ppsspp/GPU/Common/TextureShaderCommon.cpp

259 lines
7.7 KiB
C++

// Copyright (c) 2014- 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 "Common/Log.h"
#include "Common/StringUtils.h"
#include "Common/GPU/Shader.h"
#include "Common/GPU/ShaderWriter.h"
#include "Common/Data/Convert/ColorConv.h"
#include "GPU/Common/Draw2D.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/Common/TextureCacheCommon.h"
#include "GPU/Common/TextureShaderCommon.h"
#include "GPU/Common/DepalettizeShaderCommon.h"
static const VaryingDef varyings[1] = {
{ "vec2", "v_texcoord", Draw::SEM_TEXCOORD0, 0, "highp" },
};
static const SamplerDef samplers[2] = {
{ 0, "tex", SamplerFlags::ARRAY_ON_VULKAN },
{ 1, "pal" },
};
TextureShaderCache::TextureShaderCache(Draw::DrawContext *draw, Draw2D *draw2D) : draw_(draw), draw2D_(draw2D) { }
TextureShaderCache::~TextureShaderCache() {
DeviceLost();
}
void TextureShaderCache::DeviceRestore(Draw::DrawContext *draw) {
draw_ = draw;
}
void TextureShaderCache::DeviceLost() {
Clear();
draw_ = nullptr;
}
ClutTexture TextureShaderCache::GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, const u32 *rawClut) {
// Simplistic, but works well enough.
u32 clutId = clutHash ^ (uint32_t)clutFormat;
auto oldtex = texCache_.find(clutId);
if (oldtex != texCache_.end()) {
oldtex->second->lastFrame = gpuStats.numFlips;
return *oldtex->second;
}
int maxClutEntries = clutFormat == GE_CMODE_32BIT_ABGR8888 ? 256 : 512;
ClutTexture *tex = new ClutTexture();
Draw::TextureDesc desc{};
desc.width = 512; // We always use 512-sized textures here for simplicity, though the most common is that only up to 256 entries are used.
desc.height = 1;
desc.depth = 1;
desc.mipLevels = 1;
desc.tag = "clut";
desc.type = Draw::TextureType::LINEAR2D; // TODO: Try LINEAR1D?
desc.format = Draw::DataFormat::R8G8B8A8_UNORM; // TODO: Also support an BGR format. We won't bother with the 16-bit formats here.
uint8_t convTemp[2048]{};
switch (clutFormat) {
case GEPaletteFormat::GE_CMODE_32BIT_ABGR8888:
desc.initData.push_back((const uint8_t *)rawClut);
break;
case GEPaletteFormat::GE_CMODE_16BIT_BGR5650:
ConvertRGB565ToRGBA8888((u32 *)convTemp, (const u16 *)rawClut, maxClutEntries);
desc.initData.push_back(convTemp);
break;
case GEPaletteFormat::GE_CMODE_16BIT_ABGR5551:
ConvertRGBA5551ToRGBA8888((u32 *)convTemp, (const u16 *)rawClut, maxClutEntries);
desc.initData.push_back(convTemp);
break;
case GEPaletteFormat::GE_CMODE_16BIT_ABGR4444:
ConvertRGBA4444ToRGBA8888((u32 *)convTemp, (const u16 *)rawClut, maxClutEntries);
desc.initData.push_back(convTemp);
break;
}
for (int i = 0; i < 3; i++) {
tex->rampLengths[i] = 0;
tex->rampStarts[i] = 0;
}
// Quick check for how many continuously growing entries we have at the start.
// Bilinearly filtering CLUTs only really makes sense for this kind of ramp.
int i = 0;
for (int j = 0; j < ClutTexture::MAX_RAMPS; j++) {
tex->rampStarts[j] = i;
int lastR = 0;
int lastG = 0;
int lastB = 0;
int lastA = 0;
for (; i < maxClutEntries; i++) {
int r = desc.initData[0][i * 4];
int g = desc.initData[0][i * 4 + 1];
int b = desc.initData[0][i * 4 + 2];
int a = desc.initData[0][i * 4 + 3];
if (r < lastR || g < lastG || b < lastB || a < lastA) {
lastR = r; lastG = g; lastB = b; lastA = a;
break;
} else {
lastR = r;
lastG = g;
lastB = b;
lastA = a;
}
}
tex->rampLengths[j] = i - tex->rampStarts[j];
if (i >= maxClutEntries) {
break;
}
}
tex->texture = draw_->CreateTexture(desc);
tex->lastFrame = gpuStats.numFlips;
texCache_[clutId] = tex;
return *tex;
}
void TextureShaderCache::Clear() {
for (auto shader = depalCache_.begin(); shader != depalCache_.end(); ++shader) {
if (shader->second->pipeline) {
shader->second->pipeline->Release();
}
delete shader->second;
}
depalCache_.clear();
for (auto tex = texCache_.begin(); tex != texCache_.end(); ++tex) {
tex->second->texture->Release();
delete tex->second;
}
texCache_.clear();
if (nearestSampler_) {
nearestSampler_->Release();
nearestSampler_ = nullptr;
}
if (linearSampler_) {
linearSampler_->Release();
linearSampler_ = nullptr;
}
}
Draw::SamplerState *TextureShaderCache::GetSampler(bool linearFilter) {
if (linearFilter) {
if (!linearSampler_) {
Draw::SamplerStateDesc desc{};
desc.magFilter = Draw::TextureFilter::LINEAR;
desc.minFilter = Draw::TextureFilter::LINEAR;
desc.wrapU = Draw::TextureAddressMode::CLAMP_TO_EDGE;
desc.wrapV = Draw::TextureAddressMode::CLAMP_TO_EDGE;
desc.wrapW = Draw::TextureAddressMode::CLAMP_TO_EDGE;
linearSampler_ = draw_->CreateSamplerState(desc);
}
return linearSampler_;
} else {
if (!nearestSampler_) {
Draw::SamplerStateDesc desc{};
desc.wrapU = Draw::TextureAddressMode::CLAMP_TO_EDGE;
desc.wrapV = Draw::TextureAddressMode::CLAMP_TO_EDGE;
desc.wrapW = Draw::TextureAddressMode::CLAMP_TO_EDGE;
nearestSampler_ = draw_->CreateSamplerState(desc);
}
return nearestSampler_;
}
}
void TextureShaderCache::Decimate() {
for (auto tex = texCache_.begin(); tex != texCache_.end(); ) {
if (tex->second->lastFrame + DEPAL_TEXTURE_OLD_AGE < gpuStats.numFlips) {
tex->second->texture->Release();
delete tex->second;
texCache_.erase(tex++);
} else {
++tex;
}
}
}
Draw2DPipeline *TextureShaderCache::GetDepalettizeShader(uint32_t clutMode, GETextureFormat textureFormat, GEBufferFormat bufferFormat, bool smoothedDepal, u32 depthUpperBits) {
using namespace Draw;
// Generate an ID for depal shaders.
u64 id = ((u64)depthUpperBits << 32) | (clutMode & 0xFFFFFF) | (textureFormat << 24) | (bufferFormat << 28);
auto shader = depalCache_.find(id);
if (shader != depalCache_.end()) {
return shader->second;
}
// TODO: Parse these out of clutMode some nice way, to become a bit more stateless.
DepalConfig config;
config.clutFormat = gstate.getClutPaletteFormat();
config.startPos = gstate.getClutIndexStartPos();
config.shift = gstate.getClutIndexShift();
config.mask = gstate.getClutIndexMask();
config.bufferFormat = bufferFormat;
config.textureFormat = textureFormat;
config.smoothedDepal = smoothedDepal;
config.depthUpperBits = depthUpperBits;
Draw2DPipeline *ts = draw2D_->Create2DPipeline([=](ShaderWriter &writer) -> Draw2DPipelineInfo {
GenerateDepalFs(writer, config);
return Draw2DPipelineInfo{
"depal",
config.bufferFormat == GE_FORMAT_DEPTH16 ? RASTER_DEPTH : RASTER_COLOR,
RASTER_COLOR,
samplers
};
});
depalCache_[id] = ts;
return ts->pipeline ? ts : nullptr;
}
std::vector<std::string> TextureShaderCache::DebugGetShaderIDs(DebugShaderType type) {
std::vector<std::string> ids;
for (auto &iter : depalCache_) {
ids.push_back(StringFromFormat("%08x", iter.first));
}
return ids;
}
std::string TextureShaderCache::DebugGetShaderString(const std::string &idstr, DebugShaderType type, DebugShaderStringType stringType) {
uint32_t id = 0;
sscanf(idstr.c_str(), "%08x", &id);
auto iter = depalCache_.find(id);
if (iter == depalCache_.end())
return "";
switch (stringType) {
case SHADER_STRING_SHORT_DESC:
return idstr;
case SHADER_STRING_SOURCE_CODE:
return iter->second->code;
default:
return "";
}
}