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C++ TCacheEntryBase::CacheLinesPerRow方法代码示例

本文整理汇总了C++中TCacheEntryBase::CacheLinesPerRow方法的典型用法代码示例。如果您正苦于以下问题:C++ TCacheEntryBase::CacheLinesPerRow方法的具体用法?C++ TCacheEntryBase::CacheLinesPerRow怎么用?C++ TCacheEntryBase::CacheLinesPerRow使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在TCacheEntryBase的用法示例。


在下文中一共展示了TCacheEntryBase::CacheLinesPerRow方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: CopyRenderTargetToTexture


//.........这里部分代码省略.........
			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);
}
开发者ID:dragonbane0,项目名称:dolphin,代码行数:101,代码来源:TextureCacheBase.cpp

示例2: Load


//.........这里部分代码省略.........
	//
	// 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
开发者ID:dragonbane0,项目名称:dolphin,代码行数:67,代码来源:TextureCacheBase.cpp


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