mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-03-06 21:27:57 +00:00
2405 lines
86 KiB
C++
2405 lines
86 KiB
C++
// Copyright (c) 2013- 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 "ppsspp_config.h"
|
|
|
|
#include <algorithm>
|
|
|
|
#include "Common/Common.h"
|
|
#include "Common/Data/Convert/ColorConv.h"
|
|
#include "Common/Profiler/Profiler.h"
|
|
#include "Common/MemoryUtil.h"
|
|
#include "Common/StringUtils.h"
|
|
#include "Common/TimeUtil.h"
|
|
#include "Common/Math/math_util.h"
|
|
#include "Core/Config.h"
|
|
#include "Core/Debugger/MemBlockInfo.h"
|
|
#include "Core/Reporting.h"
|
|
#include "Core/System.h"
|
|
#include "GPU/Common/FramebufferManagerCommon.h"
|
|
#include "GPU/Common/TextureCacheCommon.h"
|
|
#include "GPU/Common/TextureDecoder.h"
|
|
#include "GPU/Common/ShaderId.h"
|
|
#include "GPU/Common/GPUStateUtils.h"
|
|
#include "GPU/Debugger/Debugger.h"
|
|
#include "GPU/GPUCommon.h"
|
|
#include "GPU/GPUInterface.h"
|
|
#include "GPU/GPUState.h"
|
|
#include "Core/Util/PPGeDraw.h"
|
|
|
|
#if defined(_M_SSE)
|
|
#include <emmintrin.h>
|
|
#endif
|
|
#if PPSSPP_ARCH(ARM_NEON)
|
|
#if defined(_MSC_VER) && PPSSPP_ARCH(ARM64)
|
|
#include <arm64_neon.h>
|
|
#else
|
|
#include <arm_neon.h>
|
|
#endif
|
|
#endif
|
|
|
|
// Videos should be updated every few frames, so we forget quickly.
|
|
#define VIDEO_DECIMATE_AGE 4
|
|
|
|
// 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
|
|
// Used when there are multiple CLUT variants of a texture.
|
|
#define TEXTURE_KILL_AGE_CLUT 6
|
|
|
|
#define TEXTURE_CLUT_VARIANTS_MIN 6
|
|
|
|
// Try to be prime to other decimation intervals.
|
|
#define TEXCACHE_DECIMATION_INTERVAL 13
|
|
|
|
#define TEXCACHE_MIN_PRESSURE 16 * 1024 * 1024 // Total in VRAM
|
|
#define TEXCACHE_SECOND_MIN_PRESSURE 4 * 1024 * 1024
|
|
|
|
// Just for reference
|
|
|
|
// PSP Color formats:
|
|
// 565: BBBBBGGGGGGRRRRR
|
|
// 5551: ABBBBBGGGGGRRRRR
|
|
// 4444: AAAABBBBGGGGRRRR
|
|
// 8888: AAAAAAAABBBBBBBBGGGGGGGGRRRRRRRR (Bytes in memory: RGBA)
|
|
|
|
// D3D11/9 Color formats:
|
|
// DXGI_FORMAT_B4G4R4A4/D3DFMT_A4R4G4B4: AAAARRRRGGGGBBBB
|
|
// DXGI_FORMAT_B5G5R5A1/D3DFMT_A1R5G6B5: ARRRRRGGGGGBBBBB
|
|
// DXGI_FORMAT_B5G6R6/D3DFMT_R5G6B5: RRRRRGGGGGGBBBBB
|
|
// DXGI_FORMAT_B8G8R8A8: AAAAAAAARRRRRRRRGGGGGGGGBBBBBBBB (Bytes in memory: BGRA)
|
|
// These are Data::Format:: A4R4G4B4_PACK16, A1R5G6B5_PACK16, R5G6B5_PACK16, B8G8R8A8.
|
|
// So these are good matches, just with R/B swapped.
|
|
|
|
// OpenGL ES color formats:
|
|
// GL_UNSIGNED_SHORT_4444: BBBBGGGGRRRRAAAA (4-bit rotation)
|
|
// GL_UNSIGNED_SHORT_565: BBBBBGGGGGGRRRRR (match)
|
|
// GL_UNSIGNED_SHORT_1555: BBBBBGGGGGRRRRRA (1-bit rotation)
|
|
// GL_UNSIGNED_BYTE/RGBA: AAAAAAAABBBBBBBBGGGGGGGGRRRRRRRR (match)
|
|
// These are Data::Format:: B4G4R4A4_PACK16, B5G6R6_PACK16, B5G5R5A1_PACK16, R8G8B8A8
|
|
|
|
// Allow the extra bits from the remasters for the purposes of this.
|
|
inline int dimWidth(u16 dim) {
|
|
return 1 << (dim & 0xFF);
|
|
}
|
|
|
|
inline int dimHeight(u16 dim) {
|
|
return 1 << ((dim >> 8) & 0xFF);
|
|
}
|
|
|
|
// Vulkan color formats:
|
|
// TODO
|
|
TextureCacheCommon::TextureCacheCommon(Draw::DrawContext *draw)
|
|
: draw_(draw),
|
|
clutLastFormat_(0xFFFFFFFF),
|
|
clutTotalBytes_(0),
|
|
clutMaxBytes_(0),
|
|
clutRenderAddress_(0xFFFFFFFF),
|
|
clutAlphaLinear_(false),
|
|
isBgraBackend_(false) {
|
|
decimationCounter_ = TEXCACHE_DECIMATION_INTERVAL;
|
|
|
|
// TODO: Clamp down to 256/1KB? Need to check mipmapShareClut and clamp loadclut.
|
|
clutBufRaw_ = (u32 *)AllocateAlignedMemory(1024 * sizeof(u32), 16); // 4KB
|
|
clutBufConverted_ = (u32 *)AllocateAlignedMemory(1024 * sizeof(u32), 16); // 4KB
|
|
|
|
// Zap so we get consistent behavior if the game fails to load some of the CLUT.
|
|
memset(clutBufRaw_, 0, 1024 * sizeof(u32));
|
|
memset(clutBufConverted_, 0, 1024 * sizeof(u32));
|
|
clutBuf_ = clutBufConverted_;
|
|
|
|
// These buffers will grow if necessary, but most won't need more than this.
|
|
tmpTexBuf32_.resize(512 * 512); // 1MB
|
|
tmpTexBufRearrange_.resize(512 * 512); // 1MB
|
|
|
|
replacer_.Init();
|
|
|
|
depalShaderCache_ = new DepalShaderCache(draw);
|
|
}
|
|
|
|
TextureCacheCommon::~TextureCacheCommon() {
|
|
delete depalShaderCache_;
|
|
|
|
FreeAlignedMemory(clutBufConverted_);
|
|
FreeAlignedMemory(clutBufRaw_);
|
|
}
|
|
|
|
// Produces a signed 1.23.8 value.
|
|
static int TexLog2(float delta) {
|
|
union FloatBits {
|
|
float f;
|
|
u32 u;
|
|
};
|
|
FloatBits f;
|
|
f.f = delta;
|
|
// Use the exponent as the tex level, and the top mantissa bits for a frac.
|
|
// We can't support more than 8 bits of frac, so truncate.
|
|
int useful = (f.u >> 15) & 0xFFFF;
|
|
// Now offset so the exponent aligns with log2f (exp=127 is 0.)
|
|
return useful - 127 * 256;
|
|
}
|
|
|
|
SamplerCacheKey TextureCacheCommon::GetSamplingParams(int maxLevel, const TexCacheEntry *entry) {
|
|
SamplerCacheKey key;
|
|
|
|
int minFilt = gstate.texfilter & 0x7;
|
|
key.minFilt = minFilt & 1;
|
|
key.mipEnable = (minFilt >> 2) & 1;
|
|
key.mipFilt = (minFilt >> 1) & 1;
|
|
key.magFilt = gstate.isMagnifyFilteringEnabled();
|
|
key.sClamp = gstate.isTexCoordClampedS();
|
|
key.tClamp = gstate.isTexCoordClampedT();
|
|
key.aniso = false;
|
|
key.texture3d = gstate_c.curTextureIs3D;
|
|
|
|
GETexLevelMode mipMode = gstate.getTexLevelMode();
|
|
bool autoMip = mipMode == GE_TEXLEVEL_MODE_AUTO;
|
|
|
|
// TODO: Slope mipmap bias is still not well understood.
|
|
float lodBias = (float)gstate.getTexLevelOffset16() * (1.0f / 16.0f);
|
|
if (mipMode == GE_TEXLEVEL_MODE_SLOPE) {
|
|
lodBias += 1.0f + TexLog2(gstate.getTextureLodSlope()) * (1.0f / 256.0f);
|
|
}
|
|
|
|
// If mip level is forced to zero, disable mipmapping.
|
|
bool noMip = maxLevel == 0 || (!autoMip && lodBias <= 0.0f);
|
|
if (IsFakeMipmapChange()) {
|
|
noMip = noMip || !autoMip;
|
|
}
|
|
|
|
if (noMip) {
|
|
// Enforce no mip filtering, for safety.
|
|
key.mipEnable = false;
|
|
key.mipFilt = 0;
|
|
lodBias = 0.0f;
|
|
}
|
|
|
|
if (!key.mipEnable) {
|
|
key.maxLevel = 0;
|
|
key.minLevel = 0;
|
|
key.lodBias = 0;
|
|
key.mipFilt = 0;
|
|
} else {
|
|
switch (mipMode) {
|
|
case GE_TEXLEVEL_MODE_AUTO:
|
|
key.maxLevel = maxLevel * 256;
|
|
key.minLevel = 0;
|
|
key.lodBias = (int)(lodBias * 256.0f);
|
|
if (gstate_c.Supports(GPU_SUPPORTS_ANISOTROPY) && g_Config.iAnisotropyLevel > 0) {
|
|
key.aniso = true;
|
|
}
|
|
break;
|
|
case GE_TEXLEVEL_MODE_CONST:
|
|
case GE_TEXLEVEL_MODE_UNKNOWN:
|
|
key.maxLevel = (int)(lodBias * 256.0f);
|
|
key.minLevel = (int)(lodBias * 256.0f);
|
|
key.lodBias = 0;
|
|
break;
|
|
case GE_TEXLEVEL_MODE_SLOPE:
|
|
// It's incorrect to use the slope as a bias. Instead it should be passed
|
|
// into the shader directly as an explicit lod level, with the bias on top. For now, we just kill the
|
|
// lodBias in this mode, working around #9772.
|
|
key.maxLevel = maxLevel * 256;
|
|
key.minLevel = 0;
|
|
key.lodBias = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Video bilinear override
|
|
if (!key.magFilt && entry != nullptr && IsVideo(entry->addr)) {
|
|
// Enforce bilinear filtering on magnification.
|
|
key.magFilt = 1;
|
|
}
|
|
|
|
// Filtering overrides from replacements or settings.
|
|
TextureFiltering forceFiltering = TEX_FILTER_AUTO;
|
|
u64 cachekey = replacer_.Enabled() ? (entry ? entry->CacheKey() : 0) : 0;
|
|
if (!replacer_.Enabled() || entry == nullptr || !replacer_.FindFiltering(cachekey, entry->fullhash, &forceFiltering)) {
|
|
switch (g_Config.iTexFiltering) {
|
|
case TEX_FILTER_AUTO:
|
|
// Follow what the game wants. We just do a single heuristic change to avoid bleeding of wacky color test colors
|
|
// in higher resolution (used by some games for sprites, and they accidentally have linear filter on).
|
|
if (gstate.isModeThrough() && g_Config.iInternalResolution != 1) {
|
|
bool uglyColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue() && gstate.getColorTestRef() != 0;
|
|
if (uglyColorTest)
|
|
forceFiltering = TEX_FILTER_FORCE_NEAREST;
|
|
}
|
|
break;
|
|
case TEX_FILTER_FORCE_LINEAR:
|
|
// Override to linear filtering if there's no alpha or color testing going on.
|
|
if ((!gstate.isColorTestEnabled() || IsColorTestTriviallyTrue()) &&
|
|
(!gstate.isAlphaTestEnabled() || IsAlphaTestTriviallyTrue())) {
|
|
forceFiltering = TEX_FILTER_FORCE_LINEAR;
|
|
}
|
|
break;
|
|
case TEX_FILTER_FORCE_NEAREST:
|
|
// Just force to nearest without checks. Safe (but ugly).
|
|
forceFiltering = TEX_FILTER_FORCE_NEAREST;
|
|
break;
|
|
case TEX_FILTER_AUTO_MAX_QUALITY:
|
|
default:
|
|
forceFiltering = TEX_FILTER_AUTO_MAX_QUALITY;
|
|
if (gstate.isModeThrough() && g_Config.iInternalResolution != 1) {
|
|
bool uglyColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue() && gstate.getColorTestRef() != 0;
|
|
if (uglyColorTest)
|
|
forceFiltering = TEX_FILTER_FORCE_NEAREST;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (gstate_c.renderMode == FB_MODE_COLOR_TO_DEPTH) {
|
|
forceFiltering = TEX_FILTER_FORCE_NEAREST;
|
|
}
|
|
|
|
switch (forceFiltering) {
|
|
case TEX_FILTER_AUTO:
|
|
break;
|
|
case TEX_FILTER_FORCE_LINEAR:
|
|
key.magFilt = 1;
|
|
key.minFilt = 1;
|
|
key.mipFilt = 1;
|
|
break;
|
|
case TEX_FILTER_FORCE_NEAREST:
|
|
key.magFilt = 0;
|
|
key.minFilt = 0;
|
|
break;
|
|
case TEX_FILTER_AUTO_MAX_QUALITY:
|
|
// NOTE: We do not override magfilt here. If a game should have pixellated filtering,
|
|
// let it keep it. But we do enforce minification and mipmap filtering and max out the level.
|
|
// Later we'll also auto-generate any missing mipmaps.
|
|
key.minFilt = 1;
|
|
key.mipFilt = 1;
|
|
key.maxLevel = 9 * 256;
|
|
key.lodBias = 0.0f;
|
|
if (gstate_c.Supports(GPU_SUPPORTS_ANISOTROPY) && g_Config.iAnisotropyLevel > 0) {
|
|
key.aniso = true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
return key;
|
|
}
|
|
|
|
SamplerCacheKey TextureCacheCommon::GetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight) {
|
|
SamplerCacheKey key = GetSamplingParams(0, nullptr);
|
|
|
|
// Kill any mipmapping settings.
|
|
key.mipEnable = false;
|
|
key.mipFilt = false;
|
|
key.aniso = 0.0;
|
|
key.maxLevel = 0.0f;
|
|
|
|
// Often the framebuffer will not match the texture size. We'll wrap/clamp in the shader in that case.
|
|
int w = gstate.getTextureWidth(0);
|
|
int h = gstate.getTextureHeight(0);
|
|
if (w != bufferWidth || h != bufferHeight) {
|
|
key.sClamp = true;
|
|
key.tClamp = true;
|
|
}
|
|
return key;
|
|
}
|
|
|
|
void TextureCacheCommon::UpdateMaxSeenV(TexCacheEntry *entry, bool throughMode) {
|
|
// If the texture is >= 512 pixels tall...
|
|
if (entry->dim >= 0x900) {
|
|
if (entry->cluthash != 0 && entry->maxSeenV == 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) {
|
|
// They should all be the same, just make sure we take any that has already increased.
|
|
// This is for a new texture.
|
|
if (it->second->maxSeenV != 0) {
|
|
entry->maxSeenV = it->second->maxSeenV;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Texture scale/offset and gen modes don't apply in through.
|
|
// So we can optimize how much of the texture we look at.
|
|
if (throughMode) {
|
|
if (entry->maxSeenV == 0 && gstate_c.vertBounds.maxV > 0) {
|
|
// Let's not hash less than 272, we might use more later and have to rehash. 272 is very common.
|
|
entry->maxSeenV = std::max((u16)272, gstate_c.vertBounds.maxV);
|
|
} else if (gstate_c.vertBounds.maxV > entry->maxSeenV) {
|
|
// The max height changed, so we're better off hashing the entire thing.
|
|
entry->maxSeenV = 512;
|
|
entry->status |= TexCacheEntry::STATUS_FREE_CHANGE;
|
|
}
|
|
} else {
|
|
// Otherwise, we need to reset to ensure we use the whole thing.
|
|
// Can't tell how much is used.
|
|
// TODO: We could tell for texcoord UV gen, and apply scale to max?
|
|
entry->maxSeenV = 512;
|
|
}
|
|
|
|
// We need to keep all CLUT variants in sync so we detect changes properly.
|
|
// See HandleTextureChange / STATUS_CLUT_RECHECK.
|
|
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) {
|
|
it->second->maxSeenV = entry->maxSeenV;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
TexCacheEntry *TextureCacheCommon::SetTexture() {
|
|
u8 level = 0;
|
|
if (IsFakeMipmapChange()) {
|
|
level = std::max(0, gstate.getTexLevelOffset16() / 16);
|
|
}
|
|
u32 texaddr = gstate.getTextureAddress(level);
|
|
if (!Memory::IsValidAddress(texaddr)) {
|
|
// Bind a null texture and return.
|
|
Unbind();
|
|
return nullptr;
|
|
}
|
|
|
|
const u16 dim = gstate.getTextureDimension(level);
|
|
int w = gstate.getTextureWidth(level);
|
|
int h = gstate.getTextureHeight(level);
|
|
|
|
GETextureFormat format = gstate.getTextureFormat();
|
|
if (format >= 11) {
|
|
// TODO: Better assumption? Doesn't really matter, these are invalid.
|
|
format = GE_TFMT_5650;
|
|
}
|
|
|
|
bool hasClut = gstate.isTextureFormatIndexed();
|
|
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 = clutHash_ ^ gstate.clutformat;
|
|
} else {
|
|
cluthash = 0;
|
|
}
|
|
u64 cachekey = TexCacheEntry::CacheKey(texaddr, format, dim, cluthash);
|
|
|
|
int bufw = GetTextureBufw(0, texaddr, format);
|
|
u8 maxLevel = gstate.getTextureMaxLevel();
|
|
|
|
u32 minihash = MiniHash((const u32 *)Memory::GetPointerUnchecked(texaddr));
|
|
|
|
TexCache::iterator entryIter = cache_.find(cachekey);
|
|
TexCacheEntry *entry = nullptr;
|
|
|
|
// Note: It's necessary to reset needshadertexclamp, for otherwise DIRTY_TEXCLAMP won't get set later.
|
|
// Should probably revisit how this works..
|
|
gstate_c.SetNeedShaderTexclamp(false);
|
|
gstate_c.skipDrawReason &= ~SKIPDRAW_BAD_FB_TEXTURE;
|
|
if (gstate_c.bgraTexture != isBgraBackend_) {
|
|
gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
|
|
}
|
|
gstate_c.bgraTexture = isBgraBackend_;
|
|
|
|
if (entryIter != cache_.end()) {
|
|
entry = entryIter->second.get();
|
|
// Validate the texture still matches the cache entry.
|
|
bool match = entry->Matches(dim, format, maxLevel);
|
|
const char *reason = "different params";
|
|
|
|
// Check for FBO changes.
|
|
if (entry->status & TexCacheEntry::STATUS_FRAMEBUFFER_OVERLAP) {
|
|
// Fall through to the end where we'll delete the entry if there's a framebuffer.
|
|
entry->status &= ~TexCacheEntry::STATUS_FRAMEBUFFER_OVERLAP;
|
|
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;
|
|
}
|
|
|
|
// Do we need to recreate?
|
|
if (entry->status & TexCacheEntry::STATUS_FORCE_REBUILD) {
|
|
match = false;
|
|
entry->status &= ~TexCacheEntry::STATUS_FORCE_REBUILD;
|
|
}
|
|
|
|
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->textureName) >> 12) & 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 (minihash != entry->minihash) {
|
|
match = false;
|
|
reason = "minihash";
|
|
} 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 && (entry->status & TexCacheEntry::STATUS_TO_REPLACE) && replacementTimeThisFrame_ < replacementFrameBudget_) {
|
|
int w0 = gstate.getTextureWidth(0);
|
|
int h0 = gstate.getTextureHeight(0);
|
|
int d0 = 1;
|
|
ReplacedTexture &replaced = FindReplacement(entry, w0, h0, d0);
|
|
if (replaced.Valid()) {
|
|
match = false;
|
|
reason = "replacing";
|
|
}
|
|
}
|
|
|
|
if (match) {
|
|
// got one!
|
|
gstate_c.curTextureWidth = w;
|
|
gstate_c.curTextureHeight = h;
|
|
gstate_c.SetTextureIs3D((entry->status & TexCacheEntry::STATUS_3D) != 0);
|
|
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, but that will be set later.
|
|
nextNeedsRebuild_ = false;
|
|
VERBOSE_LOG(G3D, "Texture at %08x found in cache, applying", texaddr);
|
|
return entry; //Done!
|
|
} else {
|
|
// Wasn't a match, we will rebuild.
|
|
nextChangeReason_ = reason;
|
|
nextNeedsChange_ = true;
|
|
// Fall through to the rebuild case.
|
|
}
|
|
}
|
|
|
|
// No texture found, or changed (depending on entry).
|
|
// Check for framebuffers.
|
|
|
|
TextureDefinition def{};
|
|
def.addr = texaddr;
|
|
def.dim = dim;
|
|
def.format = format;
|
|
def.bufw = bufw;
|
|
|
|
std::vector<AttachCandidate> candidates = GetFramebufferCandidates(def, 0);
|
|
if (candidates.size() > 0) {
|
|
int index = GetBestCandidateIndex(candidates);
|
|
if (index != -1) {
|
|
// If we had a texture entry here, let's get rid of it.
|
|
if (entryIter != cache_.end()) {
|
|
DeleteTexture(entryIter);
|
|
}
|
|
|
|
const AttachCandidate &candidate = candidates[index];
|
|
nextTexture_ = nullptr;
|
|
nextNeedsRebuild_ = false;
|
|
SetTextureFramebuffer(candidate); // sets curTexture3D
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
// Didn't match a framebuffer, keep going.
|
|
|
|
if (!entry) {
|
|
VERBOSE_LOG(G3D, "No texture in cache for %08x, decoding...", texaddr);
|
|
entry = new TexCacheEntry{};
|
|
cache_[cachekey].reset(entry);
|
|
|
|
if (hasClut && clutRenderAddress_ != 0xFFFFFFFF) {
|
|
WARN_LOG_REPORT_ONCE(clutUseRender, G3D, "Using texture with rendered CLUT: texfmt=%d, clutfmt=%d", gstate.getTextureFormat(), gstate.getClutPaletteFormat());
|
|
}
|
|
|
|
if (PPGeIsFontTextureAddress(texaddr)) {
|
|
// It's the builtin font texture.
|
|
entry->status = TexCacheEntry::STATUS_RELIABLE;
|
|
} else if (g_Config.bTextureBackoffCache && !IsVideo(texaddr)) {
|
|
entry->status = TexCacheEntry::STATUS_HASHING;
|
|
} else {
|
|
entry->status = TexCacheEntry::STATUS_UNRELIABLE;
|
|
}
|
|
|
|
if (hasClut && clutRenderAddress_ == 0xFFFFFFFF) {
|
|
const u64 cachekeyMin = (u64)(texaddr & 0x3FFFFFFF) << 32;
|
|
const u64 cachekeyMax = cachekeyMin + (1ULL << 32);
|
|
|
|
int found = 0;
|
|
for (auto it = cache_.lower_bound(cachekeyMin), end = cache_.upper_bound(cachekeyMax); it != end; ++it) {
|
|
found++;
|
|
}
|
|
|
|
if (found >= TEXTURE_CLUT_VARIANTS_MIN) {
|
|
for (auto it = cache_.lower_bound(cachekeyMin), end = cache_.upper_bound(cachekeyMax); it != end; ++it) {
|
|
it->second->status |= TexCacheEntry::STATUS_CLUT_VARIANTS;
|
|
}
|
|
|
|
entry->status |= TexCacheEntry::STATUS_CLUT_VARIANTS;
|
|
}
|
|
}
|
|
|
|
nextNeedsChange_ = false;
|
|
}
|
|
|
|
// We have to decode it, let's setup the cache entry first.
|
|
entry->addr = texaddr;
|
|
entry->minihash = minihash;
|
|
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;
|
|
gstate_c.SetTextureIs3D((entry->status & TexCacheEntry::STATUS_3D) != 0);
|
|
|
|
nextTexture_ = entry;
|
|
if (nextFramebufferTexture_) {
|
|
nextFramebufferTexture_ = nullptr; // in case it was accidentally set somehow?
|
|
}
|
|
nextNeedsRehash_ = true;
|
|
// We still need to rebuild, to allocate a texture. But we'll bail early.
|
|
nextNeedsRebuild_ = true;
|
|
return entry;
|
|
}
|
|
|
|
std::vector<AttachCandidate> TextureCacheCommon::GetFramebufferCandidates(const TextureDefinition &entry, u32 texAddrOffset) {
|
|
gpuStats.numFramebufferEvaluations++;
|
|
|
|
std::vector<AttachCandidate> candidates;
|
|
|
|
FramebufferNotificationChannel channel = Memory::IsDepthTexVRAMAddress(entry.addr) ? FramebufferNotificationChannel::NOTIFY_FB_DEPTH : FramebufferNotificationChannel::NOTIFY_FB_COLOR;
|
|
if (channel == FramebufferNotificationChannel::NOTIFY_FB_DEPTH && !gstate_c.Supports(GPU_SUPPORTS_DEPTH_TEXTURE)) {
|
|
// Depth texture not supported. Don't try to match it, fall back to the memory behind..
|
|
return std::vector<AttachCandidate>();
|
|
}
|
|
|
|
const std::vector<VirtualFramebuffer *> &framebuffers = framebufferManager_->Framebuffers();
|
|
|
|
for (VirtualFramebuffer *framebuffer : framebuffers) {
|
|
FramebufferMatchInfo match = MatchFramebuffer(entry, framebuffer, texAddrOffset, channel);
|
|
switch (match.match) {
|
|
case FramebufferMatch::VALID:
|
|
candidates.push_back(AttachCandidate{ match, entry, framebuffer, channel });
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (candidates.size() > 1) {
|
|
bool depth = channel == FramebufferNotificationChannel::NOTIFY_FB_DEPTH;
|
|
|
|
std::string cands;
|
|
for (auto &candidate : candidates) {
|
|
cands += candidate.ToString() + " ";
|
|
}
|
|
|
|
WARN_LOG_REPORT_ONCE(multifbcandidate, G3D, "GetFramebufferCandidates(%s): Multiple (%d) candidate framebuffers. First will be chosen. texaddr: %08x offset: %d (%dx%d stride %d, %s):\n%s",
|
|
depth ? "DEPTH" : "COLOR", (int)candidates.size(),
|
|
entry.addr, texAddrOffset, dimWidth(entry.dim), dimHeight(entry.dim), entry.bufw, GeTextureFormatToString(entry.format),
|
|
cands.c_str()
|
|
);
|
|
}
|
|
|
|
return candidates;
|
|
}
|
|
|
|
int TextureCacheCommon::GetBestCandidateIndex(const std::vector<AttachCandidate> &candidates) {
|
|
_dbg_assert_(!candidates.empty());
|
|
|
|
if (candidates.size() == 1) {
|
|
return 0;
|
|
}
|
|
|
|
// OK, multiple possible candidates. Will need to figure out which one is the most relevant.
|
|
int bestRelevancy = -1;
|
|
int bestIndex = -1;
|
|
|
|
// TODO: Instead of scores, we probably want to use std::min_element to pick the top element, using
|
|
// a comparison function.
|
|
for (int i = 0; i < (int)candidates.size(); i++) {
|
|
const AttachCandidate &candidate = candidates[i];
|
|
int relevancy = 0;
|
|
switch (candidate.match.match) {
|
|
case FramebufferMatch::VALID:
|
|
relevancy += 1000;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Bonus point for matching stride.
|
|
if (candidate.channel == NOTIFY_FB_COLOR && candidate.fb->fb_stride == candidate.entry.bufw) {
|
|
relevancy += 100;
|
|
}
|
|
|
|
// Bonus points for no offset.
|
|
if (candidate.match.xOffset == 0 && candidate.match.yOffset == 0) {
|
|
relevancy += 10;
|
|
}
|
|
|
|
if (candidate.channel == NOTIFY_FB_COLOR && candidate.fb->last_frame_render == gpuStats.numFlips) {
|
|
relevancy += 5;
|
|
} else if (candidate.channel == NOTIFY_FB_DEPTH && candidate.fb->last_frame_depth_render == gpuStats.numFlips) {
|
|
relevancy += 5;
|
|
}
|
|
|
|
if (relevancy > bestRelevancy) {
|
|
bestRelevancy = relevancy;
|
|
bestIndex = i;
|
|
}
|
|
}
|
|
|
|
return bestIndex;
|
|
}
|
|
|
|
// Removes old textures.
|
|
void TextureCacheCommon::Decimate(bool forcePressure) {
|
|
if (--decimationCounter_ <= 0) {
|
|
decimationCounter_ = TEXCACHE_DECIMATION_INTERVAL;
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
if (forcePressure || cacheSizeEstimate_ >= TEXCACHE_MIN_PRESSURE) {
|
|
const u32 had = cacheSizeEstimate_;
|
|
|
|
ForgetLastTexture();
|
|
int killAgeBase = lowMemoryMode_ ? TEXTURE_KILL_AGE_LOWMEM : TEXTURE_KILL_AGE;
|
|
for (TexCache::iterator iter = cache_.begin(); iter != cache_.end(); ) {
|
|
bool hasClut = (iter->second->status & TexCacheEntry::STATUS_CLUT_VARIANTS) != 0;
|
|
int killAge = hasClut ? TEXTURE_KILL_AGE_CLUT : killAgeBase;
|
|
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 enabled, we also need to clear the secondary cache.
|
|
if (g_Config.bTextureSecondaryCache && (forcePressure || 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 since secondary cache is disabled.
|
|
if (lowMemoryMode_ || iter->second->lastFrame + TEXTURE_SECOND_KILL_AGE < gpuStats.numFlips) {
|
|
ReleaseTexture(iter->second.get(), true);
|
|
secondCacheSizeEstimate_ -= EstimateTexMemoryUsage(iter->second.get());
|
|
secondCache_.erase(iter++);
|
|
} else {
|
|
++iter;
|
|
}
|
|
}
|
|
|
|
VERBOSE_LOG(G3D, "Decimated second texture cache, saved %d estimated bytes - now %d bytes", had - secondCacheSizeEstimate_, secondCacheSizeEstimate_);
|
|
}
|
|
|
|
DecimateVideos();
|
|
replacer_.Decimate(forcePressure ? ReplacerDecimateMode::FORCE_PRESSURE : ReplacerDecimateMode::NEW_FRAME);
|
|
}
|
|
|
|
void TextureCacheCommon::DecimateVideos() {
|
|
for (auto iter = videos_.begin(); iter != videos_.end(); ) {
|
|
if (iter->flips + VIDEO_DECIMATE_AGE < gpuStats.numFlips) {
|
|
iter = videos_.erase(iter++);
|
|
} else {
|
|
++iter;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool TextureCacheCommon::IsVideo(u32 texaddr) const {
|
|
texaddr &= 0x3FFFFFFF;
|
|
for (auto &info : videos_) {
|
|
if (texaddr < info.addr) {
|
|
continue;
|
|
}
|
|
if (texaddr < info.addr + info.size) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void TextureCacheCommon::HandleTextureChange(TexCacheEntry *const entry, const char *reason, bool initialMatch, bool doDelete) {
|
|
cacheSizeEstimate_ -= EstimateTexMemoryUsage(entry);
|
|
entry->numInvalidated++;
|
|
gpuStats.numTextureInvalidations++;
|
|
DEBUG_LOG(G3D, "Texture different or overwritten, reloading at %08x: %s", entry->addr, reason);
|
|
if (doDelete) {
|
|
InvalidateLastTexture();
|
|
ReleaseTexture(entry, true);
|
|
entry->status &= ~TexCacheEntry::STATUS_IS_SCALED;
|
|
}
|
|
|
|
// Mark as hashing, if marked as reliable.
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void TextureCacheCommon::NotifyFramebuffer(VirtualFramebuffer *framebuffer, FramebufferNotification msg) {
|
|
const u32 mirrorMask = 0x00600000;
|
|
const u32 fb_addr = framebuffer->fb_address;
|
|
|
|
const u32 z_addr = framebuffer->z_address & ~mirrorMask; // Probably unnecessary.
|
|
|
|
const u32 fb_bpp = framebuffer->format == GE_FORMAT_8888 ? 4 : 2;
|
|
const u32 z_bpp = 2; // No other format exists.
|
|
const u32 fb_stride = framebuffer->fb_stride;
|
|
const u32 z_stride = framebuffer->z_stride;
|
|
|
|
// NOTE: Some games like Burnout massively misdetects the height of some framebuffers, leading to a lot of unnecessary invalidations.
|
|
// Let's only actually get rid of textures that cover the very start of the framebuffer.
|
|
const u32 fb_endAddr = fb_addr + fb_stride * std::min((int)framebuffer->height, 16) * fb_bpp;
|
|
const u32 z_endAddr = z_addr + z_stride * std::min((int)framebuffer->height, 16) * z_bpp;
|
|
|
|
switch (msg) {
|
|
case NOTIFY_FB_CREATED:
|
|
case NOTIFY_FB_UPDATED:
|
|
{
|
|
// Try to match the new framebuffer to existing textures.
|
|
// Backwards from the "usual" texturing case so can't share a utility function.
|
|
|
|
std::vector<AttachCandidate> candidates;
|
|
|
|
u64 cacheKey = (u64)fb_addr << 32;
|
|
// If it has a clut, those are the low 32 bits, so it'll be inside this range.
|
|
// Also, if it's a subsample of the buffer, it'll also be within the FBO.
|
|
u64 cacheKeyEnd = (u64)fb_endAddr << 32;
|
|
|
|
// Color - no need to look in the mirrors.
|
|
for (auto it = cache_.lower_bound(cacheKey), end = cache_.upper_bound(cacheKeyEnd); it != end; ++it) {
|
|
it->second->status |= TexCacheEntry::STATUS_FRAMEBUFFER_OVERLAP;
|
|
gpuStats.numTextureInvalidationsByFramebuffer++;
|
|
}
|
|
|
|
if (z_stride != 0) {
|
|
// Depth. Just look at the range, but in each mirror (0x04200000 and 0x04600000).
|
|
// Games don't use 0x04400000 as far as I know - it has no swizzle effect so kinda useless.
|
|
cacheKey = (u64)z_addr << 32;
|
|
cacheKeyEnd = (u64)z_endAddr << 32;
|
|
for (auto it = cache_.lower_bound(cacheKey | 0x200000), end = cache_.upper_bound(cacheKeyEnd | 0x200000); it != end; ++it) {
|
|
it->second->status |= TexCacheEntry::STATUS_FRAMEBUFFER_OVERLAP;
|
|
gpuStats.numTextureInvalidationsByFramebuffer++;
|
|
}
|
|
for (auto it = cache_.lower_bound(cacheKey | 0x600000), end = cache_.upper_bound(cacheKeyEnd | 0x600000); it != end; ++it) {
|
|
it->second->status |= TexCacheEntry::STATUS_FRAMEBUFFER_OVERLAP;
|
|
gpuStats.numTextureInvalidationsByFramebuffer++;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
FramebufferMatchInfo TextureCacheCommon::MatchFramebuffer(
|
|
const TextureDefinition &entry,
|
|
VirtualFramebuffer *framebuffer, u32 texaddrOffset, FramebufferNotificationChannel channel) const {
|
|
static const u32 MAX_SUBAREA_Y_OFFSET_SAFE = 32;
|
|
|
|
uint32_t fb_address = channel == NOTIFY_FB_DEPTH ? framebuffer->z_address : framebuffer->fb_address;
|
|
|
|
u32 addr = fb_address & 0x3FFFFFFF;
|
|
u32 texaddr = entry.addr + texaddrOffset;
|
|
|
|
bool texInVRAM = Memory::IsVRAMAddress(texaddr);
|
|
bool fbInVRAM = Memory::IsVRAMAddress(fb_address);
|
|
|
|
if (texInVRAM != fbInVRAM) {
|
|
// Shortcut. Cannot possibly be a match.
|
|
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
|
|
}
|
|
|
|
if (texInVRAM) {
|
|
const u32 mirrorMask = 0x00600000;
|
|
|
|
// This bit controls swizzle. The swizzles at 0x00200000 and 0x00600000 are designed
|
|
// to perfectly match reading depth as color (which one to use I think might be related
|
|
// to the bpp of the color format used when rendering to it).
|
|
// It's fairly unlikely that games would screw this up since the result will be garbage so
|
|
// we use it to filter out unlikely matches.
|
|
switch (entry.addr & mirrorMask) {
|
|
case 0x00000000:
|
|
case 0x00400000:
|
|
// Don't match the depth channel with these addresses when texturing.
|
|
if (channel == FramebufferNotificationChannel::NOTIFY_FB_DEPTH) {
|
|
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
|
|
}
|
|
break;
|
|
case 0x00200000:
|
|
case 0x00600000:
|
|
// Don't match the color channel with these addresses when texturing.
|
|
if (channel == FramebufferNotificationChannel::NOTIFY_FB_COLOR) {
|
|
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
|
|
}
|
|
break;
|
|
}
|
|
|
|
addr &= ~mirrorMask;
|
|
texaddr &= ~mirrorMask;
|
|
}
|
|
|
|
const bool noOffset = texaddr == addr;
|
|
const bool exactMatch = noOffset && entry.format < 4 && channel == NOTIFY_FB_COLOR;
|
|
const u32 w = 1 << ((entry.dim >> 0) & 0xf);
|
|
const u32 h = 1 << ((entry.dim >> 8) & 0xf);
|
|
// 512 on a 272 framebuffer is sane, so let's be lenient.
|
|
const u32 minSubareaHeight = h / 4;
|
|
|
|
// If they match "exactly", it's non-CLUT and from the top left.
|
|
if (exactMatch) {
|
|
if (framebuffer->fb_stride != entry.bufw) {
|
|
WARN_LOG_ONCE(diffStrides1, G3D, "Texturing from framebuffer with different strides %d != %d", entry.bufw, framebuffer->fb_stride);
|
|
}
|
|
// NOTE: This check is okay because the first texture formats are the same as the buffer formats.
|
|
if (IsTextureFormatBufferCompatible(entry.format)) {
|
|
if (TextureFormatMatchesBufferFormat(entry.format, framebuffer->format) || (framebuffer->usageFlags & FB_USAGE_BLUE_TO_ALPHA)) {
|
|
return FramebufferMatchInfo{ FramebufferMatch::VALID };
|
|
} else if (IsTextureFormat16Bit(entry.format) && IsBufferFormat16Bit(framebuffer->format)) {
|
|
WARN_LOG_ONCE(diffFormat1, G3D, "Texturing from framebuffer with reinterpretable format: %s != %s", GeTextureFormatToString(entry.format), GeBufferFormatToString(framebuffer->format));
|
|
return FramebufferMatchInfo{ FramebufferMatch::VALID, 0, 0, true, TextureFormatToBufferFormat(entry.format) };
|
|
} else {
|
|
WARN_LOG_ONCE(diffFormat2, G3D, "Texturing from framebuffer with incompatible formats %s != %s", GeTextureFormatToString(entry.format), GeBufferFormatToString(framebuffer->format));
|
|
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
|
|
}
|
|
} else {
|
|
// Format incompatible, ignoring without comment. (maybe some really gnarly hacks will end up here...)
|
|
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
|
|
}
|
|
} else {
|
|
// Apply to buffered mode only.
|
|
if (!framebufferManager_->UseBufferedRendering()) {
|
|
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
|
|
}
|
|
|
|
// Check works for D16 too (???)
|
|
const bool matchingClutFormat =
|
|
(channel != NOTIFY_FB_COLOR && entry.format == GE_TFMT_CLUT16) ||
|
|
(channel == NOTIFY_FB_COLOR && framebuffer->format == GE_FORMAT_8888 && entry.format == GE_TFMT_CLUT32) ||
|
|
(channel == NOTIFY_FB_COLOR && framebuffer->format != GE_FORMAT_8888 && entry.format == GE_TFMT_CLUT16);
|
|
|
|
// To avoid ruining git blame, kept the same name as the old struct.
|
|
FramebufferMatchInfo fbInfo{ FramebufferMatch::VALID };
|
|
|
|
const u32 bitOffset = (texaddr - addr) * 8;
|
|
if (bitOffset != 0) {
|
|
const u32 pixelOffset = bitOffset / std::max(1U, (u32)textureBitsPerPixel[entry.format]);
|
|
|
|
fbInfo.yOffset = entry.bufw == 0 ? 0 : pixelOffset / entry.bufw;
|
|
fbInfo.xOffset = entry.bufw == 0 ? 0 : pixelOffset % entry.bufw;
|
|
}
|
|
|
|
if (fbInfo.yOffset + minSubareaHeight >= framebuffer->height) {
|
|
// Can't be inside the framebuffer.
|
|
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
|
|
}
|
|
|
|
if (framebuffer->fb_stride != entry.bufw) {
|
|
if (noOffset) {
|
|
WARN_LOG_ONCE(diffStrides2, G3D, "Texturing from framebuffer (matching_clut=%s) different strides %d != %d", matchingClutFormat ? "yes" : "no", entry.bufw, framebuffer->fb_stride);
|
|
// Continue on with other checks.
|
|
// Not actually sure why we even try here. There's no way it'll go well if the strides are different.
|
|
} else {
|
|
// Assume any render-to-tex with different bufw + offset is a render from ram.
|
|
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
|
|
}
|
|
}
|
|
|
|
// Check if it's in bufferWidth (which might be higher than width and may indicate the framebuffer includes the data.)
|
|
if (fbInfo.xOffset >= framebuffer->bufferWidth && fbInfo.xOffset + w <= (u32)framebuffer->fb_stride) {
|
|
// This happens in Brave Story, see #10045 - the texture is in the space between strides, with matching stride.
|
|
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
|
|
}
|
|
|
|
// Trying to play it safe. Below 0x04110000 is almost always framebuffers.
|
|
// TODO: Maybe we can reduce this check and find a better way above 0x04110000?
|
|
if (fbInfo.yOffset > MAX_SUBAREA_Y_OFFSET_SAFE && addr > 0x04110000 && !PSP_CoreParameter().compat.flags().AllowLargeFBTextureOffsets) {
|
|
WARN_LOG_REPORT_ONCE(subareaIgnored, G3D, "Ignoring possible texturing from framebuffer at %08x +%dx%d / %dx%d", fb_address, fbInfo.xOffset, fbInfo.yOffset, framebuffer->width, framebuffer->height);
|
|
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
|
|
}
|
|
|
|
// Check for CLUT. The framebuffer is always RGB, but it can be interpreted as a CLUT texture.
|
|
// 3rd Birthday (and a bunch of other games) render to a 16 bit clut texture.
|
|
if (matchingClutFormat) {
|
|
if (!noOffset) {
|
|
WARN_LOG_ONCE(subareaClut, G3D, "Texturing from framebuffer using CLUT with offset at %08x +%dx%d", fb_address, fbInfo.xOffset, fbInfo.yOffset);
|
|
}
|
|
fbInfo.match = FramebufferMatch::VALID; // We check the format again later, no need to return a special value here.
|
|
return fbInfo;
|
|
} else if (IsClutFormat((GETextureFormat)(entry.format)) || IsDXTFormat((GETextureFormat)(entry.format))) {
|
|
WARN_LOG_ONCE(fourEightBit, G3D, "%s format not supported when texturing from framebuffer of format %s", GeTextureFormatToString(entry.format), GeBufferFormatToString(framebuffer->format));
|
|
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
|
|
}
|
|
|
|
// This is either normal or we failed to generate a shader to depalettize
|
|
if ((int)framebuffer->format == (int)entry.format || matchingClutFormat) {
|
|
if ((int)framebuffer->format != (int)entry.format) {
|
|
WARN_LOG_ONCE(diffFormat2, G3D, "Texturing from framebuffer with different formats %s != %s at %08x",
|
|
GeTextureFormatToString(entry.format), GeBufferFormatToString(framebuffer->format), fb_address);
|
|
return fbInfo;
|
|
} else {
|
|
WARN_LOG_ONCE(subarea, G3D, "Texturing from framebuffer at %08x +%dx%d", fb_address, fbInfo.xOffset, fbInfo.yOffset);
|
|
return fbInfo;
|
|
}
|
|
} else {
|
|
WARN_LOG_ONCE(diffFormat2, G3D, "Texturing from framebuffer with incompatible format %s != %s at %08x",
|
|
GeTextureFormatToString(entry.format), GeBufferFormatToString(framebuffer->format), fb_address);
|
|
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
|
|
}
|
|
}
|
|
}
|
|
|
|
void TextureCacheCommon::SetTextureFramebuffer(const AttachCandidate &candidate) {
|
|
VirtualFramebuffer *framebuffer = candidate.fb;
|
|
FramebufferMatchInfo fbInfo = candidate.match;
|
|
|
|
if (candidate.match.reinterpret) {
|
|
GEBufferFormat oldFormat = candidate.fb->format;
|
|
candidate.fb->format = candidate.match.reinterpretTo;
|
|
framebufferManager_->ReinterpretFramebuffer(candidate.fb, oldFormat, candidate.match.reinterpretTo);
|
|
}
|
|
|
|
_dbg_assert_msg_(framebuffer != nullptr, "Framebuffer must not be null.");
|
|
|
|
framebuffer->usageFlags |= FB_USAGE_TEXTURE;
|
|
if (framebufferManager_->UseBufferedRendering()) {
|
|
// Keep the framebuffer alive.
|
|
framebuffer->last_frame_used = gpuStats.numFlips;
|
|
|
|
// We need to force it, since we may have set it on a texture before attaching.
|
|
gstate_c.curTextureWidth = framebuffer->bufferWidth;
|
|
gstate_c.curTextureHeight = framebuffer->bufferHeight;
|
|
if (gstate_c.bgraTexture) {
|
|
gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
|
|
} else if ((gstate_c.curTextureXOffset == 0) != (fbInfo.xOffset == 0) || (gstate_c.curTextureYOffset == 0) != (fbInfo.yOffset == 0)) {
|
|
gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
|
|
}
|
|
gstate_c.bgraTexture = false;
|
|
gstate_c.curTextureXOffset = fbInfo.xOffset;
|
|
gstate_c.curTextureYOffset = fbInfo.yOffset;
|
|
u32 texW = (u32)gstate.getTextureWidth(0);
|
|
u32 texH = (u32)gstate.getTextureHeight(0);
|
|
gstate_c.SetNeedShaderTexclamp(gstate_c.curTextureWidth != texW || gstate_c.curTextureHeight != texH);
|
|
if (gstate_c.curTextureXOffset != 0 || gstate_c.curTextureYOffset != 0) {
|
|
gstate_c.SetNeedShaderTexclamp(true);
|
|
}
|
|
|
|
nextFramebufferTexture_ = framebuffer;
|
|
nextTexture_ = nullptr;
|
|
} else {
|
|
if (framebuffer->fbo) {
|
|
framebuffer->fbo->Release();
|
|
framebuffer->fbo = nullptr;
|
|
}
|
|
Unbind();
|
|
gstate_c.SetNeedShaderTexclamp(false);
|
|
nextFramebufferTexture_ = nullptr;
|
|
nextTexture_ = nullptr;
|
|
}
|
|
|
|
gstate_c.SetTextureIs3D(false);
|
|
|
|
nextNeedsRehash_ = false;
|
|
nextNeedsChange_ = false;
|
|
nextNeedsRebuild_ = false;
|
|
}
|
|
|
|
// Only looks for framebuffers.
|
|
bool TextureCacheCommon::SetOffsetTexture(u32 yOffset) {
|
|
if (!framebufferManager_->UseBufferedRendering()) {
|
|
return false;
|
|
}
|
|
|
|
u32 texaddr = gstate.getTextureAddress(0);
|
|
GETextureFormat fmt = gstate.getTextureFormat();
|
|
const u32 bpp = fmt == GE_TFMT_8888 ? 4 : 2;
|
|
const u32 texaddrOffset = yOffset * gstate.getTextureWidth(0) * bpp;
|
|
|
|
if (!Memory::IsValidAddress(texaddr) || !Memory::IsValidAddress(texaddr + texaddrOffset)) {
|
|
return false;
|
|
}
|
|
|
|
TextureDefinition def;
|
|
def.addr = texaddr;
|
|
def.format = fmt;
|
|
def.bufw = GetTextureBufw(0, texaddr, fmt);
|
|
def.dim = gstate.getTextureDimension(0);
|
|
|
|
std::vector<AttachCandidate> candidates = GetFramebufferCandidates(def, texaddrOffset);
|
|
if (candidates.size() > 0) {
|
|
int index = GetBestCandidateIndex(candidates);
|
|
if (index != -1) {
|
|
SetTextureFramebuffer(candidates[index]);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void TextureCacheCommon::NotifyConfigChanged() {
|
|
int scaleFactor = g_Config.iTexScalingLevel;
|
|
|
|
if (!gstate_c.Supports(GPU_SUPPORTS_TEXTURE_NPOT)) {
|
|
// Reduce the scale factor to a power of two (e.g. 2 or 4) if textures must be a power of two.
|
|
// TODO: In addition we should probably remove these options from the UI in this case.
|
|
while ((scaleFactor & (scaleFactor - 1)) != 0) {
|
|
--scaleFactor;
|
|
}
|
|
}
|
|
|
|
// Just in case, small display with auto resolution or something.
|
|
if (scaleFactor <= 0) {
|
|
scaleFactor = 1;
|
|
}
|
|
|
|
standardScaleFactor_ = scaleFactor;
|
|
|
|
replacer_.NotifyConfigChanged();
|
|
}
|
|
|
|
void TextureCacheCommon::NotifyVideoUpload(u32 addr, int size, int width, GEBufferFormat fmt) {
|
|
addr &= 0x3FFFFFFF;
|
|
videos_.push_back({ addr, (u32)size, gpuStats.numFlips });
|
|
}
|
|
|
|
void TextureCacheCommon::LoadClut(u32 clutAddr, u32 loadBytes) {
|
|
if (loadBytes == 0) {
|
|
// Don't accidentally overwrite clutTotalBytes_ with a zero.
|
|
return;
|
|
}
|
|
|
|
u32 startPos = gstate.getClutIndexStartPos();
|
|
|
|
clutTotalBytes_ = loadBytes;
|
|
clutRenderAddress_ = 0xFFFFFFFF;
|
|
|
|
if (Memory::IsValidAddress(clutAddr)) {
|
|
if (Memory::IsVRAMAddress(clutAddr)) {
|
|
// Clear the uncached bit, etc. to match framebuffers.
|
|
const u32 clutFramebufAddr = clutAddr & 0x3FFFFFFF;
|
|
const u32 clutFramebufEnd = clutFramebufAddr + loadBytes;
|
|
static const u32 MAX_CLUT_OFFSET = 4096;
|
|
|
|
clutRenderOffset_ = MAX_CLUT_OFFSET;
|
|
const std::vector<VirtualFramebuffer *> &framebuffers = framebufferManager_->Framebuffers();
|
|
for (VirtualFramebuffer *framebuffer : framebuffers) {
|
|
const u32 fb_address = framebuffer->fb_address & 0x3FFFFFFF;
|
|
const u32 bpp = framebuffer->drawnFormat == GE_FORMAT_8888 ? 4 : 2;
|
|
u32 offset = clutFramebufAddr - fb_address;
|
|
|
|
// Is this inside the framebuffer at all?
|
|
bool matchRange = fb_address + framebuffer->fb_stride * bpp > clutFramebufAddr && fb_address < clutFramebufEnd;
|
|
// And is it inside the rendered area? Sometimes games pack data outside.
|
|
bool matchRegion = ((offset / bpp) % framebuffer->fb_stride) < framebuffer->width;
|
|
if (matchRange && matchRegion && offset < clutRenderOffset_) {
|
|
framebuffer->last_frame_clut = gpuStats.numFlips;
|
|
framebuffer->usageFlags |= FB_USAGE_CLUT;
|
|
clutRenderAddress_ = framebuffer->fb_address;
|
|
clutRenderOffset_ = offset;
|
|
if (offset == 0) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
NotifyMemInfo(MemBlockFlags::ALLOC, clutAddr, loadBytes, "CLUT");
|
|
}
|
|
|
|
// It's possible for a game to (successfully) access outside valid memory.
|
|
u32 bytes = Memory::ValidSize(clutAddr, loadBytes);
|
|
if (clutRenderAddress_ != 0xFFFFFFFF && !g_Config.bDisableSlowFramebufEffects) {
|
|
framebufferManager_->DownloadFramebufferForClut(clutRenderAddress_, clutRenderOffset_ + bytes);
|
|
Memory::MemcpyUnchecked(clutBufRaw_, clutAddr, bytes);
|
|
if (bytes < loadBytes) {
|
|
memset((u8 *)clutBufRaw_ + bytes, 0x00, loadBytes - bytes);
|
|
}
|
|
} else {
|
|
#ifdef _M_SSE
|
|
if (bytes == loadBytes) {
|
|
const __m128i *source = (const __m128i *)Memory::GetPointerUnchecked(clutAddr);
|
|
__m128i *dest = (__m128i *)clutBufRaw_;
|
|
int numBlocks = bytes / 32;
|
|
for (int i = 0; i < numBlocks; i++, source += 2, dest += 2) {
|
|
__m128i data1 = _mm_loadu_si128(source);
|
|
__m128i data2 = _mm_loadu_si128(source + 1);
|
|
_mm_store_si128(dest, data1);
|
|
_mm_store_si128(dest + 1, data2);
|
|
}
|
|
} else {
|
|
Memory::MemcpyUnchecked(clutBufRaw_, clutAddr, bytes);
|
|
if (bytes < loadBytes) {
|
|
memset((u8 *)clutBufRaw_ + bytes, 0x00, loadBytes - bytes);
|
|
}
|
|
}
|
|
#elif PPSSPP_ARCH(ARM_NEON)
|
|
if (bytes == loadBytes) {
|
|
const uint32_t *source = (const uint32_t *)Memory::GetPointerUnchecked(clutAddr);
|
|
uint32_t *dest = (uint32_t *)clutBufRaw_;
|
|
int numBlocks = bytes / 32;
|
|
for (int i = 0; i < numBlocks; i++, source += 8, dest += 8) {
|
|
uint32x4_t data1 = vld1q_u32(source);
|
|
uint32x4_t data2 = vld1q_u32(source + 4);
|
|
vst1q_u32(dest, data1);
|
|
vst1q_u32(dest + 4, data2);
|
|
}
|
|
} else {
|
|
Memory::MemcpyUnchecked(clutBufRaw_, clutAddr, bytes);
|
|
if (bytes < loadBytes) {
|
|
memset((u8 *)clutBufRaw_ + bytes, 0x00, loadBytes - bytes);
|
|
}
|
|
}
|
|
#else
|
|
Memory::MemcpyUnchecked(clutBufRaw_, clutAddr, bytes);
|
|
if (bytes < loadBytes) {
|
|
memset((u8 *)clutBufRaw_ + bytes, 0x00, loadBytes - bytes);
|
|
}
|
|
#endif
|
|
}
|
|
} else {
|
|
memset(clutBufRaw_, 0x00, loadBytes);
|
|
}
|
|
// Reload the clut next time.
|
|
clutLastFormat_ = 0xFFFFFFFF;
|
|
clutMaxBytes_ = std::max(clutMaxBytes_, loadBytes);
|
|
}
|
|
|
|
void TextureCacheCommon::UnswizzleFromMem(u32 *dest, u32 destPitch, const u8 *texptr, u32 bufw, u32 height, u32 bytesPerPixel) {
|
|
// Note: bufw is always aligned to 16 bytes, so rowWidth is always >= 16.
|
|
const u32 rowWidth = (bytesPerPixel > 0) ? (bufw * bytesPerPixel) : (bufw / 2);
|
|
// A visual mapping of unswizzling, where each letter is 16-byte and 8 letters is a block:
|
|
//
|
|
// ABCDEFGH IJKLMNOP
|
|
// ->
|
|
// AI
|
|
// BJ
|
|
// CK
|
|
// ...
|
|
//
|
|
// bxc is the number of blocks in the x direction, and byc the number in the y direction.
|
|
const int bxc = rowWidth / 16;
|
|
// The height is not always aligned to 8, but rounds up.
|
|
int byc = (height + 7) / 8;
|
|
|
|
DoUnswizzleTex16(texptr, dest, bxc, byc, destPitch);
|
|
}
|
|
|
|
bool TextureCacheCommon::GetCurrentClutBuffer(GPUDebugBuffer &buffer) {
|
|
const u32 bpp = gstate.getClutPaletteFormat() == GE_CMODE_32BIT_ABGR8888 ? 4 : 2;
|
|
const u32 pixels = 1024 / bpp;
|
|
|
|
buffer.Allocate(pixels, 1, (GEBufferFormat)gstate.getClutPaletteFormat());
|
|
memcpy(buffer.GetData(), clutBufRaw_, 1024);
|
|
return true;
|
|
}
|
|
|
|
// Host memory usage, not PSP memory usage.
|
|
u32 TextureCacheCommon::EstimateTexMemoryUsage(const TexCacheEntry *entry) {
|
|
const u16 dim = entry->dim;
|
|
// TODO: This does not take into account the HD remaster's larger textures.
|
|
const u8 dimW = ((dim >> 0) & 0xf);
|
|
const u8 dimH = ((dim >> 8) & 0xf);
|
|
|
|
u32 pixelSize = 2;
|
|
switch (entry->format) {
|
|
case GE_TFMT_CLUT4:
|
|
case GE_TFMT_CLUT8:
|
|
case GE_TFMT_CLUT16:
|
|
case GE_TFMT_CLUT32:
|
|
// We assume cluts always point to 8888 for simplicity.
|
|
pixelSize = 4;
|
|
break;
|
|
case GE_TFMT_4444:
|
|
case GE_TFMT_5551:
|
|
case GE_TFMT_5650:
|
|
break;
|
|
|
|
case GE_TFMT_8888:
|
|
case GE_TFMT_DXT1:
|
|
case GE_TFMT_DXT3:
|
|
case GE_TFMT_DXT5:
|
|
default:
|
|
pixelSize = 4;
|
|
break;
|
|
}
|
|
|
|
// This in other words multiplies by w and h.
|
|
return pixelSize << (dimW + dimH);
|
|
}
|
|
|
|
ReplacedTexture &TextureCacheCommon::FindReplacement(TexCacheEntry *entry, int &w, int &h, int &d) {
|
|
if (d != 1) {
|
|
// We don't yet support replacing 3D textures.
|
|
return replacer_.FindNone();
|
|
}
|
|
|
|
// Short circuit the non-enabled case.
|
|
// Otherwise, due to bReplaceTexturesAllowLate, we'll still spawn tasks looking for replacements
|
|
// that then won't be used.
|
|
if (!replacer_.Enabled()) {
|
|
return replacer_.FindNone();
|
|
}
|
|
|
|
// Allow some delay to reduce pop-in.
|
|
constexpr double MAX_BUDGET_PER_TEX = 0.25 / 60.0;
|
|
|
|
double replaceStart = time_now_d();
|
|
u64 cachekey = replacer_.Enabled() ? entry->CacheKey() : 0;
|
|
ReplacedTexture &replaced = replacer_.FindReplacement(cachekey, entry->fullhash, w, h);
|
|
if (replaced.IsReady(std::min(MAX_BUDGET_PER_TEX, replacementFrameBudget_ - replacementTimeThisFrame_))) {
|
|
if (replaced.GetSize(0, w, h)) {
|
|
replacementTimeThisFrame_ += time_now_d() - replaceStart;
|
|
|
|
// Consider it already "scaled" and remove any delayed replace flag.
|
|
entry->status |= TexCacheEntry::STATUS_IS_SCALED;
|
|
entry->status &= ~TexCacheEntry::STATUS_TO_REPLACE;
|
|
return replaced;
|
|
}
|
|
} else if (replaced.Valid()) {
|
|
entry->status |= TexCacheEntry::STATUS_TO_REPLACE;
|
|
}
|
|
replacementTimeThisFrame_ += time_now_d() - replaceStart;
|
|
return replacer_.FindNone();
|
|
}
|
|
|
|
// This is only used in the GLES backend, where we don't point these to video memory.
|
|
// So we shouldn't add a check for dstBuf != srcBuf, as long as the functions we call can handle that.
|
|
static void ReverseColors(void *dstBuf, const void *srcBuf, GETextureFormat fmt, int numPixels) {
|
|
switch (fmt) {
|
|
case GE_TFMT_4444:
|
|
ConvertRGBA4444ToABGR4444((u16 *)dstBuf, (const u16 *)srcBuf, numPixels);
|
|
break;
|
|
// Final Fantasy 2 uses this heavily in animated textures.
|
|
case GE_TFMT_5551:
|
|
ConvertRGBA5551ToABGR1555((u16 *)dstBuf, (const u16 *)srcBuf, numPixels);
|
|
break;
|
|
case GE_TFMT_5650:
|
|
ConvertRGB565ToBGR565((u16 *)dstBuf, (const u16 *)srcBuf, numPixels);
|
|
break;
|
|
default:
|
|
// No need to convert RGBA8888, right order already
|
|
if (dstBuf != srcBuf) {
|
|
memcpy(dstBuf, srcBuf, numPixels * sizeof(u32));
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
static inline void ConvertFormatToRGBA8888(GETextureFormat format, u32 *dst, const u16 *src, u32 numPixels) {
|
|
switch (format) {
|
|
case GE_TFMT_4444:
|
|
ConvertRGBA4444ToRGBA8888(dst, src, numPixels);
|
|
break;
|
|
case GE_TFMT_5551:
|
|
ConvertRGBA5551ToRGBA8888(dst, src, numPixels);
|
|
break;
|
|
case GE_TFMT_5650:
|
|
ConvertRGB565ToRGBA8888(dst, src, numPixels);
|
|
break;
|
|
default:
|
|
_dbg_assert_msg_(false, "Incorrect texture format.");
|
|
break;
|
|
}
|
|
}
|
|
|
|
static inline void ConvertFormatToRGBA8888(GEPaletteFormat format, u32 *dst, const u16 *src, u32 numPixels) {
|
|
// The supported values are 1:1 identical.
|
|
ConvertFormatToRGBA8888(GETextureFormat(format), dst, src, numPixels);
|
|
}
|
|
|
|
template <typename DXTBlock, int n>
|
|
static CheckAlphaResult DecodeDXTBlocks(uint8_t *out, int outPitch, uint32_t texaddr, const uint8_t *texptr,
|
|
int w, int h, int bufw, bool reverseColors) {
|
|
|
|
int minw = std::min(bufw, w);
|
|
uint32_t *dst = (uint32_t *)out;
|
|
int outPitch32 = outPitch / sizeof(uint32_t);
|
|
const DXTBlock *src = (const DXTBlock *)texptr;
|
|
|
|
|
|
if (!Memory::IsValidRange(texaddr, (h / 4) * (bufw / 4) * sizeof(DXTBlock))) {
|
|
ERROR_LOG_REPORT(G3D, "DXT%d texture extends beyond valid RAM: %08x + %d x %d", n, texaddr, bufw, h);
|
|
uint32_t limited = Memory::ValidSize(texaddr, (h / 4) * (bufw / 4) * sizeof(DXTBlock));
|
|
// This might possibly be 0, but try to decode what we can (might even be how the PSP behaves.)
|
|
h = (((int)limited / sizeof(DXTBlock)) / (bufw / 4)) * 4;
|
|
}
|
|
|
|
u32 alphaSum = 1;
|
|
for (int y = 0; y < h; y += 4) {
|
|
u32 blockIndex = (y / 4) * (bufw / 4);
|
|
int blockHeight = std::min(h - y, 4);
|
|
for (int x = 0; x < minw; x += 4) {
|
|
switch (n) {
|
|
case 1:
|
|
DecodeDXT1Block(dst + outPitch32 * y + x, (const DXT1Block *)src + blockIndex, outPitch32, blockHeight, &alphaSum);
|
|
break;
|
|
case 3:
|
|
DecodeDXT3Block(dst + outPitch32 * y + x, (const DXT3Block *)src + blockIndex, outPitch32, blockHeight);
|
|
break;
|
|
case 5:
|
|
DecodeDXT5Block(dst + outPitch32 * y + x, (const DXT5Block *)src + blockIndex, outPitch32, blockHeight);
|
|
break;
|
|
}
|
|
blockIndex++;
|
|
}
|
|
}
|
|
|
|
if (reverseColors) {
|
|
ReverseColors(out, out, GE_TFMT_8888, outPitch32 * h);
|
|
}
|
|
|
|
if (n == 1) {
|
|
return alphaSum == 1 ? CHECKALPHA_FULL : CHECKALPHA_ANY;
|
|
} else {
|
|
// Just report that we don't have full alpha, since these formats are made for that.
|
|
return CHECKALPHA_ANY;
|
|
}
|
|
}
|
|
|
|
inline u32 ClutFormatToFullAlpha(GEPaletteFormat fmt, bool reverseColors) {
|
|
switch (fmt) {
|
|
case GE_CMODE_16BIT_ABGR4444: return reverseColors ? 0x000F : 0xF000;
|
|
case GE_CMODE_16BIT_ABGR5551: return reverseColors ? 0x0001 : 0x8000;
|
|
case GE_CMODE_32BIT_ABGR8888: return 0xFF000000;
|
|
case GE_CMODE_16BIT_BGR5650: return 0;
|
|
default: return 0;
|
|
}
|
|
}
|
|
|
|
inline u32 TfmtRawToFullAlpha(GETextureFormat fmt) {
|
|
switch (fmt) {
|
|
case GE_TFMT_4444: return 0xF000;
|
|
case GE_TFMT_5551: return 0x8000;
|
|
case GE_TFMT_8888: return 0xFF000000;
|
|
case GE_TFMT_5650: return 0;
|
|
default: return 0;
|
|
}
|
|
}
|
|
|
|
CheckAlphaResult TextureCacheCommon::DecodeTextureLevel(u8 *out, int outPitch, GETextureFormat format, GEPaletteFormat clutformat, uint32_t texaddr, int level, int bufw, bool reverseColors, bool expandTo32bit) {
|
|
u32 alphaSum = 0xFFFFFFFF;
|
|
u32 fullAlphaMask = 0x0;
|
|
|
|
bool swizzled = gstate.isTextureSwizzled();
|
|
if ((texaddr & 0x00600000) != 0 && Memory::IsVRAMAddress(texaddr)) {
|
|
// This means it's in a mirror, possibly a swizzled mirror. Let's report.
|
|
WARN_LOG_REPORT_ONCE(texmirror, G3D, "Decoding texture from VRAM mirror at %08x swizzle=%d", texaddr, swizzled ? 1 : 0);
|
|
if ((texaddr & 0x00200000) == 0x00200000) {
|
|
// Technically 2 and 6 are slightly different, but this is better than nothing probably.
|
|
// We should only see this with depth textures anyway which we don't support uploading (yet).
|
|
swizzled = !swizzled;
|
|
}
|
|
// Note that (texaddr & 0x00600000) == 0x00600000 is very likely to be depth texturing.
|
|
}
|
|
|
|
int w = gstate.getTextureWidth(level);
|
|
int h = gstate.getTextureHeight(level);
|
|
const u8 *texptr = Memory::GetPointer(texaddr);
|
|
const uint32_t byteSize = (textureBitsPerPixel[format] * bufw * h) / 8;
|
|
|
|
char buf[128];
|
|
size_t len = snprintf(buf, sizeof(buf), "Tex_%08x_%dx%d_%s", texaddr, w, h, GeTextureFormatToString(format, clutformat));
|
|
NotifyMemInfo(MemBlockFlags::TEXTURE, texaddr, byteSize, buf, len);
|
|
|
|
switch (format) {
|
|
case GE_TFMT_CLUT4:
|
|
{
|
|
const bool mipmapShareClut = gstate.isClutSharedForMipmaps();
|
|
const int clutSharingOffset = mipmapShareClut ? 0 : level * 16;
|
|
|
|
if (swizzled) {
|
|
tmpTexBuf32_.resize(bufw * ((h + 7) & ~7));
|
|
UnswizzleFromMem(tmpTexBuf32_.data(), bufw / 2, texptr, bufw, h, 0);
|
|
texptr = (u8 *)tmpTexBuf32_.data();
|
|
}
|
|
|
|
switch (clutformat) {
|
|
case GE_CMODE_16BIT_BGR5650:
|
|
case GE_CMODE_16BIT_ABGR5551:
|
|
case GE_CMODE_16BIT_ABGR4444:
|
|
{
|
|
if (clutAlphaLinear_ && mipmapShareClut && !expandTo32bit) {
|
|
// We don't bother with fullalpha here (clutAlphaLinear_)
|
|
// Here, reverseColors means the CLUT is already reversed.
|
|
if (reverseColors) {
|
|
for (int y = 0; y < h; ++y) {
|
|
DeIndexTexture4Optimal((u16 *)(out + outPitch * y), texptr + (bufw * y) / 2, w, clutAlphaLinearColor_);
|
|
}
|
|
} else {
|
|
for (int y = 0; y < h; ++y) {
|
|
DeIndexTexture4OptimalRev((u16 *)(out + outPitch * y), texptr + (bufw * y) / 2, w, clutAlphaLinearColor_);
|
|
}
|
|
}
|
|
} else {
|
|
// Need to have the "un-reversed" (raw) CLUT here since we are using a generic conversion function.
|
|
if (expandTo32bit) {
|
|
// We simply expand the CLUT to 32-bit, then we deindex as usual. Probably the fastest way.
|
|
const u16 *clut = GetCurrentRawClut<u16>() + clutSharingOffset;
|
|
ConvertFormatToRGBA8888(clutformat, expandClut_, clut, 16);
|
|
fullAlphaMask = 0xFF000000;
|
|
for (int y = 0; y < h; ++y) {
|
|
DeIndexTexture4<u32>((u32 *)(out + outPitch * y), texptr + (bufw * y) / 2, w, expandClut_, &alphaSum);
|
|
}
|
|
} else {
|
|
// If we're reversing colors, the CLUT was already reversed, no special handling needed.
|
|
const u16 *clut = GetCurrentClut<u16>() + clutSharingOffset;
|
|
fullAlphaMask = ClutFormatToFullAlpha(clutformat, reverseColors);
|
|
for (int y = 0; y < h; ++y) {
|
|
DeIndexTexture4<u16>((u16 *)(out + outPitch * y), texptr + (bufw * y) / 2, w, clut, &alphaSum);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (clutformat == GE_CMODE_16BIT_BGR5650) {
|
|
// Our formula at the end of the function can't handle this cast so we return early.
|
|
return CHECKALPHA_FULL;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GE_CMODE_32BIT_ABGR8888:
|
|
{
|
|
const u32 *clut = GetCurrentClut<u32>() + clutSharingOffset;
|
|
fullAlphaMask = 0xFF000000;
|
|
for (int y = 0; y < h; ++y) {
|
|
DeIndexTexture4<u32>((u32 *)(out + outPitch * y), texptr + (bufw * y) / 2, w, clut, &alphaSum);
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG_REPORT(G3D, "Unknown CLUT4 texture mode %d", gstate.getClutPaletteFormat());
|
|
return CHECKALPHA_ANY;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GE_TFMT_CLUT8:
|
|
return ReadIndexedTex(out, outPitch, level, texptr, 1, bufw, reverseColors, expandTo32bit);
|
|
|
|
case GE_TFMT_CLUT16:
|
|
return ReadIndexedTex(out, outPitch, level, texptr, 2, bufw, reverseColors, expandTo32bit);
|
|
|
|
case GE_TFMT_CLUT32:
|
|
return ReadIndexedTex(out, outPitch, level, texptr, 4, bufw, reverseColors, expandTo32bit);
|
|
|
|
case GE_TFMT_4444:
|
|
case GE_TFMT_5551:
|
|
case GE_TFMT_5650:
|
|
if (!swizzled) {
|
|
// Just a simple copy, we swizzle the color format.
|
|
fullAlphaMask = TfmtRawToFullAlpha(format);
|
|
if (expandTo32bit) {
|
|
// This is OK even if reverseColors is on, because it expands to the 8888 format which is the same in reverse mode.
|
|
for (int y = 0; y < h; ++y) {
|
|
CheckMask16((const u16 *)(texptr + bufw * sizeof(u16) * y), w, &alphaSum);
|
|
ConvertFormatToRGBA8888(format, (u32 *)(out + outPitch * y), (const u16 *)texptr + bufw * y, w);
|
|
}
|
|
} else if (reverseColors) {
|
|
// Just check the input's alpha to reuse code. TODO: make a specialized ReverseColors that checks as we go.
|
|
for (int y = 0; y < h; ++y) {
|
|
CheckMask16((const u16 *)(texptr + bufw * sizeof(u16) * y), w, &alphaSum);
|
|
ReverseColors(out + outPitch * y, texptr + bufw * sizeof(u16) * y, format, w);
|
|
}
|
|
} else {
|
|
for (int y = 0; y < h; ++y) {
|
|
CopyAndSumMask16((u16 *)(out + outPitch * y), (u16 *)(texptr + bufw * sizeof(u16) * y), w, &alphaSum);
|
|
}
|
|
}
|
|
} /* else if (h >= 8 && bufw <= w && !expandTo32bit) {
|
|
// TODO: Handle alpha mask. This will require special versions of UnswizzleFromMem to keep the optimization.
|
|
// Note: this is always safe since h must be a power of 2, so a multiple of 8.
|
|
UnswizzleFromMem((u32 *)out, outPitch, texptr, bufw, h, 2);
|
|
if (reverseColors) {
|
|
ReverseColors(out, out, format, h * outPitch / 2, useBGRA);
|
|
}
|
|
}*/ else {
|
|
// We don't have enough space for all rows in out, so use a temp buffer.
|
|
tmpTexBuf32_.resize(bufw * ((h + 7) & ~7));
|
|
UnswizzleFromMem(tmpTexBuf32_.data(), bufw * 2, texptr, bufw, h, 2);
|
|
const u8 *unswizzled = (u8 *)tmpTexBuf32_.data();
|
|
|
|
fullAlphaMask = TfmtRawToFullAlpha(format);
|
|
if (expandTo32bit) {
|
|
// This is OK even if reverseColors is on, because it expands to the 8888 format which is the same in reverse mode.
|
|
// Just check the swizzled input's alpha to reuse code. TODO: make a specialized ConvertFormatToRGBA8888 that checks as we go.
|
|
for (int y = 0; y < h; ++y) {
|
|
CheckMask16((const u16 *)(unswizzled + bufw * sizeof(u16) * y), w, &alphaSum);
|
|
ConvertFormatToRGBA8888(format, (u32 *)(out + outPitch * y), (const u16 *)unswizzled + bufw * y, w);
|
|
}
|
|
} else if (reverseColors) {
|
|
// Just check the swizzled input's alpha to reuse code. TODO: make a specialized ReverseColors that checks as we go.
|
|
for (int y = 0; y < h; ++y) {
|
|
CheckMask16((const u16 *)(unswizzled + bufw * sizeof(u16) * y), w, &alphaSum);
|
|
ReverseColors(out + outPitch * y, unswizzled + bufw * sizeof(u16) * y, format, w);
|
|
}
|
|
} else {
|
|
for (int y = 0; y < h; ++y) {
|
|
CopyAndSumMask16((u16 *)(out + outPitch * y), (const u16 *)(unswizzled + bufw * sizeof(u16) * y), w, &alphaSum);
|
|
}
|
|
}
|
|
}
|
|
if (format == GE_TFMT_5650) {
|
|
return CHECKALPHA_FULL;
|
|
}
|
|
break;
|
|
|
|
case GE_TFMT_8888:
|
|
if (!swizzled) {
|
|
fullAlphaMask = TfmtRawToFullAlpha(format);
|
|
if (reverseColors) {
|
|
for (int y = 0; y < h; ++y) {
|
|
CheckMask32((const u32 *)(texptr + bufw * sizeof(u32) * y), w, &alphaSum);
|
|
ReverseColors(out + outPitch * y, texptr + bufw * sizeof(u32) * y, format, w);
|
|
}
|
|
} else {
|
|
for (int y = 0; y < h; ++y) {
|
|
CopyAndSumMask32((u32 *)(out + outPitch * y), (const u32 *)(texptr + bufw * sizeof(u32) * y), w, &alphaSum);
|
|
}
|
|
}
|
|
} /* else if (h >= 8 && bufw <= w) {
|
|
// TODO: Handle alpha mask
|
|
UnswizzleFromMem((u32 *)out, outPitch, texptr, bufw, h, 4);
|
|
if (reverseColors) {
|
|
ReverseColors(out, out, format, h * outPitch / 4, useBGRA);
|
|
}
|
|
}*/ else {
|
|
tmpTexBuf32_.resize(bufw * ((h + 7) & ~7));
|
|
UnswizzleFromMem(tmpTexBuf32_.data(), bufw * 4, texptr, bufw, h, 4);
|
|
const u8 *unswizzled = (u8 *)tmpTexBuf32_.data();
|
|
|
|
fullAlphaMask = TfmtRawToFullAlpha(format);
|
|
if (reverseColors) {
|
|
for (int y = 0; y < h; ++y) {
|
|
CheckMask32((const u32 *)(unswizzled + bufw * sizeof(u32) * y), w, &alphaSum);
|
|
ReverseColors(out + outPitch * y, unswizzled + bufw * sizeof(u32) * y, format, w);
|
|
}
|
|
} else {
|
|
for (int y = 0; y < h; ++y) {
|
|
CopyAndSumMask32((u32 *)(out + outPitch * y), (const u32 *)(unswizzled + bufw * sizeof(u32) * y), w, &alphaSum);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GE_TFMT_DXT1:
|
|
return DecodeDXTBlocks<DXT1Block, 1>(out, outPitch, texaddr, texptr, w, h, bufw, reverseColors);
|
|
|
|
case GE_TFMT_DXT3:
|
|
return DecodeDXTBlocks<DXT3Block, 3>(out, outPitch, texaddr, texptr, w, h, bufw, reverseColors);
|
|
|
|
case GE_TFMT_DXT5:
|
|
return DecodeDXTBlocks<DXT5Block, 5>(out, outPitch, texaddr, texptr, w, h, bufw, reverseColors);
|
|
|
|
default:
|
|
ERROR_LOG_REPORT(G3D, "Unknown Texture Format %d!!!", format);
|
|
break;
|
|
}
|
|
|
|
return AlphaSumIsFull(alphaSum, fullAlphaMask) ? CHECKALPHA_FULL : CHECKALPHA_ANY;
|
|
}
|
|
|
|
CheckAlphaResult TextureCacheCommon::ReadIndexedTex(u8 *out, int outPitch, int level, const u8 *texptr, int bytesPerIndex, int bufw, bool reverseColors, bool expandTo32Bit) {
|
|
int w = gstate.getTextureWidth(level);
|
|
int h = gstate.getTextureHeight(level);
|
|
|
|
if (gstate.isTextureSwizzled()) {
|
|
tmpTexBuf32_.resize(bufw * ((h + 7) & ~7));
|
|
UnswizzleFromMem(tmpTexBuf32_.data(), bufw * bytesPerIndex, texptr, bufw, h, bytesPerIndex);
|
|
texptr = (u8 *)tmpTexBuf32_.data();
|
|
}
|
|
|
|
const bool mipmapShareClut = gstate.isClutSharedForMipmaps();
|
|
const int clutSharingOffset = mipmapShareClut ? 0 : (level & 1) * 256;
|
|
|
|
GEPaletteFormat palFormat = (GEPaletteFormat)gstate.getClutPaletteFormat();
|
|
|
|
const u16 *clut16 = (const u16 *)clutBuf_ + clutSharingOffset;
|
|
const u32 *clut32 = (const u32 *)clutBuf_ + clutSharingOffset;
|
|
|
|
if (expandTo32Bit && palFormat != GE_CMODE_32BIT_ABGR8888) {
|
|
const u16 *clut16raw = (const u16 *)clutBufRaw_ + clutSharingOffset;
|
|
ConvertFormatToRGBA8888(GEPaletteFormat(palFormat), expandClut_, clut16raw, 256);
|
|
clut32 = expandClut_;
|
|
palFormat = GE_CMODE_32BIT_ABGR8888;
|
|
}
|
|
|
|
u32 alphaSum = 0xFFFFFFFF;
|
|
u32 fullAlphaMask = ClutFormatToFullAlpha(palFormat, reverseColors);
|
|
|
|
switch (palFormat) {
|
|
case GE_CMODE_16BIT_BGR5650:
|
|
case GE_CMODE_16BIT_ABGR5551:
|
|
case GE_CMODE_16BIT_ABGR4444:
|
|
{
|
|
switch (bytesPerIndex) {
|
|
case 1:
|
|
for (int y = 0; y < h; ++y) {
|
|
DeIndexTexture((u16 *)(out + outPitch * y), (const u8 *)texptr + bufw * y, w, clut16, &alphaSum);
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
for (int y = 0; y < h; ++y) {
|
|
DeIndexTexture((u16 *)(out + outPitch * y), (const u16_le *)texptr + bufw * y, w, clut16, &alphaSum);
|
|
}
|
|
break;
|
|
|
|
case 4:
|
|
for (int y = 0; y < h; ++y) {
|
|
DeIndexTexture((u16 *)(out + outPitch * y), (const u32_le *)texptr + bufw * y, w, clut16, &alphaSum);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GE_CMODE_32BIT_ABGR8888:
|
|
{
|
|
|
|
switch (bytesPerIndex) {
|
|
case 1:
|
|
for (int y = 0; y < h; ++y) {
|
|
DeIndexTexture((u32 *)(out + outPitch * y), (const u8 *)texptr + bufw * y, w, clut32, &alphaSum);
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
for (int y = 0; y < h; ++y) {
|
|
DeIndexTexture((u32 *)(out + outPitch * y), (const u16_le *)texptr + bufw * y, w, clut32, &alphaSum);
|
|
}
|
|
break;
|
|
|
|
case 4:
|
|
for (int y = 0; y < h; ++y) {
|
|
DeIndexTexture((u32 *)(out + outPitch * y), (const u32_le *)texptr + bufw * y, w, clut32, &alphaSum);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG_REPORT(G3D, "Unhandled clut texture mode %d!!!", gstate.getClutPaletteFormat());
|
|
break;
|
|
}
|
|
|
|
if (palFormat == GE_CMODE_16BIT_BGR5650) {
|
|
return CHECKALPHA_FULL;
|
|
} else {
|
|
return AlphaSumIsFull(alphaSum, fullAlphaMask) ? CHECKALPHA_FULL : CHECKALPHA_ANY;
|
|
}
|
|
}
|
|
|
|
void TextureCacheCommon::ApplyTexture() {
|
|
TexCacheEntry *entry = nextTexture_;
|
|
if (!entry) {
|
|
// Maybe we bound a framebuffer?
|
|
InvalidateLastTexture();
|
|
if (nextFramebufferTexture_) {
|
|
bool depth = Memory::IsDepthTexVRAMAddress(gstate.getTextureAddress(0));
|
|
// ApplyTextureFrameBuffer is responsible for setting SetTextureFullAlpha.
|
|
ApplyTextureFramebuffer(nextFramebufferTexture_, gstate.getTextureFormat(), depth ? NOTIFY_FB_DEPTH : NOTIFY_FB_COLOR);
|
|
nextFramebufferTexture_ = nullptr;
|
|
}
|
|
|
|
// We don't set the 3D texture state here or anything else, on some backends (?)
|
|
// a nextTexture_ of nullptr means keep the current texture.
|
|
return;
|
|
}
|
|
|
|
nextTexture_ = nullptr;
|
|
|
|
UpdateMaxSeenV(entry, gstate.isModeThrough());
|
|
|
|
if (nextNeedsRebuild_) {
|
|
// Regardless of hash fails or otherwise, if this is a video, mark it frequently changing.
|
|
// This prevents temporary scaling perf hits on the first second of video.
|
|
if (IsVideo(entry->addr)) {
|
|
entry->status |= TexCacheEntry::STATUS_CHANGE_FREQUENT;
|
|
}
|
|
|
|
if (nextNeedsRehash_) {
|
|
PROFILE_THIS_SCOPE("texhash");
|
|
// 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);
|
|
|
|
// TODO: Here we could check the secondary cache; maybe the texture is in there?
|
|
// We would need to abort the build if so.
|
|
}
|
|
if (nextNeedsChange_) {
|
|
// This texture existed previously, let's handle the change.
|
|
HandleTextureChange(entry, nextChangeReason_, false, true);
|
|
}
|
|
// We actually build afterward (shared with rehash rebuild.)
|
|
} else if (nextNeedsRehash_) {
|
|
// Okay, this matched and didn't change - but let's check the hash. Maybe it will change.
|
|
bool doDelete = true;
|
|
if (!CheckFullHash(entry, doDelete)) {
|
|
HandleTextureChange(entry, "hash fail", true, doDelete);
|
|
nextNeedsRebuild_ = true;
|
|
} else if (nextTexture_ != nullptr) {
|
|
// The secondary cache may choose an entry from its storage by setting nextTexture_.
|
|
// This means we should set that, instead of our previous entry.
|
|
entry = nextTexture_;
|
|
nextTexture_ = nullptr;
|
|
UpdateMaxSeenV(entry, gstate.isModeThrough());
|
|
}
|
|
}
|
|
|
|
// Okay, now actually rebuild the texture if needed.
|
|
if (nextNeedsRebuild_) {
|
|
_assert_(!entry->texturePtr);
|
|
BuildTexture(entry);
|
|
InvalidateLastTexture();
|
|
}
|
|
|
|
entry->lastFrame = gpuStats.numFlips;
|
|
BindTexture(entry);
|
|
gstate_c.SetTextureFullAlpha(entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL);
|
|
gstate_c.SetTextureIs3D((entry->status & TexCacheEntry::STATUS_3D) != 0);
|
|
}
|
|
|
|
void TextureCacheCommon::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, GETextureFormat texFormat, FramebufferNotificationChannel channel) {
|
|
DepalShader *depalShader = nullptr;
|
|
uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
|
|
|
|
bool need_depalettize = IsClutFormat(texFormat);
|
|
bool depth = channel == NOTIFY_FB_DEPTH;
|
|
bool useShaderDepal = framebufferManager_->GetCurrentRenderVFB() != framebuffer && !depth && !gstate_c.curTextureIs3D;
|
|
|
|
// TODO: Implement shader depal in the fragment shader generator for D3D11 at least.
|
|
if (!draw_->GetDeviceCaps().fragmentShaderInt32Supported) {
|
|
useShaderDepal = false;
|
|
depth = false; // Can't support this
|
|
}
|
|
|
|
switch (draw_->GetShaderLanguageDesc().shaderLanguage) {
|
|
case ShaderLanguage::HLSL_D3D11:
|
|
case ShaderLanguage::HLSL_D3D9:
|
|
useShaderDepal = false;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (need_depalettize && !g_Config.bDisableSlowFramebufEffects) {
|
|
if (useShaderDepal) {
|
|
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
|
|
|
|
// Very icky conflation here of native and thin3d rendering. This will need careful work per backend in BindAsClutTexture.
|
|
Draw::Texture *clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBufRaw_);
|
|
BindAsClutTexture(clutTexture);
|
|
|
|
framebufferManager_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
|
|
// Vulkan needs to do some extra work here to pick out the native handle from Draw.
|
|
BoundFramebufferTexture();
|
|
|
|
SamplerCacheKey samplerKey = GetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight);
|
|
samplerKey.magFilt = false;
|
|
samplerKey.minFilt = false;
|
|
samplerKey.mipEnable = false;
|
|
ApplySamplingParams(samplerKey);
|
|
|
|
// Since we started/ended render passes, might need these.
|
|
gstate_c.Dirty(DIRTY_DEPAL);
|
|
gstate_c.SetUseShaderDepal(true);
|
|
gstate_c.depalFramebufferFormat = framebuffer->drawnFormat;
|
|
const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16);
|
|
const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor;
|
|
CheckAlphaResult alphaStatus = CheckCLUTAlpha((const uint8_t *)clutBufRaw_, clutFormat, clutTotalColors);
|
|
gstate_c.SetTextureFullAlpha(alphaStatus == CHECKALPHA_FULL);
|
|
|
|
draw_->InvalidateCachedState();
|
|
InvalidateLastTexture();
|
|
|
|
return;
|
|
}
|
|
|
|
depalShader = depalShaderCache_->GetDepalettizeShader(clutMode, depth ? GE_FORMAT_DEPTH16 : framebuffer->drawnFormat);
|
|
gstate_c.SetUseShaderDepal(false);
|
|
}
|
|
|
|
if (depalShader) {
|
|
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
|
|
Draw::Texture *clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBufRaw_);
|
|
Draw::Framebuffer *depalFBO = framebufferManager_->GetTempFBO(TempFBO::DEPAL, framebuffer->renderWidth, framebuffer->renderHeight);
|
|
draw_->BindTexture(0, nullptr);
|
|
draw_->BindTexture(1, nullptr);
|
|
draw_->BindFramebufferAsRenderTarget(depalFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }, "Depal");
|
|
|
|
draw_->SetScissorRect(0, 0, (int)framebuffer->renderWidth, (int)framebuffer->renderHeight);
|
|
Draw::Viewport vp{ 0.0f, 0.0f, (float)framebuffer->renderWidth, (float)framebuffer->renderHeight, 0.0f, 1.0f };
|
|
draw_->SetViewports(1, &vp);
|
|
|
|
TextureShaderApplier shaderApply(draw_, depalShader, framebuffer->bufferWidth, framebuffer->bufferHeight, framebuffer->renderWidth, framebuffer->renderHeight);
|
|
shaderApply.ApplyBounds(gstate_c.vertBounds, gstate_c.curTextureXOffset, gstate_c.curTextureYOffset);
|
|
shaderApply.Use();
|
|
|
|
draw_->BindFramebufferAsTexture(framebuffer->fbo, 0, depth ? Draw::FB_DEPTH_BIT : Draw::FB_COLOR_BIT, 0);
|
|
Draw::SamplerState *nearest = depalShaderCache_->GetSampler();
|
|
draw_->BindSamplerStates(0, 1, &nearest);
|
|
draw_->BindSamplerStates(1, 1, &nearest);
|
|
draw_->BindTexture(1, clutTexture);
|
|
|
|
shaderApply.Shade();
|
|
draw_->BindTexture(0, nullptr);
|
|
framebufferManager_->RebindFramebuffer("ApplyTextureFramebuffer");
|
|
|
|
draw_->BindFramebufferAsTexture(depalFBO, 0, Draw::FB_COLOR_BIT, 0);
|
|
BoundFramebufferTexture();
|
|
|
|
const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16);
|
|
const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor;
|
|
|
|
CheckAlphaResult alphaStatus = CheckCLUTAlpha((const uint8_t *)clutBufRaw_, clutFormat, clutTotalColors);
|
|
gstate_c.SetTextureFullAlpha(alphaStatus == CHECKALPHA_FULL);
|
|
|
|
draw_->InvalidateCachedState();
|
|
shaderManager_->DirtyLastShader();
|
|
} else {
|
|
framebufferManager_->RebindFramebuffer("ApplyTextureFramebuffer");
|
|
framebufferManager_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
|
|
BoundFramebufferTexture();
|
|
|
|
gstate_c.SetUseShaderDepal(false);
|
|
gstate_c.SetTextureFullAlpha(gstate.getTextureFormat() == GE_TFMT_5650);
|
|
}
|
|
|
|
SamplerCacheKey samplerKey = GetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight);
|
|
ApplySamplingParams(samplerKey);
|
|
|
|
// Since we started/ended render passes, might need these.
|
|
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
|
|
}
|
|
|
|
void TextureCacheCommon::Clear(bool delete_them) {
|
|
depalShaderCache_->Clear();
|
|
|
|
ForgetLastTexture();
|
|
for (TexCache::iterator iter = cache_.begin(); iter != cache_.end(); ++iter) {
|
|
ReleaseTexture(iter->second.get(), delete_them);
|
|
}
|
|
// In case the setting was changed, we ALWAYS clear the secondary cache (enabled or not.)
|
|
for (TexCache::iterator iter = secondCache_.begin(); iter != secondCache_.end(); ++iter) {
|
|
ReleaseTexture(iter->second.get(), delete_them);
|
|
}
|
|
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;
|
|
}
|
|
videos_.clear();
|
|
}
|
|
|
|
void TextureCacheCommon::DeleteTexture(TexCache::iterator it) {
|
|
ReleaseTexture(it->second.get(), true);
|
|
cacheSizeEstimate_ -= EstimateTexMemoryUsage(it->second.get());
|
|
cache_.erase(it);
|
|
}
|
|
|
|
bool TextureCacheCommon::CheckFullHash(TexCacheEntry *entry, bool &doDelete) {
|
|
int w = gstate.getTextureWidth(0);
|
|
int h = gstate.getTextureHeight(0);
|
|
bool isVideo = IsVideo(entry->addr);
|
|
|
|
// Don't even check the texture, just assume it has changed.
|
|
if (isVideo && g_Config.bTextureBackoffCache) {
|
|
// Attempt to ensure the hash doesn't incorrectly match in if the video stops.
|
|
entry->fullhash = (entry->fullhash + 0xA535A535) * 11 + (entry->fullhash & 4);
|
|
return false;
|
|
}
|
|
|
|
u32 fullhash;
|
|
{
|
|
PROFILE_THIS_SCOPE("texhash");
|
|
fullhash = QuickTexHash(replacer_, entry->addr, entry->bufw, w, h, GETextureFormat(entry->format), entry);
|
|
}
|
|
|
|
if (fullhash == entry->fullhash) {
|
|
if (g_Config.bTextureBackoffCache && !isVideo) {
|
|
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;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Don't give up just yet. Let's try the secondary cache if it's been invalidated before.
|
|
if (g_Config.bTextureSecondaryCache) {
|
|
// Don't forget this one was unreliable (in case we match a secondary entry.)
|
|
entry->status |= TexCacheEntry::STATUS_UNRELIABLE;
|
|
|
|
// If it's failed a bunch of times, then the second cache is just wasting time and VRAM.
|
|
// In that case, skip.
|
|
if (entry->numInvalidated > 2 && entry->numInvalidated < 128 && !lowMemoryMode_) {
|
|
// We have a new hash: look for that hash in the secondary cache.
|
|
u64 secondKey = fullhash | (u64)entry->cluthash << 32;
|
|
TexCache::iterator secondIter = secondCache_.find(secondKey);
|
|
if (secondIter != secondCache_.end()) {
|
|
// Found it, but does it match our current params? If not, abort.
|
|
TexCacheEntry *secondEntry = secondIter->second.get();
|
|
if (secondEntry->Matches(entry->dim, entry->format, entry->maxLevel)) {
|
|
// Reset the numInvalidated value lower, we got a match.
|
|
if (entry->numInvalidated > 8) {
|
|
--entry->numInvalidated;
|
|
}
|
|
|
|
// Now just use our archived texture, instead of entry.
|
|
nextTexture_ = secondEntry;
|
|
return true;
|
|
}
|
|
} else {
|
|
// It wasn't found, so we're about to throw away the entry and rebuild a texture.
|
|
// Let's save this in the secondary cache in case it gets used again.
|
|
secondKey = entry->fullhash | ((u64)entry->cluthash << 32);
|
|
secondCacheSizeEstimate_ += EstimateTexMemoryUsage(entry);
|
|
|
|
// If the entry already exists in the secondary texture cache, drop it nicely.
|
|
auto oldIter = secondCache_.find(secondKey);
|
|
if (oldIter != secondCache_.end()) {
|
|
ReleaseTexture(oldIter->second.get(), true);
|
|
}
|
|
|
|
// Archive the entire texture entry as is, since we'll use its params if it is seen again.
|
|
// We keep parameters on the current entry, since we are STILL building a new texture here.
|
|
secondCache_[secondKey].reset(new TexCacheEntry(*entry));
|
|
|
|
// Make sure we don't delete the texture we just archived.
|
|
entry->texturePtr = nullptr;
|
|
doDelete = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We know it failed, so update the full hash right away.
|
|
entry->fullhash = fullhash;
|
|
return false;
|
|
}
|
|
|
|
void TextureCacheCommon::Invalidate(u32 addr, int size, GPUInvalidationType type) {
|
|
// They could invalidate inside the texture, let's just give a bit of leeway.
|
|
// TODO: Keep track of the largest texture size in bytes, and use that instead of this
|
|
// humongous unrealistic value.
|
|
|
|
const int LARGEST_TEXTURE_SIZE = 512 * 512 * 4;
|
|
|
|
addr &= 0x3FFFFFFF;
|
|
const u32 addr_end = addr + size;
|
|
|
|
if (type == GPU_INVALIDATE_ALL) {
|
|
// This is an active signal from the game that something in the texture cache may have changed.
|
|
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
|
|
} else {
|
|
// Do a quick check to see if the current texture could potentially be in range.
|
|
const u32 currentAddr = gstate.getTextureAddress(0);
|
|
// TODO: This can be made tighter.
|
|
if (addr_end >= currentAddr && addr < currentAddr + LARGEST_TEXTURE_SIZE) {
|
|
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
|
|
}
|
|
}
|
|
|
|
// If we're hashing every use, without backoff, then this isn't needed.
|
|
if (!g_Config.bTextureBackoffCache && type != GPU_INVALIDATE_FORCE) {
|
|
return;
|
|
}
|
|
|
|
const u64 startKey = (u64)(addr - LARGEST_TEXTURE_SIZE) << 32;
|
|
u64 endKey = (u64)(addr + size + LARGEST_TEXTURE_SIZE) << 32;
|
|
if (endKey < startKey) {
|
|
endKey = (u64)-1;
|
|
}
|
|
|
|
for (TexCache::iterator iter = cache_.lower_bound(startKey), end = cache_.upper_bound(endKey); iter != end; ++iter) {
|
|
auto &entry = iter->second;
|
|
u32 texAddr = entry->addr;
|
|
u32 texEnd = entry->addr + entry->sizeInRAM;
|
|
|
|
// Quick check for overlap. Yes the check is right.
|
|
if (addr < texEnd && addr_end > texAddr) {
|
|
if (entry->GetHashStatus() == TexCacheEntry::STATUS_RELIABLE) {
|
|
entry->SetHashStatus(TexCacheEntry::STATUS_HASHING);
|
|
}
|
|
if (type == GPU_INVALIDATE_FORCE) {
|
|
// Just random values to force the hash not to match.
|
|
entry->fullhash = (entry->fullhash ^ 0x12345678) + 13;
|
|
entry->minihash = (entry->minihash ^ 0x89ABCDEF) + 89;
|
|
}
|
|
if (type != GPU_INVALIDATE_ALL) {
|
|
gpuStats.numTextureInvalidations++;
|
|
// Start it over from 0 (unless it's safe.)
|
|
entry->numFrames = type == GPU_INVALIDATE_SAFE ? 256 : 0;
|
|
if (type == GPU_INVALIDATE_SAFE) {
|
|
u32 diff = gpuStats.numFlips - entry->lastFrame;
|
|
// We still need to mark if the texture is frequently changing, even if it's safely changing.
|
|
if (diff < TEXCACHE_FRAME_CHANGE_FREQUENT) {
|
|
entry->status |= TexCacheEntry::STATUS_CHANGE_FREQUENT;
|
|
}
|
|
}
|
|
entry->framesUntilNextFullHash = 0;
|
|
} else {
|
|
entry->invalidHint++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void TextureCacheCommon::InvalidateAll(GPUInvalidationType /*unused*/) {
|
|
// If we're hashing every use, without backoff, then this isn't needed.
|
|
if (!g_Config.bTextureBackoffCache) {
|
|
return;
|
|
}
|
|
|
|
if (timesInvalidatedAllThisFrame_ > 5) {
|
|
return;
|
|
}
|
|
timesInvalidatedAllThisFrame_++;
|
|
|
|
for (TexCache::iterator iter = cache_.begin(), end = cache_.end(); iter != end; ++iter) {
|
|
if (iter->second->GetHashStatus() == TexCacheEntry::STATUS_RELIABLE) {
|
|
iter->second->SetHashStatus(TexCacheEntry::STATUS_HASHING);
|
|
}
|
|
iter->second->invalidHint++;
|
|
}
|
|
}
|
|
|
|
void TextureCacheCommon::ClearNextFrame() {
|
|
clearCacheNextFrame_ = true;
|
|
}
|
|
|
|
std::string AttachCandidate::ToString() {
|
|
return StringFromFormat("[C:%08x/%d Z:%08x/%d X:%d Y:%d reint: %s]", this->fb->fb_address, this->fb->fb_stride, this->fb->z_address, this->fb->z_stride, this->match.xOffset, this->match.yOffset, this->match.reinterpret ? "true" : "false");
|
|
}
|
|
|
|
bool TextureCacheCommon::PrepareBuildTexture(BuildTexturePlan &plan, TexCacheEntry *entry) {
|
|
gpuStats.numTexturesDecoded++;
|
|
|
|
// For the estimate, we assume cluts always point to 8888 for simplicity.
|
|
cacheSizeEstimate_ += EstimateTexMemoryUsage(entry);
|
|
|
|
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 false;
|
|
}
|
|
|
|
plan.badMipSizes = false;
|
|
// maxLevel here is the max level to upload. Not the count.
|
|
plan.levelsToLoad = entry->maxLevel + 1;
|
|
for (int i = 0; i < plan.levelsToLoad; i++) {
|
|
// If encountering levels pointing to nothing, adjust max level.
|
|
u32 levelTexaddr = gstate.getTextureAddress(i);
|
|
if (!Memory::IsValidAddress(levelTexaddr)) {
|
|
plan.levelsToLoad = i;
|
|
break;
|
|
}
|
|
|
|
// If size reaches 1, stop, and override maxlevel.
|
|
int tw = gstate.getTextureWidth(i);
|
|
int th = gstate.getTextureHeight(i);
|
|
if (tw == 1 || th == 1) {
|
|
plan.levelsToLoad = i + 1; // next level is assumed to be invalid
|
|
break;
|
|
}
|
|
|
|
if (i > 0) {
|
|
int lastW = gstate.getTextureWidth(i - 1);
|
|
int lastH = gstate.getTextureHeight(i - 1);
|
|
|
|
if (gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
|
|
if (tw != 1 && tw != (lastW >> 1))
|
|
plan.badMipSizes = true;
|
|
else if (th != 1 && th != (lastH >> 1))
|
|
plan.badMipSizes = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
plan.scaleFactor = standardScaleFactor_;
|
|
plan.depth = 1;
|
|
|
|
// Rachet down scale factor in low-memory mode.
|
|
// TODO: I think really we should just turn it off?
|
|
if (lowMemoryMode_ && !plan.hardwareScaling) {
|
|
// Keep it even, though, just in case of npot troubles.
|
|
plan.scaleFactor = plan.scaleFactor > 4 ? 4 : (plan.scaleFactor > 2 ? 2 : 1);
|
|
}
|
|
|
|
if (plan.badMipSizes) {
|
|
// Check for pure 3D texture.
|
|
int tw = gstate.getTextureWidth(0);
|
|
int th = gstate.getTextureHeight(0);
|
|
bool pure3D = true;
|
|
for (int i = 0; i < plan.levelsToLoad; i++) {
|
|
if (gstate.getTextureWidth(i) != gstate.getTextureWidth(0) || gstate.getTextureHeight(i) != gstate.getTextureHeight(0)) {
|
|
pure3D = false;
|
|
}
|
|
}
|
|
|
|
if (pure3D && draw_->GetDeviceCaps().texture3DSupported) {
|
|
plan.depth = plan.levelsToLoad;
|
|
plan.scaleFactor = 1;
|
|
}
|
|
|
|
plan.levelsToLoad = 1;
|
|
plan.levelsToCreate = 1;
|
|
}
|
|
|
|
if (plan.hardwareScaling) {
|
|
plan.scaleFactor = shaderScaleFactor_;
|
|
}
|
|
|
|
// We generate missing mipmaps from maxLevel+1 up to this level. maxLevel can get overwritten below
|
|
// such as when using replacement textures - but let's keep the same amount of levels for generation.
|
|
// Not all backends will generate mipmaps, and in GL we can't really control the number of levels.
|
|
plan.levelsToCreate = plan.levelsToLoad;
|
|
|
|
plan.w = gstate.getTextureWidth(0);
|
|
plan.h = gstate.getTextureHeight(0);
|
|
|
|
plan.replaced = &FindReplacement(entry, plan.w, plan.h, plan.depth);
|
|
if (plan.replaced->Valid()) {
|
|
// We're replacing, so we won't scale.
|
|
plan.scaleFactor = 1;
|
|
plan.levelsToLoad = plan.replaced->NumLevels();
|
|
plan.badMipSizes = false;
|
|
}
|
|
|
|
// Don't scale the PPGe texture.
|
|
if (entry->addr > 0x05000000 && entry->addr < PSP_GetKernelMemoryEnd()) {
|
|
plan.scaleFactor = 1;
|
|
}
|
|
|
|
// Don't upscale textures in color-to-depth mode.
|
|
if (gstate_c.renderMode == FB_MODE_COLOR_TO_DEPTH) {
|
|
plan.scaleFactor = 1;
|
|
}
|
|
|
|
if ((entry->status & TexCacheEntry::STATUS_CHANGE_FREQUENT) != 0 && plan.scaleFactor != 1 && plan.slowScaler) {
|
|
// Remember for later that we /wanted/ to scale this texture.
|
|
entry->status |= TexCacheEntry::STATUS_TO_SCALE;
|
|
plan.scaleFactor = 1;
|
|
}
|
|
|
|
if (plan.scaleFactor != 1) {
|
|
if (texelsScaledThisFrame_ >= TEXCACHE_MAX_TEXELS_SCALED && plan.slowScaler) {
|
|
entry->status |= TexCacheEntry::STATUS_TO_SCALE;
|
|
plan.scaleFactor = 1;
|
|
} else {
|
|
entry->status &= ~TexCacheEntry::STATUS_TO_SCALE;
|
|
entry->status |= TexCacheEntry::STATUS_IS_SCALED;
|
|
texelsScaledThisFrame_ += plan.w * plan.h;
|
|
}
|
|
}
|
|
|
|
plan.isVideo = IsVideo(entry->addr);
|
|
|
|
// TODO: Support reading actual mip levels for upscaled images, instead of just generating them.
|
|
// Maybe can just remove this check?
|
|
if (plan.scaleFactor > 1) {
|
|
plan.levelsToLoad = 1;
|
|
|
|
bool enableVideoUpscaling = false;
|
|
|
|
if (!enableVideoUpscaling && plan.isVideo) {
|
|
plan.scaleFactor = 1;
|
|
plan.levelsToCreate = 1;
|
|
}
|
|
}
|
|
|
|
// Always load base level texture here
|
|
plan.baseLevelSrc = 0;
|
|
if (IsFakeMipmapChange()) {
|
|
// NOTE: Since the level is not part of the cache key, we assume it never changes.
|
|
plan.baseLevelSrc = std::max(0, gstate.getTexLevelOffset16() / 16);
|
|
plan.levelsToCreate = 1;
|
|
plan.levelsToLoad = 1;
|
|
}
|
|
|
|
if (plan.levelsToCreate == 1) {
|
|
entry->status |= TexCacheEntry::STATUS_NO_MIPS;
|
|
} else {
|
|
entry->status &= ~TexCacheEntry::STATUS_NO_MIPS;
|
|
}
|
|
|
|
// Will be filled in again during decode.
|
|
entry->status &= ~TexCacheEntry::STATUS_ALPHA_MASK;
|
|
return true;
|
|
}
|
|
|
|
void TextureCacheCommon::LoadTextureLevel(TexCacheEntry &entry, uint8_t *data, int stride, ReplacedTexture &replaced, int srcLevel, int scaleFactor, Draw::DataFormat dstFmt, bool reverseColors) {
|
|
int w = gstate.getTextureWidth(srcLevel);
|
|
int h = gstate.getTextureHeight(srcLevel);
|
|
|
|
PROFILE_THIS_SCOPE("decodetex");
|
|
|
|
if (replaced.GetSize(srcLevel, w, h)) {
|
|
double replaceStart = time_now_d();
|
|
replaced.Load(srcLevel, data, stride);
|
|
replacementTimeThisFrame_ += time_now_d() - replaceStart;
|
|
} else {
|
|
GETextureFormat tfmt = (GETextureFormat)entry.format;
|
|
GEPaletteFormat clutformat = gstate.getClutPaletteFormat();
|
|
u32 texaddr = gstate.getTextureAddress(srcLevel);
|
|
int bufw = GetTextureBufw(srcLevel, texaddr, tfmt);
|
|
u32 *pixelData;
|
|
int decPitch;
|
|
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 * 4;
|
|
} else {
|
|
pixelData = (u32 *)data;
|
|
decPitch = stride;
|
|
}
|
|
|
|
bool expand32 = !gstate_c.Supports(GPU_SUPPORTS_16BIT_FORMATS) || scaleFactor > 1;
|
|
|
|
CheckAlphaResult alphaResult = DecodeTextureLevel((u8 *)pixelData, decPitch, tfmt, clutformat, texaddr, srcLevel, bufw, reverseColors, expand32);
|
|
entry.SetAlphaStatus(alphaResult, srcLevel);
|
|
|
|
if (scaleFactor > 1) {
|
|
// Note that this updates w and h!
|
|
scaler_.ScaleAlways((u32 *)data, pixelData, w, h, scaleFactor);
|
|
pixelData = (u32 *)data;
|
|
|
|
decPitch = w * 4;
|
|
|
|
if (decPitch != stride) {
|
|
// Rearrange in place to match the requested pitch.
|
|
// (it can only be larger than w * bpp, and a match is likely.)
|
|
// Note! This is bad because it reads the mapped memory! TODO: Look into if DX9 does this right.
|
|
for (int y = h - 1; y >= 0; --y) {
|
|
memcpy((u8 *)data + stride * y, (u8 *)data + decPitch * y, w * 4);
|
|
}
|
|
decPitch = stride;
|
|
}
|
|
}
|
|
|
|
if (replacer_.Enabled()) {
|
|
ReplacedTextureDecodeInfo replacedInfo;
|
|
replacedInfo.cachekey = entry.CacheKey();
|
|
replacedInfo.hash = entry.fullhash;
|
|
replacedInfo.addr = entry.addr;
|
|
replacedInfo.isVideo = IsVideo(entry.addr);
|
|
replacedInfo.isFinal = (entry.status & TexCacheEntry::STATUS_TO_SCALE) == 0;
|
|
replacedInfo.scaleFactor = scaleFactor;
|
|
replacedInfo.fmt = dstFmt;
|
|
|
|
// NOTE: Reading the decoded texture here may be very slow, if we just wrote it to write-combined memory.
|
|
replacer_.NotifyTextureDecoded(replacedInfo, pixelData, decPitch, srcLevel, w, h);
|
|
}
|
|
}
|
|
}
|
|
|
|
CheckAlphaResult TextureCacheCommon::CheckCLUTAlpha(const uint8_t *pixelData, GEPaletteFormat clutFormat, int w) {
|
|
switch (clutFormat) {
|
|
case GE_CMODE_16BIT_ABGR4444:
|
|
return CheckAlpha16((const u16 *)pixelData, w, 0xF000);
|
|
case GE_CMODE_16BIT_ABGR5551:
|
|
return CheckAlpha16((const u16 *)pixelData, w, 0x8000);
|
|
case GE_CMODE_16BIT_BGR5650:
|
|
// Never has any alpha.
|
|
return CHECKALPHA_FULL;
|
|
default:
|
|
return CheckAlpha32((const u32 *)pixelData, w, 0xFF000000); // note, the normal order here, unlike the 16-bit formats
|
|
}
|
|
}
|
|
|
|
void TextureCacheCommon::StartFrame() {
|
|
depalShaderCache_->Decimate();
|
|
}
|