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Texture Cache: Add HLE methods for building 3D textures within the GPU in certain scenarios.
This commit adds a series of HLE methods for handling 3D textures in general. This helps games that generate 3D textures on every frame and may reduce loading times for certain games.
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aea978e037
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51c9e98677
4 changed files with 143 additions and 1 deletions
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@ -392,4 +392,42 @@ std::string SurfaceParams::TargetName() const {
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}
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}
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u32 SurfaceParams::GetBlockSize() const {
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const u32 x = 64U << block_width;
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const u32 y = 8U << block_height;
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const u32 z = 1U << block_depth;
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return x * y * z;
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}
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std::pair<u32, u32> SurfaceParams::GetBlockXY() const {
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const u32 x_pixels = 64U / GetBytesPerPixel();
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const u32 x = x_pixels << block_width;
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const u32 y = 8U << block_height;
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return {x, y};
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}
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std::tuple<u32, u32, u32> SurfaceParams::GetBlockOffsetXYZ(u32 offset) const {
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const auto div_ceil = [](const u32 x, const u32 y) { return ((x + y - 1) / y); };
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const u32 block_size = GetBlockSize();
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const u32 block_index = offset / block_size;
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const u32 gob_offset = offset % block_size;
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const u32 gob_index = gob_offset / static_cast<u32>(Tegra::Texture::GetGOBSize());
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const u32 x_gob_pixels = 64U / GetBytesPerPixel();
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const u32 x_block_pixels = x_gob_pixels << block_width;
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const u32 y_block_pixels = 8U << block_height;
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const u32 z_block_pixels = 1U << block_depth;
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const u32 x_blocks = div_ceil(width, x_block_pixels);
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const u32 y_blocks = div_ceil(height, y_block_pixels);
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const u32 z_blocks = div_ceil(depth, z_block_pixels);
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const u32 base_x = block_index % x_blocks;
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const u32 base_y = (block_index / x_blocks) % y_blocks;
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const u32 base_z = (block_index / (x_blocks * y_blocks)) % z_blocks;
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u32 x = base_x * x_block_pixels;
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u32 y = base_y * y_block_pixels;
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u32 z = base_z * z_block_pixels;
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z += gob_index >> block_height;
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y += (gob_index * 8U) % y_block_pixels;
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return {x, y, z};
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}
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} // namespace VideoCommon
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@ -4,6 +4,8 @@
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#pragma once
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#include <utility>
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#include "common/alignment.h"
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#include "common/bit_util.h"
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#include "common/cityhash.h"
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@ -136,6 +138,15 @@ public:
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std::size_t GetConvertedMipmapSize(u32 level) const;
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// Get this texture Tegra Block size in guest memory layout
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u32 GetBlockSize() const;
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// Get X, Y sizes of a block
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std::pair<u32, u32> GetBlockXY() const;
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// Get the offset in x, y, z coordinates from a memory offset
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std::tuple<u32, u32, u32> GetBlockOffsetXYZ(u32 offset) const;
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/// Returns the size of a layer in bytes in guest memory.
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std::size_t GetGuestLayerSize() const {
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return GetLayerSize(false, false);
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@ -269,7 +280,8 @@ private:
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/// Returns the size of all mipmap levels and aligns as needed.
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std::size_t GetInnerMemorySize(bool as_host_size, bool layer_only, bool uncompressed) const {
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return GetLayerSize(as_host_size, uncompressed) * (layer_only ? 1U : depth);
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return GetLayerSize(as_host_size, uncompressed) *
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(layer_only ? 1U : (is_layered ? depth : 1U));
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}
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/// Returns the size of a layer
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@ -615,6 +615,85 @@ private:
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return {{new_surface, new_surface->GetMainView()}};
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}
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/**
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* Takes care of managing 3D textures and its slices. Does some HLE methods when possible.
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* Fallsback to LLE when it isn't possible.
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*
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* @param overlaps The overlapping surfaces registered in the cache.
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* @param params The parameters on the new surface.
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* @param gpu_addr The starting address of the new surface.
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* @param cache_addr The starting address of the new surface on physical memory.
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* @param preserve_contents Indicates that the new surface should be loaded from memory or
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* left blank.
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*/
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std::optional<std::pair<TSurface, TView>> Manage3DSurfaces(std::vector<TSurface>& overlaps,
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const SurfaceParams& params,
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const GPUVAddr gpu_addr,
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const CacheAddr cache_addr,
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bool preserve_contents) {
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if (params.target == SurfaceTarget::Texture3D) {
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bool failed = false;
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if (params.num_levels > 1) {
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// We can't handle mipmaps in 3D textures yet, better fallback to LLE approach
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return std::nullopt;
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}
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TSurface new_surface = GetUncachedSurface(gpu_addr, params);
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bool modified = false;
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for (auto& surface : overlaps) {
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const SurfaceParams& src_params = surface->GetSurfaceParams();
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if (src_params.target != SurfaceTarget::Texture2D) {
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failed = true;
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break;
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}
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if (src_params.height != params.height) {
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failed = true;
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break;
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}
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if (src_params.block_depth != params.block_depth ||
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src_params.block_height != params.block_height) {
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failed = true;
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break;
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}
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const u32 offset = static_cast<u32>(surface->GetCacheAddr() - cache_addr);
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const auto [x, y, z] = params.GetBlockOffsetXYZ(offset);
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modified |= surface->IsModified();
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const CopyParams copy_params(0, 0, 0, 0, 0, z, 0, 0, params.width, params.height,
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1);
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ImageCopy(surface, new_surface, copy_params);
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}
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if (failed) {
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return std::nullopt;
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}
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for (const auto& surface : overlaps) {
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Unregister(surface);
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}
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new_surface->MarkAsModified(modified, Tick());
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Register(new_surface);
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return {{new_surface, new_surface->GetMainView()}};
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} else {
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for (const auto& surface : overlaps) {
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if (!surface->MatchTarget(params.target)) {
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if (overlaps.size() == 1 && surface->GetCacheAddr() == cache_addr) {
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if (Settings::values.use_accurate_gpu_emulation) {
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return std::nullopt;
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}
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Unregister(surface);
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return InitializeSurface(gpu_addr, params, preserve_contents);
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}
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return std::nullopt;
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}
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if (surface->GetCacheAddr() != cache_addr) {
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continue;
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}
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const auto struct_result = surface->MatchesStructure(params);
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if (struct_result == MatchStructureResult::FullMatch) {
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return {{surface, surface->GetMainView()}};
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}
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}
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return InitializeSurface(gpu_addr, params, preserve_contents);
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}
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}
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/**
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* Gets the starting address and parameters of a candidate surface and tries
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* to find a matching surface within the cache. This is done in 3 big steps:
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@ -687,6 +766,15 @@ private:
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}
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}
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// Look if it's a 3D texture
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if (params.block_depth > 0) {
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std::optional<std::pair<TSurface, TView>> surface =
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Manage3DSurfaces(overlaps, params, gpu_addr, cache_addr, preserve_contents);
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if (surface) {
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return *surface;
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}
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}
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// Split cases between 1 overlap or many.
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if (overlaps.size() == 1) {
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TSurface current_surface = overlaps[0];
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@ -12,6 +12,10 @@ namespace Tegra::Texture {
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// GOBSize constant. Calculated by 64 bytes in x multiplied by 8 y coords, represents
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// an small rect of (64/bytes_per_pixel)X8.
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inline std::size_t GetGOBSize() {
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return 512;
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}
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inline std::size_t GetGOBSizeShift() {
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return 9;
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}
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