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

本文整理汇总了C++中TCacheEntryBase::SetGeneralParameters方法的典型用法代码示例。如果您正苦于以下问题:C++ TCacheEntryBase::SetGeneralParameters方法的具体用法?C++ TCacheEntryBase::SetGeneralParameters怎么用?C++ TCacheEntryBase::SetGeneralParameters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::SetGeneralParameters方法的7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: ScaleTextureCacheEntryTo

void TextureCacheBase::ScaleTextureCacheEntryTo(TextureCacheBase::TCacheEntryBase** entry, u32 new_width, u32 new_height)
{
	if ((*entry)->config.width == new_width && (*entry)->config.height == new_height)
	{
		return;
	}

	u32 max = g_renderer->GetMaxTextureSize();
	if (max < new_width || max < new_height)
	{
		ERROR_LOG(VIDEO, "Texture too big, width = %d, height = %d", new_width, new_height);
		return;
	}

	TextureCacheBase::TCacheEntryConfig newconfig;
	newconfig.width = new_width;
	newconfig.height = new_height;
	newconfig.layers = (*entry)->config.layers;
	newconfig.rendertarget = true;

	TCacheEntryBase* newentry = AllocateTexture(newconfig);
	if (newentry)
	{
		newentry->SetGeneralParameters((*entry)->addr, (*entry)->size_in_bytes, (*entry)->format);
		newentry->SetDimensions((*entry)->native_width, (*entry)->native_height, 1);
		newentry->SetHashes((*entry)->base_hash, (*entry)->hash);
		newentry->frameCount = frameCount;
		newentry->is_efb_copy = (*entry)->is_efb_copy;
		MathUtil::Rectangle<int> srcrect, dstrect;
		srcrect.left = 0;
		srcrect.top = 0;
		srcrect.right = (*entry)->config.width;
		srcrect.bottom = (*entry)->config.height;
		dstrect.left = 0;
		dstrect.top = 0;
		dstrect.right = new_width;
		dstrect.bottom = new_height;
		newentry->CopyRectangleFromTexture(*entry, srcrect, dstrect);

		// Keep track of the pointer for textures_by_hash
		if ((*entry)->textures_by_hash_iter != textures_by_hash.end())
		{
			newentry->textures_by_hash_iter = textures_by_hash.emplace((*entry)->hash, newentry);
		}

		InvalidateTexture(GetTexCacheIter(*entry));

		*entry = newentry;
		textures_by_address.emplace((*entry)->addr, *entry);
	}
	else
	{
		ERROR_LOG(VIDEO, "Scaling failed");
	}
}
开发者ID:MarquiseRosier,项目名称:dolphin,代码行数:55,代码来源:TextureCacheBase.cpp

示例2: CopyRenderTargetToTexture


//.........这里部分代码省略.........
			colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
			cbufid = 22;
			break;
		case 10: // B8
			colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
			cbufid = 23;
			break;

		case 11: // RG8
			colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
			cbufid = 24;
			break;

		case 12: // GB8
			colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f;
			cbufid = 25;
			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;
		}
	}

	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;


	TCacheEntryBase *entry = textures[dstAddr];
	if (entry)
	{
		if (entry->type == TCET_EC_DYNAMIC && entry->native_width == tex_w && entry->native_height == tex_h)
		{
			scaled_tex_w = tex_w;
			scaled_tex_h = tex_h;
		}
		else if (!(entry->type == TCET_EC_VRAM && entry->virtual_width == scaled_tex_w && entry->virtual_height == scaled_tex_h))
		{
			// remove it and recreate it as a render target
			delete entry;
			entry = nullptr;
		}
	}

	if (nullptr == entry)
	{
		// create the texture
		textures[dstAddr] = entry = g_texture_cache->CreateRenderTargetTexture(scaled_tex_w, scaled_tex_h);

		// TODO: Using the wrong dstFormat, dumb...
		entry->SetGeneralParameters(dstAddr, 0, dstFormat, 1);
		entry->SetDimensions(tex_w, tex_h, scaled_tex_w, scaled_tex_h);
		entry->SetHashes(TEXHASH_INVALID);
		entry->type = TCET_EC_VRAM;
	}

	entry->frameCount = frameCount;

	entry->FromRenderTarget(dstAddr, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf, cbufid, colmat);
}
开发者ID:Catnips,项目名称:dolphin,代码行数:101,代码来源:TextureCacheBase.cpp

示例3: Load


//.........这里部分代码省略.........
		{
			u8* src_data_gb = &texMem[bpmem.tex[stage/4].texImage2[stage%4].tmem_odd * TMEM_LINE_SIZE];
			pcfmt = TexDecoder_DecodeRGBA8FromTmem(temp, src_data, src_data_gb, expandedWidth, expandedHeight);
		}
	}

	u32 texLevels = use_mipmaps ? (maxlevel + 1) : 1;
	const bool using_custom_lods = using_custom_texture && CheckForCustomTextureLODs(tex_hash, texformat, texLevels);
	// Only load native mips if their dimensions fit to our virtual texture dimensions
	const bool use_native_mips = use_mipmaps && !using_custom_lods && (width == nativeW && height == nativeH);
	texLevels = (use_native_mips || using_custom_lods) ? texLevels : 1; // TODO: Should be forced to 1 for non-pow2 textures (e.g. efb copies with automatically adjusted IR)

	// create the entry/texture
	if (nullptr == entry)
	{
		textures[texID] = entry = g_texture_cache->CreateTexture(width, height, expandedWidth, texLevels, pcfmt);

		// Sometimes, we can get around recreating a texture if only the number of mip levels changes
		// e.g. if our texture cache entry got too many mipmap levels we can limit the number of used levels by setting the appropriate render states
		// Thus, we don't update this member for every Load, but just whenever the texture gets recreated

		// TODO: This is the wrong value. We should be storing the number of levels our actual texture has.
		// But that will currently make the above "existing entry" tests fail as "texLevels" is not calculated until after.
		// Currently, we might try to reuse a texture which appears to have more levels than actual, maybe..
		entry->num_mipmaps = maxlevel + 1;
		entry->type = TCET_NORMAL;

		GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
	}
	else
	{
		// load texture (CreateTexture also loads level 0)
		entry->Load(width, height, expandedWidth, 0);
	}

	entry->SetGeneralParameters(address, texture_size, full_format, entry->num_mipmaps);
	entry->SetDimensions(nativeW, nativeH, width, height);
	entry->hash = tex_hash;

	if (entry->IsEfbCopy() && !g_ActiveConfig.bCopyEFBToTexture)
		entry->type = TCET_EC_DYNAMIC;
	else
		entry->type = TCET_NORMAL;

	if (g_ActiveConfig.bDumpTextures && !using_custom_texture)
		DumpTexture(entry, 0);

	u32 level = 1;
	// load mips - TODO: Loading mipmaps from tmem is untested!
	if (pcfmt != PC_TEX_FMT_NONE)
	{
		if (use_native_mips)
		{
			src_data += texture_size;

			const u8* ptr_even = nullptr;
			const u8* ptr_odd = nullptr;
			if (from_tmem)
			{
				ptr_even = &texMem[bpmem.tex[stage/4].texImage1[stage%4].tmem_even * TMEM_LINE_SIZE + texture_size];
				ptr_odd = &texMem[bpmem.tex[stage/4].texImage2[stage%4].tmem_odd * TMEM_LINE_SIZE];
			}

			for (; level != texLevels; ++level)
			{
				const u32 mip_width = CalculateLevelSize(width, level);
				const u32 mip_height = CalculateLevelSize(height, level);
				const u32 expanded_mip_width = (mip_width + bsw) & (~bsw);
				const u32 expanded_mip_height = (mip_height + bsh) & (~bsh);

				const u8*& mip_src_data = from_tmem
					? ((level % 2) ? ptr_odd : ptr_even)
					: src_data;
				TexDecoder_Decode(temp, mip_src_data, expanded_mip_width, expanded_mip_height, texformat, tlutaddr, tlutfmt, g_ActiveConfig.backend_info.bUseRGBATextures);
				mip_src_data += TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);

				entry->Load(mip_width, mip_height, expanded_mip_width, level);

				if (g_ActiveConfig.bDumpTextures)
					DumpTexture(entry, level);
			}
		}
		else if (using_custom_lods)
		{
			for (; level != texLevels; ++level)
			{
				unsigned int mip_width = CalculateLevelSize(width, level);
				unsigned int mip_height = CalculateLevelSize(height, level);

				LoadCustomTexture(tex_hash, texformat, level, mip_width, mip_height);
				entry->Load(mip_width, mip_height, mip_width, level);
			}
		}
	}

	INCSTAT(stats.numTexturesCreated);
	SETSTAT(stats.numTexturesAlive, textures.size());

	return ReturnEntry(stage, entry);
}
开发者ID:Catnips,项目名称:dolphin,代码行数:101,代码来源:TextureCacheBase.cpp

示例4: 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5: Load


//.........这里部分代码省略.........
			{
				entry = DoPartialTextureUpdates(iter);

				return ReturnEntry(stage, entry);
			}
		}

		// Find the texture which hasn't been used for the longest time. Count paletted
		// textures as the same texture here, when the texture itself is the same. This
		// improves the performance a lot in some games that use paletted textures.
		// Example: Sonic the Fighters (inside Sonic Gems Collection)
		// Skip EFB copies here, so they can be used for partial texture updates
		if (entry->frameCount != FRAMECOUNT_INVALID && entry->frameCount < temp_frameCount &&
			!entry->IsEfbCopy() && !(isPaletteTexture && entry->base_hash == base_hash))
		{
			temp_frameCount = entry->frameCount;
			oldest_entry = iter;
		}
		++iter;
	}

	if (unconverted_copy != textures_by_address.end())
	{
		// Perform palette decoding.
		TCacheEntryBase *entry = unconverted_copy->second;

		TCacheEntryConfig config;
		config.rendertarget = true;
		config.width = entry->config.width;
		config.height = entry->config.height;
		config.layers = FramebufferManagerBase::GetEFBLayers();
		TCacheEntryBase *decoded_entry = AllocateTexture(config);

		decoded_entry->SetGeneralParameters(address, texture_size, full_format);
		decoded_entry->SetDimensions(entry->native_width, entry->native_height, 1);
		decoded_entry->SetHashes(base_hash, full_hash);
		decoded_entry->frameCount = FRAMECOUNT_INVALID;
		decoded_entry->is_efb_copy = false;

		g_texture_cache->ConvertTexture(decoded_entry, entry, &texMem[tlutaddr], (TlutFormat)tlutfmt);
		textures_by_address.emplace((u64)address, decoded_entry);
		return ReturnEntry(stage, decoded_entry);
	}

	// Search the texture cache for normal textures by hash
	//
	// If the texture was fully hashed, the address does not need to match. Identical duplicate textures cause unnecessary slowdowns
	// Example: Tales of Symphonia (GC) uses over 500 small textures in menus, but only around 70 different ones
	if (g_ActiveConfig.iSafeTextureCache_ColorSamples == 0 ||
		std::max(texture_size, palette_size) <= (u32)g_ActiveConfig.iSafeTextureCache_ColorSamples * 8)
	{
		iter_range = textures_by_hash.equal_range(full_hash);
		iter = iter_range.first;
		while (iter != iter_range.second)
		{
			TCacheEntryBase* entry = iter->second;
			// All parameters, except the address, need to match here
			if (entry->format == full_format && entry->native_levels >= tex_levels &&
				entry->native_width == nativeW && entry->native_height == nativeH)
			{
				entry = DoPartialTextureUpdates(iter);

				return ReturnEntry(stage, entry);
			}
			++iter;
		}
开发者ID:dragonbane0,项目名称:dolphin,代码行数:67,代码来源:TextureCacheBase.cpp

示例6: 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7: 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


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