ppsspp/GPU/D3D11/TextureCacheD3D11.cpp
Henrik Rydgård e01ca5b057
Logging API change (refactor) (#19324)
* Rename LogType to Log

* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.

* Mac/ARM64 buildfix

* Do the same with the hle result log macros

* Rename the log names to mixed case while at it.

* iOS buildfix

* Qt buildfix attempt, ARM32 buildfix
2024-07-14 14:42:59 +02:00

542 lines
17 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include <cstring>
#include <cfloat>
#include <d3d11.h>
#include "Common/TimeUtil.h"
#include "Core/MemMap.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/D3D11/TextureCacheD3D11.h"
#include "GPU/D3D11/FramebufferManagerD3D11.h"
#include "GPU/D3D11/ShaderManagerD3D11.h"
#include "GPU/Common/TextureShaderCommon.h"
#include "GPU/D3D11/D3D11Util.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/TextureDecoder.h"
#include "Core/Config.h"
#include "ext/xxhash.h"
#include "Common/Math/math_util.h"
// For depth depal
struct DepthPushConstants {
float z_scale;
float z_offset;
float pad[2];
};
#define INVALID_TEX (ID3D11ShaderResourceView *)(-1LL)
static const D3D11_INPUT_ELEMENT_DESC g_QuadVertexElements[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12,},
};
// NOTE: In the D3D backends, we flip R and B in the shaders, so while these look wrong, they're OK.
static Draw::DataFormat FromD3D11Format(u32 fmt) {
switch (fmt) {
case DXGI_FORMAT_B4G4R4A4_UNORM: return Draw::DataFormat::A4R4G4B4_UNORM_PACK16;
case DXGI_FORMAT_B5G5R5A1_UNORM: return Draw::DataFormat::A1R5G5B5_UNORM_PACK16;
case DXGI_FORMAT_B5G6R5_UNORM: return Draw::DataFormat::R5G6B5_UNORM_PACK16;
case DXGI_FORMAT_R8_UNORM: return Draw::DataFormat::R8_UNORM;
case DXGI_FORMAT_B8G8R8A8_UNORM: default: return Draw::DataFormat::R8G8B8A8_UNORM;
}
}
static DXGI_FORMAT ToDXGIFormat(Draw::DataFormat fmt) {
switch (fmt) {
case Draw::DataFormat::BC1_RGBA_UNORM_BLOCK: return DXGI_FORMAT_BC1_UNORM;
case Draw::DataFormat::BC2_UNORM_BLOCK: return DXGI_FORMAT_BC2_UNORM;
case Draw::DataFormat::BC3_UNORM_BLOCK: return DXGI_FORMAT_BC3_UNORM;
case Draw::DataFormat::BC4_UNORM_BLOCK: return DXGI_FORMAT_BC4_UNORM;
case Draw::DataFormat::BC5_UNORM_BLOCK: return DXGI_FORMAT_BC5_UNORM;
case Draw::DataFormat::BC7_UNORM_BLOCK: return DXGI_FORMAT_BC7_UNORM;
case Draw::DataFormat::R8G8B8A8_UNORM: return DXGI_FORMAT_B8G8R8A8_UNORM;
default: _dbg_assert_(false); return DXGI_FORMAT_UNKNOWN;
}
}
SamplerCacheD3D11::~SamplerCacheD3D11() {
for (auto &iter : cache_) {
iter.second->Release();
}
}
ID3D11SamplerState *SamplerCacheD3D11::GetOrCreateSampler(ID3D11Device *device, const SamplerCacheKey &key) {
auto iter = cache_.find(key);
if (iter != cache_.end()) {
return iter->second;
}
D3D11_SAMPLER_DESC samp{};
samp.AddressU = key.sClamp ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP;
samp.AddressV = key.tClamp ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP;
samp.AddressW = samp.AddressU; // Mali benefits from all clamps being the same, and this one is irrelevant.
if (key.aniso) {
samp.MaxAnisotropy = (float)(1 << g_Config.iAnisotropyLevel);
} else {
samp.MaxAnisotropy = 1.0f;
}
int filterKey = ((int)key.minFilt << 2) | ((int)key.magFilt << 1) | ((int)key.mipFilt);
static const D3D11_FILTER filters[8] = {
D3D11_FILTER_MIN_MAG_MIP_POINT,
D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR,
D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT,
D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR,
D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT,
D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT,
D3D11_FILTER_MIN_MAG_MIP_LINEAR,
};
// Only switch to aniso if linear min and mag are set.
if (key.aniso && key.magFilt != 0 && key.minFilt != 0)
samp.Filter = D3D11_FILTER_ANISOTROPIC;
else
samp.Filter = filters[filterKey];
// Can't set MaxLOD on Feature Level <= 9_3.
if (device->GetFeatureLevel() <= D3D_FEATURE_LEVEL_9_3) {
samp.MaxLOD = FLT_MAX;
samp.MinLOD = -FLT_MAX;
samp.MipLODBias = 0.0f;
} else {
samp.MaxLOD = key.maxLevel / 256.0f;
samp.MinLOD = key.minLevel / 256.0f;
samp.MipLODBias = key.lodBias / 256.0f;
}
samp.ComparisonFunc = D3D11_COMPARISON_NEVER;
for (int i = 0; i < 4; i++) {
samp.BorderColor[i] = 1.0f;
}
ID3D11SamplerState *sampler;
ASSERT_SUCCESS(device->CreateSamplerState(&samp, &sampler));
cache_[key] = sampler;
return sampler;
}
TextureCacheD3D11::TextureCacheD3D11(Draw::DrawContext *draw, Draw2D *draw2D)
: TextureCacheCommon(draw, draw2D) {
device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE);
context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
lastBoundTexture = INVALID_TEX;
D3D11_BUFFER_DESC desc{ sizeof(DepthPushConstants), D3D11_USAGE_DYNAMIC, D3D11_BIND_CONSTANT_BUFFER, D3D11_CPU_ACCESS_WRITE };
HRESULT hr = device_->CreateBuffer(&desc, nullptr, &depalConstants_);
_dbg_assert_(SUCCEEDED(hr));
HRESULT result = 0;
nextTexture_ = nullptr;
}
TextureCacheD3D11::~TextureCacheD3D11() {
depalConstants_->Release();
// pFramebufferVertexDecl->Release();
Clear(true);
}
void TextureCacheD3D11::SetFramebufferManager(FramebufferManagerD3D11 *fbManager) {
framebufferManager_ = fbManager;
}
void TextureCacheD3D11::ReleaseTexture(TexCacheEntry *entry, bool delete_them) {
ID3D11Texture2D *texture = (ID3D11Texture2D *)entry->texturePtr;
ID3D11ShaderResourceView *view = (ID3D11ShaderResourceView *)entry->textureView;
if (texture) {
texture->Release();
entry->texturePtr = nullptr;
}
if (view) {
view->Release();
entry->textureView = nullptr;
}
}
void TextureCacheD3D11::ForgetLastTexture() {
lastBoundTexture = INVALID_TEX;
ID3D11ShaderResourceView *nullTex[4]{};
context_->PSSetShaderResources(0, 4, nullTex);
}
void TextureCacheD3D11::UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) {
const u32 clutBaseBytes = clutBase * (clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16));
// Technically, these extra bytes weren't loaded, but hopefully it was loaded earlier.
// If not, we're going to hash random data, which hopefully doesn't cause a performance issue.
//
// TODO: Actually, this seems like a hack. The game can upload part of a CLUT and reference other data.
// clutTotalBytes_ is the last amount uploaded. We should hash clutMaxBytes_, but this will often hash
// unrelated old entries for small palettes.
// Adding clutBaseBytes may just be mitigating this for some usage patterns.
const u32 clutExtendedBytes = std::min(clutTotalBytes_ + clutBaseBytes, clutMaxBytes_);
if (replacer_.Enabled())
clutHash_ = XXH32((const char *)clutBufRaw_, clutExtendedBytes, 0xC0108888);
else
clutHash_ = XXH3_64bits((const char *)clutBufRaw_, clutExtendedBytes) & 0xFFFFFFFF;
clutBuf_ = clutBufRaw_;
// Special optimization: fonts typically draw clut4 with just alpha values in a single color.
clutAlphaLinear_ = false;
clutAlphaLinearColor_ = 0;
if (clutFormat == GE_CMODE_16BIT_ABGR4444 && clutIndexIsSimple) {
const u16_le *clut = GetCurrentClut<u16_le>();
clutAlphaLinear_ = true;
clutAlphaLinearColor_ = clut[15] & 0x0FFF;
for (int i = 0; i < 16; ++i) {
u16 step = clutAlphaLinearColor_ | (i << 12);
if (clut[i] != step) {
clutAlphaLinear_ = false;
break;
}
}
}
clutLastFormat_ = gstate.clutformat;
}
void TextureCacheD3D11::BindTexture(TexCacheEntry *entry) {
if (!entry) {
ID3D11ShaderResourceView *textureView = nullptr;
context_->PSSetShaderResources(0, 1, &textureView);
return;
}
ID3D11ShaderResourceView *textureView = DxView(entry);
if (textureView != lastBoundTexture) {
context_->PSSetShaderResources(0, 1, &textureView);
lastBoundTexture = textureView;
}
int maxLevel = (entry->status & TexCacheEntry::STATUS_NO_MIPS) ? 0 : entry->maxLevel;
SamplerCacheKey samplerKey = GetSamplingParams(maxLevel, entry);
ID3D11SamplerState *state = samplerCache_.GetOrCreateSampler(device_, samplerKey);
context_->PSSetSamplers(0, 1, &state);
gstate_c.SetUseShaderDepal(ShaderDepalMode::OFF);
}
void TextureCacheD3D11::ApplySamplingParams(const SamplerCacheKey &key) {
ID3D11SamplerState *state = samplerCache_.GetOrCreateSampler(device_, key);
context_->PSSetSamplers(0, 1, &state);
}
void TextureCacheD3D11::Unbind() {
ForgetLastTexture();
}
void TextureCacheD3D11::BindAsClutTexture(Draw::Texture *tex, bool smooth) {
ID3D11ShaderResourceView *clutTexture = (ID3D11ShaderResourceView *)draw_->GetNativeObject(Draw::NativeObject::TEXTURE_VIEW, tex);
context_->PSSetShaderResources(TEX_SLOT_CLUT, 1, &clutTexture);
context_->PSSetSamplers(3, 1, smooth ? &stockD3D11.samplerLinear2DClamp : &stockD3D11.samplerPoint2DClamp);
}
void TextureCacheD3D11::BuildTexture(TexCacheEntry *const entry) {
BuildTexturePlan plan;
if (!PrepareBuildTexture(plan, entry)) {
// We're screwed?
return;
}
DXGI_FORMAT dstFmt = GetDestFormat(GETextureFormat(entry->format), gstate.getClutPaletteFormat());
if (plan.doReplace) {
dstFmt = ToDXGIFormat(plan.replaced->Format());
} else if (plan.scaleFactor > 1 || plan.saveTexture) {
dstFmt = DXGI_FORMAT_B8G8R8A8_UNORM;
} else if (plan.decodeToClut8) {
dstFmt = DXGI_FORMAT_R8_UNORM;
}
int levels;
ID3D11ShaderResourceView *view;
ID3D11Resource *texture = DxTex(entry);
_assert_(texture == nullptr);
// The PSP only supports 8 mip levels, but we support more in the texture replacer. 20 will never run out.
D3D11_SUBRESOURCE_DATA subresData[20]{};
if (plan.depth == 1) {
// We don't yet have mip generation, so clamp the number of levels to the ones we can load directly.
levels = std::min(plan.levelsToCreate, plan.levelsToLoad);
} else {
levels = plan.depth;
}
Draw::DataFormat texFmt = FromD3D11Format(dstFmt);
for (int i = 0; i < levels; i++) {
int srcLevel = (i == 0) ? plan.baseLevelSrc : i;
int mipWidth;
int mipHeight;
plan.GetMipSize(i, &mipWidth, &mipHeight);
u8 *data = nullptr;
int stride = 0;
int dataSize;
if (plan.doReplace) {
int blockSize = 0;
if (Draw::DataFormatIsBlockCompressed(plan.replaced->Format(), &blockSize)) {
stride = ((mipWidth + 3) & ~3) * blockSize / 4; // Number of blocks * 4 * Size of a block / 4
dataSize = plan.replaced->GetLevelDataSizeAfterCopy(i);
} else {
int bpp = (int)Draw::DataFormatSizeInBytes(plan.replaced->Format());
stride = std::max(mipWidth * bpp, 16);
dataSize = stride * mipHeight;
}
} else {
int bpp = 0;
if (plan.scaleFactor > 1) {
bpp = 4;
} else {
bpp = dstFmt == DXGI_FORMAT_B8G8R8A8_UNORM ? 4 : 2;
}
stride = std::max(mipWidth * bpp, 16);
dataSize = stride * mipHeight;
}
if (plan.depth == 1) {
data = (u8 *)AllocateAlignedMemory(dataSize, 16);
subresData[i].pSysMem = data;
subresData[i].SysMemPitch = stride;
subresData[i].SysMemSlicePitch = 0;
} else {
if (i == 0) {
subresData[0].pSysMem = AllocateAlignedMemory(stride * mipHeight * plan.depth, 16);
subresData[0].SysMemPitch = stride;
subresData[0].SysMemSlicePitch = stride * mipHeight;
}
data = (uint8_t *)subresData[0].pSysMem + stride * mipHeight * i;
}
if (!data) {
ERROR_LOG(Log::G3D, "Ran out of RAM trying to allocate a temporary texture upload buffer (%dx%d)", mipWidth, mipHeight);
return;
}
LoadTextureLevel(*entry, data, 0, stride, plan, srcLevel, texFmt, TexDecodeFlags{});
}
int tw;
int th;
plan.GetMipSize(0, &tw, &th);
if (tw > 16384)
tw = 16384;
if (th > 16384)
th = 16384;
// NOTE: For block-compressed textures, we'll force the size up to the closest 4x4. This is due to an
// unfortunate restriction in D3D11 (and early D3D12). We'll warn about it in the log to give texture pack
// authors notice to fix it.
if (plan.doReplace && Draw::DataFormatIsBlockCompressed(plan.replaced->Format(), nullptr)) {
tw = (tw + 3) & ~3;
th = (th + 3) & ~3;
}
if (plan.depth == 1) {
// We don't yet have mip generation, so clamp the number of levels to the ones we can load directly.
levels = std::min(plan.levelsToCreate, plan.levelsToLoad);
ID3D11Texture2D *tex = nullptr;
D3D11_TEXTURE2D_DESC desc{};
desc.CPUAccessFlags = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.ArraySize = 1;
desc.SampleDesc.Count = 1;
desc.Width = tw;
desc.Height = th;
desc.Format = dstFmt;
desc.MipLevels = levels;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
ASSERT_SUCCESS(device_->CreateTexture2D(&desc, subresData, &tex));
texture = tex;
} else {
ID3D11Texture3D *tex = nullptr;
D3D11_TEXTURE3D_DESC desc{};
desc.CPUAccessFlags = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.Width = tw;
desc.Height = th;
desc.Depth = plan.depth;
desc.Format = dstFmt;
desc.MipLevels = 1;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
ASSERT_SUCCESS(device_->CreateTexture3D(&desc, subresData, &tex));
texture = tex;
levels = plan.depth;
}
ASSERT_SUCCESS(device_->CreateShaderResourceView(texture, nullptr, &view));
entry->texturePtr = texture;
entry->textureView = view;
for (int i = 0; i < 12; i++) {
if (subresData[i].pSysMem) {
FreeAlignedMemory((void *)subresData[i].pSysMem);
}
}
// Signal that we support depth textures so use it as one.
if (plan.depth > 1) {
entry->status |= TexCacheEntry::STATUS_3D;
}
if (levels == 1) {
entry->status |= TexCacheEntry::STATUS_NO_MIPS;
} else {
entry->status &= ~TexCacheEntry::STATUS_NO_MIPS;
}
if (plan.doReplace) {
entry->SetAlphaStatus(TexCacheEntry::TexStatus(plan.replaced->AlphaStatus()));
if (!Draw::DataFormatIsBlockCompressed(plan.replaced->Format(), nullptr)) {
entry->status |= TexCacheEntry::STATUS_BGRA;
}
} else {
entry->status |= TexCacheEntry::STATUS_BGRA;
}
}
DXGI_FORMAT GetClutDestFormatD3D11(GEPaletteFormat format) {
switch (format) {
case GE_CMODE_16BIT_ABGR4444:
return DXGI_FORMAT_B4G4R4A4_UNORM;
case GE_CMODE_16BIT_ABGR5551:
return DXGI_FORMAT_B5G5R5A1_UNORM;
case GE_CMODE_16BIT_BGR5650:
return DXGI_FORMAT_B5G6R5_UNORM;
case GE_CMODE_32BIT_ABGR8888:
return DXGI_FORMAT_B8G8R8A8_UNORM;
}
// Should never be here !
return DXGI_FORMAT_B8G8R8A8_UNORM;
}
DXGI_FORMAT TextureCacheD3D11::GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const {
if (!gstate_c.Use(GPU_USE_16BIT_FORMATS)) {
return DXGI_FORMAT_B8G8R8A8_UNORM;
}
switch (format) {
case GE_TFMT_CLUT4:
case GE_TFMT_CLUT8:
case GE_TFMT_CLUT16:
case GE_TFMT_CLUT32:
return GetClutDestFormatD3D11(clutFormat);
case GE_TFMT_4444:
return DXGI_FORMAT_B4G4R4A4_UNORM;
case GE_TFMT_5551:
return DXGI_FORMAT_B5G5R5A1_UNORM;
case GE_TFMT_5650:
return DXGI_FORMAT_B5G6R5_UNORM;
case GE_TFMT_8888:
case GE_TFMT_DXT1:
case GE_TFMT_DXT3:
case GE_TFMT_DXT5:
default:
return DXGI_FORMAT_B8G8R8A8_UNORM;
}
}
bool TextureCacheD3D11::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level, bool *isFramebuffer) {
SetTexture();
if (!nextTexture_) {
return GetCurrentFramebufferTextureDebug(buffer, isFramebuffer);
}
// Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer.
TexCacheEntry *entry = nextTexture_;
ApplyTexture();
ID3D11Texture2D *texture = (ID3D11Texture2D *)entry->texturePtr;
if (!texture)
return false;
D3D11_TEXTURE2D_DESC desc;
texture->GetDesc(&desc);
int width = desc.Width >> level;
int height = desc.Height >> level;
switch (desc.Format) {
case DXGI_FORMAT_B8G8R8A8_UNORM:
buffer.Allocate(width, height, GPU_DBG_FORMAT_8888);
break;
case DXGI_FORMAT_B5G6R5_UNORM:
buffer.Allocate(width, height, GPU_DBG_FORMAT_565);
break;
case DXGI_FORMAT_B4G4R4A4_UNORM:
buffer.Allocate(width, height, GPU_DBG_FORMAT_4444);
break;
case DXGI_FORMAT_B5G5R5A1_UNORM:
buffer.Allocate(width, height, GPU_DBG_FORMAT_5551);
break;
case DXGI_FORMAT_R8_UNORM:
buffer.Allocate(width, height, GPU_DBG_FORMAT_8BIT);
break;
default:
return false;
}
desc.BindFlags = 0;
desc.Usage = D3D11_USAGE_STAGING;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
ID3D11Texture2D *stagingCopy = nullptr;
device_->CreateTexture2D(&desc, nullptr, &stagingCopy);
if (!stagingCopy)
return false;
context_->CopyResource(stagingCopy, texture);
D3D11_MAPPED_SUBRESOURCE map;
if (FAILED(context_->Map(stagingCopy, level, D3D11_MAP_READ, 0, &map))) {
stagingCopy->Release();
return false;
}
int bufferRowSize = buffer.PixelSize() * width;
for (int y = 0; y < height; y++) {
memcpy(buffer.GetData() + bufferRowSize * y, (const uint8_t *)map.pData + map.RowPitch * y, bufferRowSize);
}
context_->Unmap(stagingCopy, level);
stagingCopy->Release();
*isFramebuffer = false;
return true;
}
void *TextureCacheD3D11::GetNativeTextureView(const TexCacheEntry *entry) {
ID3D11ShaderResourceView *textureView = DxView(entry);
return (void *)textureView;
}