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https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 15:30:35 +00:00
Detach textures and fbs using a range check.
This is more compatible with the attach logic, and might also be faster. Although, framebuffer destroys should not be that common.
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@ -408,7 +408,7 @@ void GuessDrawingSize(int &drawing_width, int &drawing_height) {
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}
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void FramebufferManager::DestroyFramebuf(VirtualFramebuffer *v) {
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textureCache_->NotifyFramebufferDestroyed(v->fb_address, v);
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textureCache_->NotifyFramebuffer(v->fb_address, v, NOTIFY_FB_DESTROYED);
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if (v->fbo) {
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fbo_destroy(v->fbo);
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v->fbo = 0;
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@ -534,7 +534,7 @@ void FramebufferManager::SetRenderFrameBuffer() {
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gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB;
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}
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textureCache_->NotifyFramebuffer(vfb->fb_address, vfb);
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textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_CREATED);
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vfb->last_frame_used = gpuStats.numFrames;
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frameLastFramebufUsed = gpuStats.numFrames;
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@ -568,7 +568,7 @@ void FramebufferManager::SetRenderFrameBuffer() {
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} else {
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if (vfb->fbo) {
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// wtf? This should only happen very briefly when toggling bBufferedRendering
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textureCache_->NotifyFramebufferDestroyed(vfb->fb_address, vfb);
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textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_DESTROYED);
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fbo_destroy(vfb->fbo);
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vfb->fbo = 0;
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}
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@ -588,7 +588,7 @@ void FramebufferManager::SetRenderFrameBuffer() {
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gstate_c.skipDrawReason |= ~SKIPDRAW_SKIPNONFB;
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}*/
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}
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textureCache_->NotifyFramebuffer(vfb->fb_address, vfb);
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textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
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#ifdef USING_GLES2
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// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
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@ -172,16 +172,45 @@ void TextureCache::ClearNextFrame() {
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}
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TextureCache::TexCacheEntry *TextureCache::GetEntryAt(u32 texaddr) {
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// If no CLUT, as in framebuffer textures, cache key is simply texaddr shifted up.
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auto iter = cache.find((u64)texaddr << 32);
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if (iter != cache.end() && iter->second.addr == texaddr)
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return &iter->second;
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else
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return 0;
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inline void TextureCache::AttachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, bool exactMatch) {
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// If they match exactly, it's non-CLUT and from the top left.
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if (exactMatch) {
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DEBUG_LOG(HLE, "Render to texture detected at %08x!", address);
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if (!entry->framebuffer) {
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if (entry->format != framebuffer->format) {
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WARN_LOG_REPORT_ONCE(diffFormat1, HLE, "Render to texture with different formats %d != %d", entry->format, framebuffer->format);
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}
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entry->framebuffer = framebuffer;
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// TODO: Delete the original non-fbo texture too.
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}
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} else if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE) {
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// 3rd Birthday (and possibly other games) render to a 16 bit clut texture.
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const bool compatFormat = framebuffer->format == entry->format
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|| (framebuffer->format == GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT32)
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|| (framebuffer->format != GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT16);
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// Is it at least the right stride?
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if (framebuffer->fb_stride == entry->bufw && compatFormat) {
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if (framebuffer->format != entry->format) {
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WARN_LOG_REPORT_ONCE(diffFormat2, HLE, "Render to texture with different formats %d != %d at %08x", entry->format, framebuffer->format, address);
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// TODO: Use an FBO to translate the palette?
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entry->framebuffer = framebuffer;
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} else if ((entry->addr - address) / entry->bufw < framebuffer->height) {
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WARN_LOG_REPORT_ONCE(subarea, HLE, "Render to area containing texture at %08x", address);
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// TODO: Keep track of the y offset.
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entry->framebuffer = framebuffer;
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}
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}
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}
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}
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void TextureCache::NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffer) {
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inline void TextureCache::DetachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer) {
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if (entry->framebuffer == framebuffer) {
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entry->framebuffer = 0;
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}
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}
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void TextureCache::NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffer, FramebufferNotification msg) {
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// This is a rough heuristic, because sometimes our framebuffers are too tall.
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static const u32 MAX_SUBAREA_Y_OFFSET = 32;
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@ -191,52 +220,19 @@ void TextureCache::NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffe
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// Also, if it's a subsample of the buffer, it'll also be within the FBO.
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const u64 cacheKeyEnd = cacheKey + ((u64)(framebuffer->fb_stride * MAX_SUBAREA_Y_OFFSET) << 32);
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for (auto it = cache.lower_bound(cacheKey), end = cache.upper_bound(cacheKeyEnd); it != end; ++it) {
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auto entry = &it->second;
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// If they match exactly, it's non-CLUT and from the top left.
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if (it->first == cacheKey) {
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DEBUG_LOG(HLE, "Render to texture detected at %08x!", address);
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if (!entry->framebuffer) {
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if (entry->format != framebuffer->format) {
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WARN_LOG_REPORT_ONCE(diffFormat1, HLE, "Render to texture with different formats %d != %d", entry->format, framebuffer->format);
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}
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entry->framebuffer = framebuffer;
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// TODO: Delete the original non-fbo texture too.
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}
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} else if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE) {
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// 3rd Birthday (and possibly other games) render to a 16 bit clut texture.
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const bool compatFormat = framebuffer->format == entry->format
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|| (framebuffer->format == GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT32)
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|| (framebuffer->format != GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT16);
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// Is it at least the right stride?
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if (framebuffer->fb_stride == entry->bufw && compatFormat) {
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if (framebuffer->format != entry->format) {
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WARN_LOG_REPORT_ONCE(diffFormat2, HLE, "Render to texture with different formats %d != %d at %08x", entry->format, framebuffer->format, address);
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// TODO: Use an FBO to translate the palette?
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entry->framebuffer = framebuffer;
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} else if ((entry->addr - address) / entry->bufw < framebuffer->height) {
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WARN_LOG_REPORT_ONCE(subarea, HLE, "Render to area containing texture at %08x", address);
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// TODO: Keep track of the y offset.
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entry->framebuffer = framebuffer;
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}
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}
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switch (msg) {
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case NOTIFY_FB_CREATED:
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case NOTIFY_FB_UPDATED:
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for (auto it = cache.lower_bound(cacheKey), end = cache.upper_bound(cacheKeyEnd); it != end; ++it) {
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AttachFramebuffer(&it->second, address, framebuffer, it->first == cacheKey);
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}
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}
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}
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break;
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void TextureCache::NotifyFramebufferDestroyed(u32 address, VirtualFramebuffer *framebuffer) {
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TexCacheEntry *entry = GetEntryAt(address | 0x04000000);
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if (entry && entry->framebuffer == framebuffer) {
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// There's at least one. We're going to have to loop through all textures unfortunately to be
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// 100% safe.
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for (TexCache::iterator iter = cache.begin(); iter != cache.end(); ++iter) {
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if (iter->second.framebuffer == framebuffer) {
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iter->second.framebuffer = 0;
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}
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case NOTIFY_FB_DESTROYED:
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for (auto it = cache.lower_bound(cacheKey), end = cache.upper_bound(cacheKeyEnd); it != end; ++it) {
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DetachFramebuffer(&it->second, address, framebuffer);
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}
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// entry->framebuffer = 0;
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break;
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}
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}
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@ -32,6 +32,12 @@ enum TextureFiltering {
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LINEARFMV = 4,
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};
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enum FramebufferNotification {
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NOTIFY_FB_CREATED,
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NOTIFY_FB_UPDATED,
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NOTIFY_FB_DESTROYED,
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};
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class TextureCache
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{
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public:
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@ -49,8 +55,7 @@ public:
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// FramebufferManager keeps TextureCache updated about what regions of memory
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// are being rendered to. This is barebones so far.
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void NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffer);
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void NotifyFramebufferDestroyed(u32 address, VirtualFramebuffer *framebuffer);
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void NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffer, FramebufferNotification msg);
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size_t NumLoadedTextures() const {
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return cache.size();
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@ -119,6 +124,8 @@ private:
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const T *GetCurrentClut();
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u32 GetCurrentClutHash();
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void UpdateCurrentClut();
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void AttachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, bool exactMatch);
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void DetachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer);
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TexCacheEntry *GetEntryAt(u32 texaddr);
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