Files
pcsx2/plugins/GSdx/GSTextureCache.cpp
T
sudonim1@gmail.com 80ba8ff16a GSDX: Fix splinter cell double agent (and others) regression. Texture cache hits no longer depend on TEXA ever, GPU load however is increased. The last regression I think?
So, in the end I only properly understood the old code after finding all the problems with my version.  I'm not sure whether any changes I've made are improvements any more, I'll need to review it with what I've learned in mind.  This effort might've been a big waste of time.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5329 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-27 00:57:44 +00:00

1247 lines
27 KiB
C++

/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* 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; either version 2, or (at your option)
* any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSTextureCache.h"
GSTextureCache::GSTextureCache(GSRenderer* r)
: m_renderer(r)
{
m_spritehack = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_SpriteHack", 0) : 0;
UserHacks_HalfPixelOffset = !!theApp.GetConfig("UserHacks", 0) && !!theApp.GetConfig("UserHacks_HalfPixelOffset", 0);
m_paltex = !!theApp.GetConfig("paltex", 0);
m_temp = (uint8*)_aligned_malloc(1024 * 1024 * sizeof(uint32), 32);
}
GSTextureCache::~GSTextureCache()
{
RemoveAll();
_aligned_free(m_temp);
}
void GSTextureCache::RemoveAll()
{
m_src.RemoveAll();
for(int type = 0; type < 2; type++)
{
for_each(m_dst[type].begin(), m_dst[type].end(), delete_object());
m_dst[type].clear();
}
}
GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& r)
{
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
const GSLocalMemory::psm_t& cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[TEX0.CPSM] : psm;
GIFRegTEXA plainTEXA;
plainTEXA.AEM = 1;
plainTEXA.TA0 = 0;
plainTEXA.TA1 = 0x80;
m_renderer->m_mem.m_clut.Read32(TEX0, plainTEXA);
const uint32* clut = m_renderer->m_mem.m_clut;
Source* src = NULL;
list<Source*>& m = m_src.m_map[TEX0.TBP0 >> 5];
for(list<Source*>::iterator i = m.begin(); i != m.end(); i++)
{
Source* s = *i;
if(((TEX0.u32[0] ^ s->m_TEX0.u32[0]) | ((TEX0.u32[1] ^ s->m_TEX0.u32[1]) & 3)) != 0) // TBP0 TBW PSM TW TH
{
continue;
}
if(s->m_palette == NULL && psm.pal > 0 && !GSVector4i::compare64(clut, s->m_clut, psm.pal * sizeof(clut[0])))
{
continue;
}
m.splice(m.begin(), m, i);
src = s;
break;
}
Target* dst = NULL;
#ifdef DISABLE_HW_TEXTURE_CACHE
if( 0 )
#else
if(src == NULL)
#endif
{
uint32 bp = TEX0.TBP0;
uint32 psm = TEX0.PSM;
// Arc the Lad finds the wrong surface here when looking for a depth stencil.
// Since we're currently not caching depth stencils (check ToDo in CreateSource) we should not look for it here.
// (Simply not doing this code at all makes a lot of previsouly missing stuff show (but breaks pretty much everything
// else.)
//for(int type = 0; type < 2 && dst == NULL; type++)
for(int type = 0; type < 1 && dst == NULL; type++) // Only look for render target, no depth stencil
{
for(list<Target*>::iterator i = m_dst[type].begin(); i != m_dst[type].end(); i++)
{
Target* t = *i;
if(t->m_used && t->m_dirty.empty() && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
{
dst = t;
break;
}
}
}
}
if(src == NULL)
{
src = CreateSource(TEX0, TEXA, dst);
if(src == NULL)
{
return NULL;
}
}
if (src->m_palette)
{
int size = psm.pal * sizeof(clut[0]);
if(src->m_initpalette || !GSVector4i::update(src->m_clut, clut, size))
{
src->m_palette->Update(GSVector4i(0, 0, psm.pal, 1), src->m_clut, size);
src->m_initpalette = false;
}
}
src->Update(r);
m_src.m_used = true;
return src;
}
GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int w, int h, int type, bool used)
{
uint32 bp = TEX0.TBP0;
Target* dst = NULL;
for(list<Target*>::iterator i = m_dst[type].begin(); i != m_dst[type].end(); i++)
{
Target* t = *i;
if(bp == t->m_TEX0.TBP0)
{
m_dst[type].splice(m_dst[type].begin(), m_dst[type], i);
dst = t;
dst->m_TEX0 = TEX0;
break;
}
}
if(dst == NULL)
{
dst = CreateTarget(TEX0, w, h, type);
if(dst == NULL)
{
return NULL;
}
}
else
{
dst->Update();
}
if(m_renderer->CanUpscale())
{
int multiplier = m_renderer->GetUpscaleMultiplier();
if(multiplier > 1) // it's limited to a maximum of 4 on reading the config
{
#if 0 //#ifdef ENABLE_UPSCALE_HACKS //not happy with this yet..
float x = 1.0f;
float y = 1.0f;
switch(multiplier)
{
case 2: x = 1.9375; y = 2.0f; break; // x res get's rid of vertical lines in many games
case 3: x = 2.9375f; y = 2.9375f; break; // not helping much
case 4: x = 3.875f; y = 3.875f; break; // not helping much
default: __assume(0);
}
dst->m_texture->SetScale(GSVector2::_(x, y));
#else
dst->m_texture->SetScale(GSVector2((float)multiplier, (float)multiplier));
#endif
}
else
{
GSVector4i fr = m_renderer->GetFrameRect();
int ww = (int)(fr.left + m_renderer->GetDisplayRect().width());
int hh = (int)(fr.top + m_renderer->GetDisplayRect().height());
if(hh <= m_renderer->GetDeviceSize().y / 2)
{
hh *= 2;
}
// This vp2 fix doesn't work most of the time
if(hh < 512 && m_renderer->m_context->SCISSOR.SCAY1 == 511) // vp2
{
hh = 512;
}
if(ww > 0 && hh > 0)
{
dst->m_texture->SetScale(GSVector2((float)w / ww, (float)h / hh));
}
}
}
if(used)
{
dst->m_used = true;
}
return dst;
}
GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int w, int h)
{
uint32 bp = TEX0.TBP0;
Target* dst = NULL;
for(list<Target*>::iterator i = m_dst[RenderTarget].begin(); i != m_dst[RenderTarget].end(); i++)
{
Target* t = *i;
if(bp == t->m_TEX0.TBP0)
{
dst = t;
break;
}
else
{
// HACK: try to find something close to the base pointer
if(t->m_TEX0.TBP0 <= bp && bp < t->m_TEX0.TBP0 + 0xe00 && (!dst || t->m_TEX0.TBP0 >= dst->m_TEX0.TBP0))
{
dst = t;
}
}
}
if(dst == NULL)
{
dst = CreateTarget(TEX0, w, h, RenderTarget);
if(dst == NULL)
{
return NULL;
}
m_renderer->m_dev->ClearRenderTarget(dst->m_texture, 0); // new frame buffers after reset should be cleared, don't display memory garbage
}
else
{
dst->Update();
}
dst->m_used = true;
return dst;
}
void GSTextureCache::InvalidateVideoMem(GSOffset* o, const GSVector4i& rect, bool target)
{
if(!o) return; // Fixme. Crashes Dual Hearts, maybe others as well. Was fine before r1549.
uint32 bp = o->bp;
uint32 bw = o->bw;
uint32 psm = o->psm;
if(!target)
{
const list<Source*>& m = m_src.m_map[bp >> 5];
for(list<Source*>::const_iterator i = m.begin(); i != m.end(); )
{
list<Source*>::const_iterator j = i++;
Source* s = *j;
if(GSUtil::HasSharedBits(bp, psm, s->m_TEX0.TBP0, s->m_TEX0.PSM))
{
m_src.RemoveAt(s);
}
}
}
GSVector4i r;
uint32* pages = (uint32*)m_temp;
o->GetPages(rect, pages, &r);
bool found = false;
for(const uint32* p = pages; *p != GSOffset::EOP; p++)
{
uint32 page = *p;
const list<Source*>& m = m_src.m_map[page];
for(list<Source*>::const_iterator i = m.begin(); i != m.end(); )
{
list<Source*>::const_iterator j = i++;
Source* s = *j;
if(GSUtil::HasSharedBits(psm, s->m_TEX0.PSM))
{
uint32* RESTRICT valid = s->m_valid;
bool b = bp == s->m_TEX0.TBP0;
if(!s->m_target)
{
if(s->m_repeating)
{
vector<GSVector2i>& l = s->m_p2t[page];
for(vector<GSVector2i>::iterator k = l.begin(); k != l.end(); k++)
{
valid[k->x] &= k->y;
}
}
else
{
valid[page] = 0;
}
s->m_complete = false;
found = b;
}
else
{
// TODO
if(b)
{
m_src.RemoveAt(s);
}
}
}
}
}
if(!target) return;
for(int type = 0; type < 2; type++)
{
for(list<Target*>::iterator i = m_dst[type].begin(); i != m_dst[type].end(); )
{
list<Target*>::iterator j = i++;
Target* t = *j;
if(GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
{
if(!found && GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM))
{
t->m_dirty.push_back(GSDirtyRect(r, psm));
t->m_TEX0.TBW = bw;
}
else
{
m_dst[type].erase(j);
delete t;
continue;
}
}
if(GSUtil::HasSharedBits(psm, t->m_TEX0.PSM) && bp < t->m_TEX0.TBP0)
{
uint32 rowsize = bw * 8192;
uint32 offset = (uint32)((t->m_TEX0.TBP0 - bp) * 256);
if(rowsize > 0 && offset % rowsize == 0)
{
int y = GSLocalMemory::m_psm[psm].pgs.y * offset / rowsize;
if(r.bottom > y)
{
// TODO: do not add this rect above too
t->m_dirty.push_back(GSDirtyRect(GSVector4i(r.left, r.top - y, r.right, r.bottom - y), psm));
t->m_TEX0.TBW = bw;
continue;
}
}
}
}
}
}
void GSTextureCache::InvalidateLocalMem(GSOffset* o, const GSVector4i& r)
{
uint32 bp = o->bp;
uint32 psm = o->psm;
uint32 bw = o->bw;
// No depth handling please.
if (psm == PSM_PSMZ32 || psm == PSM_PSMZ24 || psm == PSM_PSMZ16 || psm == PSM_PSMZ16S)
return;
// This is a shorter but potentially slower version of the below, commented out code.
// It works for all the games mentioned below and fixes a couple of other ones as well
// (Busen0: Wizardry and Chaos Legion).
// Also in a few games the below code ran the Grandia3 case when it shouldn't :p
for(list<Target*>::iterator i = m_dst[RenderTarget].begin(); i != m_dst[RenderTarget].end(); )
{
list<Target*>::iterator j = i++;
Target* t = *j;
if (t->m_TEX0.PSM != PSM_PSMZ32 && t->m_TEX0.PSM != PSM_PSMZ24 && t->m_TEX0.PSM != PSM_PSMZ16 && t->m_TEX0.PSM != PSM_PSMZ16S)
{
if(GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
{
// note: r.rintersect breaks Wizardry and Chaos Legion
// Read(t, t->m_valid) works in all tested games but is very slow in GUST titles ><
if (r.x == 0 && r.y == 0) // Full screen read?
Read(t, t->m_valid);
else // Block level read?
Read(t, r.rintersect(t->m_valid));
}
}
}
//GSTextureCache::Target* rt2 = NULL;
//int ymin = INT_MAX;
//for(list<Target*>::iterator i = m_dst[RenderTarget].begin(); i != m_dst[RenderTarget].end(); )
//{
// list<Target*>::iterator j = i++;
// Target* t = *j;
// if (t->m_TEX0.PSM != PSM_PSMZ32 && t->m_TEX0.PSM != PSM_PSMZ24 && t->m_TEX0.PSM != PSM_PSMZ16 && t->m_TEX0.PSM != PSM_PSMZ16S)
// {
// if(GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
// {
// if(GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM))
// {
// Read(t, r.rintersect(t->m_valid));
// return;
// }
// else if(psm == PSM_PSMCT32 && (t->m_TEX0.PSM == PSM_PSMCT16 || t->m_TEX0.PSM == PSM_PSMCT16S))
// {
// // ffx-2 riku changing to her default (shoots some reflecting glass at the end), 16-bit rt read as 32-bit
// Read(t, GSVector4i(r.left, r.top, r.right, r.top + (r.bottom - r.top) * 2).rintersect(t->m_valid));
// return;
// }
// else
// {
// if (psm == PSM_PSMT4HH && t->m_TEX0.PSM == PSM_PSMCT32)
// {
// // Silent Hill Origins shadows: Read 8 bit using only the HIGH bits (4 bit) texture as 32 bit.
// Read(t, r.rintersect(t->m_valid));
// return;
// }
// else
// {
// //printf("Trashing render target. We have a %d type texture and we are trying to write into a %d type texture\n", t->m_TEX0.PSM, psm);
// m_dst[RenderTarget].erase(j);
// delete t;
// }
// }
// }
// // Grandia3, FFX, FFX-2 pause menus. t->m_TEX0.TBP0 magic number checks because otherwise kills xs2 videos
// if( (GSUtil::HasSharedBits(psm, t->m_TEX0.PSM) && (bp > t->m_TEX0.TBP0) )
// && ((t->m_TEX0.TBP0 == 0) || (t->m_TEX0.TBP0==3328) || (t->m_TEX0.TBP0==3584) ))
// {
// //printf("first : %d-%d child : %d-%d\n", psm, bp, t->m_TEX0.PSM, t->m_TEX0.TBP0);
// uint32 rowsize = bw * 8192;
// uint32 offset = (uint32)((bp - t->m_TEX0.TBP0) * 256);
// if(rowsize > 0 && offset % rowsize == 0)
// {
// int y = GSLocalMemory::m_psm[psm].pgs.y * offset / rowsize;
// if(y < ymin && y < 512)
// {
// rt2 = t;
// ymin = y;
// }
// }
// }
// }
//}
//if(rt2)
//{
// Read(rt2, GSVector4i(r.left, r.top + ymin, r.right, r.bottom + ymin));
//}
// TODO: ds
}
void GSTextureCache::IncAge()
{
int maxage = m_src.m_used ? 3 : 30;
for(hash_set<Source*>::iterator i = m_src.m_surfaces.begin(); i != m_src.m_surfaces.end(); )
{
hash_set<Source*>::iterator j = i++;
Source* s = *j;
if(++s->m_age > maxage)
{
m_src.RemoveAt(s);
}
}
m_src.m_used = false;
// Clearing of Rendertargets causes flickering in many scene transitions.
// Sigh, this seems to be used to invalidate surfaces. So set a huge maxage to avoid flicker,
// but still invalidate surfaces. (Disgaea 2 fmv when booting the game through the BIOS)
// Original maxage was 4 here, Xenosaga 2 needs at least 240, else it flickers on scene transitions.
maxage = 400; // ffx intro scene changes leave the old image untouched for a couple of frames and only then start using it
for(int type = 0; type < 2; type++)
{
for(list<Target*>::iterator i = m_dst[type].begin(); i != m_dst[type].end(); )
{
list<Target*>::iterator j = i++;
Target* t = *j;
if(++t->m_age > maxage)
{
m_dst[type].erase(j);
delete t;
}
}
}
}
//Fixme: Several issues in here. Not handling depth stencil, pitch conversion doesnt work.
GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* dst)
{
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
Source* src = new Source(m_renderer, TEX0, TEXA, m_temp);
int tw = 1 << TEX0.TW;
int th = 1 << TEX0.TH;
int tp = TEX0.TBW << 6;
bool hack = false;
if(m_spritehack && (TEX0.PSM == PSM_PSMT8 || TEX0.PSM == PSM_PSMT8H))
{
src->m_spritehack_t = true;
if(m_spritehack == 2 && TEX0.CPSM != PSM_PSMCT16)
src->m_spritehack_t = false;
}
else
src->m_spritehack_t = false;
if (dst)
{
// TODO: clean up this mess
src->m_target = true;
if(dst->m_type != RenderTarget)
{
// TODO
delete src;
return NULL;
}
dst->Update();
GSTexture* tmp = NULL;
if(dst->m_texture->IsMSAA())
{
tmp = dst->m_texture;
dst->m_texture = m_renderer->m_dev->Resolve(dst->m_texture);
}
// do not round here!!! if edge becomes a black pixel and addressing mode is clamp => everything outside the clamped area turns into black (kh2 shadows)
int w = (int)(dst->m_texture->GetScale().x * tw);
int h = (int)(dst->m_texture->GetScale().y * th);
GSVector2i dstsize = dst->m_texture->GetSize();
// pitch conversion
if(dst->m_TEX0.TBW != TEX0.TBW) // && dst->m_TEX0.PSM == TEX0.PSM
{
// This is so broken :p
////Better not do the code below, "fixes" like every game that ever gets here..
////Edit: Ratchet and Clank needs this to show most of it's graphics at all.
////Someone else fix this please, I can't :p
////delete src; return NULL;
//// sfex3 uses this trick (bw: 10 -> 5, wraps the right side below the left)
//ASSERT(dst->m_TEX0.TBW > TEX0.TBW); // otherwise scale.x need to be reduced to make the larger texture fit (TODO)
//src->m_texture = m_renderer->m_dev->CreateRenderTarget(dstsize.x, dstsize.y, false);
//GSVector4 size = GSVector4(dstsize).xyxy();
//GSVector4 scale = GSVector4(dst->m_texture->GetScale()).xyxy();
//int blockWidth = 64;
//int blockHeight = TEX0.PSM == PSM_PSMCT32 || TEX0.PSM == PSM_PSMCT24 ? 32 : 64;
//GSVector4i br(0, 0, blockWidth, blockHeight);
//int sw = (int)dst->m_TEX0.TBW << 6;
//int dw = (int)TEX0.TBW << 6;
//int dh = 1 << TEX0.TH;
//if(sw != 0)
//for(int dy = 0; dy < dh; dy += blockHeight)
//{
// for(int dx = 0; dx < dw; dx += blockWidth)
// {
// int o = dy * dw / blockHeight + dx;
// int sx = o % sw;
// int sy = o / sw;
// GSVector4 sr = GSVector4(GSVector4i(sx, sy).xyxy() + br) * scale / size;
// GSVector4 dr = GSVector4(GSVector4i(dx, dy).xyxy() + br) * scale;
// m_renderer->m_dev->StretchRect(dst->m_texture, sr, src->m_texture, dr);
// // TODO: this is quite a lot of StretchRect, do it with one Draw
// }
//}
}
else if(tw < 1024)
{
// FIXME: timesplitters blurs the render target by blending itself over a couple of times
hack = true;
//if(tw == 256 && th == 128 && (TEX0.TBP0 == 0 || TEX0.TBP0 == 0x00e00))
//{
// delete src;
// return NULL;
//}
}
// width/height conversion
GSVector2 scale = dst->m_texture->GetScale();
GSVector4 dr(0, 0, w, h);
if(w > dstsize.x)
{
scale.x = (float)dstsize.x / tw;
dr.z = (float)dstsize.x * scale.x / dst->m_texture->GetScale().x;
w = dstsize.x;
}
if(h > dstsize.y)
{
scale.y = (float)dstsize.y / th;
dr.w = (float)dstsize.y * scale.y / dst->m_texture->GetScale().y;
h = dstsize.y;
}
GSVector4 sr(0, 0, w, h);
GSTexture* st = src->m_texture ? src->m_texture : dst->m_texture;
GSTexture *dt = m_renderer->m_dev->CreateRenderTarget(w, h, false);
if (psm.pal > 0)
src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
if(!src->m_texture)
{
src->m_texture = dt;
}
if((sr == dr).alltrue())
{
m_renderer->m_dev->CopyRect(st, dt, GSVector4i(0, 0, w, h));
}
else
{
sr.z /= st->GetWidth();
sr.w /= st->GetHeight();
m_renderer->m_dev->StretchRect(st, sr, dt, dr);
}
if(dt != src->m_texture)
{
m_renderer->m_dev->Recycle(src->m_texture);
src->m_texture = dt;
}
if( src->m_texture )
src->m_texture->SetScale(scale);
else
ASSERT(0);
if(tmp != NULL)
{
m_renderer->m_dev->Recycle(dst->m_texture);
dst->m_texture = tmp;
}
// Offset hack. Can be enabled via GSdx options.
// The offset will be used in Draw().
float modx = 0.0f;
float mody = 0.0f;
if(UserHacks_HalfPixelOffset && hack)
{
switch(m_renderer->GetUpscaleMultiplier())
{
case 2: modx = 2.2f; mody = 2.2f; dst->m_texture->LikelyOffset = true; break;
case 3: modx = 3.1f; mody = 3.1f; dst->m_texture->LikelyOffset = true; break;
case 4: modx = 4.2f; mody = 4.2f; dst->m_texture->LikelyOffset = true; break;
case 5: modx = 5.3f; mody = 5.3f; dst->m_texture->LikelyOffset = true; break;
case 6: modx = 6.2f; mody = 6.2f; dst->m_texture->LikelyOffset = true; break;
default: modx = 0.0f; mody = 0.0f; dst->m_texture->LikelyOffset = false; break;
}
}
dst->m_texture->OffsetHack_modx = modx;
dst->m_texture->OffsetHack_mody = mody;
}
else
{
if (m_paltex && psm.pal > 0)
{
src->m_texture = m_renderer->m_dev->CreateTexture(tw, th, Get8bitFormat());
src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
}
else
src->m_texture = m_renderer->m_dev->CreateTexture(tw, th);
}
if(src->m_texture == NULL)
{
ASSERT(0);
delete src;
return NULL;
}
if(psm.pal > 0)
{
memcpy(src->m_clut, (const uint32*)m_renderer->m_mem.m_clut, psm.pal * sizeof(uint32));
}
m_src.Add(src, TEX0, m_renderer->m_context->offset.tex);
return src;
}
GSTextureCache::Target* GSTextureCache::CreateTarget(const GIFRegTEX0& TEX0, int w, int h, int type)
{
Target* t = new Target(m_renderer, TEX0, m_temp);
// FIXME: initial data should be unswizzled from local mem in Update() if dirty
t->m_type = type;
if(type == RenderTarget)
{
t->m_texture = m_renderer->m_dev->CreateRenderTarget(w, h, true);
t->m_used = true; // FIXME
}
else if(type == DepthStencil)
{
t->m_texture = m_renderer->m_dev->CreateDepthStencil(w, h, true);
}
if(t->m_texture == NULL)
{
ASSERT(0);
delete t;
return NULL;
}
m_dst[type].push_front(t);
return t;
}
// GSTextureCache::Surface
GSTextureCache::Surface::Surface(GSRenderer* r, uint8* temp)
: m_renderer(r)
, m_temp(temp)
, m_texture(NULL)
, m_age(0)
{
m_TEX0.TBP0 = 0x3fff;
}
GSTextureCache::Surface::~Surface()
{
m_renderer->m_dev->Recycle(m_texture);
}
void GSTextureCache::Surface::Update()
{
m_age = 0;
}
// GSTextureCache::Source
GSTextureCache::Source::Source(GSRenderer* r, const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, uint8* temp)
: Surface(r, temp)
, m_palette(NULL)
, m_initpalette(true)
, m_target(false)
, m_complete(false)
, m_p2t(NULL)
{
m_TEX0 = TEX0;
m_TEXA = TEXA;
memset(m_valid, 0, sizeof(m_valid));
m_clut = (uint32*)_aligned_malloc(256 * sizeof(uint32), 32);
memset(m_clut, 0, sizeof(m_clut));
m_write.rect = (GSVector4i*)_aligned_malloc(3 * sizeof(GSVector4i), 32);
m_write.count = 0;
m_repeating = m_TEX0.IsRepeating();
if(m_repeating)
{
m_p2t = r->m_mem.GetPage2TileMap(m_TEX0);
}
}
GSTextureCache::Source::~Source()
{
m_renderer->m_dev->Recycle(m_palette);
_aligned_free(m_clut);
_aligned_free(m_write.rect);
}
void GSTextureCache::Source::Update(const GSVector4i& rect)
{
Surface::Update();
if(m_complete || m_target)
{
return;
}
GSVector2i bs = GSLocalMemory::m_psm[m_TEX0.PSM].bs;
int tw = std::max<int>(1 << m_TEX0.TW, bs.x);
int th = std::max<int>(1 << m_TEX0.TH, bs.y);
GSVector4i r = rect.ralign<Align_Outside>(bs);
if(r.eq(GSVector4i(0, 0, tw, th)))
{
m_complete = true; // lame, but better than nothing
}
const GSOffset* o = m_renderer->m_context->offset.tex;
uint32 blocks = 0;
if(m_repeating)
{
for(int y = r.top; y < r.bottom; y += bs.y)
{
uint32 base = o->block.row[y >> 3];
for(int x = r.left, i = (y << 7) + x; x < r.right; x += bs.x, i += bs.x)
{
uint32 block = base + o->block.col[x >> 3];
if(block < MAX_BLOCKS)
{
uint32 addr = i >> 3;
uint32 row = addr >> 5;
uint32 col = 1 << (addr & 31);
if((m_valid[row] & col) == 0)
{
m_valid[row] |= col;
Write(GSVector4i(x, y, x + bs.x, y + bs.y));
blocks++;
}
}
}
}
}
else
{
for(int y = r.top; y < r.bottom; y += bs.y)
{
uint32 base = o->block.row[y >> 3];
for(int x = r.left; x < r.right; x += bs.x)
{
uint32 block = base + o->block.col[x >> 3];
if(block < MAX_BLOCKS)
{
uint32 row = block >> 5;
uint32 col = 1 << (block & 31);
if((m_valid[row] & col) == 0)
{
m_valid[row] |= col;
Write(GSVector4i(x, y, x + bs.x, y + bs.y));
blocks++;
}
}
}
}
}
if(blocks > 0)
{
m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, bs.x * bs.y * blocks << (m_palette ? 2 : 0));
Flush(m_write.count);
}
}
void GSTextureCache::Source::Write(const GSVector4i& r)
{
m_write.rect[m_write.count++] = r;
while(m_write.count >= 2)
{
GSVector4i& a = m_write.rect[m_write.count - 2];
GSVector4i& b = m_write.rect[m_write.count - 1];
if((a == b.zyxw()).mask() == 0xfff0)
{
a.right = b.right; // extend right
m_write.count--;
}
else if((a == b.xwzy()).mask() == 0xff0f)
{
a.bottom = b.bottom; // extend down
m_write.count--;
}
else
{
break;
}
}
if(m_write.count > 2)
{
Flush(1);
}
}
void GSTextureCache::Source::Flush(uint32 count)
{
// This function as written will not work for paletted formats copied from framebuffers
// because they are 8 or 4 bit formats on the GS and the GS local memory module reads
// these into an 8 bit format while the D3D surfaces are 32 bit.
// However the function is never called for these cases. This is just for information
// should someone wish to use this function for these cases later.
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[m_TEX0.PSM];
int tw = 1 << m_TEX0.TW;
int th = 1 << m_TEX0.TH;
GSVector4i tr(0, 0, tw, th);
int pitch = max(tw, psm.bs.x) * sizeof(uint32);
GSLocalMemory& mem = m_renderer->m_mem;
const GSOffset* o = m_renderer->m_context->offset.tex;
GSLocalMemory::readTexture rtx = psm.rtx;
GIFRegTEXA plainTEXA;
plainTEXA.AEM = 1;
plainTEXA.TA0 = 0;
plainTEXA.TA1 = 0x80;
if(m_palette)
{
pitch >>= 2;
rtx = psm.rtxP;
}
uint8* buff = m_temp;
for(uint32 i = 0; i < count; i++)
{
GSVector4i r = m_write.rect[i];
if((r > tr).mask() & 0xff00)
{
(mem.*rtx)(o, r, buff, pitch, m_TEXA);
m_texture->Update(r.rintersect(tr), buff, pitch);
}
else
{
GSTexture::GSMap m;
if(m_texture->Map(m, &r))
{
(mem.*rtx)(o, r, m.bits, m.pitch, plainTEXA);
m_texture->Unmap();
}
else
{
(mem.*rtx)(o, r, buff, pitch, plainTEXA);
m_texture->Update(r, buff, pitch);
}
}
}
if(count < m_write.count)
{
memcpy(&m_write.rect[0], &m_write.rect[count], (m_write.count - count) * sizeof(m_write.rect[0]));
}
m_write.count -= count;
}
// GSTextureCache::Target
GSTextureCache::Target::Target(GSRenderer* r, const GIFRegTEX0& TEX0, uint8* temp)
: Surface(r, temp)
, m_type(-1)
, m_used(false)
{
m_TEX0 = TEX0;
m_valid = GSVector4i::zero();
}
void GSTextureCache::Target::Update()
{
Surface::Update();
// FIXME: the union of the rects may also update wrong parts of the render target (but a lot faster :)
GSVector4i r = m_dirty.GetDirtyRectAndClear(m_TEX0, m_texture->GetSize());
if(r.rempty()) return;
if(m_type == RenderTarget)
{
int w = r.width();
int h = r.height();
if(GSTexture* t = m_renderer->m_dev->CreateTexture(w, h))
{
const GSOffset* o = m_renderer->m_mem.GetOffset(m_TEX0.TBP0, m_TEX0.TBW, m_TEX0.PSM);
GIFRegTEXA TEXA;
TEXA.AEM = 1;
TEXA.TA0 = 0;
TEXA.TA1 = 0x80;
GSTexture::GSMap m;
if(t->Map(m))
{
m_renderer->m_mem.ReadTexture(o, r, m.bits, m.pitch, TEXA);
t->Unmap();
}
else
{
int pitch = ((w + 3) & ~3) * 4;
m_renderer->m_mem.ReadTexture(o, r, m_temp, pitch, TEXA);
t->Update(r.rsize(), m_temp, pitch);
}
// m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, w * h * 4);
m_renderer->m_dev->StretchRect(t, m_texture, GSVector4(r) * GSVector4(m_texture->GetScale()).xyxy());
m_renderer->m_dev->Recycle(t);
}
}
else if(m_type == DepthStencil)
{
// do the most likely thing a direct write would do, clear it
if((m_renderer->m_game.flags & CRC::ZWriteMustNotClear) == 0)
{
m_renderer->m_dev->ClearDepth(m_texture, 0);
}
}
}
// GSTextureCache::SourceMap
void GSTextureCache::SourceMap::Add(Source* s, const GIFRegTEX0& TEX0, const GSOffset* o)
{
m_surfaces.insert(s);
if(s->m_target)
{
// TODO
m_map[TEX0.TBP0 >> 5].push_front(s);
return;
}
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
GSVector2i bs = (TEX0.TBP0 & 31) == 0 ? psm.pgs : psm.bs;
int tw = 1 << TEX0.TW;
int th = 1 << TEX0.TH;
for(int y = 0; y < th; y += bs.y)
{
uint32 base = o->block.row[y >> 3];
for(int x = 0; x < tw; x += bs.x)
{
uint32 page = (base + o->block.col[x >> 3]) >> 5;
if(page < MAX_PAGES)
{
m_pages[page >> 5] |= 1 << (page & 31);
}
}
}
for(int i = 0; i < countof(m_pages); i++)
{
if(uint32 p = m_pages[i])
{
m_pages[i] = 0;
list<Source*>* m = &m_map[i << 5];
unsigned long j;
while(_BitScanForward(&j, p))
{
p ^= 1 << j;
m[j].push_front(s);
}
}
}
}
void GSTextureCache::SourceMap::RemoveAll()
{
for_each(m_surfaces.begin(), m_surfaces.end(), delete_object());
m_surfaces.clear();
for(uint32 i = 0; i < countof(m_map); i++)
{
m_map[i].clear();
}
}
void GSTextureCache::SourceMap::RemoveAt(Source* s)
{
m_surfaces.erase(s);
for(uint32 start = s->m_TEX0.TBP0 >> 5, end = s->m_target ? start : countof(m_map) - 1; start <= end; start++)
{
list<Source*>& m = m_map[start];
for(list<Source*>::iterator i = m.begin(); i != m.end(); )
{
list<Source*>::iterator j = i++;
if(*j == s) {m.erase(j); break;}
}
}
delete s;
}