mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-12 16:06:11 +00:00
1015 lines
33 KiB
C++
1015 lines
33 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <algorithm>
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#include <cstring>
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#include "ext/xxhash.h"
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#include "gfx/gl_debug_log.h"
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#include "i18n/i18n.h"
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#include "math/math_util.h"
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#include "profiler/profiler.h"
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#include "Common/ColorConv.h"
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#include "Core/Config.h"
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#include "Core/Host.h"
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#include "Core/MemMap.h"
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#include "Core/Reporting.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "ext/native/gfx/GLStateCache.h"
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#include "GPU/GLES/TextureCacheGLES.h"
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#include "GPU/GLES/FramebufferManagerGLES.h"
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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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#include "GPU/GLES/DepalettizeShaderGLES.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/GLES/DrawEngineGLES.h"
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#include "GPU/Common/TextureDecoder.h"
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#ifdef _M_SSE
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#include <emmintrin.h>
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#endif
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#ifndef GL_UNPACK_ROW_LENGTH
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#define GL_UNPACK_ROW_LENGTH 0x0CF2
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#endif
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#define TEXCACHE_NAME_CACHE_SIZE 16
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TextureCacheGLES::TextureCacheGLES(Draw::DrawContext *draw)
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: TextureCacheCommon(draw) {
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timesInvalidatedAllThisFrame_ = 0;
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lastBoundTexture = INVALID_TEX;
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropyLevel);
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SetupTextureDecoder();
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nextTexture_ = nullptr;
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}
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TextureCacheGLES::~TextureCacheGLES() {
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Clear(true);
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}
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void TextureCacheGLES::SetFramebufferManager(FramebufferManagerGLES *fbManager) {
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framebufferManagerGL_ = fbManager;
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framebufferManager_ = fbManager;
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}
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void TextureCacheGLES::ReleaseTexture(TexCacheEntry *entry, bool delete_them) {
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DEBUG_LOG(G3D, "Deleting texture %i", entry->textureName);
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if (delete_them) {
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if (entry->textureName != 0) {
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glDeleteTextures(1, &entry->textureName);
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}
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}
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entry->textureName = 0;
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}
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void TextureCacheGLES::Clear(bool delete_them) {
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TextureCacheCommon::Clear(delete_them);
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if (delete_them) {
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if (!nameCache_.empty()) {
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glDeleteTextures((GLsizei)nameCache_.size(), &nameCache_[0]);
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nameCache_.clear();
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}
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}
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}
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GLenum getClutDestFormat(GEPaletteFormat format) {
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switch (format) {
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case GE_CMODE_16BIT_ABGR4444:
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return GL_UNSIGNED_SHORT_4_4_4_4;
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case GE_CMODE_16BIT_ABGR5551:
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return GL_UNSIGNED_SHORT_5_5_5_1;
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case GE_CMODE_16BIT_BGR5650:
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return GL_UNSIGNED_SHORT_5_6_5;
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case GE_CMODE_32BIT_ABGR8888:
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return GL_UNSIGNED_BYTE;
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}
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return 0;
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}
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static const GLuint MinFiltGL[8] = {
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GL_NEAREST,
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GL_LINEAR,
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GL_NEAREST,
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GL_LINEAR,
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GL_NEAREST_MIPMAP_NEAREST,
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GL_LINEAR_MIPMAP_NEAREST,
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GL_NEAREST_MIPMAP_LINEAR,
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GL_LINEAR_MIPMAP_LINEAR,
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};
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static const GLuint MagFiltGL[2] = {
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GL_NEAREST,
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GL_LINEAR
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};
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// This should not have to be done per texture! OpenGL is silly yo
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void TextureCacheGLES::UpdateSamplingParams(TexCacheEntry &entry, bool force) {
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CHECK_GL_ERROR_IF_DEBUG();
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int minFilt;
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int magFilt;
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bool sClamp;
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bool tClamp;
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float lodBias;
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GetSamplingParams(minFilt, magFilt, sClamp, tClamp, lodBias, entry.maxLevel, entry.addr);
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if (entry.maxLevel != 0) {
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if (force || entry.lodBias != lodBias) {
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if (gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
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GETexLevelMode mode = gstate.getTexLevelMode();
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switch (mode) {
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case GE_TEXLEVEL_MODE_AUTO:
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// TODO
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break;
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case GE_TEXLEVEL_MODE_CONST:
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// Sigh, LOD_BIAS is not even in ES 3.0..
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#ifndef USING_GLES2
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, lodBias);
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#endif
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break;
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case GE_TEXLEVEL_MODE_SLOPE:
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// TODO
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break;
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}
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}
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entry.lodBias = lodBias;
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}
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}
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if (force || entry.minFilt != minFilt) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, MinFiltGL[minFilt]);
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entry.minFilt = minFilt;
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}
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if (force || entry.magFilt != magFilt) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, MagFiltGL[magFilt]);
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entry.magFilt = magFilt;
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}
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if (entry.framebuffer) {
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WARN_LOG_REPORT_ONCE(wrongFramebufAttach, G3D, "Framebuffer still attached in UpdateSamplingParams()?");
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}
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if (force || entry.sClamp != sClamp) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, sClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
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entry.sClamp = sClamp;
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}
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if (force || entry.tClamp != tClamp) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
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entry.tClamp = tClamp;
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}
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CHECK_GL_ERROR_IF_DEBUG();
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}
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void TextureCacheGLES::SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight) {
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int minFilt;
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int magFilt;
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bool sClamp;
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bool tClamp;
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float lodBias;
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GetSamplingParams(minFilt, magFilt, sClamp, tClamp, lodBias, 0, 0);
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minFilt &= 1; // framebuffers can't mipmap.
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, MinFiltGL[minFilt]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, MagFiltGL[magFilt]);
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// Often the framebuffer will not match the texture size. We'll wrap/clamp in the shader in that case.
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// This happens whether we have OES_texture_npot or not.
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int w = gstate.getTextureWidth(0);
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int h = gstate.getTextureHeight(0);
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if (w != bufferWidth || h != bufferHeight) {
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return;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, sClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
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}
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static void ConvertColors(void *dstBuf, const void *srcBuf, GLuint dstFmt, int numPixels) {
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const u32 *src = (const u32 *)srcBuf;
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u32 *dst = (u32 *)dstBuf;
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switch (dstFmt) {
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case GL_UNSIGNED_SHORT_4_4_4_4:
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ConvertRGBA4444ToABGR4444((u16 *)dst, (const u16 *)src, numPixels);
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break;
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// Final Fantasy 2 uses this heavily in animated textures.
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case GL_UNSIGNED_SHORT_5_5_5_1:
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ConvertRGBA5551ToABGR1555((u16 *)dst, (const u16 *)src, numPixels);
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break;
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case GL_UNSIGNED_SHORT_5_6_5:
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ConvertRGB565ToBGR565((u16 *)dst, (const u16 *)src, numPixels);
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break;
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default:
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if (UseBGRA8888()) {
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ConvertRGBA8888ToBGRA8888(dst, src, numPixels);
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} else {
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// No need to convert RGBA8888, right order already
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if (dst != src)
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memcpy(dst, src, numPixels * sizeof(u32));
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}
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break;
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}
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}
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void TextureCacheGLES::StartFrame() {
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InvalidateLastTexture();
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timesInvalidatedAllThisFrame_ = 0;
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if (texelsScaledThisFrame_) {
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// INFO_LOG(G3D, "Scaled %i texels", texelsScaledThisFrame_);
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}
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texelsScaledThisFrame_ = 0;
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if (clearCacheNextFrame_) {
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Clear(true);
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clearCacheNextFrame_ = false;
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} else {
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Decimate();
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}
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}
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void TextureCacheGLES::UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) {
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const u32 clutBaseBytes = clutFormat == GE_CMODE_32BIT_ABGR8888 ? (clutBase * sizeof(u32)) : (clutBase * sizeof(u16));
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// Technically, these extra bytes weren't loaded, but hopefully it was loaded earlier.
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// If not, we're going to hash random data, which hopefully doesn't cause a performance issue.
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//
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// TODO: Actually, this seems like a hack. The game can upload part of a CLUT and reference other data.
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// clutTotalBytes_ is the last amount uploaded. We should hash clutMaxBytes_, but this will often hash
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// unrelated old entries for small palettes.
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// Adding clutBaseBytes may just be mitigating this for some usage patterns.
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const u32 clutExtendedBytes = std::min(clutTotalBytes_ + clutBaseBytes, clutMaxBytes_);
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clutHash_ = DoReliableHash32((const char *)clutBufRaw_, clutExtendedBytes, 0xC0108888);
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// Avoid a copy when we don't need to convert colors.
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if (UseBGRA8888() || clutFormat != GE_CMODE_32BIT_ABGR8888) {
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const int numColors = clutFormat == GE_CMODE_32BIT_ABGR8888 ? (clutMaxBytes_ / sizeof(u32)) : (clutMaxBytes_ / sizeof(u16));
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ConvertColors(clutBufConverted_, clutBufRaw_, getClutDestFormat(clutFormat), numColors);
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clutBuf_ = clutBufConverted_;
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} else {
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clutBuf_ = clutBufRaw_;
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}
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// Special optimization: fonts typically draw clut4 with just alpha values in a single color.
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clutAlphaLinear_ = false;
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clutAlphaLinearColor_ = 0;
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if (clutFormat == GE_CMODE_16BIT_ABGR4444 && clutIndexIsSimple) {
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const u16_le *clut = GetCurrentClut<u16_le>();
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clutAlphaLinear_ = true;
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clutAlphaLinearColor_ = clut[15] & 0xFFF0;
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for (int i = 0; i < 16; ++i) {
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u16 step = clutAlphaLinearColor_ | i;
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if (clut[i] != step) {
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clutAlphaLinear_ = false;
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break;
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}
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}
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}
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clutLastFormat_ = gstate.clutformat;
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}
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// #define DEBUG_TEXTURES
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#ifdef DEBUG_TEXTURES
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bool SetDebugTexture() {
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static const int highlightFrames = 30;
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static int numTextures = 0;
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static int lastFrames = 0;
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static int mostTextures = 1;
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if (lastFrames != gpuStats.numFlips) {
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mostTextures = std::max(mostTextures, numTextures);
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numTextures = 0;
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lastFrames = gpuStats.numFlips;
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}
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static GLuint solidTexture = 0;
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bool changed = false;
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if (((gpuStats.numFlips / highlightFrames) % mostTextures) == numTextures) {
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if (gpuStats.numFlips % highlightFrames == 0) {
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NOTICE_LOG(G3D, "Highlighting texture # %d / %d", numTextures, mostTextures);
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}
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static const u32 solidTextureData[] = {0x99AA99FF};
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if (solidTexture == 0) {
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glGenTextures(1, &solidTexture);
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glBindTexture(GL_TEXTURE_2D, solidTexture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, solidTextureData);
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} else {
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glBindTexture(GL_TEXTURE_2D, solidTexture);
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}
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changed = true;
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}
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++numTextures;
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return changed;
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}
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#endif
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void TextureCacheGLES::BindTexture(TexCacheEntry *entry) {
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CHECK_GL_ERROR_IF_DEBUG();
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if (entry->textureName != lastBoundTexture) {
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glBindTexture(GL_TEXTURE_2D, entry->textureName);
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lastBoundTexture = entry->textureName;
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}
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CHECK_GL_ERROR_IF_DEBUG();
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UpdateSamplingParams(*entry, false);
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CHECK_GL_ERROR_IF_DEBUG();
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}
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void TextureCacheGLES::Unbind() {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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class TextureShaderApplier {
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public:
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struct Pos {
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Pos(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {
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}
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Pos() {
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}
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float x;
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float y;
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float z;
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};
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struct UV {
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UV(float u_, float v_) : u(u_), v(v_) {
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}
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UV() {
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}
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float u;
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float v;
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};
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TextureShaderApplier(DepalShader *shader, float bufferW, float bufferH, int renderW, int renderH)
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: shader_(shader), bufferW_(bufferW), bufferH_(bufferH), renderW_(renderW), renderH_(renderH) {
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static const Pos pos[4] = {
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{-1, -1, -1},
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{ 1, -1, -1},
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{ 1, 1, -1},
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{-1, 1, -1},
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};
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memcpy(pos_, pos, sizeof(pos_));
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static const UV uv[4] = {
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{0, 0},
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{1, 0},
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{1, 1},
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{0, 1},
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};
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memcpy(uv_, uv, sizeof(uv_));
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}
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void ApplyBounds(const KnownVertexBounds &bounds, u32 uoff, u32 voff) {
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// If min is not < max, then we don't have values (wasn't set during decode.)
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if (bounds.minV < bounds.maxV) {
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const float invWidth = 1.0f / bufferW_;
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const float invHeight = 1.0f / bufferH_;
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// Inverse of half = double.
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const float invHalfWidth = invWidth * 2.0f;
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const float invHalfHeight = invHeight * 2.0f;
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const int u1 = bounds.minU + uoff;
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const int v1 = bounds.minV + voff;
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const int u2 = bounds.maxU + uoff;
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const int v2 = bounds.maxV + voff;
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const float left = u1 * invHalfWidth - 1.0f;
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const float right = u2 * invHalfWidth - 1.0f;
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const float top = v1 * invHalfHeight - 1.0f;
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const float bottom = v2 * invHalfHeight - 1.0f;
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// Points are: BL, BR, TR, TL.
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pos_[0] = Pos(left, bottom, -1.0f);
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pos_[1] = Pos(right, bottom, -1.0f);
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pos_[2] = Pos(right, top, -1.0f);
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pos_[3] = Pos(left, top, -1.0f);
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// And also the UVs, same order.
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const float uvleft = u1 * invWidth;
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const float uvright = u2 * invWidth;
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const float uvtop = v1 * invHeight;
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const float uvbottom = v2 * invHeight;
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uv_[0] = UV(uvleft, uvbottom);
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uv_[1] = UV(uvright, uvbottom);
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uv_[2] = UV(uvright, uvtop);
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uv_[3] = UV(uvleft, uvtop);
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}
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}
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void Use(DrawEngineGLES *transformDraw) {
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glUseProgram(shader_->program);
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// Restore will rebind all of the state below.
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if (gstate_c.Supports(GPU_SUPPORTS_VAO)) {
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static const GLubyte indices[4] = { 0, 1, 3, 2 };
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transformDraw->BindBuffer(pos_, sizeof(pos_), uv_, sizeof(uv_));
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transformDraw->BindElementBuffer(indices, sizeof(indices));
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} else {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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glEnableVertexAttribArray(shader_->a_position);
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glEnableVertexAttribArray(shader_->a_texcoord0);
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}
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void Shade() {
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static const GLubyte indices[4] = { 0, 1, 3, 2 };
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glstate.blend.force(false);
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glstate.colorMask.force(true, true, true, true);
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glstate.scissorTest.force(false);
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glstate.cullFace.force(false);
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glstate.depthTest.force(false);
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glstate.stencilTest.force(false);
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#if !defined(USING_GLES2)
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glstate.colorLogicOp.force(false);
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#endif
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glViewport(0, 0, renderW_, renderH_);
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if (gstate_c.Supports(GPU_SUPPORTS_VAO)) {
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glVertexAttribPointer(shader_->a_position, 3, GL_FLOAT, GL_FALSE, 12, 0);
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glVertexAttribPointer(shader_->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, (void *)sizeof(pos_));
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glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, 0);
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} else {
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glVertexAttribPointer(shader_->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos_);
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glVertexAttribPointer(shader_->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, uv_);
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glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices);
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}
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glDisableVertexAttribArray(shader_->a_position);
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glDisableVertexAttribArray(shader_->a_texcoord0);
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glstate.Restore();
|
|
}
|
|
|
|
protected:
|
|
DepalShader *shader_;
|
|
Pos pos_[4];
|
|
UV uv_[4];
|
|
float bufferW_;
|
|
float bufferH_;
|
|
int renderW_;
|
|
int renderH_;
|
|
};
|
|
|
|
void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
|
|
DepalShader *depal = nullptr;
|
|
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
|
|
if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) {
|
|
depal = depalShaderCache_->GetDepalettizeShader(clutFormat, framebuffer->drawnFormat);
|
|
}
|
|
if (depal) {
|
|
GLuint clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_);
|
|
Draw::Framebuffer *depalFBO = framebufferManagerGL_->GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, Draw::FBO_8888);
|
|
draw_->BindFramebufferAsRenderTarget(depalFBO);
|
|
shaderManager_->DirtyLastShader();
|
|
|
|
TextureShaderApplier shaderApply(depal, framebuffer->bufferWidth, framebuffer->bufferHeight, framebuffer->renderWidth, framebuffer->renderHeight);
|
|
shaderApply.ApplyBounds(gstate_c.vertBounds, gstate_c.curTextureXOffset, gstate_c.curTextureYOffset);
|
|
shaderApply.Use(drawEngine_);
|
|
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glBindTexture(GL_TEXTURE_2D, clutTexture);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
framebufferManagerGL_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_SKIP_COPY);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
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::Status alphaStatus = CheckAlpha(clutBuf_, getClutDestFormat(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;
|
|
|
|
framebufferManagerGL_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
|
|
|
|
gstate_c.textureFullAlpha = gstate.getTextureFormat() == GE_TFMT_5650;
|
|
gstate_c.textureSimpleAlpha = gstate_c.textureFullAlpha;
|
|
}
|
|
|
|
framebufferManagerGL_->RebindFramebuffer();
|
|
SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight);
|
|
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
|
|
lastBoundTexture = INVALID_TEX;
|
|
}
|
|
|
|
ReplacedTextureFormat FromGLESFormat(GLenum fmt, bool useBGRA = false) {
|
|
// TODO: 16-bit formats are incorrect, since swizzled.
|
|
switch (fmt) {
|
|
case GL_UNSIGNED_SHORT_5_6_5: return ReplacedTextureFormat::F_0565_ABGR;
|
|
case GL_UNSIGNED_SHORT_5_5_5_1: return ReplacedTextureFormat::F_1555_ABGR;
|
|
case GL_UNSIGNED_SHORT_4_4_4_4: return ReplacedTextureFormat::F_4444_ABGR;
|
|
case GL_UNSIGNED_BYTE: default: return useBGRA ? ReplacedTextureFormat::F_8888_BGRA : ReplacedTextureFormat::F_8888;
|
|
}
|
|
}
|
|
|
|
GLenum ToGLESFormat(ReplacedTextureFormat fmt) {
|
|
switch (fmt) {
|
|
case ReplacedTextureFormat::F_5650: return GL_UNSIGNED_SHORT_5_6_5;
|
|
case ReplacedTextureFormat::F_5551: return GL_UNSIGNED_SHORT_5_5_5_1;
|
|
case ReplacedTextureFormat::F_4444: return GL_UNSIGNED_SHORT_4_4_4_4;
|
|
case ReplacedTextureFormat::F_8888: default: return GL_UNSIGNED_BYTE;
|
|
}
|
|
}
|
|
|
|
void TextureCacheGLES::BuildTexture(TexCacheEntry *const entry, bool replaceImages) {
|
|
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;
|
|
}
|
|
|
|
// Always generate a texture name unless it's a framebuffer, we might need it if the texture is replaced later.
|
|
if (!replaceImages) {
|
|
if (!entry->textureName) {
|
|
entry->textureName = AllocTextureName();
|
|
}
|
|
}
|
|
|
|
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) {
|
|
maxLevel = 0;
|
|
}
|
|
|
|
// If GLES3 is available, we can preallocate the storage, which makes texture loading more efficient.
|
|
GLenum 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)) {
|
|
if (replaceImages) {
|
|
// Since we're replacing the texture, we can't replace the image inside.
|
|
glDeleteTextures(1, &entry->textureName);
|
|
entry->textureName = AllocTextureName();
|
|
replaceImages = false;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, entry->textureName);
|
|
lastBoundTexture = entry->textureName;
|
|
|
|
// Disabled this due to issue #6075: https://github.com/hrydgard/ppsspp/issues/6075
|
|
// This breaks Dangan Ronpa 2 with mipmapping enabled. Why? No idea, it shouldn't.
|
|
// glTexStorage2D probably has few benefits for us anyway.
|
|
if (false && gl_extensions.GLES3 && maxLevel > 0) {
|
|
// glTexStorage2D requires the use of sized formats.
|
|
GLenum actualFmt = replaced.Valid() ? ToGLESFormat(replaced.Format(0)) : dstFmt;
|
|
GLenum storageFmt = GL_RGBA8;
|
|
switch (actualFmt) {
|
|
case GL_UNSIGNED_BYTE: storageFmt = GL_RGBA8; break;
|
|
case GL_UNSIGNED_SHORT_5_6_5: storageFmt = GL_RGB565; break;
|
|
case GL_UNSIGNED_SHORT_4_4_4_4: storageFmt = GL_RGBA4; break;
|
|
case GL_UNSIGNED_SHORT_5_5_5_1: storageFmt = GL_RGB5_A1; break;
|
|
default:
|
|
ERROR_LOG(G3D, "Unknown dstfmt %i", (int)actualFmt);
|
|
break;
|
|
}
|
|
// TODO: This may cause bugs, since it hard-sets the texture w/h, and we might try to reuse it later with a different size.
|
|
glTexStorage2D(GL_TEXTURE_2D, maxLevel + 1, storageFmt, w * scaleFactor, h * scaleFactor);
|
|
// Make sure we don't use glTexImage2D after glTexStorage2D.
|
|
replaceImages = true;
|
|
}
|
|
|
|
// GLES2 doesn't have support for a "Max lod" which is critical as PSP games often
|
|
// don't specify mips all the way down. As a result, we either need to manually generate
|
|
// the bottom few levels or rely on OpenGL's autogen mipmaps instead, which might not
|
|
// be as good quality as the game's own (might even be better in some cases though).
|
|
|
|
// Always load base level texture here
|
|
if (IsFakeMipmapChange()) {
|
|
u8 level = (gstate.texlevel >> 20) & 0xF;
|
|
LoadTextureLevel(*entry, replaced, level, replaceImages, scaleFactor, dstFmt);
|
|
} else
|
|
LoadTextureLevel(*entry, replaced, 0, replaceImages, scaleFactor, dstFmt);
|
|
|
|
// Mipmapping only enable when texture scaling disable
|
|
if (maxLevel > 0 && scaleFactor == 1) {
|
|
if (gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
|
|
if (badMipSizes) {
|
|
// WARN_LOG(G3D, "Bad mipmap for texture sized %dx%dx%d - autogenerating", w, h, (int)format);
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
} else {
|
|
for (int i = 1; i <= maxLevel; i++) {
|
|
LoadTextureLevel(*entry, replaced, i, replaceImages, scaleFactor, dstFmt);
|
|
}
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, maxLevel);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, (float)maxLevel);
|
|
}
|
|
} else {
|
|
// Avoid PowerVR driver bug
|
|
if (w > 1 && h > 1 && !(h > w && (gl_extensions.bugs & BUG_PVR_GENMIPMAP_HEIGHT_GREATER))) { // Really! only seems to fail if height > width
|
|
// NOTICE_LOG(G3D, "Generating mipmap for texture sized %dx%d%d", w, h, (int)format);
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
} else {
|
|
entry->maxLevel = 0;
|
|
}
|
|
}
|
|
} else if (gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
|
}
|
|
|
|
if (replaced.Valid()) {
|
|
entry->SetAlphaStatus(TexCacheEntry::Status(replaced.AlphaStatus()));
|
|
}
|
|
|
|
if (gstate_c.Supports(GPU_SUPPORTS_ANISOTROPY)) {
|
|
int aniso = 1 << g_Config.iAnisotropyLevel;
|
|
float anisotropyLevel = (float) aniso > maxAnisotropyLevel ? maxAnisotropyLevel : (float) aniso;
|
|
if (anisotropyLevel > 1.0f) {
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropyLevel);
|
|
}
|
|
}
|
|
|
|
// This will rebind it, but that's okay.
|
|
UpdateSamplingParams(*entry, true);
|
|
|
|
//glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
//glPixelStorei(GL_PACK_ROW_LENGTH, 0);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
}
|
|
|
|
u32 TextureCacheGLES::AllocTextureName() {
|
|
if (nameCache_.empty()) {
|
|
nameCache_.resize(TEXCACHE_NAME_CACHE_SIZE);
|
|
glGenTextures(TEXCACHE_NAME_CACHE_SIZE, &nameCache_[0]);
|
|
}
|
|
u32 name = nameCache_.back();
|
|
nameCache_.pop_back();
|
|
return name;
|
|
}
|
|
|
|
GLenum TextureCacheGLES::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 GL_UNSIGNED_SHORT_4_4_4_4;
|
|
case GE_TFMT_5551:
|
|
return GL_UNSIGNED_SHORT_5_5_5_1;
|
|
case GE_TFMT_5650:
|
|
return GL_UNSIGNED_SHORT_5_6_5;
|
|
case GE_TFMT_8888:
|
|
case GE_TFMT_DXT1:
|
|
case GE_TFMT_DXT3:
|
|
case GE_TFMT_DXT5:
|
|
default:
|
|
return GL_UNSIGNED_BYTE;
|
|
}
|
|
}
|
|
|
|
void *TextureCacheGLES::DecodeTextureLevelOld(GETextureFormat format, GEPaletteFormat clutformat, int level, GLenum dstFmt, int scaleFactor, int *bufwout) {
|
|
void *finalBuf = nullptr;
|
|
u32 texaddr = gstate.getTextureAddress(level);
|
|
int bufw = GetTextureBufw(level, texaddr, format);
|
|
if (bufwout)
|
|
*bufwout = bufw;
|
|
|
|
int w = gstate.getTextureWidth(level);
|
|
int h = gstate.getTextureHeight(level);
|
|
|
|
int decPitch = 0;
|
|
int pixelSize = dstFmt == GL_UNSIGNED_BYTE ? 4 : 2;
|
|
if (!(scaleFactor == 1 && gstate_c.Supports(GPU_SUPPORTS_UNPACK_SUBIMAGE)) && w != bufw) {
|
|
decPitch = w * pixelSize;
|
|
} else {
|
|
decPitch = bufw * pixelSize;
|
|
}
|
|
|
|
tmpTexBufRearrange_.resize(std::max(w, bufw) * h);
|
|
DecodeTextureLevel((u8 *)tmpTexBufRearrange_.data(), decPitch, format, clutformat, texaddr, level, bufw, true, UseBGRA8888(), false);
|
|
return tmpTexBufRearrange_.data();
|
|
}
|
|
|
|
TexCacheEntry::Status TextureCacheGLES::CheckAlpha(const u32 *pixelData, GLenum dstFmt, int stride, int w, int h) {
|
|
CheckAlphaResult res;
|
|
switch (dstFmt) {
|
|
case GL_UNSIGNED_SHORT_4_4_4_4:
|
|
res = CheckAlphaABGR4444Basic(pixelData, stride, w, h);
|
|
break;
|
|
case GL_UNSIGNED_SHORT_5_5_5_1:
|
|
res = CheckAlphaABGR1555Basic(pixelData, stride, w, h);
|
|
break;
|
|
case GL_UNSIGNED_SHORT_5_6_5:
|
|
// Never has any alpha.
|
|
res = CHECKALPHA_FULL;
|
|
break;
|
|
default:
|
|
res = CheckAlphaRGBA8888Basic(pixelData, stride, w, h);
|
|
break;
|
|
}
|
|
|
|
return (TexCacheEntry::Status)res;
|
|
}
|
|
|
|
void TextureCacheGLES::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &replaced, int level, bool replaceImages, int scaleFactor, GLenum dstFmt) {
|
|
int w = gstate.getTextureWidth(level);
|
|
int h = gstate.getTextureHeight(level);
|
|
bool useUnpack = false;
|
|
bool useBGRA;
|
|
u32 *pixelData;
|
|
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
|
|
// TODO: only do this once
|
|
u32 texByteAlign = 1;
|
|
|
|
gpuStats.numTexturesDecoded++;
|
|
|
|
if (replaced.GetSize(level, w, h)) {
|
|
PROFILE_THIS_SCOPE("replacetex");
|
|
|
|
tmpTexBufRearrange_.resize(w * h);
|
|
int bpp = replaced.Format(level) == ReplacedTextureFormat::F_8888 ? 4 : 2;
|
|
replaced.Load(level, tmpTexBufRearrange_.data(), bpp * w);
|
|
pixelData = tmpTexBufRearrange_.data();
|
|
|
|
dstFmt = ToGLESFormat(replaced.Format(level));
|
|
|
|
texByteAlign = bpp;
|
|
useBGRA = false;
|
|
} else {
|
|
PROFILE_THIS_SCOPE("decodetex");
|
|
|
|
GEPaletteFormat clutformat = gstate.getClutPaletteFormat();
|
|
int bufw;
|
|
void *finalBuf = DecodeTextureLevelOld(GETextureFormat(entry.format), clutformat, level, dstFmt, scaleFactor, &bufw);
|
|
if (finalBuf == NULL) {
|
|
return;
|
|
}
|
|
|
|
// Can restore these and remove the fixup at the end of DecodeTextureLevel on desktop GL and GLES 3.
|
|
if (scaleFactor == 1 && gstate_c.Supports(GPU_SUPPORTS_UNPACK_SUBIMAGE) && w != bufw) {
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, bufw);
|
|
useUnpack = true;
|
|
}
|
|
|
|
// Textures are always aligned to 16 bytes bufw, so this could safely be 4 always.
|
|
texByteAlign = dstFmt == GL_UNSIGNED_BYTE ? 4 : 2;
|
|
useBGRA = UseBGRA8888() && dstFmt == GL_UNSIGNED_BYTE;
|
|
|
|
pixelData = (u32 *)finalBuf;
|
|
if (scaleFactor > 1)
|
|
scaler.Scale(pixelData, dstFmt, w, h, scaleFactor);
|
|
|
|
if ((entry.status & TexCacheEntry::STATUS_CHANGE_FREQUENT) == 0) {
|
|
TexCacheEntry::Status alphaStatus = CheckAlpha(pixelData, dstFmt, useUnpack ? bufw : w, w, h);
|
|
entry.SetAlphaStatus(alphaStatus, level);
|
|
} else {
|
|
entry.SetAlphaStatus(TexCacheEntry::STATUS_ALPHA_UNKNOWN);
|
|
}
|
|
|
|
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 = FromGLESFormat(dstFmt, useBGRA);
|
|
|
|
int bpp = dstFmt == GL_UNSIGNED_BYTE ? 4 : 2;
|
|
replacer_.NotifyTextureDecoded(replacedInfo, pixelData, (useUnpack ? bufw : w) * bpp, level, w, h);
|
|
}
|
|
}
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, texByteAlign);
|
|
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
|
|
GLuint components = dstFmt == GL_UNSIGNED_SHORT_5_6_5 ? GL_RGB : GL_RGBA;
|
|
|
|
GLuint components2 = components;
|
|
if (useBGRA) {
|
|
components2 = GL_BGRA_EXT;
|
|
}
|
|
|
|
if (replaceImages) {
|
|
PROFILE_THIS_SCOPE("repltex");
|
|
glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, w, h, components2, dstFmt, pixelData);
|
|
} else {
|
|
PROFILE_THIS_SCOPE("loadtex");
|
|
if (IsFakeMipmapChange())
|
|
glTexImage2D(GL_TEXTURE_2D, 0, components, w, h, 0, components2, dstFmt, pixelData);
|
|
else
|
|
glTexImage2D(GL_TEXTURE_2D, level, components, w, h, 0, components2, dstFmt, pixelData);
|
|
if (!lowMemoryMode_) {
|
|
// TODO: We really, really should avoid calling glGetError.
|
|
GLenum err = glGetError();
|
|
if (err == GL_OUT_OF_MEMORY) {
|
|
WARN_LOG_REPORT(G3D, "Texture cache ran out of GPU memory; switching to low memory mode");
|
|
lowMemoryMode_ = true;
|
|
decimationCounter_ = 0;
|
|
Decimate();
|
|
// Try again, now that we've cleared out textures in lowMemoryMode_.
|
|
glTexImage2D(GL_TEXTURE_2D, level, components, w, h, 0, components2, dstFmt, pixelData);
|
|
|
|
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);
|
|
}
|
|
} else if (err != GL_NO_ERROR) {
|
|
const char *str = "other";
|
|
switch (err) {
|
|
case GL_OUT_OF_MEMORY: str = "out_of_memory"; break;
|
|
case GL_INVALID_ENUM: str = "invalid_enum"; break;
|
|
case GL_INVALID_VALUE: str = "invalid_value"; break;
|
|
}
|
|
// We checked the err anyway, might as well log if there is one.
|
|
WARN_LOG(G3D, "Got an error in texture upload: %08x (%s) (components=%s components2=%s dstFmt=%s w=%d h=%d level=%d)",
|
|
err, str, GLEnumToString(components).c_str(), GLEnumToString(components2).c_str(), GLEnumToString(dstFmt).c_str(),
|
|
w, h, level);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (useUnpack) {
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
}
|
|
}
|
|
|
|
// Only used by Qt UI?
|
|
bool TextureCacheGLES::DecodeTexture(u8* output, const GPUgstate &state) {
|
|
GPUgstate oldState = gstate;
|
|
gstate = state;
|
|
|
|
u32 texaddr = gstate.getTextureAddress(0);
|
|
|
|
if (!Memory::IsValidAddress(texaddr)) {
|
|
return false;
|
|
}
|
|
|
|
GLenum dstFmt = 0;
|
|
|
|
GETextureFormat format = gstate.getTextureFormat();
|
|
GEPaletteFormat clutformat = gstate.getClutPaletteFormat();
|
|
u8 level = 0;
|
|
|
|
int bufw = GetTextureBufw(level, texaddr, format);
|
|
int w = gstate.getTextureWidth(level);
|
|
int h = gstate.getTextureHeight(level);
|
|
|
|
void *finalBuf = DecodeTextureLevelOld(format, clutformat, level, dstFmt, 1);
|
|
if (finalBuf == NULL) {
|
|
return false;
|
|
}
|
|
|
|
switch (dstFmt) {
|
|
case GL_UNSIGNED_SHORT_4_4_4_4:
|
|
for (int y = 0; y < h; y++)
|
|
for (int x = 0; x < bufw; x++) {
|
|
u32 val = ((u16*)finalBuf)[y*bufw + x];
|
|
u32 r = ((val>>12) & 0xF) * 17;
|
|
u32 g = ((val>> 8) & 0xF) * 17;
|
|
u32 b = ((val>> 4) & 0xF) * 17;
|
|
u32 a = ((val>> 0) & 0xF) * 17;
|
|
((u32*)output)[y*w + x] = (a << 24) | (r << 16) | (g << 8) | b;
|
|
}
|
|
break;
|
|
|
|
case GL_UNSIGNED_SHORT_5_5_5_1:
|
|
for (int y = 0; y < h; y++)
|
|
for (int x = 0; x < bufw; x++) {
|
|
u32 val = ((u16*)finalBuf)[y*bufw + x];
|
|
u32 r = Convert5To8((val>>11) & 0x1F);
|
|
u32 g = Convert5To8((val>> 6) & 0x1F);
|
|
u32 b = Convert5To8((val>> 1) & 0x1F);
|
|
u32 a = (val & 0x1) * 255;
|
|
((u32*)output)[y*w + x] = (a << 24) | (r << 16) | (g << 8) | b;
|
|
}
|
|
break;
|
|
|
|
case GL_UNSIGNED_SHORT_5_6_5:
|
|
for (int y = 0; y < h; y++)
|
|
for (int x = 0; x < bufw; x++) {
|
|
u32 val = ((u16*)finalBuf)[y*bufw + x];
|
|
u32 a = 0xFF;
|
|
u32 r = Convert5To8((val>>11) & 0x1F);
|
|
u32 g = Convert6To8((val>> 5) & 0x3F);
|
|
u32 b = Convert5To8((val ) & 0x1F);
|
|
((u32*)output)[y*w + x] = (a << 24) | (r << 16) | (g << 8) | b;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
for (int y = 0; y < h; y++)
|
|
for (int x = 0; x < bufw; x++) {
|
|
u32 val = ((u32*)finalBuf)[y*bufw + x];
|
|
((u32*)output)[y*w + x] = ((val & 0xFF000000)) | ((val & 0x00FF0000)>>16) | ((val & 0x0000FF00)) | ((val & 0x000000FF)<<16);
|
|
}
|
|
break;
|
|
}
|
|
|
|
gstate = oldState;
|
|
return true;
|
|
}
|