ppsspp/GPU/Directx9/TextureCacheDX9.cpp
Unknown W. Brackets 8d07e6d985 GPU: Prevent temp FBOs from overwriting each other.
Sometimes we'd use two temp FBOs in the same draw (e.g. shader blending +
depal.)  This could cause the same temp FBO to get used for two purposes,
causing weird behavior.
2018-05-06 08:57:44 -07:00

863 lines
27 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 <map>
#include <algorithm>
#include <cassert>
#include <cstring>
#include "Core/MemMap.h"
#include "Core/Reporting.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/Directx9/PixelShaderGeneratorDX9.h"
#include "GPU/Directx9/TextureCacheDX9.h"
#include "GPU/Directx9/FramebufferDX9.h"
#include "GPU/Directx9/ShaderManagerDX9.h"
#include "GPU/Directx9/DepalettizeShaderDX9.h"
#include "gfx/d3d9_state.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Common/TextureDecoder.h"
#include "Core/Config.h"
#include "Core/Host.h"
#include "ext/xxhash.h"
#include "math/math_util.h"
namespace DX9 {
#define INVALID_TEX (LPDIRECT3DTEXTURE9)(-1)
static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};
TextureCacheDX9::TextureCacheDX9(Draw::DrawContext *draw)
: TextureCacheCommon(draw) {
lastBoundTexture = INVALID_TEX;
isBgraBackend_ = true;
device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
deviceEx_ = (LPDIRECT3DDEVICE9EX)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX);
D3DCAPS9 pCaps;
ZeroMemory(&pCaps, sizeof(pCaps));
HRESULT result = 0;
if (deviceEx_) {
result = deviceEx_->GetDeviceCaps(&pCaps);
} else {
result = device_->GetDeviceCaps(&pCaps);
}
if (FAILED(result)) {
WARN_LOG(G3D, "Failed to get the device caps!");
maxAnisotropyLevel = 16;
} else {
maxAnisotropyLevel = pCaps.MaxAnisotropy;
}
SetupTextureDecoder();
nextTexture_ = nullptr;
device_->CreateVertexDeclaration(g_FramebufferVertexElements, &pFramebufferVertexDecl);
}
TextureCacheDX9::~TextureCacheDX9() {
pFramebufferVertexDecl->Release();
Clear(true);
}
void TextureCacheDX9::SetFramebufferManager(FramebufferManagerDX9 *fbManager) {
framebufferManagerDX9_ = fbManager;
framebufferManager_ = fbManager;
}
void TextureCacheDX9::ReleaseTexture(TexCacheEntry *entry, bool delete_them) {
DEBUG_LOG(G3D, "Deleting texture %p", entry->texturePtr);
LPDIRECT3DTEXTURE9 &texture = DxTex(entry);
if (texture) {
texture->Release();
texture = nullptr;
}
}
void TextureCacheDX9::ForgetLastTexture() {
InvalidateLastTexture();
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
}
void TextureCacheDX9::InvalidateLastTexture(TexCacheEntry *entry) {
if (!entry || entry->texturePtr == lastBoundTexture) {
lastBoundTexture = INVALID_TEX;
}
}
D3DFORMAT getClutDestFormat(GEPaletteFormat format) {
switch (format) {
case GE_CMODE_16BIT_ABGR4444:
return D3DFMT_A4R4G4B4;
case GE_CMODE_16BIT_ABGR5551:
return D3DFMT_A1R5G5B5;
case GE_CMODE_16BIT_BGR5650:
return D3DFMT_R5G6B5;
case GE_CMODE_32BIT_ABGR8888:
return D3DFMT_A8R8G8B8;
}
// Should never be here !
return D3DFMT_A8R8G8B8;
}
static const u8 MinFilt[8] = {
D3DTEXF_POINT,
D3DTEXF_LINEAR,
D3DTEXF_POINT,
D3DTEXF_LINEAR,
D3DTEXF_POINT, // GL_NEAREST_MIPMAP_NEAREST,
D3DTEXF_LINEAR, // GL_LINEAR_MIPMAP_NEAREST,
D3DTEXF_POINT, // GL_NEAREST_MIPMAP_LINEAR,
D3DTEXF_LINEAR, // GL_LINEAR_MIPMAP_LINEAR,
};
static const u8 MipFilt[8] = {
D3DTEXF_NONE,
D3DTEXF_NONE,
D3DTEXF_NONE,
D3DTEXF_NONE,
D3DTEXF_POINT, // GL_NEAREST_MIPMAP_NEAREST,
D3DTEXF_POINT, // GL_LINEAR_MIPMAP_NEAREST,
D3DTEXF_LINEAR, // GL_NEAREST_MIPMAP_LINEAR,
D3DTEXF_LINEAR, // GL_LINEAR_MIPMAP_LINEAR,
};
static const u8 MagFilt[2] = {
D3DTEXF_POINT,
D3DTEXF_LINEAR
};
void TextureCacheDX9::UpdateSamplingParams(TexCacheEntry &entry, bool force) {
int minFilt;
int magFilt;
bool sClamp;
bool tClamp;
float lodBias;
GETexLevelMode mode;
u8 maxLevel = (entry.status & TexCacheEntry::STATUS_BAD_MIPS) ? 0 : entry.maxLevel;
GetSamplingParams(minFilt, magFilt, sClamp, tClamp, lodBias, maxLevel, entry.addr, mode);
if (maxLevel != 0) {
if (mode == GE_TEXLEVEL_MODE_AUTO) {
dxstate.texMaxMipLevel.set(0);
dxstate.texMipLodBias.set(lodBias);
} else if (mode == GE_TEXLEVEL_MODE_CONST) {
// TODO: This is just an approximation - texMaxMipLevel sets the lowest numbered mip to use.
// Unfortunately, this doesn't support a const 1.5 or etc.
dxstate.texMaxMipLevel.set(std::max(0, std::min((int)maxLevel, (int)lodBias)));
dxstate.texMipLodBias.set(-1000.0f);
} else { // if (mode == GE_TEXLEVEL_MODE_SLOPE{
dxstate.texMaxMipLevel.set(0);
dxstate.texMipLodBias.set(0.0f);
}
} else {
dxstate.texMaxMipLevel.set(0);
dxstate.texMipLodBias.set(0.0f);
}
D3DTEXTUREFILTERTYPE minf = (D3DTEXTUREFILTERTYPE)MinFilt[minFilt];
D3DTEXTUREFILTERTYPE mipf = (D3DTEXTUREFILTERTYPE)MipFilt[minFilt];
D3DTEXTUREFILTERTYPE magf = (D3DTEXTUREFILTERTYPE)MagFilt[magFilt];
if (gstate_c.Supports(GPU_SUPPORTS_ANISOTROPY) && g_Config.iAnisotropyLevel > 0 && minf == D3DTEXF_LINEAR) {
minf = D3DTEXF_ANISOTROPIC;
}
dxstate.texMinFilter.set(minf);
dxstate.texMipFilter.set(mipf);
dxstate.texMagFilter.set(magf);
dxstate.texAddressU.set(sClamp ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP);
dxstate.texAddressV.set(tClamp ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP);
}
void TextureCacheDX9::SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight) {
int minFilt;
int magFilt;
bool sClamp;
bool tClamp;
float lodBias;
GETexLevelMode mode;
GetSamplingParams(minFilt, magFilt, sClamp, tClamp, lodBias, 0, 0, mode);
dxstate.texMinFilter.set(MinFilt[minFilt]);
dxstate.texMipFilter.set(MipFilt[minFilt]);
dxstate.texMagFilter.set(MagFilt[magFilt]);
dxstate.texMipLodBias.set(0.0f);
dxstate.texMaxMipLevel.set(0.0f);
// Often the framebuffer will not match the texture size. We'll wrap/clamp in the shader in that case.
// This happens whether we have OES_texture_npot or not.
int w = gstate.getTextureWidth(0);
int h = gstate.getTextureHeight(0);
if (w != bufferWidth || h != bufferHeight) {
return;
}
dxstate.texAddressU.set(sClamp ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP);
dxstate.texAddressV.set(tClamp ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP);
}
void TextureCacheDX9::StartFrame() {
InvalidateLastTexture();
timesInvalidatedAllThisFrame_ = 0;
if (texelsScaledThisFrame_) {
// INFO_LOG(G3D, "Scaled %i texels", texelsScaledThisFrame_);
}
texelsScaledThisFrame_ = 0;
if (clearCacheNextFrame_) {
Clear(true);
clearCacheNextFrame_ = false;
} else {
Decimate();
}
if (gstate_c.Supports(GPU_SUPPORTS_ANISOTROPY)) {
DWORD aniso = 1 << g_Config.iAnisotropyLevel;
DWORD anisotropyLevel = aniso > maxAnisotropyLevel ? maxAnisotropyLevel : aniso;
device_->SetSamplerState(0, D3DSAMP_MAXANISOTROPY, anisotropyLevel);
}
}
void TextureCacheDX9::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_);
clutHash_ = DoReliableHash32((const char *)clutBufRaw_, clutExtendedBytes, 0xC0108888);
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 TextureCacheDX9::BindTexture(TexCacheEntry *entry) {
LPDIRECT3DTEXTURE9 texture = DxTex(entry);
if (texture != lastBoundTexture) {
device_->SetTexture(0, texture);
lastBoundTexture = texture;
}
UpdateSamplingParams(*entry, false);
}
void TextureCacheDX9::Unbind() {
device_->SetTexture(0, NULL);
InvalidateLastTexture();
}
class TextureShaderApplierDX9 {
public:
struct Pos {
Pos(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {
}
Pos() {
}
float x;
float y;
float z;
};
struct UV {
UV(float u_, float v_) : u(u_), v(v_) {
}
UV() {
}
float u;
float v;
};
struct PosUV {
Pos pos;
UV uv;
};
TextureShaderApplierDX9(LPDIRECT3DDEVICE9 device, LPDIRECT3DPIXELSHADER9 pshader, LPDIRECT3DVERTEXDECLARATION9 decl, float bufferW, float bufferH, int renderW, int renderH, float xoff, float yoff)
: device_(device), pshader_(pshader), decl_(decl), bufferW_(bufferW), bufferH_(bufferH), renderW_(renderW), renderH_(renderH) {
static const Pos pos[4] = {
{-1, 1, 0},
{ 1, 1, 0},
{ 1, -1, 0},
{-1, -1, 0},
};
static const UV uv[4] = {
{0, 0},
{1, 0},
{1, 1},
{0, 1},
};
for (int i = 0; i < 4; ++i) {
verts_[i].pos = pos[i];
verts_[i].pos.x += xoff;
verts_[i].pos.y += yoff;
verts_[i].uv = uv[i];
}
}
void ApplyBounds(const KnownVertexBounds &bounds, u32 uoff, u32 voff, float xoff, float yoff) {
// If min is not < max, then we don't have values (wasn't set during decode.)
if (bounds.minV < bounds.maxV) {
const float invWidth = 1.0f / bufferW_;
const float invHeight = 1.0f / bufferH_;
// Inverse of half = double.
const float invHalfWidth = invWidth * 2.0f;
const float invHalfHeight = invHeight * 2.0f;
const int u1 = bounds.minU + uoff;
const int v1 = bounds.minV + voff;
const int u2 = bounds.maxU + uoff;
const int v2 = bounds.maxV + voff;
const float left = u1 * invHalfWidth - 1.0f + xoff;
const float right = u2 * invHalfWidth - 1.0f + xoff;
const float top = v1 * invHalfHeight - 1.0f + yoff;
const float bottom = v2 * invHalfHeight - 1.0f + yoff;
float z = 0.0f;
// Points are: BL, BR, TR, TL.
verts_[0].pos = Pos(left, bottom, z);
verts_[1].pos = Pos(right, bottom, z);
verts_[2].pos = Pos(right, top, z);
verts_[3].pos = Pos(left, top, z);
// And also the UVs, same order.
const float uvleft = u1 * invWidth;
const float uvright = u2 * invWidth;
const float uvtop = v1 * invHeight;
const float uvbottom = v2 * invHeight;
verts_[0].uv = UV(uvleft, uvbottom);
verts_[1].uv = UV(uvright, uvbottom);
verts_[2].uv = UV(uvright, uvtop);
verts_[3].uv = UV(uvleft, uvtop);
// We need to reapply the texture next time since we cropped UV.
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
}
}
void Use(LPDIRECT3DVERTEXSHADER9 vshader) {
device_->SetPixelShader(pshader_);
device_->SetVertexShader(vshader);
device_->SetVertexDeclaration(decl_);
}
void Shade() {
device_->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
device_->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
device_->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA);
device_->SetRenderState(D3DRS_ZENABLE, FALSE);
device_->SetRenderState(D3DRS_STENCILENABLE, FALSE);
device_->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
device_->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
D3DVIEWPORT9 vp{ 0, 0, (DWORD)renderW_, (DWORD)renderH_, 0.0f, 1.0f };
device_->SetViewport(&vp);
HRESULT hr = device_->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts_, (3 + 2) * sizeof(float));
if (FAILED(hr)) {
ERROR_LOG_REPORT(G3D, "Depal render failed: %08x", hr);
}
dxstate.Restore();
}
protected:
LPDIRECT3DDEVICE9 device_;
LPDIRECT3DPIXELSHADER9 pshader_;
LPDIRECT3DVERTEXDECLARATION9 decl_;
PosUV verts_[4];
float bufferW_;
float bufferH_;
int renderW_;
int renderH_;
};
void TextureCacheDX9::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
LPDIRECT3DPIXELSHADER9 pshader = nullptr;
uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) {
pshader = depalShaderCache_->GetDepalettizePixelShader(clutMode, framebuffer->drawnFormat);
}
if (pshader) {
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
LPDIRECT3DTEXTURE9 clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_);
Draw::Framebuffer *depalFBO = framebufferManagerDX9_->GetTempFBO(TempFBO::DEPAL, framebuffer->renderWidth, framebuffer->renderHeight, Draw::FBO_8888);
draw_->BindFramebufferAsRenderTarget(depalFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });
shaderManager_->DirtyLastShader();
float xoff = -0.5f / framebuffer->renderWidth;
float yoff = 0.5f / framebuffer->renderHeight;
TextureShaderApplierDX9 shaderApply(device_, pshader, pFramebufferVertexDecl, framebuffer->bufferWidth, framebuffer->bufferHeight, framebuffer->renderWidth, framebuffer->renderHeight, xoff, yoff);
shaderApply.ApplyBounds(gstate_c.vertBounds, gstate_c.curTextureXOffset, gstate_c.curTextureYOffset, xoff, yoff);
shaderApply.Use(depalShaderCache_->GetDepalettizeVertexShader());
device_->SetTexture(1, clutTexture);
device_->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_POINT);
device_->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
device_->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
framebufferManagerDX9_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_SKIP_COPY);
device_->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
device_->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
device_->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
device_->SetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, 0);
device_->SetSamplerState(0, D3DSAMP_MAXMIPLEVEL, 0);
shaderApply.Shade();
draw_->BindFramebufferAsTexture(depalFBO, 0, Draw::FB_COLOR_BIT, 0);
const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16);
const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor;
TexCacheEntry::TexStatus alphaStatus = CheckAlpha(clutBuf_, getClutDestFormat(clutFormat), clutTotalColors, clutTotalColors, 1);
gstate_c.SetTextureFullAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL);
} else {
entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
framebufferManagerDX9_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
gstate_c.SetTextureFullAlpha(gstate.getTextureFormat() == GE_TFMT_5650);
}
framebufferManagerDX9_->RebindFramebuffer();
SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight);
InvalidateLastTexture();
}
void TextureCacheDX9::BuildTexture(TexCacheEntry *const entry) {
entry->status &= ~TexCacheEntry::STATUS_ALPHA_MASK;
// For the estimate, we assume cluts always point to 8888 for simplicity.
cacheSizeEstimate_ += EstimateTexMemoryUsage(entry);
// TODO: If a framebuffer is attached here, might end up with a bad entry.texture.
// Should just always create one here or something (like GLES.)
if (entry->framebuffer) {
// Nothing else to do here.
return;
}
if ((entry->bufw == 0 || (gstate.texbufwidth[0] & 0xf800) != 0) && entry->addr >= PSP_GetKernelMemoryEnd()) {
ERROR_LOG_REPORT(G3D, "Texture with unexpected bufw (full=%d)", gstate.texbufwidth[0] & 0xffff);
// Proceeding here can cause a crash.
return;
}
// Adjust maxLevel to actually present levels..
bool badMipSizes = false;
int maxLevel = entry->maxLevel;
for (int i = 0; i <= maxLevel; i++) {
// If encountering levels pointing to nothing, adjust max level.
u32 levelTexaddr = gstate.getTextureAddress(i);
if (!Memory::IsValidAddress(levelTexaddr)) {
maxLevel = i - 1;
break;
}
// If size reaches 1, stop, and override maxlevel.
int tw = gstate.getTextureWidth(i);
int th = gstate.getTextureHeight(i);
if (tw == 1 || th == 1) {
maxLevel = i;
break;
}
if (i > 0 && gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
if (tw != 1 && tw != (gstate.getTextureWidth(i - 1) >> 1))
badMipSizes = true;
else if (th != 1 && th != (gstate.getTextureHeight(i - 1) >> 1))
badMipSizes = true;
}
}
// If GLES3 is available, we can preallocate the storage, which makes texture loading more efficient.
D3DFORMAT dstFmt = GetDestFormat(GETextureFormat(entry->format), gstate.getClutPaletteFormat());
int scaleFactor = standardScaleFactor_;
// Rachet down scale factor in low-memory mode.
if (lowMemoryMode_) {
// Keep it even, though, just in case of npot troubles.
scaleFactor = scaleFactor > 4 ? 4 : (scaleFactor > 2 ? 2 : 1);
}
u64 cachekey = replacer_.Enabled() ? entry->CacheKey() : 0;
int w = gstate.getTextureWidth(0);
int h = gstate.getTextureHeight(0);
ReplacedTexture &replaced = replacer_.FindReplacement(cachekey, entry->fullhash, w, h);
if (replaced.GetSize(0, w, h)) {
// We're replacing, so we won't scale.
scaleFactor = 1;
entry->status |= TexCacheEntry::STATUS_IS_SCALED;
maxLevel = replaced.MaxLevel();
badMipSizes = false;
}
// Don't scale the PPGe texture.
if (entry->addr > 0x05000000 && entry->addr < PSP_GetKernelMemoryEnd())
scaleFactor = 1;
if ((entry->status & TexCacheEntry::STATUS_CHANGE_FREQUENT) != 0 && scaleFactor != 1) {
// Remember for later that we /wanted/ to scale this texture.
entry->status |= TexCacheEntry::STATUS_TO_SCALE;
scaleFactor = 1;
}
if (scaleFactor != 1) {
if (texelsScaledThisFrame_ >= TEXCACHE_MAX_TEXELS_SCALED) {
entry->status |= TexCacheEntry::STATUS_TO_SCALE;
scaleFactor = 1;
} else {
entry->status &= ~TexCacheEntry::STATUS_TO_SCALE;
entry->status |= TexCacheEntry::STATUS_IS_SCALED;
texelsScaledThisFrame_ += w * h;
}
}
// Seems to cause problems in Tactics Ogre.
if (badMipSizes) {
maxLevel = 0;
}
if (IsFakeMipmapChange()) {
// NOTE: Since the level is not part of the cache key, we assume it never changes.
u8 level = std::max(0, gstate.getTexLevelOffset16() / 16);
LoadTextureLevel(*entry, replaced, level, maxLevel, scaleFactor, dstFmt);
} else {
LoadTextureLevel(*entry, replaced, 0, maxLevel, scaleFactor, dstFmt);
}
LPDIRECT3DTEXTURE9 &texture = DxTex(entry);
if (!texture) {
return;
}
// Mipmapping is only enabled when texture scaling is disabled.
if (maxLevel > 0 && scaleFactor == 1) {
for (int i = 1; i <= maxLevel; i++) {
LoadTextureLevel(*entry, replaced, i, maxLevel, scaleFactor, dstFmt);
}
}
if (maxLevel == 0) {
entry->status |= TexCacheEntry::STATUS_BAD_MIPS;
} else {
entry->status &= ~TexCacheEntry::STATUS_BAD_MIPS;
}
if (replaced.Valid()) {
entry->SetAlphaStatus(TexCacheEntry::TexStatus(replaced.AlphaStatus()));
}
}
D3DFORMAT TextureCacheDX9::GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const {
switch (format) {
case GE_TFMT_CLUT4:
case GE_TFMT_CLUT8:
case GE_TFMT_CLUT16:
case GE_TFMT_CLUT32:
return getClutDestFormat(clutFormat);
case GE_TFMT_4444:
return D3DFMT_A4R4G4B4;
case GE_TFMT_5551:
return D3DFMT_A1R5G5B5;
case GE_TFMT_5650:
return D3DFMT_R5G6B5;
case GE_TFMT_8888:
case GE_TFMT_DXT1:
case GE_TFMT_DXT3:
case GE_TFMT_DXT5:
default:
return D3DFMT_A8R8G8B8;
}
}
TexCacheEntry::TexStatus TextureCacheDX9::CheckAlpha(const u32 *pixelData, u32 dstFmt, int stride, int w, int h) {
CheckAlphaResult res;
switch (dstFmt) {
case D3DFMT_A4R4G4B4:
res = CheckAlphaRGBA4444Basic(pixelData, stride, w, h);
break;
case D3DFMT_A1R5G5B5:
res = CheckAlphaRGBA5551Basic(pixelData, stride, w, h);
break;
case D3DFMT_R5G6B5:
// Never has any alpha.
res = CHECKALPHA_FULL;
break;
default:
res = CheckAlphaRGBA8888Basic(pixelData, stride, w, h);
break;
}
return (TexCacheEntry::TexStatus)res;
}
ReplacedTextureFormat FromD3D9Format(u32 fmt) {
switch (fmt) {
case D3DFMT_R5G6B5: return ReplacedTextureFormat::F_5650;
case D3DFMT_A1R5G5B5: return ReplacedTextureFormat::F_5551;
case D3DFMT_A4R4G4B4: return ReplacedTextureFormat::F_4444;
case D3DFMT_A8R8G8B8: default: return ReplacedTextureFormat::F_8888;
}
}
D3DFORMAT ToD3D9Format(ReplacedTextureFormat fmt) {
switch (fmt) {
case ReplacedTextureFormat::F_5650: return D3DFMT_R5G6B5;
case ReplacedTextureFormat::F_5551: return D3DFMT_A1R5G5B5;
case ReplacedTextureFormat::F_4444: return D3DFMT_A4R4G4B4;
case ReplacedTextureFormat::F_8888: default: return D3DFMT_A8R8G8B8;
}
}
void TextureCacheDX9::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &replaced, int level, int maxLevel, int scaleFactor, u32 dstFmt) {
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
LPDIRECT3DTEXTURE9 &texture = DxTex(&entry);
if ((level == 0 || IsFakeMipmapChange()) && texture == nullptr) {
// Create texture
D3DPOOL pool = D3DPOOL_MANAGED;
int usage = 0;
pool = D3DPOOL_DEFAULT;
usage = D3DUSAGE_DYNAMIC; // TODO: Switch to using a staging texture?
int levels = scaleFactor == 1 ? maxLevel + 1 : 1;
int tw = w, th = h;
D3DFORMAT tfmt = (D3DFORMAT)(dstFmt);
if (replaced.GetSize(level, tw, th)) {
tfmt = ToD3D9Format(replaced.Format(level));
} else {
tw *= scaleFactor;
th *= scaleFactor;
if (scaleFactor > 1) {
tfmt = D3DFMT_A8R8G8B8;
}
}
HRESULT hr;
if (IsFakeMipmapChange())
hr = device_->CreateTexture(tw, th, 1, usage, tfmt, pool, &texture, NULL);
else
hr = device_->CreateTexture(tw, th, levels, usage, tfmt, pool, &texture, NULL);
if (FAILED(hr)) {
INFO_LOG(G3D, "Failed to create D3D texture: %dx%d", tw, th);
ReleaseTexture(&entry, true);
return;
}
}
D3DLOCKED_RECT rect;
HRESULT result;
uint32_t lockFlag = level == 0 ? D3DLOCK_DISCARD : 0; // Can only discard the top level
if (IsFakeMipmapChange())
result = texture->LockRect(0, &rect, NULL, lockFlag);
else
result = texture->LockRect(level, &rect, NULL, lockFlag);
if (FAILED(result)) {
ERROR_LOG(G3D, "Failed to lock D3D texture: %dx%d", w, h);
return;
}
gpuStats.numTexturesDecoded++;
if (replaced.GetSize(level, w, h)) {
replaced.Load(level, rect.pBits, rect.Pitch);
dstFmt = ToD3D9Format(replaced.Format(level));
} else {
GETextureFormat tfmt = (GETextureFormat)entry.format;
GEPaletteFormat clutformat = gstate.getClutPaletteFormat();
u32 texaddr = gstate.getTextureAddress(level);
int bufw = GetTextureBufw(level, texaddr, tfmt);
int bpp = dstFmt == D3DFMT_A8R8G8B8 ? 4 : 2;
u32 *pixelData = (u32 *)rect.pBits;
int decPitch = rect.Pitch;
if (scaleFactor > 1) {
tmpTexBufRearrange_.resize(std::max(bufw, w) * h);
pixelData = tmpTexBufRearrange_.data();
// We want to end up with a neatly packed texture for scaling.
decPitch = w * bpp;
}
DecodeTextureLevel((u8 *)pixelData, decPitch, tfmt, clutformat, texaddr, level, bufw, false, false, false);
// We check before scaling since scaling shouldn't invent alpha from a full alpha texture.
if ((entry.status & TexCacheEntry::STATUS_CHANGE_FREQUENT) == 0) {
TexCacheEntry::TexStatus alphaStatus = CheckAlpha(pixelData, dstFmt, decPitch / bpp, w, h);
entry.SetAlphaStatus(alphaStatus, level);
} else {
entry.SetAlphaStatus(TexCacheEntry::STATUS_ALPHA_UNKNOWN);
}
if (scaleFactor > 1) {
scaler.ScaleAlways((u32 *)rect.pBits, pixelData, dstFmt, w, h, scaleFactor);
pixelData = (u32 *)rect.pBits;
// We always end up at 8888. Other parts assume this.
assert(dstFmt == D3DFMT_A8R8G8B8);
bpp = sizeof(u32);
decPitch = w * bpp;
if (decPitch != rect.Pitch) {
// Rearrange in place to match the requested pitch.
// (it can only be larger than w * bpp, and a match is likely.)
for (int y = h - 1; y >= 0; --y) {
memcpy((u8 *)rect.pBits + rect.Pitch * y, (u8 *)rect.pBits + decPitch * y, w * bpp);
}
decPitch = rect.Pitch;
}
}
if (replacer_.Enabled()) {
ReplacedTextureDecodeInfo replacedInfo;
replacedInfo.cachekey = entry.CacheKey();
replacedInfo.hash = entry.fullhash;
replacedInfo.addr = entry.addr;
replacedInfo.isVideo = videos_.find(entry.addr & 0x3FFFFFFF) != videos_.end();
replacedInfo.isFinal = (entry.status & TexCacheEntry::STATUS_TO_SCALE) == 0;
replacedInfo.scaleFactor = scaleFactor;
replacedInfo.fmt = FromD3D9Format(dstFmt);
replacer_.NotifyTextureDecoded(replacedInfo, pixelData, decPitch, level, w, h);
}
}
if (IsFakeMipmapChange())
texture->UnlockRect(0);
else
texture->UnlockRect(level);
}
bool TextureCacheDX9::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) {
SetTexture(true);
ApplyTexture();
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
LPDIRECT3DBASETEXTURE9 baseTex;
LPDIRECT3DTEXTURE9 tex;
LPDIRECT3DSURFACE9 offscreen = nullptr;
HRESULT hr;
bool success = false;
hr = device_->GetTexture(0, &baseTex);
if (SUCCEEDED(hr) && baseTex != NULL) {
hr = baseTex->QueryInterface(IID_IDirect3DTexture9, (void **)&tex);
if (SUCCEEDED(hr)) {
D3DSURFACE_DESC desc;
D3DLOCKED_RECT locked;
tex->GetLevelDesc(level, &desc);
RECT rect = { 0, 0, (LONG)desc.Width, (LONG)desc.Height };
hr = tex->LockRect(level, &locked, &rect, D3DLOCK_READONLY);
// If it fails, this means it's a render-to-texture, so we have to get creative.
if (FAILED(hr)) {
LPDIRECT3DSURFACE9 renderTarget = nullptr;
hr = tex->GetSurfaceLevel(level, &renderTarget);
if (renderTarget && SUCCEEDED(hr)) {
hr = device_->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
if (SUCCEEDED(hr)) {
hr = device_->GetRenderTargetData(renderTarget, offscreen);
if (SUCCEEDED(hr)) {
hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
}
}
renderTarget->Release();
}
}
if (SUCCEEDED(hr)) {
GPUDebugBufferFormat fmt;
int pixelSize;
switch (desc.Format) {
case D3DFMT_A1R5G5B5:
fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_5551 : GPU_DBG_FORMAT_5551_BGRA;
pixelSize = 2;
break;
case D3DFMT_A4R4G4B4:
fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_4444 : GPU_DBG_FORMAT_4444_BGRA;
pixelSize = 2;
break;
case D3DFMT_R5G6B5:
fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_565 : GPU_DBG_FORMAT_565_BGRA;
pixelSize = 2;
break;
case D3DFMT_A8R8G8B8:
fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_8888 : GPU_DBG_FORMAT_8888_BGRA;
pixelSize = 4;
break;
default:
fmt = GPU_DBG_FORMAT_INVALID;
break;
}
if (fmt != GPU_DBG_FORMAT_INVALID) {
buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false);
memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
success = true;
} else {
success = false;
}
if (offscreen) {
offscreen->UnlockRect();
offscreen->Release();
} else {
tex->UnlockRect(level);
}
}
tex->Release();
}
baseTex->Release();
}
return success;
}
};