diff --git a/Source/Core/Common/MathUtil.h b/Source/Core/Common/MathUtil.h index da12822..14b9309 100644 --- a/Source/Core/Common/MathUtil.h +++ b/Source/Core/Common/MathUtil.h @@ -150,7 +150,7 @@ float MathFloatVectorSum(const std::vector&); #define ROUND_DOWN(x, a) ((x) & ~((a) - 1)) // Rounds down. 0 -> undefined -inline u64 Log2(u64 val) +inline int Log2(u64 val) { #if defined(__GNUC__) return 63 - __builtin_clzll(val); @@ -161,7 +161,7 @@ inline u64 Log2(u64 val) return result; #else - u64 result = -1; + int result = -1; while (val != 0) { val >>= 1; diff --git a/Source/Core/DolphinWX/GameListCtrl.cpp b/Source/Core/DolphinWX/GameListCtrl.cpp index bd420f8..6029c74 100644 --- a/Source/Core/DolphinWX/GameListCtrl.cpp +++ b/Source/Core/DolphinWX/GameListCtrl.cpp @@ -413,12 +413,12 @@ wxString NiceSizeFormat(u64 _size) { const char* const unit_symbols[] = {"B", "KiB", "MiB", "GiB", "TiB", "PiB", "EiB", "ZiB", "YiB"}; - auto const unit = Log2(std::max(_size, 1)) / 10; - auto const unit_size = (1 << (unit * 10)); + const u64 unit = Log2(std::max(_size, 1)) / 10; + const u64 unit_size = (1 << (unit * 10)); // ugly rounding integer math - auto const value = (_size + unit_size / 2) / unit_size; - auto const frac = (_size % unit_size * 10 + unit_size / 2) / unit_size % 10; + const u64 value = (_size + unit_size / 2) / unit_size; + const u64 frac = (_size % unit_size * 10 + unit_size / 2) / unit_size % 10; return StrToWxStr(StringFromFormat("%" PRIu64 ".%" PRIu64 " %s", value, frac, unit_symbols[unit])); } diff --git a/Source/Core/VideoBackends/OGL/TextureConverter.cpp b/Source/Core/VideoBackends/OGL/TextureConverter.cpp index 753bd64..dbbb605 100644 --- a/Source/Core/VideoBackends/OGL/TextureConverter.cpp +++ b/Source/Core/VideoBackends/OGL/TextureConverter.cpp @@ -117,7 +117,7 @@ void CreatePrograms() " ivec2 uv = ivec2(gl_FragCoord.xy);\n" // We switch top/bottom here. TODO: move this to screen blit. " ivec2 ts = textureSize(samp9, 0);\n" - " vec4 c0 = texelFetch(samp9, ivec2(uv.x/2, ts.y-uv.y-1), 0);\n" + " vec4 c0 = texelFetch(samp9, ivec2(uv.x>>1, ts.y-uv.y-1), 0);\n" " float y = mix(c0.b, c0.r, (uv.x & 1) == 1);\n" " float yComp = 1.164 * (y - 0.0625);\n" " float uComp = c0.g - 0.5;\n" diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp index 5abce6f..d48c03c 100644 --- a/Source/Core/VideoCommon/TextureCacheBase.cpp +++ b/Source/Core/VideoCommon/TextureCacheBase.cpp @@ -886,4 +886,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat entry->frameCount = frameCount; entry->FromRenderTarget(dstAddr, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf, cbufid, colmat); + + delete entry; + textures.erase(dstAddr); } diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp index a7db334..9054eac 100644 --- a/Source/Core/VideoCommon/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/TextureConversionShader.cpp @@ -14,6 +14,7 @@ #include "VideoCommon/TextureConversionShader.h" #include "VideoCommon/TextureDecoder.h" #include "VideoCommon/VideoConfig.h" +#include "Common/MathUtil.h" #define WRITE p+=sprintf @@ -65,8 +66,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType) int blkW = TexDecoder_GetBlockWidthInTexels(format); int blkH = TexDecoder_GetBlockHeightInTexels(format); int samples = GetEncodedSampleCount(format); - // 32 bit textures (RGBA8 and Z24) are store in 2 cache line increments - int factor = samples == 1 ? 2 : 1; + if (ApiType == API_OPENGL) { WRITE(p, "#define samp0 samp9\n"); @@ -90,21 +90,21 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType) " float2 uv0 = float2(0.0, 0.0);\n" ); - WRITE(p, " uv1.x = uv1.x * %d;\n", samples); - - WRITE(p, " int yl = uv1.y / %d;\n", blkH); - WRITE(p, " int yb = yl * %d;\n", blkH); - WRITE(p, " int yoff = uv1.y - yb;\n"); - WRITE(p, " int xp = uv1.x + yoff * position.z;\n"); - WRITE(p, " int xel = xp / %d;\n", samples == 1 ? factor : blkW); - WRITE(p, " int xb = xel / %d;\n", blkH); - WRITE(p, " int xoff = xel - xb * %d;\n", blkH); - WRITE(p, " int xl = uv1.x * %d / %d;\n", factor, blkW); - WRITE(p, " int xib = uv1.x * %d - xl * %d;\n", factor, blkW); - WRITE(p, " int halfxb = xb / %d;\n", factor); - - WRITE(p, " sampleUv.x = xib + halfxb * %d;\n", blkW); - WRITE(p, " sampleUv.y = yb + xoff;\n"); + WRITE(p, " int y_block_position = uv1.y & ~(%d - 1);\n", blkH); + WRITE(p, " int y_offset_in_block = uv1.y & (%d - 1);\n", blkH); + WRITE(p, " int x_virtual_position = (uv1.x << %d) + y_offset_in_block * position.z;\n", Log2(samples)); + WRITE(p, " int x_block_position = (x_virtual_position >> %d) & ~(%d - 1);\n", Log2(blkH), blkW); + if (samples == 1) + { + // 32 bit textures (RGBA8 and Z24) are store in 2 cache line increments + WRITE(p, " x_virtual_position = x_virtual_position << 1;\n"); + WRITE(p, " bool first = 0 == (uv1.x & 8);\n"); // first cache line, used in the encoders + } + WRITE(p, " int x_offset_in_block = x_virtual_position & (%d - 1);\n", blkW); + WRITE(p, " int y_offset = (x_virtual_position >> %d) & (%d - 1);\n", Log2(blkW), blkH); + + WRITE(p, " sampleUv.x = x_offset_in_block + x_block_position;\n"); + WRITE(p, " sampleUv.y = y_block_position + y_offset;\n"); } void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset, API_TYPE ApiType) @@ -373,8 +373,6 @@ void WriteRGBA8Encoder(char* p,API_TYPE ApiType) { WriteSwizzler(p, GX_TF_RGBA8, ApiType); - WRITE(p, " bool first = xb == (halfxb * 2);\n"); - WRITE(p, " float4 texSample;\n"); WRITE(p, " float4 color0;\n"); WRITE(p, " float4 color1;\n"); @@ -563,8 +561,6 @@ void WriteZ24Encoder(char* p, API_TYPE ApiType) { WriteSwizzler(p, GX_TF_Z24X8, ApiType); - WRITE(p, " bool first = xb == (halfxb * 2);\n"); - WRITE(p, " float depth0;\n"); WRITE(p, " float depth1;\n"); WRITE(p, " float3 expanded0;\n");