ppsspp/GPU/D3D11/TextureCacheD3D11.cpp

1212 lines
39 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <map>
#include <algorithm>
#include <cassert>
#include <cstring>
#include <d3d11.h>
#include "Core/MemMap.h"
#include "Core/Reporting.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/D3D11/FragmentShaderGeneratorD3D11.h"
#include "GPU/D3D11/TextureCacheD3D11.h"
#include "GPU/D3D11/FramebufferManagerD3D11.h"
#include "GPU/D3D11/ShaderManagerD3D11.h"
#include "GPU/D3D11/DepalettizeShaderD3D11.h"
#include "GPU/D3D11/D3D11Util.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Common/TextureDecoder.h"
#include "Core/Config.h"
#include "Core/Host.h"
#include "ext/xxhash.h"
#include "math/math_util.h"
#define INVALID_TEX (ID3D11ShaderResourceView *)(-1LL)
// 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
#define TEXCACHE_MAX_TEXELS_SCALED (256*256) // Per frame
#define TEXCACHE_MIN_PRESSURE 16 * 1024 * 1024 // Total in VRAM
#define TEXCACHE_SECOND_MIN_PRESSURE 4 * 1024 * 1024
static const D3D11_INPUT_ELEMENT_DESC g_FramebufferVertexElements[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12,},
};
SamplerCacheD3D11::~SamplerCacheD3D11() {
for (auto &iter : cache_) {
iter.second->Release();
}
}
ID3D11SamplerState *SamplerCacheD3D11::GetOrCreateSampler(ID3D11Device *device, const SamplerCacheKey &key) {
auto iter = cache_.find(key);
if (iter != cache_.end()) {
return iter->second;
}
D3D11_SAMPLER_DESC samp{};
samp.AddressU = key.sClamp ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP;
samp.AddressV = key.tClamp ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP;
samp.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
if (gstate_c.Supports(GPU_SUPPORTS_ANISOTROPY) && g_Config.iAnisotropyLevel > 0) {
samp.MaxAnisotropy = (float)(1 << g_Config.iAnisotropyLevel);
} else {
samp.MaxAnisotropy = 1.0f;
}
int filterKey = ((int)key.minFilt << 2) | ((int)key.magFilt << 1) | ((int)key.mipFilt);
static const D3D11_FILTER filters[8] = {
D3D11_FILTER_MIN_MAG_MIP_POINT,
D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR,
D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT,
D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR,
D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT,
D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT,
D3D11_FILTER_MIN_MAG_MIP_LINEAR,
};
samp.Filter = filters[filterKey];
samp.MaxLOD = key.maxLevel;
samp.MinLOD = 0.0f;
samp.MipLODBias = 0.0f;
ID3D11SamplerState *sampler;
device->CreateSamplerState(&samp, &sampler);
cache_[key] = sampler;
return sampler;
}
TextureCacheD3D11::TextureCacheD3D11(Draw::DrawContext *draw)
: TextureCacheCommon(draw) {
device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE);
context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
lastBoundTexture = INVALID_TEX;
decimationCounter_ = TEXCACHE_DECIMATION_INTERVAL;
HRESULT result = 0;
maxAnisotropyLevel = 16;
SetupTextureDecoder();
nextTexture_ = nullptr;
}
TextureCacheD3D11::~TextureCacheD3D11() {
// pFramebufferVertexDecl->Release();
Clear(true);
}
void TextureCacheD3D11::SetFramebufferManager(FramebufferManagerD3D11 *fbManager) {
framebufferManagerD3D11_ = fbManager;
framebufferManager_ = fbManager;
}
void TextureCacheD3D11::Clear(bool delete_them) {
// ID3D11ShaderResourceView *srv = nullptr;
// context_->PSSetShaderResources(0, 1, &srv);
lastBoundTexture = INVALID_TEX;
if (delete_them) {
for (TexCache::iterator iter = cache.begin(); iter != cache.end(); ++iter) {
DEBUG_LOG(G3D, "Deleting texture %p", iter->second.texturePtr);
ReleaseTexture(&iter->second);
}
for (TexCache::iterator iter = secondCache.begin(); iter != secondCache.end(); ++iter) {
DEBUG_LOG(G3D, "Deleting texture %p", iter->second.texturePtr);
ReleaseTexture(&iter->second);
}
}
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 TextureCacheD3D11::DeleteTexture(TexCache::iterator it) {
ReleaseTexture(&it->second);
auto fbInfo = fbTexInfo_.find(it->first);
if (fbInfo != fbTexInfo_.end()) {
fbTexInfo_.erase(fbInfo);
}
cacheSizeEstimate_ -= EstimateTexMemoryUsage(&it->second);
cache.erase(it);
}
void TextureCacheD3D11::ForgetLastTexture() {
lastBoundTexture = INVALID_TEX;
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
}
// Removes old textures.
void TextureCacheD3D11::Decimate() {
if (--decimationCounter_ <= 0) {
decimationCounter_ = TEXCACHE_DECIMATION_INTERVAL;
} else {
return;
}
if (cacheSizeEstimate_ >= TEXCACHE_MIN_PRESSURE) {
const u32 had = cacheSizeEstimate_;
ID3D11ShaderResourceView *srv = nullptr;
context_->PSSetShaderResources(0, 1, &srv);
lastBoundTexture = INVALID_TEX;
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_KILL_AGE < gpuStats.numFlips) {
ReleaseTexture(&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();
}
DXGI_FORMAT getClutDestFormatD3D11(GEPaletteFormat format) {
switch (format) {
case GE_CMODE_16BIT_ABGR4444:
return DXGI_FORMAT_B4G4R4A4_UNORM;
case GE_CMODE_16BIT_ABGR5551:
return DXGI_FORMAT_B5G5R5A1_UNORM;
case GE_CMODE_16BIT_BGR5650:
return DXGI_FORMAT_B5G6R5_UNORM;
case GE_CMODE_32BIT_ABGR8888:
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
// Should never be here !
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
void TextureCacheD3D11::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.maxLevel;
/*
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 TextureCacheD3D11::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 TextureCacheD3D11::StartFrame() {
lastBoundTexture = INVALID_TEX;
timesInvalidatedAllThisFrame_ = 0;
if (texelsScaledThisFrame_) {
// INFO_LOG(G3D, "Scaled %i texels", texelsScaledThisFrame_);
}
texelsScaledThisFrame_ = 0;
if (clearCacheNextFrame_) {
Clear(true);
clearCacheNextFrame_ = false;
} else {
Decimate();
}
}
static inline u32 MiniHash(const u32 *ptr) {
return ptr[0];
}
void TextureCacheD3D11::UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) {
const u32 clutBaseBytes = clutBase * (clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16));
// Technically, these extra bytes weren't loaded, but hopefully it was loaded earlier.
// If not, we're going to hash random data, which hopefully doesn't cause a performance issue.
//
// TODO: Actually, this seems like a hack. The game can upload part of a CLUT and reference other data.
// clutTotalBytes_ is the last amount uploaded. We should hash clutMaxBytes_, but this will often hash
// unrelated old entries for small palettes.
// Adding clutBaseBytes may just be mitigating this for some usage patterns.
const u32 clutExtendedBytes = std::min(clutTotalBytes_ + clutBaseBytes, clutMaxBytes_);
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 TextureCacheD3D11::GetCurrentClutHash() {
return clutHash_;
}
void TextureCacheD3D11::Unbind() {
ID3D11ShaderResourceView *nullView = nullptr;
context_->PSSetShaderResources(0, 1, &nullView);
}
void TextureCacheD3D11::ApplyTexture() {
TexCacheEntry *entry = nextTexture_;
if (entry == nullptr) {
return;
}
nextTexture_ = nullptr;
UpdateMaxSeenV(entry, gstate.isModeThrough());
bool replaceImages = false;
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.
replaceImages = 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)) {
replaceImages = 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, replaceImages);
}
entry->lastFrame = gpuStats.numFlips;
if (entry->framebuffer) {
ApplyTextureFramebuffer(entry, entry->framebuffer);
} else {
ID3D11ShaderResourceView *textureView = DxView(entry);
if (textureView != lastBoundTexture) {
context_->PSSetShaderResources(0, 1, &textureView);
lastBoundTexture = textureView;
}
SamplerCacheKey key;
UpdateSamplingParams(*entry, key);
ID3D11SamplerState *state = samplerCache_.GetOrCreateSampler(device_, key);
context_->PSSetSamplers(0, 1, &state);
gstate_c.textureFullAlpha = entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL;
gstate_c.textureSimpleAlpha = entry->GetAlphaStatus() != TexCacheEntry::STATUS_ALPHA_UNKNOWN;
}
}
class TextureShaderApplierD3D11 {
public:
struct Pos {
Pos(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {
}
Pos() {
}
float x;
float y;
float z;
};
struct UV {
UV(float u_, float v_) : u(u_), v(v_) {
}
UV() {
}
float u;
float v;
};
struct PosUV {
Pos pos;
UV uv;
};
TextureShaderApplierD3D11(ID3D11DeviceContext *context, ID3D11PixelShader *pshader, float bufferW, float bufferH, int renderW, int renderH, float xoff, float yoff)
: context_(context), pshader_(pshader), bufferW_(bufferW), bufferH_(bufferH), renderW_(renderW), renderH_(renderH) {
static const Pos pos[4] = {
{ -1, 1, 0 },
{ 1, 1, 0 },
{ 1, -1, 0 },
{ -1, -1, 0 },
};
static const UV uv[4] = {
{ 0, 0 },
{ 1, 0 },
{ 1, 1 },
{ 0, 1 },
};
for (int i = 0; i < 4; ++i) {
verts_[i].pos = pos[i];
verts_[i].pos.x += xoff;
verts_[i].pos.y += yoff;
verts_[i].uv = uv[i];
}
}
void ApplyBounds(const KnownVertexBounds &bounds, u32 uoff, u32 voff, float xoff, float yoff) {
// If min is not < max, then we don't have values (wasn't set during decode.)
if (bounds.minV < bounds.maxV) {
const float invWidth = 1.0f / bufferW_;
const float invHeight = 1.0f / bufferH_;
// Inverse of half = double.
const float invHalfWidth = invWidth * 2.0f;
const float invHalfHeight = invHeight * 2.0f;
const int u1 = bounds.minU + uoff;
const int v1 = bounds.minV + voff;
const int u2 = bounds.maxU + uoff;
const int v2 = bounds.maxV + voff;
const float left = u1 * invHalfWidth - 1.0f + xoff;
const float right = u2 * invHalfWidth - 1.0f + xoff;
const float top = v1 * invHalfHeight - 1.0f + yoff;
const float bottom = v2 * invHalfHeight - 1.0f + yoff;
// Points are: BL, BR, TR, TL.
verts_[0].pos = Pos(left, bottom, -1.0f);
verts_[1].pos = Pos(right, bottom, -1.0f);
verts_[2].pos = Pos(right, top, -1.0f);
verts_[3].pos = 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;
verts_[0].uv = UV(uvleft, uvbottom);
verts_[1].uv = UV(uvright, uvbottom);
verts_[2].uv = UV(uvright, uvtop);
verts_[3].uv = UV(uvleft, uvtop);
}
}
void Use(ID3D11VertexShader *vshader, ID3D11InputLayout *decl) {
context_->PSSetShader(pshader_, 0, 0);
context_->VSSetShader(vshader, 0, 0);
context_->IASetInputLayout(decl);
}
void Shade() {
D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)renderW_, (float)renderH_, 0.0f, 1.0f };
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF);
context_->OMSetDepthStencilState(stockD3D11.depthStencilDisabled, 0xFF);
context_->RSSetState(stockD3D11.rasterStateNoCull);
context_->RSSetViewports(1, &vp);
context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context_->IASetVertexBuffers(0, 1, &vbuffer_, &stride_, &offset_);
context_->Draw(2, 0);
}
protected:
ID3D11DeviceContext *context_;
ID3D11PixelShader *pshader_;
ID3D11Buffer *vbuffer_;
PosUV verts_[4];
UINT stride_ = sizeof(PosUV);
UINT offset_ = 0;
float bufferW_;
float bufferH_;
int renderW_;
int renderH_;
};
void TextureCacheD3D11::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
ID3D11PixelShader *pshader = nullptr;
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) {
pshader = depalShaderCache_->GetDepalettizePixelShader(clutFormat, framebuffer->drawnFormat);
}
if (pshader) {
ID3D11ShaderResourceView *clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_);
Draw::Framebuffer *depalFBO = framebufferManagerD3D11_->GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, Draw::FBO_8888);
draw_->BindFramebufferAsRenderTarget(depalFBO);
shaderManager_->DirtyLastShader();
draw_->BindPipeline(nullptr);
float xoff = -0.5f / framebuffer->renderWidth;
float yoff = 0.5f / framebuffer->renderHeight;
TextureShaderApplierD3D11 shaderApply(context_, pshader, framebuffer->bufferWidth, framebuffer->bufferHeight, framebuffer->renderWidth, framebuffer->renderHeight, xoff, yoff);
shaderApply.ApplyBounds(gstate_c.vertBounds, gstate_c.curTextureXOffset, gstate_c.curTextureYOffset, xoff, yoff);
shaderApply.Use(depalShaderCache_->GetDepalettizeVertexShader(), depalShaderCache_->GetInputLayout());
context_->PSSetShaderResources(1, 1, &clutTexture);
context_->PSSetSamplers(1, 1, &stockD3D11.samplerPoint2DWrap);
framebufferManagerD3D11_->BindFramebufferColor(0, framebuffer, BINDFBCOLOR_SKIP_COPY);
context_->PSSetSamplers(0, 1, &stockD3D11.samplerPoint2DWrap);
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_, getClutDestFormatD3D11(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;
framebufferManagerD3D11_->BindFramebufferColor(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;
}
framebufferManagerD3D11_->RebindFramebuffer();
SamplerCacheKey samplerKey;
SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight, samplerKey);
ID3D11SamplerState *state = samplerCache_.GetOrCreateSampler(device_, samplerKey);
context_->PSSetSamplers(0, 1, &state);
lastBoundTexture = INVALID_TEX;
}
void TextureCacheD3D11::SetTexture(bool force) {
#ifdef DEBUG_TEXTURES
if (SetDebugTexture()) {
// A different texture was bound, let's rebind next time.
lastBoundTexture = INVALID_TEX;
return;
}
#endif
if (force) {
lastBoundTexture = INVALID_TEX;
}
u32 texaddr = gstate.getTextureAddress(0);
if (!Memory::IsValidAddress(texaddr)) {
// Bind a null texture and return.
ID3D11ShaderResourceView *srv = nullptr;
context_->PSSetShaderResources(0, 1, &srv);
lastBoundTexture = INVALID_TEX;
return;
}
const u16 dim = gstate.getTextureDimension(0);
int w = gstate.getTextureWidth(0);
int h = gstate.getTextureHeight(0);
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::GetPointer(texaddr));
TexCache::iterator iter = cache.find(cachekey);
TexCacheEntry *entry = NULL;
gstate_c.needShaderTexClamp = false;
gstate_c.bgraTexture = true;
gstate_c.skipDrawReason &= ~SKIPDRAW_BAD_FB_TEXTURE;
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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) + ((intptr_t)entry->texturePtr & 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->texturePtr != 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 TextureCacheD3D11::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 TextureCacheD3D11::HandleTextureChange(TexCacheEntry *const entry, const char *reason, bool initialMatch, bool doDelete) {
bool replaceImages = false;
cacheSizeEstimate_ -= EstimateTexMemoryUsage(entry);
entry->numInvalidated++;
gpuStats.numTextureInvalidations++;
DEBUG_LOG(G3D, "Texture different or overwritten, reloading at %08x: %s", entry->addr, reason);
if (doDelete) {
if (initialMatch && standardScaleFactor_ == 1 && (entry->status & TexCacheEntry::STATUS_IS_SCALED) == 0) {
// Actually, if size and number of levels match, let's try to avoid deleting and recreating.
// Instead, let's use glTexSubImage to replace the images.
replaceImages = true;
} else {
if (entry->texturePtr == lastBoundTexture) {
lastBoundTexture = INVALID_TEX;
}
ReleaseTexture(entry);
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 replaceImages;
}
void TextureCacheD3D11::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);
// TODO: If a framebuffer is attached here, might end up with a bad entry.texture.
// Should just always create one here or something (like GLES.)
if (entry->framebuffer) {
// Nothing else to do here.
return;
}
if ((entry->bufw == 0 || (gstate.texbufwidth[0] & 0xf800) != 0) && entry->addr >= PSP_GetKernelMemoryEnd()) {
ERROR_LOG_REPORT(G3D, "Texture with unexpected bufw (full=%d)", gstate.texbufwidth[0] & 0xffff);
// Proceeding here can cause a crash.
return;
}
// Adjust maxLevel to actually present levels..
bool badMipSizes = false;
int maxLevel = entry->maxLevel;
for (int i = 0; i <= maxLevel; i++) {
// If encountering levels pointing to nothing, adjust max level.
u32 levelTexaddr = gstate.getTextureAddress(i);
if (!Memory::IsValidAddress(levelTexaddr)) {
maxLevel = i - 1;
break;
}
if (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.
DXGI_FORMAT 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.
ReleaseTexture(entry);
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;
}
}
if (replaceImages) {
// Make sure it's not currently set.
ID3D11ShaderResourceView *srv = nullptr;
context_->PSSetShaderResources(0, 1, &srv);
}
// Seems to cause problems in Tactics Ogre.
if (badMipSizes) {
maxLevel = 0;
}
LoadTextureLevel(*entry, replaced, 0, maxLevel, replaceImages, scaleFactor, dstFmt);
ID3D11ShaderResourceView *textureView = DxView(entry);
if (!textureView) {
return;
}
// Mipmapping is only enabled when texture scaling is disabled.
if (maxLevel > 0 && scaleFactor == 1) {
for (int i = 1; i <= maxLevel; i++) {
LoadTextureLevel(*entry, replaced, i, maxLevel, replaceImages, scaleFactor, dstFmt);
}
}
if (replaced.Valid()) {
entry->SetAlphaStatus(TexCacheEntry::Status(replaced.AlphaStatus()));
}
}
DXGI_FORMAT TextureCacheD3D11::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 getClutDestFormatD3D11(clutFormat);
case GE_TFMT_4444:
return DXGI_FORMAT_B4G4R4A4_UNORM;
case GE_TFMT_5551:
return DXGI_FORMAT_B5G5R5A1_UNORM;
case GE_TFMT_5650:
return DXGI_FORMAT_B5G6R5_UNORM;
case GE_TFMT_8888:
case GE_TFMT_DXT1:
case GE_TFMT_DXT3:
case GE_TFMT_DXT5:
default:
return DXGI_FORMAT_R8G8B8A8_UNORM;
}
}
TextureCacheD3D11::TexCacheEntry::Status TextureCacheD3D11::CheckAlpha(const u32 *pixelData, u32 dstFmt, int stride, int w, int h) {
CheckAlphaResult res;
switch (dstFmt) {
case DXGI_FORMAT_B4G4R4A4_UNORM:
res = CheckAlphaRGBA4444Basic(pixelData, stride, w, h);
break;
case DXGI_FORMAT_B5G5R5A1_UNORM:
res = CheckAlphaRGBA5551Basic(pixelData, stride, w, h);
break;
case DXGI_FORMAT_B5G6R5_UNORM:
// Never has any alpha.
res = CHECKALPHA_FULL;
break;
default:
res = CheckAlphaRGBA8888Basic(pixelData, stride, w, h);
break;
}
return (TexCacheEntry::Status)res;
}
ReplacedTextureFormat FromD3D11Format(u32 fmt) {
switch (fmt) {
case DXGI_FORMAT_B5G6R5_UNORM: return ReplacedTextureFormat::F_5650;
case DXGI_FORMAT_B5G5R5A1_UNORM: return ReplacedTextureFormat::F_5551;
case DXGI_FORMAT_B4G4R4A4_UNORM: return ReplacedTextureFormat::F_4444;
case DXGI_FORMAT_R8G8B8A8_UNORM: default: return ReplacedTextureFormat::F_8888;
}
}
DXGI_FORMAT ToDXGIFormat(ReplacedTextureFormat fmt) {
switch (fmt) {
case ReplacedTextureFormat::F_5650: return DXGI_FORMAT_B5G6R5_UNORM;
case ReplacedTextureFormat::F_5551: return DXGI_FORMAT_B5G5R5A1_UNORM;
case ReplacedTextureFormat::F_4444: return DXGI_FORMAT_B4G4R4A4_UNORM;
case ReplacedTextureFormat::F_8888: default: return DXGI_FORMAT_R8G8B8A8_UNORM;
}
}
void TextureCacheD3D11::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &replaced, int level, int maxLevel, bool replaceImages, int scaleFactor, u32 dstFmt) {
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
ID3D11Texture2D *texture = DxTex(&entry);
if (level == 0 && (!replaceImages || texture == nullptr)) {
// Create texture
int levels = scaleFactor == 1 ? maxLevel + 1 : 1;
int tw = w, th = h;
DXGI_FORMAT tfmt = (DXGI_FORMAT)(dstFmt);
if (replaced.GetSize(level, tw, th)) {
tfmt = ToDXGIFormat(replaced.Format(level));
} else {
tw *= scaleFactor;
th *= scaleFactor;
if (scaleFactor > 1) {
tfmt = DXGI_FORMAT_R8G8B8A8_UNORM;
}
}
D3D11_TEXTURE2D_DESC desc{};
// TODO: Make it immutable, will requires some code restructuring though.
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ArraySize = 1;
desc.SampleDesc.Count = 1;
desc.Width = tw;
desc.Height = th;
desc.Format = tfmt;
desc.MipLevels = levels;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
HRESULT hr = device_->CreateTexture2D(&desc, nullptr, &texture);
if (FAILED(hr)) {
INFO_LOG(G3D, "Failed to create D3D texture");
ReleaseTexture(&entry);
return;
}
ID3D11ShaderResourceView *view;
hr = device_->CreateShaderResourceView(texture, nullptr, &view);
entry.texturePtr = texture;
entry.textureView = view;
}
D3D11_MAPPED_SUBRESOURCE map;
context_->Map(texture, level, D3D11_MAP_WRITE_DISCARD, 0, &map);
gpuStats.numTexturesDecoded++;
if (replaced.GetSize(level, w, h)) {
replaced.Load(level, map.pData, map.RowPitch);
dstFmt = ToDXGIFormat(replaced.Format(level));
} else {
GETextureFormat tfmt = (GETextureFormat)entry.format;
GEPaletteFormat clutformat = gstate.getClutPaletteFormat();
u32 texaddr = gstate.getTextureAddress(level);
int bufw = GetTextureBufw(level, texaddr, tfmt);
int bpp = dstFmt == DXGI_FORMAT_R8G8B8A8_UNORM ? 4 : 2;
u32 *pixelData = (u32 *)map.pData;
int decPitch = map.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(pixelData, 0, decPitch * h);
}
if (scaleFactor > 1) {
scaler.ScaleAlways((u32 *)map.pData, pixelData, dstFmt, w, h, scaleFactor);
pixelData = (u32 *)map.pData;
// We always end up at 8888. Other parts assume this.
assert(dstFmt == DXGI_FORMAT_R8G8B8A8_UNORM);
bpp = sizeof(u32);
decPitch = w * bpp;
if (decPitch != map.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((u8 *)map.pData + map.RowPitch * y, (u8 *)map.pData + decPitch * y, w * bpp);
}
decPitch = map.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);
}
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 = FromD3D11Format(dstFmt);
replacer.NotifyTextureDecoded(replacedInfo, pixelData, decPitch, level, w, h);
}
}
context_->Unmap(texture, level);
}
bool TextureCacheD3D11::DecodeTexture(u8 *output, const GPUgstate &state) {
OutputDebugStringA("TextureCache::DecodeTexture : FixMe\r\n");
return true;
}