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C++ TCacheEntryBase::IsEfbCopy方法代码示例

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

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

示例3: 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4: DoPartialTextureUpdates

TextureCache::TCacheEntryBase* TextureCache::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);
	u32 block_height = TexDecoder_GetBlockHeightInTexels(entry_to_update->format);
	u32 block_size = block_width * block_height * TexDecoder_GetTexelSizeInNibbles(entry_to_update->format) / 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)
		{
			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)
				{
					TextureCache::TCacheEntryConfig newconfig;
					newconfig.width = w;
					newconfig.height = h;
					newconfig.rendertarget = true;
					TCacheEntryBase* newentry = AllocateTexture(newconfig);
					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;
		}
		++iter;
	}
	return entry_to_update;
}
开发者ID:dragonbane0,项目名称:dolphin,代码行数:93,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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