ppsspp/GPU/Vulkan/TextureCacheVulkan.cpp
2017-01-24 18:12:20 +01:00

1492 lines
49 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 "ext/xxhash.h"
#include "i18n/i18n.h"
#include "math/math_util.h"
#include "profiler/profiler.h"
#include "Common/ColorConv.h"
#include "Core/Config.h"
#include "Core/Host.h"
#include "Core/MemMap.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "Common/Vulkan/VulkanContext.h"
#include "Common/Vulkan/VulkanImage.h"
#include "Common/Vulkan/VulkanMemory.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/Vulkan/TextureCacheVulkan.h"
#include "GPU/Vulkan/FramebufferVulkan.h"
#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
#include "GPU/Vulkan/DepalettizeShaderVulkan.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
#include "GPU/Common/TextureDecoder.h"
#ifdef _M_SSE
#include <xmmintrin.h>
#endif
// If a texture hasn't been seen for this many frames, get rid of it.
#define TEXTURE_KILL_AGE 200
#define TEXTURE_KILL_AGE_LOWMEM 60
// Not used in lowmem mode.
#define TEXTURE_SECOND_KILL_AGE 100
// Try to be prime to other decimation intervals.
#define TEXCACHE_DECIMATION_INTERVAL 13
// Changes more frequent than this will be considered "frequent" and prevent texture scaling.
#define TEXCACHE_FRAME_CHANGE_FREQUENT 6
// Note: only used when hash backoff is disabled.
#define TEXCACHE_FRAME_CHANGE_FREQUENT_REGAIN_TRUST 33
#define TEXCACHE_NAME_CACHE_SIZE 16
#define TEXCACHE_MAX_TEXELS_SCALED (256*256) // Per frame
#define TEXCACHE_MIN_PRESSURE (16 * 1024 * 1024) // Total in GL
#define TEXCACHE_SECOND_MIN_PRESSURE (4 * 1024 * 1024)
#define TEXCACHE_MIN_SLAB_SIZE (4 * 1024 * 1024)
#define TEXCACHE_MAX_SLAB_SIZE (32 * 1024 * 1024)
// Note: some drivers prefer B4G4R4A4_UNORM_PACK16 over R4G4B4A4_UNORM_PACK16.
#define VULKAN_4444_FORMAT VK_FORMAT_B4G4R4A4_UNORM_PACK16
#define VULKAN_1555_FORMAT VK_FORMAT_A1R5G5B5_UNORM_PACK16
#define VULKAN_565_FORMAT VK_FORMAT_B5G6R5_UNORM_PACK16
#define VULKAN_8888_FORMAT VK_FORMAT_R8G8B8A8_UNORM
static const VkComponentMapping VULKAN_4444_SWIZZLE = { VK_COMPONENT_SWIZZLE_A, VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B };
static const VkComponentMapping VULKAN_1555_SWIZZLE = { VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_A };
static const VkComponentMapping VULKAN_565_SWIZZLE = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
static const VkComponentMapping VULKAN_8888_SWIZZLE = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
SamplerCache::~SamplerCache() {
for (auto iter : cache_) {
vulkan_->Delete().QueueDeleteSampler(iter.second);
}
}
CachedTextureVulkan::~CachedTextureVulkan() {
delete texture_;
}
VkSampler SamplerCache::GetOrCreateSampler(const SamplerCacheKey &key) {
auto iter = cache_.find(key);
if (iter != cache_.end()) {
return iter->second;
}
VkSamplerCreateInfo samp = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO };
samp.addressModeU = key.sClamp ? VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE : VK_SAMPLER_ADDRESS_MODE_REPEAT;
samp.addressModeV = key.tClamp ? VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE : VK_SAMPLER_ADDRESS_MODE_REPEAT;
samp.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samp.borderColor = VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
samp.compareOp = VK_COMPARE_OP_ALWAYS;
samp.flags = 0;
samp.magFilter = key.magFilt ? VK_FILTER_LINEAR : VK_FILTER_NEAREST;
samp.minFilter = key.minFilt ? VK_FILTER_LINEAR : VK_FILTER_NEAREST;
samp.mipmapMode = key.mipFilt ? VK_SAMPLER_MIPMAP_MODE_LINEAR : VK_SAMPLER_MIPMAP_MODE_NEAREST;
if (gstate_c.Supports(GPU_SUPPORTS_ANISOTROPY) && g_Config.iAnisotropyLevel > 0) {
// Docs say the min of this value and the supported max are used.
samp.maxAnisotropy = 1 << g_Config.iAnisotropyLevel;
samp.anisotropyEnable = true;
} else {
samp.maxAnisotropy = 1.0f;
samp.anisotropyEnable = false;
}
samp.maxLod = key.maxLevel;
samp.minLod = 0.0f;
samp.mipLodBias = 0.0f;
VkSampler sampler;
VkResult res = vkCreateSampler(vulkan_->GetDevice(), &samp, nullptr, &sampler);
assert(res == VK_SUCCESS);
cache_[key] = sampler;
return sampler;
}
void SamplerCache::DeviceLost() {
for (auto iter : cache_) {
vulkan_->Delete().QueueDeleteSampler(iter.second);
}
cache_.clear();
}
void SamplerCache::DeviceRestore(VulkanContext *vulkan) {
vulkan_ = vulkan;
}
TextureCacheVulkan::TextureCacheVulkan(VulkanContext *vulkan)
: vulkan_(vulkan), samplerCache_(vulkan), secondCacheSizeEstimate_(0),
clearCacheNextFrame_(false), lowMemoryMode_(false), texelsScaledThisFrame_(0) {
timesInvalidatedAllThisFrame_ = 0;
lastBoundTexture = nullptr;
decimationCounter_ = TEXCACHE_DECIMATION_INTERVAL;
allocator_ = new VulkanDeviceAllocator(vulkan_, TEXCACHE_MIN_SLAB_SIZE, TEXCACHE_MAX_SLAB_SIZE);
SetupTextureDecoder();
nextTexture_ = nullptr;
}
TextureCacheVulkan::~TextureCacheVulkan() {
Clear(true);
allocator_->Destroy();
// We have to delete on queue, so this can free its queued deletions.
vulkan_->Delete().QueueCallback([](void *ptr) {
auto allocator = static_cast<VulkanDeviceAllocator *>(ptr);
delete allocator;
}, allocator_);
}
void TextureCacheVulkan::DeviceLost() {
Clear(true);
if (allocator_) {
allocator_->Destroy();
// We have to delete on queue, so this can free its queued deletions.
vulkan_->Delete().QueueCallback([](void *ptr) {
auto allocator = static_cast<VulkanDeviceAllocator *>(ptr);
delete allocator;
}, allocator_);
allocator_ = nullptr;
}
samplerCache_.DeviceLost();
nextTexture_ = nullptr;
}
void TextureCacheVulkan::DeviceRestore(VulkanContext *vulkan) {
vulkan_ = vulkan;
allocator_ = new VulkanDeviceAllocator(vulkan_, TEXCACHE_MIN_SLAB_SIZE, TEXCACHE_MAX_SLAB_SIZE);
samplerCache_.DeviceRestore(vulkan);
}
void TextureCacheVulkan::DownloadFramebufferForClut(u32 clutAddr, u32 bytes) {
}
void TextureCacheVulkan::Clear(bool delete_them) {
lastBoundTexture = nullptr;
for (TexCache::iterator iter = cache.begin(); iter != cache.end(); ++iter) {
DEBUG_LOG(G3D, "Deleting texture %p", iter->second.vkTex);
delete iter->second.vkTex;
}
for (TexCache::iterator iter = secondCache.begin(); iter != secondCache.end(); ++iter) {
DEBUG_LOG(G3D, "Deleting texture %p", iter->second.vkTex);
delete iter->second.vkTex;
}
if (cache.size() + secondCache.size()) {
INFO_LOG(G3D, "Texture cached cleared from %i textures", (int)(cache.size() + secondCache.size()));
cache.clear();
secondCache.clear();
cacheSizeEstimate_ = 0;
secondCacheSizeEstimate_ = 0;
}
fbTexInfo_.clear();
videos_.clear();
}
void TextureCacheVulkan::DeleteTexture(TexCache::iterator it) {
delete it->second.vkTex;
auto fbInfo = fbTexInfo_.find(it->first);
if (fbInfo != fbTexInfo_.end()) {
fbTexInfo_.erase(fbInfo);
}
cacheSizeEstimate_ -= EstimateTexMemoryUsage(&it->second);
cache.erase(it);
}
// Removes old textures.
void TextureCacheVulkan::Decimate() {
if (--decimationCounter_ <= 0) {
decimationCounter_ = TEXCACHE_DECIMATION_INTERVAL;
} else {
return;
}
if (cacheSizeEstimate_ >= TEXCACHE_MIN_PRESSURE) {
const u32 had = cacheSizeEstimate_;
lastBoundTexture = nullptr;
int killAge = lowMemoryMode_ ? TEXTURE_KILL_AGE_LOWMEM : TEXTURE_KILL_AGE;
for (TexCache::iterator iter = cache.begin(); iter != cache.end(); ) {
if (iter->second.lastFrame + killAge < gpuStats.numFlips) {
DeleteTexture(iter++);
} else {
++iter;
}
}
VERBOSE_LOG(G3D, "Decimated texture cache, saved %d estimated bytes - now %d bytes", had - cacheSizeEstimate_, cacheSizeEstimate_);
}
if (g_Config.bTextureSecondaryCache && secondCacheSizeEstimate_ >= TEXCACHE_SECOND_MIN_PRESSURE) {
const u32 had = secondCacheSizeEstimate_;
for (TexCache::iterator iter = secondCache.begin(); iter != secondCache.end(); ) {
// In low memory mode, we kill them all.
if (lowMemoryMode_ || iter->second.lastFrame + TEXTURE_SECOND_KILL_AGE < gpuStats.numFlips) {
delete iter->second.vkTex;
secondCacheSizeEstimate_ -= EstimateTexMemoryUsage(&iter->second);
secondCache.erase(iter++);
} else {
++iter;
}
}
VERBOSE_LOG(G3D, "Decimated second texture cache, saved %d estimated bytes - now %d bytes", had - secondCacheSizeEstimate_, secondCacheSizeEstimate_);
}
DecimateVideos();
}
void TextureCacheVulkan::Invalidate(u32 addr, int size, GPUInvalidationType type) {
// If we're hashing every use, without backoff, then this isn't needed.
if (!g_Config.bTextureBackoffCache) {
return;
}
addr &= 0x3FFFFFFF;
const u32 addr_end = addr + size;
// They could invalidate inside the texture, let's just give a bit of leeway.
const int LARGEST_TEXTURE_SIZE = 512 * 512 * 4;
const u64 startKey = (u64)(addr - LARGEST_TEXTURE_SIZE) << 32;
u64 endKey = (u64)(addr + size + LARGEST_TEXTURE_SIZE) << 32;
if (endKey < startKey) {
endKey = (u64)-1;
}
for (TexCache::iterator iter = cache.lower_bound(startKey), end = cache.upper_bound(endKey); iter != end; ++iter) {
u32 texAddr = iter->second.addr;
u32 texEnd = iter->second.addr + iter->second.sizeInRAM;
if (texAddr < addr_end && addr < texEnd) {
if (iter->second.GetHashStatus() == TexCacheEntry::STATUS_RELIABLE) {
iter->second.SetHashStatus(TexCacheEntry::STATUS_HASHING);
}
if (type != GPU_INVALIDATE_ALL) {
gpuStats.numTextureInvalidations++;
// Start it over from 0 (unless it's safe.)
iter->second.numFrames = type == GPU_INVALIDATE_SAFE ? 256 : 0;
if (type == GPU_INVALIDATE_SAFE) {
u32 diff = gpuStats.numFlips - iter->second.lastFrame;
// We still need to mark if the texture is frequently changing, even if it's safely changing.
if (diff < TEXCACHE_FRAME_CHANGE_FREQUENT) {
iter->second.status |= TexCacheEntry::STATUS_CHANGE_FREQUENT;
}
}
iter->second.framesUntilNextFullHash = 0;
} else if (!iter->second.framebuffer) {
iter->second.invalidHint++;
}
}
}
}
void TextureCacheVulkan::InvalidateAll(GPUInvalidationType /*unused*/) {
// If we're hashing every use, without backoff, then this isn't needed.
if (!g_Config.bTextureBackoffCache) {
return;
}
if (timesInvalidatedAllThisFrame_ > 5) {
return;
}
timesInvalidatedAllThisFrame_++;
for (TexCache::iterator iter = cache.begin(), end = cache.end(); iter != end; ++iter) {
if (iter->second.GetHashStatus() == TexCacheEntry::STATUS_RELIABLE) {
iter->second.SetHashStatus(TexCacheEntry::STATUS_HASHING);
}
if (!iter->second.framebuffer) {
iter->second.invalidHint++;
}
}
}
void TextureCacheVulkan::ClearNextFrame() {
clearCacheNextFrame_ = true;
}
bool TextureCacheVulkan::AttachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, u32 texaddrOffset) {
static const u32 MAX_SUBAREA_Y_OFFSET_SAFE = 32;
AttachedFramebufferInfo fbInfo = { 0 };
const u64 mirrorMask = 0x00600000;
// Must be in VRAM so | 0x04000000 it is. Also, ignore memory mirrors.
const u32 addr = (address | 0x04000000) & 0x3FFFFFFF & ~mirrorMask;
const u32 texaddr = ((entry->addr + texaddrOffset) & ~mirrorMask);
const bool noOffset = texaddr == addr;
const bool exactMatch = noOffset && entry->format < 4;
const u32 h = 1 << ((entry->dim >> 8) & 0xf);
// 512 on a 272 framebuffer is sane, so let's be lenient.
const u32 minSubareaHeight = h / 4;
// If they match exactly, it's non-CLUT and from the top left.
if (exactMatch) {
// Apply to non-buffered and buffered mode only.
if (!(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE))
return false;
DEBUG_LOG(G3D, "Render to texture detected at %08x!", address);
if (framebuffer->fb_stride != entry->bufw) {
WARN_LOG_REPORT_ONCE(diffStrides1, G3D, "Render to texture with different strides %d != %d", entry->bufw, framebuffer->fb_stride);
}
if (entry->format != (GETextureFormat)framebuffer->format) {
WARN_LOG_REPORT_ONCE(diffFormat1, G3D, "Render to texture with different formats %d != %d", entry->format, 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) {
DetachFramebuffer(entry, address, framebuffer);
}
} else {
AttachFramebufferValid(entry, framebuffer, fbInfo);
return true;
}
} else {
// Apply to buffered mode only.
if (!(g_Config.iRenderingMode == FB_BUFFERED_MODE))
return false;
const bool clutFormat =
(framebuffer->format == GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT32) ||
(framebuffer->format != GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT16);
const u32 bitOffset = (texaddr - addr) * 8;
const u32 pixelOffset = bitOffset / std::max(1U, (u32)textureBitsPerPixel[entry->format]);
fbInfo.yOffset = entry->bufw == 0 ? 0 : pixelOffset / entry->bufw;
fbInfo.xOffset = entry->bufw == 0 ? 0 : pixelOffset % entry->bufw;
if (framebuffer->fb_stride != entry->bufw) {
if (noOffset) {
WARN_LOG_REPORT_ONCE(diffStrides2, G3D, "Render to texture using CLUT with different strides %d != %d", entry->bufw, framebuffer->fb_stride);
} else {
// Assume any render-to-tex with different bufw + offset is a render from ram.
DetachFramebuffer(entry, address, framebuffer);
return false;
}
}
if (fbInfo.yOffset + minSubareaHeight >= framebuffer->height) {
// Can't be inside the framebuffer then, ram. Detach to be safe.
DetachFramebuffer(entry, address, framebuffer);
return false;
}
// Trying to play it safe. Below 0x04110000 is almost always framebuffers.
// TODO: Maybe we can reduce this check and find a better way above 0x04110000?
if (fbInfo.yOffset > MAX_SUBAREA_Y_OFFSET_SAFE && addr > 0x04110000) {
WARN_LOG_REPORT_ONCE(subareaIgnored, G3D, "Ignoring possible render to texture at %08x +%dx%d / %dx%d", address, fbInfo.xOffset, fbInfo.yOffset, framebuffer->width, framebuffer->height);
DetachFramebuffer(entry, address, framebuffer);
return false;
}
// Check for CLUT. The framebuffer is always RGB, but it can be interpreted as a CLUT texture.
// 3rd Birthday (and a bunch of other games) render to a 16 bit clut texture.
if (clutFormat) {
if (!noOffset) {
WARN_LOG_REPORT_ONCE(subareaClut, G3D, "Render to texture using CLUT with offset at %08x +%dx%d", address, fbInfo.xOffset, fbInfo.yOffset);
}
AttachFramebufferValid(entry, framebuffer, fbInfo);
entry->status |= TexCacheEntry::STATUS_DEPALETTIZE;
// We'll validate it compiles later.
return true;
} else if (entry->format == GE_TFMT_CLUT8 || entry->format == GE_TFMT_CLUT4) {
ERROR_LOG_REPORT_ONCE(fourEightBit, G3D, "4 and 8-bit CLUT format not supported for framebuffers");
}
// This is either normal or we failed to generate a shader to depalettize
if (framebuffer->format == entry->format || clutFormat) {
if (framebuffer->format != entry->format) {
WARN_LOG_REPORT_ONCE(diffFormat2, G3D, "Render to texture with different formats %d != %d at %08x", entry->format, framebuffer->format, address);
AttachFramebufferValid(entry, framebuffer, fbInfo);
return true;
} else {
WARN_LOG_REPORT_ONCE(subarea, G3D, "Render to area containing texture at %08x +%dx%d", address, fbInfo.xOffset, fbInfo.yOffset);
// If "AttachFramebufferValid" , God of War Ghost of Sparta/Chains of Olympus will be missing special effect.
AttachFramebufferInvalid(entry, framebuffer, fbInfo);
return true;
}
} else {
WARN_LOG_REPORT_ONCE(diffFormat2, G3D, "Render to texture with incompatible formats %d != %d at %08x", entry->format, framebuffer->format, address);
}
}
return false;
}
VkFormat getClutDestFormatVulkan(GEPaletteFormat format) {
switch (format) {
case GE_CMODE_16BIT_ABGR4444:
return VULKAN_4444_FORMAT;
case GE_CMODE_16BIT_ABGR5551:
return VULKAN_1555_FORMAT;
case GE_CMODE_16BIT_BGR5650:
return VULKAN_565_FORMAT;
case GE_CMODE_32BIT_ABGR8888:
return VULKAN_8888_FORMAT;
}
return VK_FORMAT_UNDEFINED;
}
static const VkFilter MagFiltVK[2] = {
VK_FILTER_NEAREST,
VK_FILTER_LINEAR
};
void TextureCacheVulkan::UpdateSamplingParams(TexCacheEntry &entry, SamplerCacheKey &key) {
// TODO: Make GetSamplingParams write SamplerCacheKey directly
int minFilt;
int magFilt;
bool sClamp;
bool tClamp;
float lodBias;
GetSamplingParams(minFilt, magFilt, sClamp, tClamp, lodBias, entry.maxLevel, entry.addr);
key.minFilt = minFilt & 1;
key.mipEnable = (minFilt >> 2) & 1;
key.mipFilt = (minFilt >> 1) & 1;
key.magFilt = magFilt & 1;
key.sClamp = sClamp;
key.tClamp = tClamp;
key.maxLevel = entry.vkTex->texture_->GetNumMips() - 1;
/*
if (entry.maxLevel != 0) {
if (force || entry.lodBias != lodBias) {
if (gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
GETexLevelMode mode = gstate.getTexLevelMode();
switch (mode) {
case GE_TEXLEVEL_MODE_AUTO:
// TODO
break;
case GE_TEXLEVEL_MODE_CONST:
// Sigh, LOD_BIAS is not even in ES 3.0..
break;
case GE_TEXLEVEL_MODE_SLOPE:
// TODO
break;
}
}
entry.lodBias = lodBias;
}
}
*/
if (entry.framebuffer) {
WARN_LOG_REPORT_ONCE(wrongFramebufAttach, G3D, "Framebuffer still attached in UpdateSamplingParams()?");
}
}
void TextureCacheVulkan::SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight, SamplerCacheKey &key) {
int minFilt;
int magFilt;
bool sClamp;
bool tClamp;
float lodBias;
GetSamplingParams(minFilt, magFilt, sClamp, tClamp, lodBias, 0, 0);
key.minFilt = minFilt & 1;
key.mipFilt = 0;
key.magFilt = magFilt & 1;
key.sClamp = sClamp;
key.tClamp = tClamp;
// 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) {
key.sClamp = true;
key.tClamp = true;
}
}
void TextureCacheVulkan::StartFrame() {
lastBoundTexture = nullptr;
timesInvalidatedAllThisFrame_ = 0;
texelsScaledThisFrame_ = 0;
if (clearCacheNextFrame_) {
Clear(true);
clearCacheNextFrame_ = false;
} else {
Decimate();
}
allocator_->Begin();
}
void TextureCacheVulkan::EndFrame() {
allocator_->End();
if (texelsScaledThisFrame_) {
// INFO_LOG(G3D, "Scaled %i texels", texelsScaledThisFrame_);
}
}
static inline u32 MiniHash(const u32 *ptr) {
return ptr[0];
}
static inline u32 QuickTexHash(TextureReplacer &replacer, u32 addr, int bufw, int w, int h, GETextureFormat format, TextureCacheVulkan::TexCacheEntry *entry) {
if (replacer.Enabled()) {
return replacer.ComputeHash(addr, bufw, w, h, format, entry->maxSeenV);
}
if (h == 512 && entry->maxSeenV < 512 && entry->maxSeenV != 0) {
h = (int)entry->maxSeenV;
}
const u32 sizeInRAM = (textureBitsPerPixel[format] * bufw * h) / 8;
const u32 *checkp = (const u32 *)Memory::GetPointer(addr);
return DoQuickTexHash(checkp, sizeInRAM);
}
void TextureCacheVulkan::UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) {
const u32 clutBaseBytes = clutFormat == GE_CMODE_32BIT_ABGR8888 ? (clutBase * sizeof(u32)) : (clutBase * 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;
}
inline u32 TextureCacheVulkan::GetCurrentClutHash() {
return clutHash_;
}
void TextureCacheVulkan::SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
_dbg_assert_msg_(G3D, framebuffer != nullptr, "Framebuffer must not be null.");
framebuffer->usageFlags |= FB_USAGE_TEXTURE;
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
if (useBufferedRendering) {
const u64 cachekey = entry->CacheKey();
const auto &fbInfo = fbTexInfo_[cachekey];
// Keep the framebuffer alive.
framebuffer->last_frame_used = gpuStats.numFlips;
// We need to force it, since we may have set it on a texture before attaching.
gstate_c.curTextureWidth = framebuffer->bufferWidth;
gstate_c.curTextureHeight = framebuffer->bufferHeight;
gstate_c.curTextureXOffset = fbInfo.xOffset;
gstate_c.curTextureYOffset = fbInfo.yOffset;
gstate_c.needShaderTexClamp = gstate_c.curTextureWidth != (u32)gstate.getTextureWidth(0) || gstate_c.curTextureHeight != (u32)gstate.getTextureHeight(0);
if (gstate_c.curTextureXOffset != 0 || gstate_c.curTextureYOffset != 0) {
gstate_c.needShaderTexClamp = true;
}
nextTexture_ = entry;
} else {
if (framebuffer->fbo_vk) {
delete framebuffer->fbo_vk;
framebuffer->fbo_vk = 0;
}
gstate_c.needShaderTexClamp = false;
}
nextNeedsRehash_ = false;
nextNeedsChange_ = false;
nextNeedsRebuild_ = false;
}
void TextureCacheVulkan::ApplyTexture(VulkanPushBuffer *uploadBuffer, VkImageView &imageView, VkSampler &sampler) {
TexCacheEntry *entry = nextTexture_;
if (entry == nullptr) {
imageView = VK_NULL_HANDLE;
sampler = VK_NULL_HANDLE;
return;
}
nextTexture_ = nullptr;
UpdateMaxSeenV(entry, gstate.isModeThrough());
if (nextNeedsRebuild_) {
if (nextNeedsRehash_) {
// Update the hash on the texture.
int w = gstate.getTextureWidth(0);
int h = gstate.getTextureHeight(0);
entry->fullhash = QuickTexHash(replacer, entry->addr, entry->bufw, w, h, GETextureFormat(entry->format), entry);
}
if (nextNeedsChange_) {
// This texture existed previously, let's handle the change.
HandleTextureChange(entry, nextChangeReason_, false, true);
}
// We actually build afterward (shared with rehash rebuild.)
} else if (nextNeedsRehash_) {
// Okay, this matched and didn't change - but let's check the hash. Maybe it will change.
bool doDelete = true;
if (!CheckFullHash(entry, doDelete)) {
HandleTextureChange(entry, "hash fail", true, doDelete);
nextNeedsRebuild_ = true;
} else if (nextTexture_ != nullptr) {
// Secondary cache picked a different texture, use it.
entry = nextTexture_;
nextTexture_ = nullptr;
UpdateMaxSeenV(entry, gstate.isModeThrough());
}
}
// Okay, now actually rebuild the texture if needed.
if (nextNeedsRebuild_) {
BuildTexture(entry, uploadBuffer);
}
entry->lastFrame = gpuStats.numFlips;
VkCommandBuffer cmd = nullptr;
if (entry->framebuffer) {
ApplyTextureFramebuffer(cmd, entry, entry->framebuffer, imageView, sampler);
} else if (entry->vkTex) {
imageView = entry->vkTex->texture_->GetImageView();
SamplerCacheKey key;
UpdateSamplingParams(*entry, key);
sampler = samplerCache_.GetOrCreateSampler(key);
gstate_c.textureFullAlpha = entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL;
gstate_c.textureSimpleAlpha = entry->GetAlphaStatus() != TexCacheEntry::STATUS_ALPHA_UNKNOWN;
lastBoundTexture = entry->vkTex;
} else {
imageView = VK_NULL_HANDLE;
sampler = VK_NULL_HANDLE;
}
}
void TextureCacheVulkan::ApplyTextureFramebuffer(VkCommandBuffer cmd, TexCacheEntry *entry, VirtualFramebuffer *framebuffer, VkImageView &imageView, VkSampler &sampler) {
DepalShaderVulkan *depal = nullptr;
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) {
// depal = depalShaderCache_->GetDepalettizeShader(clutFormat, framebuffer->drawnFormat);
}
if (depal) {
// VulkanTexture *clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_);
// VulkanFBO *depalFBO = framebufferManager_->GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, VK_FBO_8888);
//depalFBO->BeginPass(cmd);
struct Pos {
Pos(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {
}
float x;
float y;
float z;
};
struct UV {
UV(float u_, float v_) : u(u_), v(v_) {
}
float u;
float v;
};
Pos pos[4] = {
{ -1, -1, -1 },
{ 1, -1, -1 },
{ 1, 1, -1 },
{ -1, 1, -1 },
};
UV uv[4] = {
{ 0, 0 },
{ 1, 0 },
{ 1, 1 },
{ 0, 1 },
};
static const int indices[4] = { 0, 1, 3, 2 };
// If min is not < max, then we don't have values (wasn't set during decode.)
if (gstate_c.vertBounds.minV < gstate_c.vertBounds.maxV) {
const float invWidth = 1.0f / (float)framebuffer->bufferWidth;
const float invHeight = 1.0f / (float)framebuffer->bufferHeight;
// Inverse of half = double.
const float invHalfWidth = invWidth * 2.0f;
const float invHalfHeight = invHeight * 2.0f;
const int u1 = gstate_c.vertBounds.minU + gstate_c.curTextureXOffset;
const int v1 = gstate_c.vertBounds.minV + gstate_c.curTextureYOffset;
const int u2 = gstate_c.vertBounds.maxU + gstate_c.curTextureXOffset;
const int v2 = gstate_c.vertBounds.maxV + gstate_c.curTextureYOffset;
const float left = u1 * invHalfWidth - 1.0f;
const float right = u2 * invHalfWidth - 1.0f;
const float top = v1 * invHalfHeight - 1.0f;
const float bottom = v2 * invHalfHeight - 1.0f;
// Points are: BL, BR, TR, TL.
pos[0] = Pos(left, bottom, -1.0f);
pos[1] = Pos(right, bottom, -1.0f);
pos[2] = Pos(right, top, -1.0f);
pos[3] = Pos(left, top, -1.0f);
// 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;
uv[0] = UV(uvleft, uvbottom);
uv[1] = UV(uvright, uvbottom);
uv[2] = UV(uvright, uvtop);
uv[3] = UV(uvleft, uvtop);
}
shaderManager_->DirtyLastShader();
//depalFBO->EndPass(cmd);
//depalFBO->TransitionToTexture(cmd);
//imageView = depalFBO->GetColorImageView();
const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16);
const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor;
TexCacheEntry::Status alphaStatus = CheckAlpha(clutBuf_, getClutDestFormatVulkan(clutFormat), clutTotalColors, clutTotalColors, 1);
gstate_c.textureFullAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL;
gstate_c.textureSimpleAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_SIMPLE;
} else {
entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
gstate_c.textureFullAlpha = gstate.getTextureFormat() == GE_TFMT_5650;
gstate_c.textureSimpleAlpha = gstate_c.textureFullAlpha;
}
/*
imageView = depalFBO->GetColorImageView();
SamplerCacheKey samplerKey;
framebufferManager_->RebindFramebuffer();
SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight, samplerKey);
sampler = GetOrCreateSampler(samplerKey);
*/
if (entry->vkTex) {
SamplerCacheKey key;
UpdateSamplingParams(*entry, key);
key.mipEnable = false;
sampler = samplerCache_.GetOrCreateSampler(key);
lastBoundTexture = nullptr;
}
}
bool TextureCacheVulkan::SetOffsetTexture(u32 offset) {
if (g_Config.iRenderingMode != FB_BUFFERED_MODE) {
return false;
}
u32 texaddr = gstate.getTextureAddress(0);
if (!Memory::IsValidAddress(texaddr) || !Memory::IsValidAddress(texaddr + offset)) {
return false;
}
const u16 dim = gstate.getTextureDimension(0);
u64 cachekey = TexCacheEntry::CacheKey(texaddr, gstate.getTextureFormat(), dim, 0);
TexCache::iterator iter = cache.find(cachekey);
if (iter == cache.end()) {
return false;
}
TexCacheEntry *entry = &iter->second;
bool success = false;
for (size_t i = 0, n = fbCache_.size(); i < n; ++i) {
auto framebuffer = fbCache_[i];
if (AttachFramebuffer(entry, framebuffer->fb_address, framebuffer, offset)) {
success = true;
}
}
if (success && entry->framebuffer) {
// This will not apply the texture immediately.
SetTextureFramebuffer(entry, entry->framebuffer);
return true;
}
return false;
}
ReplacedTextureFormat FromVulkanFormat(VkFormat fmt) {
switch (fmt) {
case VULKAN_565_FORMAT:
return ReplacedTextureFormat::F_5650;
case VULKAN_1555_FORMAT:
return ReplacedTextureFormat::F_5551;
case VULKAN_4444_FORMAT:
return ReplacedTextureFormat::F_4444;
case VULKAN_8888_FORMAT:
default:
return ReplacedTextureFormat::F_8888;
}
}
VkFormat ToVulkanFormat(ReplacedTextureFormat fmt) {
switch (fmt) {
case ReplacedTextureFormat::F_5650:
return VULKAN_565_FORMAT;
case ReplacedTextureFormat::F_5551:
return VULKAN_1555_FORMAT;
case ReplacedTextureFormat::F_4444:
return VULKAN_4444_FORMAT;
case ReplacedTextureFormat::F_8888:
default:
return VULKAN_8888_FORMAT;
}
}
void TextureCacheVulkan::SetTexture() {
#ifdef DEBUG_TEXTURES
if (SetDebugTexture()) {
// A different texture was bound, let's rebind next time.
lastBoundTexture = nullptr;
return;
}
#endif
u32 texaddr = gstate.getTextureAddress(0);
if (!Memory::IsValidAddress(texaddr)) {
// Bind a null texture and return.
lastBoundTexture = nullptr;
return;
}
const u16 dim = gstate.getTextureDimension(0);
int w = gstate.getTextureWidth(0);
int h = gstate.getTextureHeight(0);
if (texaddr == 0x04000000 && w == 2 && h == 2) {
// Nonsense bootup texture. Discard.
}
GETextureFormat format = gstate.getTextureFormat();
if (format >= 11) {
ERROR_LOG_REPORT(G3D, "Unknown texture format %i", format);
// TODO: Better assumption?
format = GE_TFMT_5650;
}
bool hasClut = gstate.isTextureFormatIndexed();
// Ignore uncached/kernel when caching.
u32 cluthash;
if (hasClut) {
if (clutLastFormat_ != gstate.clutformat) {
// We update here because the clut format can be specified after the load.
UpdateCurrentClut(gstate.getClutPaletteFormat(), gstate.getClutIndexStartPos(), gstate.isClutIndexSimple());
}
cluthash = GetCurrentClutHash() ^ gstate.clutformat;
} else {
cluthash = 0;
}
u64 cachekey = TexCacheEntry::CacheKey(texaddr, format, dim, cluthash);
int bufw = GetTextureBufw(0, texaddr, format);
u8 maxLevel = gstate.getTextureMaxLevel();
u32 texhash = MiniHash((const u32 *)Memory::GetPointerUnchecked(texaddr));
TexCache::iterator iter = cache.find(cachekey);
TexCacheEntry *entry = NULL;
gstate_c.needShaderTexClamp = false;
gstate_c.skipDrawReason &= ~SKIPDRAW_BAD_FB_TEXTURE;
if (iter != cache.end()) {
entry = &iter->second;
// Validate the texture still matches the cache entry.
bool match = entry->Matches(dim, format, maxLevel);
const char *reason = "different params";
// Check for FBO - slow!
if (entry->framebuffer) {
if (match) {
if (hasClut && clutRenderAddress_ != 0xFFFFFFFF) {
WARN_LOG_REPORT_ONCE(clutAndTexRender, G3D, "Using rendered texture with rendered CLUT: texfmt=%d, clutfmt=%d", gstate.getTextureFormat(), gstate.getClutPaletteFormat());
}
SetTextureFramebuffer(entry, entry->framebuffer);
return;
} else {
// Make sure we re-evaluate framebuffers.
DetachFramebuffer(entry, texaddr, entry->framebuffer);
reason = "detached framebuf";
match = false;
}
}
bool rehash = entry->GetHashStatus() == TexCacheEntry::STATUS_UNRELIABLE;
// First let's see if another texture with the same address had a hashfail.
if (entry->status & TexCacheEntry::STATUS_CLUT_RECHECK) {
// Always rehash in this case, if one changed the rest all probably did.
rehash = true;
entry->status &= ~TexCacheEntry::STATUS_CLUT_RECHECK;
} else if (!gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE)) {
// Okay, just some parameter change - the data didn't change, no need to rehash.
rehash = false;
}
if (match) {
if (entry->lastFrame != gpuStats.numFlips) {
u32 diff = gpuStats.numFlips - entry->lastFrame;
entry->numFrames++;
if (entry->framesUntilNextFullHash < diff) {
// Exponential backoff up to 512 frames. Textures are often reused.
if (entry->numFrames > 32) {
// Also, try to add some "randomness" to avoid rehashing several textures the same frame.
entry->framesUntilNextFullHash = std::min(512, entry->numFrames) + (entry->textureName & 15);
} else {
entry->framesUntilNextFullHash = entry->numFrames;
}
rehash = true;
} else {
entry->framesUntilNextFullHash -= diff;
}
}
// If it's not huge or has been invalidated many times, recheck the whole texture.
if (entry->invalidHint > 180 || (entry->invalidHint > 15 && (dim >> 8) < 9 && (dim & 0xF) < 9)) {
entry->invalidHint = 0;
rehash = true;
}
if (texhash != entry->hash) {
match = false;
} else if (entry->GetHashStatus() == TexCacheEntry::STATUS_RELIABLE) {
rehash = false;
}
}
if (match && (entry->status & TexCacheEntry::STATUS_TO_SCALE) && standardScaleFactor_ != 1 && texelsScaledThisFrame_ < TEXCACHE_MAX_TEXELS_SCALED) {
if ((entry->status & TexCacheEntry::STATUS_CHANGE_FREQUENT) == 0) {
// INFO_LOG(G3D, "Reloading texture to do the scaling we skipped..");
match = false;
reason = "scaling";
}
}
if (match) {
// TODO: Mark the entry reliable if it's been safe for long enough?
//got one!
if (entry->vkTex != lastBoundTexture) {
gstate_c.curTextureWidth = w;
gstate_c.curTextureHeight = h;
}
if (rehash) {
// Update in case any of these changed.
entry->sizeInRAM = (textureBitsPerPixel[format] * bufw * h / 2) / 8;
entry->bufw = bufw;
entry->cluthash = cluthash;
}
nextTexture_ = entry;
nextNeedsRehash_ = rehash;
nextNeedsChange_ = false;
// Might need a rebuild if the hash fails.
nextNeedsRebuild_= false;
VERBOSE_LOG(G3D, "Texture at %08x Found in Cache, applying", texaddr);
return; //Done!
} else {
nextChangeReason_ = reason;
nextNeedsChange_ = true;
}
} else {
VERBOSE_LOG(G3D, "No texture in cache, decoding...");
TexCacheEntry entryNew = { 0 };
cache[cachekey] = entryNew;
if (hasClut && clutRenderAddress_ != 0xFFFFFFFF) {
WARN_LOG_REPORT_ONCE(clutUseRender, G3D, "Using texture with rendered CLUT: texfmt=%d, clutfmt=%d", gstate.getTextureFormat(), gstate.getClutPaletteFormat());
}
entry = &cache[cachekey];
if (g_Config.bTextureBackoffCache) {
entry->status = TexCacheEntry::STATUS_HASHING;
} else {
entry->status = TexCacheEntry::STATUS_UNRELIABLE;
}
nextNeedsChange_ = false;
}
// We have to decode it, let's setup the cache entry first.
entry->addr = texaddr;
entry->hash = texhash;
entry->dim = dim;
entry->format = format;
entry->maxLevel = maxLevel;
// This would overestimate the size in many case so we underestimate instead
// to avoid excessive clearing caused by cache invalidations.
entry->sizeInRAM = (textureBitsPerPixel[format] * bufw * h / 2) / 8;
entry->bufw = bufw;
entry->cluthash = cluthash;
gstate_c.curTextureWidth = w;
gstate_c.curTextureHeight = h;
// Before we go reading the texture from memory, let's check for render-to-texture.
// We must do this early so we have the right w/h.
entry->framebuffer = 0;
for (size_t i = 0, n = fbCache_.size(); i < n; ++i) {
auto framebuffer = fbCache_[i];
AttachFramebuffer(entry, framebuffer->fb_address, framebuffer);
}
// If we ended up with a framebuffer, attach it - no texture decoding needed.
if (entry->framebuffer) {
SetTextureFramebuffer(entry, entry->framebuffer);
}
nextTexture_ = entry;
nextNeedsRehash_ = entry->framebuffer == nullptr;
// We still need to rebuild, to allocate a texture. But we'll bail early.
nextNeedsRebuild_= true;
}
bool TextureCacheVulkan::CheckFullHash(TexCacheEntry *const entry, bool &doDelete) {
bool hashFail = false;
int w = gstate.getTextureWidth(0);
int h = gstate.getTextureHeight(0);
u32 fullhash = QuickTexHash(replacer, entry->addr, entry->bufw, w, h, GETextureFormat(entry->format), entry);
if (fullhash != entry->fullhash) {
hashFail = true;
} else {
if (g_Config.bTextureBackoffCache) {
if (entry->GetHashStatus() != TexCacheEntry::STATUS_HASHING && entry->numFrames > TexCacheEntry::FRAMES_REGAIN_TRUST) {
// Reset to STATUS_HASHING.
entry->SetHashStatus(TexCacheEntry::STATUS_HASHING);
entry->status &= ~TexCacheEntry::STATUS_CHANGE_FREQUENT;
}
} else if (entry->numFrames > TEXCACHE_FRAME_CHANGE_FREQUENT_REGAIN_TRUST) {
entry->status &= ~TexCacheEntry::STATUS_CHANGE_FREQUENT;
}
}
if (hashFail) {
entry->status |= TexCacheEntry::STATUS_UNRELIABLE;
if (entry->numFrames < TEXCACHE_FRAME_CHANGE_FREQUENT) {
if (entry->status & TexCacheEntry::STATUS_FREE_CHANGE) {
entry->status &= ~TexCacheEntry::STATUS_FREE_CHANGE;
} else {
entry->status |= TexCacheEntry::STATUS_CHANGE_FREQUENT;
}
}
entry->numFrames = 0;
// Don't give up just yet. Let's try the secondary cache if it's been invalidated before.
// If it's failed a bunch of times, then the second cache is just wasting time and VRAM.
if (g_Config.bTextureSecondaryCache) {
if (entry->numInvalidated > 2 && entry->numInvalidated < 128 && !lowMemoryMode_) {
u64 secondKey = fullhash | (u64)entry->cluthash << 32;
TexCache::iterator secondIter = secondCache.find(secondKey);
if (secondIter != secondCache.end()) {
TexCacheEntry *secondEntry = &secondIter->second;
if (secondEntry->Matches(entry->dim, entry->format, entry->maxLevel)) {
// Reset the numInvalidated value lower, we got a match.
if (entry->numInvalidated > 8) {
--entry->numInvalidated;
}
nextTexture_ = secondEntry;
return true;
}
} else {
secondKey = entry->fullhash | ((u64)entry->cluthash << 32);
secondCacheSizeEstimate_ += EstimateTexMemoryUsage(entry);
secondCache[secondKey] = *entry;
doDelete = false;
}
}
}
// We know it failed, so update the full hash right away.
entry->fullhash = fullhash;
return false;
}
return true;
}
bool TextureCacheVulkan::HandleTextureChange(TexCacheEntry *const entry, const char *reason, bool initialMatch, bool doDelete) {
cacheSizeEstimate_ -= EstimateTexMemoryUsage(entry);
entry->numInvalidated++;
gpuStats.numTextureInvalidations++;
DEBUG_LOG(G3D, "Texture different or overwritten, reloading at %08x: %s", entry->addr, reason);
if (doDelete) {
if (entry->vkTex == lastBoundTexture) {
lastBoundTexture = nullptr;
}
delete entry->vkTex;
entry->vkTex = nullptr;
entry->status &= ~TexCacheEntry::STATUS_IS_SCALED;
}
// Clear the reliable bit if set.
if (entry->GetHashStatus() == TexCacheEntry::STATUS_RELIABLE) {
entry->SetHashStatus(TexCacheEntry::STATUS_HASHING);
}
// Also, mark any textures with the same address but different clut. They need rechecking.
if (entry->cluthash != 0) {
const u64 cachekeyMin = (u64)(entry->addr & 0x3FFFFFFF) << 32;
const u64 cachekeyMax = cachekeyMin + (1ULL << 32);
for (auto it = cache.lower_bound(cachekeyMin), end = cache.upper_bound(cachekeyMax); it != end; ++it) {
if (it->second.cluthash != entry->cluthash) {
it->second.status |= TexCacheEntry::STATUS_CLUT_RECHECK;
}
}
}
return false;
}
void TextureCacheVulkan::BuildTexture(TexCacheEntry *const entry, VulkanPushBuffer *uploadBuffer) {
entry->status &= ~TexCacheEntry::STATUS_ALPHA_MASK;
// For the estimate, we assume cluts always point to 8888 for simplicity.
cacheSizeEstimate_ += EstimateTexMemoryUsage(entry);
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 (i > 0 && gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
int tw = gstate.getTextureWidth(i);
int th = gstate.getTextureHeight(i);
if (tw != 1 && tw != (gstate.getTextureWidth(i - 1) >> 1))
badMipSizes = true;
else if (th != 1 && th != (gstate.getTextureHeight(i - 1) >> 1))
badMipSizes = true;
}
}
// In addition, simply don't load more than level 0 if g_Config.bMipMap is false.
if (!g_Config.bMipMap || badMipSizes) {
maxLevel = 0;
}
// If GLES3 is available, we can preallocate the storage, which makes texture loading more efficient.
VkFormat 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;
if (g_Config.bMipMap) {
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;
}
}
// TODO
if (scaleFactor > 1) {
maxLevel = 0;
}
VkFormat actualFmt = scaleFactor > 1 ? VULKAN_8888_FORMAT : dstFmt;
if (replaced.Valid()) {
actualFmt = ToVulkanFormat(replaced.Format(0));
}
if (!entry->vkTex) {
entry->vkTex = new CachedTextureVulkan();
entry->vkTex->texture_ = new VulkanTexture(vulkan_, allocator_);
VulkanTexture *image = entry->vkTex->texture_;
const VkComponentMapping *mapping;
switch (actualFmt) {
case VULKAN_4444_FORMAT:
mapping = &VULKAN_4444_SWIZZLE;
break;
case VULKAN_1555_FORMAT:
mapping = &VULKAN_1555_SWIZZLE;
break;
case VULKAN_565_FORMAT:
mapping = &VULKAN_565_SWIZZLE;
break;
default:
mapping = &VULKAN_8888_SWIZZLE;
break;
}
bool allocSuccess = image->CreateDirect(w * scaleFactor, h * scaleFactor, maxLevel + 1, actualFmt, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, mapping);
if (!allocSuccess && !lowMemoryMode_) {
WARN_LOG_REPORT(G3D, "Texture cache ran out of GPU memory; switching to low memory mode");
lowMemoryMode_ = true;
decimationCounter_ = 0;
Decimate();
// TODO: We should stall the GPU here and wipe things out of memory.
// As is, it will almost definitely fail the second time, but next frame it may recover.
I18NCategory *err = GetI18NCategory("Error");
if (scaleFactor > 1) {
host->NotifyUserMessage(err->T("Warning: Video memory FULL, reducing upscaling and switching to slow caching mode"), 2.0f);
} else {
host->NotifyUserMessage(err->T("Warning: Video memory FULL, switching to slow caching mode"), 2.0f);
}
scaleFactor = 1;
actualFmt = dstFmt;
allocSuccess = image->CreateDirect(w * scaleFactor, h * scaleFactor, maxLevel + 1, actualFmt, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, mapping);
}
if (!allocSuccess) {
delete entry->vkTex;
entry->vkTex = nullptr;
}
} else {
// TODO: If reusing an existing texture object, we must transition it into the correct layout.
}
lastBoundTexture = entry->vkTex;
ReplacedTextureDecodeInfo replacedInfo;
if (replacer.Enabled() && !replaced.Valid()) {
replacedInfo.cachekey = 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 = FromVulkanFormat(actualFmt);
}
if (entry->vkTex) {
// Upload the texture data.
for (int i = 0; i <= maxLevel; i++) {
int mipWidth = gstate.getTextureWidth(i) * scaleFactor;
int mipHeight = gstate.getTextureHeight(i) * scaleFactor;
if (replaced.Valid()) {
replaced.GetSize(i, mipWidth, mipHeight);
}
int bpp = actualFmt == VULKAN_8888_FORMAT ? 4 : 2;
int stride = (mipWidth * bpp + 15) & ~15;
int size = stride * mipHeight;
uint32_t bufferOffset;
VkBuffer texBuf;
void *data = uploadBuffer->Push(size, &bufferOffset, &texBuf);
if (replaced.Valid()) {
replaced.Load(i, data, stride);
} else {
LoadTextureLevel(*entry, (uint8_t *)data, stride, i, scaleFactor, dstFmt);
if (replacer.Enabled()) {
replacer.NotifyTextureDecoded(replacedInfo, data, stride, i, mipWidth, mipHeight);
}
}
entry->vkTex->texture_->UploadMip(i, mipWidth, mipHeight, texBuf, bufferOffset, stride / bpp);
}
if (replaced.Valid()) {
entry->SetAlphaStatus(TexCacheEntry::Status(replaced.AlphaStatus()));
}
}
entry->vkTex->texture_->EndCreate();
gstate_c.textureFullAlpha = entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL;
gstate_c.textureSimpleAlpha = entry->GetAlphaStatus() != TexCacheEntry::STATUS_ALPHA_UNKNOWN;
}
VkFormat TextureCacheVulkan::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 getClutDestFormatVulkan(clutFormat);
case GE_TFMT_4444:
return VULKAN_4444_FORMAT;
case GE_TFMT_5551:
return VULKAN_1555_FORMAT;
case GE_TFMT_5650:
return VULKAN_565_FORMAT;
case GE_TFMT_8888:
case GE_TFMT_DXT1:
case GE_TFMT_DXT3:
case GE_TFMT_DXT5:
default:
return VULKAN_8888_FORMAT;
}
}
TextureCacheVulkan::TexCacheEntry::Status TextureCacheVulkan::CheckAlpha(const u32 *pixelData, VkFormat dstFmt, int stride, int w, int h) {
CheckAlphaResult res;
switch (dstFmt) {
case VULKAN_4444_FORMAT:
res = CheckAlphaRGBA4444Basic(pixelData, stride, w, h);
break;
case VULKAN_1555_FORMAT:
res = CheckAlphaRGBA5551Basic(pixelData, stride, w, h);
break;
case VULKAN_565_FORMAT:
// Never has any alpha.
res = CHECKALPHA_FULL;
break;
default:
res = CheckAlphaRGBA8888Basic(pixelData, stride, w, h);
break;
}
return (TexCacheEntry::Status)res;
}
void TextureCacheVulkan::LoadTextureLevel(TexCacheEntry &entry, uint8_t *writePtr, int rowPitch, int level, int scaleFactor, VkFormat dstFmt) {
CachedTextureVulkan *tex = entry.vkTex;
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
{
PROFILE_THIS_SCOPE("decodetex");
GETextureFormat tfmt = (GETextureFormat)entry.format;
GEPaletteFormat clutformat = gstate.getClutPaletteFormat();
u32 texaddr = gstate.getTextureAddress(level);
int bufw = GetTextureBufw(level, texaddr, tfmt);
int bpp = dstFmt == VULKAN_8888_FORMAT ? 4 : 2;
u32 *pixelData = (u32 *)writePtr;
int decPitch = rowPitch;
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;
}
bool decSuccess = DecodeTextureLevel((u8 *)pixelData, decPitch, tfmt, clutformat, texaddr, level, bufw, false);
if (!decSuccess) {
memset(writePtr, 0, rowPitch * h);
return;
}
gpuStats.numTexturesDecoded++;
if (scaleFactor > 1) {
u32 fmt = dstFmt;
scaler.ScaleAlways((u32 *)writePtr, pixelData, fmt, w, h, scaleFactor);
pixelData = (u32 *)writePtr;
dstFmt = (VkFormat)fmt;
// We always end up at 8888. Other parts assume this.
assert(dstFmt == VULKAN_8888_FORMAT);
bpp = sizeof(u32);
decPitch = w * bpp;
if (decPitch != rowPitch) {
// 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(writePtr + rowPitch * y, writePtr + decPitch * y, w * bpp);
}
decPitch = rowPitch;
}
}
if ((entry.status & TexCacheEntry::STATUS_CHANGE_FREQUENT) == 0) {
TexCacheEntry::Status alphaStatus = CheckAlpha(pixelData, dstFmt, decPitch / bpp, w, h);
entry.SetAlphaStatus(alphaStatus, level);
} else {
entry.SetAlphaStatus(TexCacheEntry::STATUS_ALPHA_UNKNOWN);
}
}
}