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

本文整理汇总了C++中TCacheEntryBase::CalculateHash方法的典型用法代码示例。如果您正苦于以下问题:C++ TCacheEntryBase::CalculateHash方法的具体用法?C++ TCacheEntryBase::CalculateHash怎么用?C++ TCacheEntryBase::CalculateHash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::CalculateHash方法的5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: CopyRenderTargetToTexture


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

示例3: DoPartialTextureUpdates

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;
			}
//.........这里部分代码省略.........
开发者ID:c29reid,项目名称:dolphin,代码行数:101,代码来源:TextureCacheBase.cpp

示例4: DoPartialTextureUpdates

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

示例5: DoPartialTextureUpdates

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;
//.........这里部分代码省略.........
开发者ID:benwh4,项目名称:dolphin,代码行数:101,代码来源:TextureCacheBase.cpp


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