); entry->SetDimensions(tex_w, tex_h, 1); entry->frameCount = FRAMECOUNT_INVALID; entry->SetEfbCopy(dstStride); entry->is_custom_tex = false; entry->FromRenderTarget(dst, dstFormat, dstStride, srcFormat, srcRect, isIntensity, scaleByHalf, cbufid, colmat); u64 hash = entry->CalculateHash(); entry->SetHashes(hash, hash); // Invalidate all textures that overlap the range of our efb copy. // Unless our efb copy has a weird stride, then we want avoid invalidating textures which // we might be able to do a partial texture update on. if (entry->memory_stride == entry->CacheLinesPerRow() * 32) { TexCache::iterator iter = textures_by_address.begin(); while (iter != textures_by_address.end()) { if (iter->second->OverlapsMemoryRange(dstAddr, entry->size_in_bytes)) iter = FreeTexture(iter); else ++iter; } } if (g_ActiveConfig.bDumpEFBTarget) { static int count = 0; entry->Save(StringFromFormat("%sefb_frame_%i.png", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(), count++), 0); } if (g_bRecordFifoData) { // Mark the memory behind this efb copy as dynamicly generated for the Fifo log u32 address = dstAddr; for (u32 i = 0; i < entry->NumBlocksY(); i++) { FifoRecorder::GetInstance().UseMemory(address, entry->CacheLinesPerRow() * 32, MemoryUpdate::TEXTURE_MAP, true); address += entry->memory_stride; } } textures_by_address.emplace((u64)dstAddr, entry); }
void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, u32 dstStride, 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; dstFormat |= _GX_TF_CTF; break; case 8: // Z8H dstFormat |= _GX_TF_CTF; case 1: // 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; dstFormat |= _GX_TF_CTF; 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; dstFormat |= _GX_TF_CTF; break; case 10: // Z8L colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; cbufid = 6; dstFormat |= _GX_TF_CTF; 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; dstFormat |= _GX_TF_CTF; break; default: ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", dstFormat); colmat[2] = colmat[5] = colmat[8] = 1.0f; cbufid = 8; break; } dstFormat |= _GX_TF_ZTF; } 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; dstFormat |= _GX_TF_CTF; break; case 1: // R8 case 8: // R8 colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; cbufid = 15; dstFormat = GX_CTF_R8; 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; } dstFormat |= _GX_TF_CTF; 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; } dstFormat |= _GX_TF_CTF; 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; } dstFormat |= _GX_TF_CTF; break; case 9: // G8 colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f; cbufid = 22; dstFormat |= _GX_TF_CTF; break; case 10: // B8 colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; cbufid = 23; dstFormat |= _GX_TF_CTF; break; case 11: // RG8 colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f; cbufid = 24; dstFormat |= _GX_TF_CTF; break; case 12: // GB8 colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f; cbufid = 25; dstFormat |= _GX_TF_CTF; 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; } } u8* dst = Memory::GetPointer(dstAddr); if (dst == nullptr) { ERROR_LOG(VIDEO, "Trying to copy from EFB to invalid address 0x%8x", dstAddr); return; } 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; // Remove all texture cache entries at dstAddr // It's not possible to have two EFB copies at the same address, this makes sure any old efb copies // (or normal textures) are removed from texture cache. They are also un-linked from any partially // updated textures, which forces that partially updated texture to be updated. // TODO: This also wipes out non-efb copies, which is counterproductive. { std::pair<TexCache::iterator, TexCache::iterator> iter_range = textures_by_address.equal_range((u64)dstAddr); TexCache::iterator iter = iter_range.first; while (iter != iter_range.second) { iter = InvalidateTexture(iter); } } // Get the base (in memory) format of this efb copy. int baseFormat = TexDecoder_GetEfbCopyBaseFormat(dstFormat); u32 blockH = TexDecoder_GetBlockHeightInTexels(baseFormat); const u32 blockW = TexDecoder_GetBlockWidthInTexels(baseFormat); // Round up source height to multiple of block size u32 actualHeight = ROUND_UP(tex_h, blockH); const u32 actualWidth = ROUND_UP(tex_w, blockW); u32 num_blocks_y = actualHeight / blockH; const u32 num_blocks_x = actualWidth / blockW; // RGBA takes two cache lines per block; all others take one const u32 bytes_per_block = baseFormat == GX_TF_RGBA8 ? 64 : 32; u32 bytes_per_row = num_blocks_x * bytes_per_block; bool copy_to_ram = !g_ActiveConfig.bSkipEFBCopyToRam; bool copy_to_vram = true; if (copy_to_ram) { g_texture_cache->CopyEFB( dst, dstFormat, tex_w, bytes_per_row, num_blocks_y, dstStride, srcFormat, srcRect, isIntensity, scaleByHalf); } else { // Hack: Most games don't actually need the correct texture data in RAM // and we can just keep a copy in VRAM. We zero the memory so we // can check it hasn't changed before using our copy in VRAM. u8* ptr = dst; for (u32 i = 0; i < num_blocks_y; i++) { memset(ptr, 0, bytes_per_row); ptr += dstStride; } } if (g_bRecordFifoData) { // Mark the memory behind this efb copy as dynamicly generated for the Fifo log u32 address = dstAddr; for (u32 i = 0; i < num_blocks_y; i++) { FifoRecorder::GetInstance().UseMemory(address, bytes_per_row, MemoryUpdate::TEXTURE_MAP, true); address += dstStride; } } if (dstStride < bytes_per_row) { // This kind of efb copy results in a scrambled image. // I'm pretty sure no game actually wants to do this, it might be caused by a // programming bug in the game, or a CPU/Bounding box emulation issue with dolphin. // The copy_to_ram code path above handles this "correctly" and scrambles the image // but the copy_to_vram code path just saves and uses unscrambled texture instead. // To avoid a "incorrect" result, we simply skip doing the copy_to_vram code path // so if the game does try to use the scrambled texture, dolphin will grab the scrambled // texture (or black if copy_to_ram is also disabled) out of ram. ERROR_LOG(VIDEO, "Memory stride too small (%i < %i)", dstStride, bytes_per_row); copy_to_vram = false; } // Invalidate all textures that overlap the range of our efb copy. // Unless our efb copy has a weird stride, then we want avoid invalidating textures which // we might be able to do a partial texture update on. // TODO: This also invalidates partial overlaps, which we currently don't have a better way // of dealing with. if (dstStride == bytes_per_row || !copy_to_vram) { TexCache::iterator iter = textures_by_address.begin(); while (iter != textures_by_address.end()) { if (iter->second->addr + iter->second->size_in_bytes <= dstAddr || iter->second->addr >= dstAddr + num_blocks_y * dstStride) ++iter; else iter = InvalidateTexture(iter); } } if (copy_to_vram) { // create the texture TCacheEntryConfig config; config.rendertarget = true; config.width = scaled_tex_w; config.height = scaled_tex_h; config.layers = FramebufferManagerBase::GetEFBLayers(); TCacheEntryBase* entry = AllocateTexture(config); if (entry) { entry->SetGeneralParameters(dstAddr, 0, baseFormat); entry->SetDimensions(tex_w, tex_h, 1); entry->frameCount = FRAMECOUNT_INVALID; entry->SetEfbCopy(dstStride); entry->is_custom_tex = false; entry->FromRenderTarget(dst, srcFormat, srcRect, scaleByHalf, cbufid, colmat); u64 hash = entry->CalculateHash(); entry->SetHashes(hash, hash); if (g_ActiveConfig.bDumpEFBTarget) { static int count = 0; entry->Save(StringFromFormat("%sefb_frame_%i.png", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(), count++), 0); } textures_by_address.emplace((u64)dstAddr, entry); } } }
TextureCacheBase::TCacheEntryBase* TextureCacheBase::DoPartialTextureUpdates(TexCache::iterator iter_t) { TCacheEntryBase* entry_to_update = iter_t->second; const bool isPaletteTexture = (entry_to_update->format == GX_TF_C4 || entry_to_update->format == GX_TF_C8 || entry_to_update->format == GX_TF_C14X2 || entry_to_update->format >= 0x10000); // Efb copies and paletted textures are excluded from these updates, until there's an example where a game would // benefit from this. Both would require more work to be done. // TODO: Implement upscaling support for normal textures, and then remove the efb to ram and the scaled efb restrictions if (entry_to_update->IsEfbCopy() || isPaletteTexture) return entry_to_update; u32 block_width = TexDecoder_GetBlockWidthInTexels(entry_to_update->format & 0xf); u32 block_height = TexDecoder_GetBlockHeightInTexels(entry_to_update->format & 0xf); u32 block_size = block_width * block_height * TexDecoder_GetTexelSizeInNibbles(entry_to_update->format & 0xf) / 2; u32 numBlocksX = (entry_to_update->native_width + block_width - 1) / block_width; TexCache::iterator iter = textures_by_address.lower_bound(entry_to_update->addr); TexCache::iterator iterend = textures_by_address.upper_bound(entry_to_update->addr + entry_to_update->size_in_bytes); bool entry_need_scaling = true; while (iter != iterend) { TCacheEntryBase* entry = iter->second; if (entry != entry_to_update && entry->IsEfbCopy() && entry_to_update->addr <= entry->addr && entry->addr + entry->size_in_bytes <= entry_to_update->addr + entry_to_update->size_in_bytes && entry->frameCount == FRAMECOUNT_INVALID && entry->memory_stride == numBlocksX * block_size) { if (entry->hash == entry->CalculateHash()) { u32 block_offset = (entry->addr - entry_to_update->addr) / block_size; u32 block_x = block_offset % numBlocksX; u32 block_y = block_offset / numBlocksX; u32 x = block_x * block_width; u32 y = block_y * block_height; MathUtil::Rectangle<int> srcrect, dstrect; srcrect.left = 0; srcrect.top = 0; dstrect.left = 0; dstrect.top = 0; if (entry_need_scaling) { entry_need_scaling = false; u32 w = entry_to_update->native_width * entry->config.width / entry->native_width; u32 h = entry_to_update->native_height * entry->config.height / entry->native_height; u32 max = g_renderer->GetMaxTextureSize(); if (max < w || max < h) { iter++; continue; } if (entry_to_update->config.width != w || entry_to_update->config.height != h) { TextureCacheBase::TCacheEntryConfig newconfig; newconfig.width = w; newconfig.height = h; newconfig.rendertarget = true; TCacheEntryBase* newentry = AllocateTexture(newconfig); if (newentry) { newentry->SetGeneralParameters(entry_to_update->addr, entry_to_update->size_in_bytes, entry_to_update->format); newentry->SetDimensions(entry_to_update->native_width, entry_to_update->native_height, 1); newentry->SetHashes(entry_to_update->base_hash, entry_to_update->hash); newentry->frameCount = frameCount; newentry->is_efb_copy = false; srcrect.right = entry_to_update->config.width; srcrect.bottom = entry_to_update->config.height; dstrect.right = w; dstrect.bottom = h; newentry->CopyRectangleFromTexture(entry_to_update, srcrect, dstrect); entry_to_update = newentry; u64 key = iter_t->first; iter_t = FreeTexture(iter_t); textures_by_address.emplace(key, entry_to_update); } } } srcrect.right = entry->config.width; srcrect.bottom = entry->config.height; dstrect.left = x * entry_to_update->config.width / entry_to_update->native_width; dstrect.top = y * entry_to_update->config.height / entry_to_update->native_height; dstrect.right = (x + entry->native_width) * entry_to_update->config.width / entry_to_update->native_width; dstrect.bottom = (y + entry->native_height) * entry_to_update->config.height / entry_to_update->native_height; entry_to_update->CopyRectangleFromTexture(entry, srcrect, dstrect); // Mark the texture update as used, so it isn't applied more than once entry->frameCount = frameCount; } else { // If the hash does not match, this EFB copy will not be used for anything, so remove it iter = FreeTexture(iter); continue; } } ++iter; } return entry_to_update; }
TextureCacheBase::TCacheEntryBase* TextureCacheBase::DoPartialTextureUpdates(TexCache::iterator iter_t, u8* palette, u32 tlutfmt) { TCacheEntryBase* entry_to_update = iter_t->second; const bool isPaletteTexture = (entry_to_update->format == GX_TF_C4 || entry_to_update->format == GX_TF_C8 || entry_to_update->format == GX_TF_C14X2 || entry_to_update->format >= 0x10000); // EFB copies are excluded from these updates, until there's an example where a game would // benefit from updating. This would require more work to be done. if (entry_to_update->IsEfbCopy()) return entry_to_update; u32 block_width = TexDecoder_GetBlockWidthInTexels(entry_to_update->format & 0xf); u32 block_height = TexDecoder_GetBlockHeightInTexels(entry_to_update->format & 0xf); u32 block_size = block_width * block_height * TexDecoder_GetTexelSizeInNibbles(entry_to_update->format & 0xf) / 2; u32 numBlocksX = (entry_to_update->native_width + block_width - 1) / block_width; TexCache::iterator iter = textures_by_address.lower_bound(entry_to_update->addr > MAX_TEXTURE_BINARY_SIZE ? entry_to_update->addr - MAX_TEXTURE_BINARY_SIZE : 0); TexCache::iterator iterend = textures_by_address.upper_bound(entry_to_update->addr + entry_to_update->size_in_bytes); while (iter != iterend) { TCacheEntryBase* entry = iter->second; if (entry != entry_to_update && entry->IsEfbCopy() && entry->references.count(entry_to_update) == 0 && entry->OverlapsMemoryRange(entry_to_update->addr, entry_to_update->size_in_bytes) && entry->memory_stride == numBlocksX * block_size) { if (entry->hash == entry->CalculateHash()) { if (isPaletteTexture) { TCacheEntryBase *decoded_entry = entry->ApplyPalette(palette, tlutfmt); if (decoded_entry) { // Link the efb copy with the partially updated texture, so we won't apply this partial update again entry->CreateReference(entry_to_update); // Mark the texture update as used, as if it was loaded directly entry->frameCount = FRAMECOUNT_INVALID; entry = decoded_entry; } else { ++iter; continue; } } u32 src_x, src_y, dst_x, dst_y; // Note for understanding the math: // Normal textures can't be strided, so the 2 missing cases with src_x > 0 don't exist if (entry->addr >= entry_to_update->addr) { u32 block_offset = (entry->addr - entry_to_update->addr) / block_size; u32 block_x = block_offset % numBlocksX; u32 block_y = block_offset / numBlocksX; src_x = 0; src_y = 0; dst_x = block_x * block_width; dst_y = block_y * block_height; } else { u32 block_offset = (entry_to_update->addr - entry->addr) / block_size; u32 block_x = (~block_offset + 1) % numBlocksX; u32 block_y = (block_offset + block_x) / numBlocksX; src_x = 0; src_y = block_y * block_height; dst_x = block_x * block_width; dst_y = 0; } u32 copy_width = std::min(entry->native_width - src_x, entry_to_update->native_width - dst_x); u32 copy_height = std::min(entry->native_height - src_y, entry_to_update->native_height - dst_y); // If one of the textures is scaled, scale both with the current efb scaling factor if (entry_to_update->native_width != entry_to_update->config.width || entry_to_update->native_height != entry_to_update->config.height || entry->native_width != entry->config.width || entry->native_height != entry->config.height) { ScaleTextureCacheEntryTo(&entry_to_update, Renderer::EFBToScaledX(entry_to_update->native_width), Renderer::EFBToScaledY(entry_to_update->native_height)); ScaleTextureCacheEntryTo(&entry, Renderer::EFBToScaledX(entry->native_width), Renderer::EFBToScaledY(entry->native_height)); src_x = Renderer::EFBToScaledX(src_x); src_y = Renderer::EFBToScaledY(src_y); dst_x = Renderer::EFBToScaledX(dst_x); dst_y = Renderer::EFBToScaledY(dst_y); copy_width = Renderer::EFBToScaledX(copy_width); copy_height = Renderer::EFBToScaledY(copy_height); } MathUtil::Rectangle<int> srcrect, dstrect; srcrect.left = src_x; srcrect.top = src_y; srcrect.right = (src_x + copy_width); srcrect.bottom = (src_y + copy_height); dstrect.left = dst_x; dstrect.top = dst_y; dstrect.right = (dst_x + copy_width); dstrect.bottom = (dst_y + copy_height); entry_to_update->CopyRectangleFromTexture(entry, srcrect, dstrect); if (isPaletteTexture) { // Remove the temporary converted texture, it won't be used anywhere else // TODO: It would be nice to convert and copy in one step, but this code path isn't common InvalidateTexture(GetTexCacheIter(entry)); } else { // Link the two textures together, so we won't apply this partial update again entry->CreateReference(entry_to_update); // Mark the texture update as used, as if it was loaded directly entry->frameCount = FRAMECOUNT_INVALID; } } else { // If the hash does not match, this EFB copy will not be used for anything, so remove it iter = InvalidateTexture(iter); continue; } } ++iter; } return entry_to_update; }
TextureCacheBase::TCacheEntryBase* TextureCacheBase::DoPartialTextureUpdates(TexCache::iterator iter_t) { TCacheEntryBase* entry_to_update = iter_t->second; const bool isPaletteTexture = (entry_to_update->format == GX_TF_C4 || entry_to_update->format == GX_TF_C8 || entry_to_update->format == GX_TF_C14X2 || entry_to_update->format >= 0x10000); // Efb copies and paletted textures are excluded from these updates, until there's an example where a game would // benefit from this. Both would require more work to be done. if (entry_to_update->IsEfbCopy() || isPaletteTexture) return entry_to_update; u32 block_width = TexDecoder_GetBlockWidthInTexels(entry_to_update->format & 0xf); u32 block_height = TexDecoder_GetBlockHeightInTexels(entry_to_update->format & 0xf); u32 block_size = block_width * block_height * TexDecoder_GetTexelSizeInNibbles(entry_to_update->format & 0xf) / 2; u32 numBlocksX = (entry_to_update->native_width + block_width - 1) / block_width; TexCache::iterator iter = textures_by_address.lower_bound(entry_to_update->addr); TexCache::iterator iterend = textures_by_address.upper_bound(entry_to_update->addr + entry_to_update->size_in_bytes); while (iter != iterend) { TCacheEntryBase* entry = iter->second; if (entry != entry_to_update && entry->IsEfbCopy() && entry->OverlapsMemoryRange(entry_to_update->addr, entry_to_update->size_in_bytes) && entry->frameCount == FRAMECOUNT_INVALID && entry->memory_stride == numBlocksX * block_size) { if (entry->hash == entry->CalculateHash()) { u32 src_x, src_y, dst_x, dst_y; // Note for understanding the math: // Normal textures can't be strided, so the 2 missing cases with src_x > 0 don't exist if (entry->addr >= entry_to_update->addr) { u32 block_offset = (entry->addr - entry_to_update->addr) / block_size; u32 block_x = block_offset % numBlocksX; u32 block_y = block_offset / numBlocksX; src_x = 0; src_y = 0; dst_x = block_x * block_width; dst_y = block_y * block_height; } else { u32 block_offset = (entry_to_update->addr - entry->addr) / block_size; u32 block_x = (~block_offset + 1) % numBlocksX; u32 block_y = (block_offset + block_x) / numBlocksX; src_x = 0; src_y = block_y * block_height; dst_x = block_x * block_width; dst_y = 0; } u32 copy_width = std::min(entry->native_width - src_x, entry_to_update->native_width - dst_x); u32 copy_height = std::min(entry->native_height - src_y, entry_to_update->native_height - dst_y); // If one of the textures is scaled, scale both with the current efb scaling factor if (entry_to_update->native_width != entry_to_update->config.width || entry_to_update->native_height != entry_to_update->config.height || entry->native_width != entry->config.width || entry->native_height != entry->config.height) { ScaleTextureCacheEntryTo(&entry_to_update, Renderer::EFBToScaledX(entry_to_update->native_width), Renderer::EFBToScaledY(entry_to_update->native_height)); ScaleTextureCacheEntryTo(&entry, Renderer::EFBToScaledX(entry->native_width), Renderer::EFBToScaledY(entry->native_height)); src_x = Renderer::EFBToScaledX(src_x); src_y = Renderer::EFBToScaledY(src_y); dst_x = Renderer::EFBToScaledX(dst_x); dst_y = Renderer::EFBToScaledY(dst_y); copy_width = Renderer::EFBToScaledX(copy_width); copy_height = Renderer::EFBToScaledY(copy_height); } MathUtil::Rectangle<int> srcrect, dstrect; srcrect.left = src_x; srcrect.top = src_y; srcrect.right = (src_x + copy_width); srcrect.bottom = (src_y + copy_height); dstrect.left = dst_x; dstrect.top = dst_y; dstrect.right = (dst_x + copy_width); dstrect.bottom = (dst_y + copy_height); entry_to_update->CopyRectangleFromTexture(entry, srcrect, dstrect); // Mark the texture update as used, so it isn't applied more than once entry->frameCount = frameCount; } else { // If the hash does not match, this EFB copy will not be used for anything, so remove it iter = FreeTexture(iter); continue; } } ++iter; } return entry_to_update; }