Further simplify framebuffer matching.

This commit is contained in:
Henrik Rydgård 2020-09-13 09:03:31 +02:00
parent f6db1c2b01
commit a28954d311
2 changed files with 25 additions and 43 deletions

View file

@ -543,7 +543,6 @@ TexCacheEntry *TextureCacheCommon::SetTexture(bool force) {
std::vector<AttachCandidate> TextureCacheCommon::GetFramebufferCandidates(const TextureDefinition &entry, u32 texAddrOffset) {
gpuStats.numFramebufferEvaluations++;
bool success = false;
bool anyIgnores = false;
std::vector<AttachCandidate> candidates;
@ -553,12 +552,13 @@ std::vector<AttachCandidate> TextureCacheCommon::GetFramebufferCandidates(const
for (size_t i = 0, n = framebuffers.size(); i < n; ++i) {
auto framebuffer = framebuffers[i];
uint32_t fb_addr = channel == NOTIFY_FB_DEPTH ? framebuffer->z_address : framebuffer->fb_address;
FramebufferMatchInfo match = MatchFramebuffer(entry, fb_addr, framebuffer, texAddrOffset, channel);
if (match.match == FramebufferMatch::IGNORE) {
anyIgnores = true;
} else if (match.match != FramebufferMatch::NO_MATCH) {
FramebufferMatchInfo match = MatchFramebuffer(entry, framebuffer, texAddrOffset, channel);
switch (match.match) {
case FramebufferMatch::VALID:
candidates.push_back(AttachCandidate{ match, entry, framebuffer, channel });
break;
default:
break;
}
}
@ -582,27 +582,25 @@ int TextureCacheCommon::GetBestCandidateIndex(const std::vector<AttachCandidate>
int bestRelevancy = -1;
int bestIndex = -1;
// TODO: Instead of scores, we probably want to use std::min_element to pick the top element, using
// a comparison function.
for (int i = 0; i < (int)candidates.size(); i++) {
const AttachCandidate &candidate = candidates[i];
int relevancy = 0;
switch (candidate.match.match) {
case FramebufferMatch::VALID:
case FramebufferMatch::VALID_DEPAL:
relevancy += 1000;
break;
case FramebufferMatch::INEXACT:
relevancy += 100;
break;
}
// Bonus point for matching stride.
if (candidate.channel == NOTIFY_FB_COLOR && candidate.fb->fb_stride == candidate.entry.bufw) {
relevancy += 10;
relevancy += 100;
}
// Bonus points for no offset.
if (candidate.match.xOffset == 0 && candidate.match.yOffset == 0) {
relevancy += 9;
relevancy += 10;
}
if (candidate.channel == NOTIFY_FB_COLOR && candidate.fb->last_frame_render == gpuStats.numFlips) {
@ -765,10 +763,10 @@ void TextureCacheCommon::NotifyFramebuffer(u32 address, VirtualFramebuffer *fram
FramebufferMatchInfo TextureCacheCommon::MatchFramebuffer(
const TextureDefinition &entry,
u32 fb_address, VirtualFramebuffer *framebuffer, u32 texaddrOffset, FramebufferNotificationChannel channel) const {
VirtualFramebuffer *framebuffer, u32 texaddrOffset, FramebufferNotificationChannel channel) const {
static const u32 MAX_SUBAREA_Y_OFFSET_SAFE = 32;
const u32 mirrorMask = 0x00600000;
uint32_t fb_address = channel == NOTIFY_FB_DEPTH ? framebuffer->z_address : framebuffer->fb_address;
u32 addr = fb_address & 0x3FFFFFFF;
u32 texaddr = entry.addr + texaddrOffset;
@ -782,6 +780,8 @@ FramebufferMatchInfo TextureCacheCommon::MatchFramebuffer(
}
if (texInVRAM) {
const u32 mirrorMask = 0x00600000;
// This bit controls swizzle. The swizzles at 0x00200000 and 0x00600000 are designed
// to perfectly match reading depth as color (which one to use I think might be related
// to the bpp of the color format used when rendering to it).
@ -792,15 +792,14 @@ FramebufferMatchInfo TextureCacheCommon::MatchFramebuffer(
case 0x00400000:
// Don't match the depth channel with these addresses when texturing.
if (channel == FramebufferNotificationChannel::NOTIFY_FB_DEPTH) {
// God of War: If we actively detach here, the shadows disappear.
return FramebufferMatchInfo{ FramebufferMatch::IGNORE };
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
}
break;
case 0x00200000:
case 0x00600000:
// Don't match the color channel with these addresses when texturing.
if (channel == FramebufferNotificationChannel::NOTIFY_FB_COLOR) {
return FramebufferMatchInfo{ FramebufferMatch::IGNORE };
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
}
break;
}
@ -824,16 +823,7 @@ FramebufferMatchInfo TextureCacheCommon::MatchFramebuffer(
// NOTE: This check is okay because the first texture formats are the same as the buffer formats.
if (entry.format != (GETextureFormat)framebuffer->format) {
WARN_LOG_ONCE(diffFormat1, G3D, "Texturing from framebuffer with different formats %s != %s", GeTextureFormatToString(entry.format), GeBufferFormatToString(framebuffer->format));
// Let's avoid using it when we know the format is wrong. May be a video/etc. updating memory.
// However, some games use a different format to clear the buffer.
if (framebuffer->last_frame_attached + 1 < gpuStats.numFlips) {
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
} else {
// TODO: This is a weird outcome. The purpose seems to be to delay
// a decision to the next frame.
// Should really try to map it to something else.
return FramebufferMatchInfo{ FramebufferMatch::IGNORE };
}
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
} else {
return FramebufferMatchInfo{ FramebufferMatch::VALID };
}
@ -897,7 +887,7 @@ FramebufferMatchInfo TextureCacheCommon::MatchFramebuffer(
if (!noOffset) {
WARN_LOG_ONCE(subareaClut, G3D, "Texturing from framebuffer using CLUT with offset at %08x +%dx%d", fb_address, fbInfo.xOffset, fbInfo.yOffset);
}
fbInfo.match = FramebufferMatch::VALID_DEPAL;
fbInfo.match = FramebufferMatch::VALID; // We check the format again later, no need to return a special value here.
return fbInfo;
} else if (IsClutFormat((GETextureFormat)(entry.format)) || IsDXTFormat((GETextureFormat)(entry.format))) {
WARN_LOG_ONCE(fourEightBit, G3D, "%s format not supported when texturing from framebuffer of format %s", GeTextureFormatToString(entry.format), GeBufferFormatToString(framebuffer->format));
@ -909,11 +899,9 @@ FramebufferMatchInfo TextureCacheCommon::MatchFramebuffer(
if (framebuffer->format != entry.format) {
WARN_LOG_ONCE(diffFormat2, G3D, "Texturing from framebuffer with different formats %s != %s at %08x",
GeTextureFormatToString(entry.format), GeBufferFormatToString(framebuffer->format), fb_address);
return fbInfo; // Valid!
return fbInfo;
} else {
WARN_LOG_ONCE(subarea, G3D, "Render to area containing texture at %08x +%dx%d", fb_address, fbInfo.xOffset, fbInfo.yOffset);
// If we return VALID here, God of War Ghost of Sparta/Chains of Olympus will be missing some special effect according to an old comment.
fbInfo.match = FramebufferMatch::INEXACT;
WARN_LOG_ONCE(subarea, G3D, "Texturing from framebuffer at %08x +%dx%d", fb_address, fbInfo.xOffset, fbInfo.yOffset);
return fbInfo;
}
} else {