ppsspp/GPU/GLES/TextureCacheGLES.cpp
Unknown W. Brackets 83b7b33cfd Replacement: Centralize lookup logic.
And make sure we don't change our minds about using a replacement during a
draw.
2021-10-21 17:05:38 -07:00

803 lines
29 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include <cstring>
#include "ext/xxhash.h"
#include "Common/Data/Convert/ColorConv.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Math/math_util.h"
#include "Common/Profiler/Profiler.h"
#include "Common/GPU/OpenGL/GLRenderManager.h"
#include "Common/TimeUtil.h"
#include "Core/Config.h"
#include "Core/Host.h"
#include "Core/MemMap.h"
#include "Core/Reporting.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/GLES/TextureCacheGLES.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/Common/FragmentShaderGenerator.h"
#include "GPU/GLES/DepalettizeShaderGLES.h"
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/Common/TextureDecoder.h"
#ifdef _M_SSE
#include <emmintrin.h>
#endif
TextureCacheGLES::TextureCacheGLES(Draw::DrawContext *draw)
: TextureCacheCommon(draw) {
render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
SetupTextureDecoder();
nextTexture_ = nullptr;
std::vector<GLRInputLayout::Entry> entries;
entries.push_back({ 0, 3, GL_FLOAT, GL_FALSE, 20, 0 });
entries.push_back({ 1, 2, GL_FLOAT, GL_FALSE, 20, 12 });
shadeInputLayout_ = render_->CreateInputLayout(entries);
}
TextureCacheGLES::~TextureCacheGLES() {
if (shadeInputLayout_) {
render_->DeleteInputLayout(shadeInputLayout_);
}
Clear(true);
}
void TextureCacheGLES::SetFramebufferManager(FramebufferManagerGLES *fbManager) {
framebufferManagerGL_ = fbManager;
framebufferManager_ = fbManager;
}
void TextureCacheGLES::ReleaseTexture(TexCacheEntry *entry, bool delete_them) {
if (delete_them) {
if (entry->textureName) {
render_->DeleteTexture(entry->textureName);
}
}
entry->textureName = nullptr;
}
void TextureCacheGLES::Clear(bool delete_them) {
TextureCacheCommon::Clear(delete_them);
}
Draw::DataFormat getClutDestFormat(GEPaletteFormat format) {
switch (format) {
case GE_CMODE_16BIT_ABGR4444:
return Draw::DataFormat::R4G4B4A4_UNORM_PACK16;
case GE_CMODE_16BIT_ABGR5551:
return Draw::DataFormat::R5G5B5A1_UNORM_PACK16;
case GE_CMODE_16BIT_BGR5650:
return Draw::DataFormat::R5G6B5_UNORM_PACK16;
case GE_CMODE_32BIT_ABGR8888:
return Draw::DataFormat::R8G8B8A8_UNORM;
}
return Draw::DataFormat::UNDEFINED;;
}
static const GLuint MinFiltGL[8] = {
GL_NEAREST,
GL_LINEAR,
GL_NEAREST,
GL_LINEAR,
GL_NEAREST_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_LINEAR_MIPMAP_LINEAR,
};
static const GLuint MagFiltGL[2] = {
GL_NEAREST,
GL_LINEAR
};
void TextureCacheGLES::ApplySamplingParams(const SamplerCacheKey &key) {
if (gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
float minLod = (float)key.minLevel / 256.0f;
float maxLod = (float)key.maxLevel / 256.0f;
float lodBias = (float)key.lodBias / 256.0f;
render_->SetTextureLod(0, minLod, maxLod, lodBias);
}
float aniso = 0.0f;
int minKey = ((int)key.mipEnable << 2) | ((int)key.mipFilt << 1) | ((int)key.minFilt);
render_->SetTextureSampler(0,
key.sClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT, key.tClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT,
key.magFilt ? GL_LINEAR : GL_NEAREST, MinFiltGL[minKey], aniso);
}
static void ConvertColors(void *dstBuf, const void *srcBuf, Draw::DataFormat dstFmt, int numPixels) {
const u32 *src = (const u32 *)srcBuf;
u32 *dst = (u32 *)dstBuf;
switch (dstFmt) {
case Draw::DataFormat::R4G4B4A4_UNORM_PACK16:
ConvertRGBA4444ToABGR4444((u16 *)dst, (const u16 *)src, numPixels);
break;
// Final Fantasy 2 uses this heavily in animated textures.
case Draw::DataFormat::R5G5B5A1_UNORM_PACK16:
ConvertRGBA5551ToABGR1555((u16 *)dst, (const u16 *)src, numPixels);
break;
case Draw::DataFormat::R5G6B5_UNORM_PACK16:
ConvertRGB565ToBGR565((u16 *)dst, (const u16 *)src, numPixels);
break;
default:
// No need to convert RGBA8888, right order already
if (dst != src)
memcpy(dst, src, numPixels * sizeof(u32));
break;
}
}
void TextureCacheGLES::StartFrame() {
InvalidateLastTexture();
timesInvalidatedAllThisFrame_ = 0;
replacementTimeThisFrame_ = 0.0;
GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
if (!lowMemoryMode_ && renderManager->SawOutOfMemory()) {
lowMemoryMode_ = true;
decimationCounter_ = 0;
auto err = GetI18NCategory("Error");
if (standardScaleFactor_ > 1) {
host->NotifyUserMessage(err->T("Warning: Video memory FULL, reducing upscaling and switching to slow caching mode"), 2.0f);
} else {
host->NotifyUserMessage(err->T("Warning: Video memory FULL, switching to slow caching mode"), 2.0f);
}
}
if (texelsScaledThisFrame_) {
VERBOSE_LOG(G3D, "Scaled %i texels", texelsScaledThisFrame_);
}
texelsScaledThisFrame_ = 0;
if (clearCacheNextFrame_) {
Clear(true);
clearCacheNextFrame_ = false;
} else {
Decimate();
}
}
void TextureCacheGLES::UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) {
const u32 clutBaseBytes = clutFormat == GE_CMODE_32BIT_ABGR8888 ? (clutBase * sizeof(u32)) : (clutBase * sizeof(u16));
// Technically, these extra bytes weren't loaded, but hopefully it was loaded earlier.
// If not, we're going to hash random data, which hopefully doesn't cause a performance issue.
//
// TODO: Actually, this seems like a hack. The game can upload part of a CLUT and reference other data.
// clutTotalBytes_ is the last amount uploaded. We should hash clutMaxBytes_, but this will often hash
// unrelated old entries for small palettes.
// Adding clutBaseBytes may just be mitigating this for some usage patterns.
const u32 clutExtendedBytes = std::min(clutTotalBytes_ + clutBaseBytes, clutMaxBytes_);
if (replacer_.Enabled())
clutHash_ = XXH32((const char *)clutBufRaw_, clutExtendedBytes, 0xC0108888);
else
clutHash_ = XXH3_64bits((const char *)clutBufRaw_, clutExtendedBytes) & 0xFFFFFFFF;
// Avoid a copy when we don't need to convert colors.
if (clutFormat != GE_CMODE_32BIT_ABGR8888) {
const int numColors = clutFormat == GE_CMODE_32BIT_ABGR8888 ? (clutMaxBytes_ / sizeof(u32)) : (clutMaxBytes_ / sizeof(u16));
ConvertColors(clutBufConverted_, clutBufRaw_, getClutDestFormat(clutFormat), numColors);
clutBuf_ = clutBufConverted_;
} else {
clutBuf_ = clutBufRaw_;
}
// Special optimization: fonts typically draw clut4 with just alpha values in a single color.
clutAlphaLinear_ = false;
clutAlphaLinearColor_ = 0;
if (clutFormat == GE_CMODE_16BIT_ABGR4444 && clutIndexIsSimple) {
const u16_le *clut = GetCurrentClut<u16_le>();
clutAlphaLinear_ = true;
clutAlphaLinearColor_ = clut[15] & 0xFFF0;
for (int i = 0; i < 16; ++i) {
u16 step = clutAlphaLinearColor_ | i;
if (clut[i] != step) {
clutAlphaLinear_ = false;
break;
}
}
}
clutLastFormat_ = gstate.clutformat;
}
void TextureCacheGLES::BindTexture(TexCacheEntry *entry) {
if (entry->textureName != lastBoundTexture) {
render_->BindTexture(0, entry->textureName);
lastBoundTexture = entry->textureName;
}
int maxLevel = (entry->status & TexCacheEntry::STATUS_BAD_MIPS) ? 0 : entry->maxLevel;
SamplerCacheKey samplerKey = GetSamplingParams(maxLevel, entry);
ApplySamplingParams(samplerKey);
gstate_c.SetUseShaderDepal(false);
}
void TextureCacheGLES::Unbind() {
render_->BindTexture(TEX_SLOT_PSP_TEXTURE, nullptr);
InvalidateLastTexture();
}
class TextureShaderApplier {
public:
struct Pos {
float x;
float y;
float z;
};
struct UV {
float u;
float v;
};
TextureShaderApplier(DepalShader *shader, float bufferW, float bufferH, int renderW, int renderH)
: shader_(shader), bufferW_(bufferW), bufferH_(bufferH), renderW_(renderW), renderH_(renderH) {
static const Pos pos[4] = {
{-1, -1, -1},
{ 1, -1, -1},
{ 1, 1, -1},
{-1, 1, -1},
};
memcpy(pos_, pos, sizeof(pos_));
static const UV uv[4] = {
{0, 0},
{1, 0},
{1, 1},
{0, 1},
};
memcpy(uv_, uv, sizeof(uv_));
}
void ApplyBounds(const KnownVertexBounds &bounds, u32 uoff, u32 voff) {
// If min is not < max, then we don't have values (wasn't set during decode.)
if (bounds.minV < bounds.maxV) {
const float invWidth = 1.0f / bufferW_;
const float invHeight = 1.0f / bufferH_;
// Inverse of half = double.
const float invHalfWidth = invWidth * 2.0f;
const float invHalfHeight = invHeight * 2.0f;
const int u1 = bounds.minU + uoff;
const int v1 = bounds.minV + voff;
const int u2 = bounds.maxU + uoff;
const int v2 = bounds.maxV + voff;
const float left = u1 * invHalfWidth - 1.0f;
const float right = u2 * invHalfWidth - 1.0f;
const float top = v1 * invHalfHeight - 1.0f;
const float bottom = v2 * invHalfHeight - 1.0f;
// Points are: BL, BR, TR, TL.
pos_[0] = Pos{ left, bottom, -1.0f };
pos_[1] = Pos{ right, bottom, -1.0f };
pos_[2] = Pos{ right, top, -1.0f };
pos_[3] = Pos{ left, top, -1.0f };
// And also the UVs, same order.
const float uvleft = u1 * invWidth;
const float uvright = u2 * invWidth;
const float uvtop = v1 * invHeight;
const float uvbottom = v2 * invHeight;
uv_[0] = UV{ uvleft, uvbottom };
uv_[1] = UV{ uvright, uvbottom };
uv_[2] = UV{ uvright, uvtop };
uv_[3] = UV{ uvleft, uvtop };
// We need to reapply the texture next time since we cropped UV.
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
}
}
void Use(GLRenderManager *render, DrawEngineGLES *transformDraw, GLRInputLayout *inputLayout) {
render->BindProgram(shader_->program);
struct SimpleVertex {
float pos[3];
float uv[2];
};
uint32_t bindOffset;
GLRBuffer *bindBuffer;
SimpleVertex *verts = (SimpleVertex *)transformDraw->GetPushVertexBuffer()->Push(sizeof(SimpleVertex) * 4, &bindOffset, &bindBuffer);
int order[4] = { 0 ,1, 3, 2 };
for (int i = 0; i < 4; i++) {
memcpy(verts[i].pos, &pos_[order[i]], sizeof(Pos));
memcpy(verts[i].uv, &uv_[order[i]], sizeof(UV));
}
render->BindVertexBuffer(inputLayout, bindBuffer, bindOffset);
}
void Shade(GLRenderManager *render) {
render->SetViewport(GLRViewport{ 0, 0, (float)renderW_, (float)renderH_, 0.0f, 1.0f });
render->Draw(GL_TRIANGLE_STRIP, 0, 4);
}
protected:
DepalShader *shader_;
Pos pos_[4];
UV uv_[4];
float bufferW_;
float bufferH_;
int renderW_;
int renderH_;
};
void TextureCacheGLES::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 && (gstate_c.Supports(GPU_SUPPORTS_GLSL_ES_300) || gstate_c.Supports(GPU_SUPPORTS_GLSL_330)) && !depth;
if (!gstate_c.Supports(GPU_SUPPORTS_32BIT_INT_FSHADER)) {
useShaderDepal = false;
depth = false; // Can't support this
}
if (need_depalettize && !g_Config.bDisableSlowFramebufEffects) {
if (useShaderDepal) {
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
GLRTexture *clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_);
render_->BindTexture(TEX_SLOT_CLUT, clutTexture);
render_->SetTextureSampler(TEX_SLOT_CLUT, GL_REPEAT, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_NEAREST, 0.0f);
framebufferManagerGL_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
SamplerCacheKey samplerKey = GetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight);
samplerKey.magFilt = false;
samplerKey.minFilt = false;
samplerKey.mipEnable = false;
ApplySamplingParams(samplerKey);
InvalidateLastTexture();
// 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;
TexCacheEntry::TexStatus alphaStatus = CheckAlpha((const uint8_t *)clutBuf_, getClutDestFormat(clutFormat), clutTotalColors, clutTotalColors, 1);
gstate_c.SetTextureFullAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL);
return;
}
depalShader = depalShaderCache_->GetDepalettizeShader(clutMode, depth ? GE_FORMAT_DEPTH16 : framebuffer->drawnFormat);
gstate_c.SetUseShaderDepal(false);
}
if (depalShader) {
shaderManager_->DirtyLastShader();
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
GLRTexture *clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_);
Draw::Framebuffer *depalFBO = framebufferManagerGL_->GetTempFBO(TempFBO::DEPAL, framebuffer->renderWidth, framebuffer->renderHeight);
draw_->BindFramebufferAsRenderTarget(depalFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }, "Depal");
render_->SetScissor(GLRect2D{ 0, 0, (int)framebuffer->renderWidth, (int)framebuffer->renderHeight });
render_->SetViewport(GLRViewport{ 0.0f, 0.0f, (float)framebuffer->renderWidth, (float)framebuffer->renderHeight, 0.0f, 1.0f });
TextureShaderApplier shaderApply(depalShader, framebuffer->bufferWidth, framebuffer->bufferHeight, framebuffer->renderWidth, framebuffer->renderHeight);
shaderApply.ApplyBounds(gstate_c.vertBounds, gstate_c.curTextureXOffset, gstate_c.curTextureYOffset);
shaderApply.Use(render_, drawEngine_, shadeInputLayout_);
draw_->BindFramebufferAsTexture(framebuffer->fbo, 0, depth ? Draw::FB_DEPTH_BIT : Draw::FB_COLOR_BIT, 0);
render_->BindTexture(TEX_SLOT_CLUT, clutTexture);
render_->SetTextureSampler(TEX_SLOT_CLUT, GL_REPEAT, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_NEAREST, 0.0f);
shaderApply.Shade(render_);
draw_->BindFramebufferAsTexture(depalFBO, 0, Draw::FB_COLOR_BIT, 0);
const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16);
const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor;
TexCacheEntry::TexStatus alphaStatus = CheckAlpha((const uint8_t *)clutBuf_, getClutDestFormat(clutFormat), clutTotalColors, clutTotalColors, 1);
gstate_c.SetTextureFullAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL);
} else {
framebufferManagerGL_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
gstate_c.SetUseShaderDepal(false);
gstate_c.SetTextureFullAlpha(gstate.getTextureFormat() == GE_TFMT_5650);
}
framebufferManagerGL_->RebindFramebuffer("ApplyTextureFramebuffer");
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);
}
ReplacedTextureFormat FromDataFormat(Draw::DataFormat fmt) {
// TODO: 16-bit formats are incorrect, since swizzled.
switch (fmt) {
case Draw::DataFormat::R5G6B5_UNORM_PACK16: return ReplacedTextureFormat::F_0565_ABGR;
case Draw::DataFormat::R5G5B5A1_UNORM_PACK16: return ReplacedTextureFormat::F_1555_ABGR;
case Draw::DataFormat::R4G4B4A4_UNORM_PACK16: return ReplacedTextureFormat::F_4444_ABGR;
case Draw::DataFormat::R8G8B8A8_UNORM: default: return ReplacedTextureFormat::F_8888;
}
}
Draw::DataFormat ToDataFormat(ReplacedTextureFormat fmt) {
switch (fmt) {
case ReplacedTextureFormat::F_5650: return Draw::DataFormat::R5G6B5_UNORM_PACK16;
case ReplacedTextureFormat::F_5551: return Draw::DataFormat::R5G5B5A1_UNORM_PACK16;
case ReplacedTextureFormat::F_4444: return Draw::DataFormat::R4G4B4A4_UNORM_PACK16;
case ReplacedTextureFormat::F_8888: default: return Draw::DataFormat::R8G8B8A8_UNORM;
}
}
void TextureCacheGLES::BuildTexture(TexCacheEntry *const entry) {
entry->status &= ~TexCacheEntry::STATUS_ALPHA_MASK;
// 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;
}
// Adjust maxLevel to actually present levels..
bool badMipSizes = false;
bool canAutoGen = false;
int maxLevel = entry->maxLevel;
for (int i = 0; i <= maxLevel; i++) {
// If encountering levels pointing to nothing, adjust max level.
u32 levelTexaddr = gstate.getTextureAddress(i);
if (!Memory::IsValidAddress(levelTexaddr)) {
maxLevel = i - 1;
break;
}
// If size reaches 1, stop, and override maxlevel.
int tw = gstate.getTextureWidth(i);
int th = gstate.getTextureHeight(i);
if (tw == 1 || th == 1) {
maxLevel = i;
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))
badMipSizes = true;
else if (th != 1 && th != (lastH >> 1))
badMipSizes = true;
}
if (lastW > tw || lastH > th)
canAutoGen = true;
}
}
// If GLES3 is available, we can preallocate the storage, which makes texture loading more efficient.
Draw::DataFormat dstFmt = GetDestFormat(GETextureFormat(entry->format), gstate.getClutPaletteFormat());
int scaleFactor = standardScaleFactor_;
// Rachet down scale factor in low-memory mode.
if (lowMemoryMode_) {
// Keep it even, though, just in case of npot troubles.
scaleFactor = scaleFactor > 4 ? 4 : (scaleFactor > 2 ? 2 : 1);
}
int w = gstate.getTextureWidth(0);
int h = gstate.getTextureHeight(0);
ReplacedTexture &replaced = FindReplacement(entry, w, h);
if (replaced.Valid()) {
// We're replacing, so we won't scale.
scaleFactor = 1;
maxLevel = replaced.MaxLevel();
badMipSizes = false;
}
// Don't scale the PPGe texture.
if (entry->addr > 0x05000000 && entry->addr < PSP_GetKernelMemoryEnd())
scaleFactor = 1;
if ((entry->status & TexCacheEntry::STATUS_CHANGE_FREQUENT) != 0 && scaleFactor != 1) {
// Remember for later that we /wanted/ to scale this texture.
entry->status |= TexCacheEntry::STATUS_TO_SCALE;
scaleFactor = 1;
}
if (scaleFactor != 1) {
if (texelsScaledThisFrame_ >= TEXCACHE_MAX_TEXELS_SCALED) {
entry->status |= TexCacheEntry::STATUS_TO_SCALE;
scaleFactor = 1;
} else {
entry->status &= ~TexCacheEntry::STATUS_TO_SCALE;
entry->status |= TexCacheEntry::STATUS_IS_SCALED;
texelsScaledThisFrame_ += w * h;
}
}
// GLES2 doesn't have support for a "Max lod" which is critical as PSP games often
// don't specify mips all the way down. As a result, we either need to manually generate
// the bottom few levels or rely on OpenGL's autogen mipmaps instead, which might not
// be as good quality as the game's own (might even be better in some cases though).
// Always load base level texture here
if (IsFakeMipmapChange()) {
// NOTE: Since the level is not part of the cache key, we assume it never changes.
u8 level = std::max(0, gstate.getTexLevelOffset16() / 16);
LoadTextureLevel(*entry, replaced, level, scaleFactor, dstFmt);
} else {
LoadTextureLevel(*entry, replaced, 0, scaleFactor, dstFmt);
}
// Mipmapping is only enabled when texture scaling is disabled.
int texMaxLevel = 0;
bool genMips = false;
if (maxLevel > 0 && scaleFactor == 1) {
if (gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
if (badMipSizes) {
// WARN_LOG(G3D, "Bad mipmap for texture sized %dx%dx%d - autogenerating", w, h, (int)format);
if (canAutoGen) {
genMips = true;
} else {
texMaxLevel = 0;
maxLevel = 0;
}
} else {
for (int i = 1; i <= maxLevel; i++) {
LoadTextureLevel(*entry, replaced, i, scaleFactor, dstFmt);
}
texMaxLevel = maxLevel;
}
} else {
// Avoid PowerVR driver bug
if (canAutoGen && w > 1 && h > 1 && !(h > w && draw_->GetBugs().Has(Draw::Bugs::PVR_GENMIPMAP_HEIGHT_GREATER))) { // Really! only seems to fail if height > width
// NOTICE_LOG(G3D, "Generating mipmap for texture sized %dx%d%d", w, h, (int)format);
genMips = true;
} else {
maxLevel = 0;
}
}
} else if (gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
texMaxLevel = 0;
}
if (maxLevel == 0) {
entry->status |= TexCacheEntry::STATUS_BAD_MIPS;
} else {
entry->status &= ~TexCacheEntry::STATUS_BAD_MIPS;
}
if (replaced.Valid()) {
entry->SetAlphaStatus(TexCacheEntry::TexStatus(replaced.AlphaStatus()));
}
render_->FinalizeTexture(entry->textureName, texMaxLevel, genMips);
}
Draw::DataFormat TextureCacheGLES::GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const {
switch (format) {
case GE_TFMT_CLUT4:
case GE_TFMT_CLUT8:
case GE_TFMT_CLUT16:
case GE_TFMT_CLUT32:
return getClutDestFormat(clutFormat);
case GE_TFMT_4444:
return Draw::DataFormat::R4G4B4A4_UNORM_PACK16;
case GE_TFMT_5551:
return Draw::DataFormat::R5G5B5A1_UNORM_PACK16;
case GE_TFMT_5650:
return Draw::DataFormat::R5G6B5_UNORM_PACK16;
case GE_TFMT_8888:
case GE_TFMT_DXT1:
case GE_TFMT_DXT3:
case GE_TFMT_DXT5:
default:
return Draw::DataFormat::R8G8B8A8_UNORM;
}
}
TexCacheEntry::TexStatus TextureCacheGLES::CheckAlpha(const uint8_t *pixelData, Draw::DataFormat dstFmt, int stride, int w, int h) {
CheckAlphaResult res;
switch (dstFmt) {
case Draw::DataFormat::R4G4B4A4_UNORM_PACK16:
res = CheckAlphaABGR4444Basic((const uint32_t *)pixelData, stride, w, h);
break;
case Draw::DataFormat::R5G5B5A1_UNORM_PACK16:
res = CheckAlphaABGR1555Basic((const uint32_t *)pixelData, stride, w, h);
break;
case Draw::DataFormat::R5G6B5_UNORM_PACK16:
// Never has any alpha.
res = CHECKALPHA_FULL;
break;
default:
res = CheckAlphaRGBA8888Basic((const uint32_t *)pixelData, stride, w, h);
break;
}
return (TexCacheEntry::TexStatus)res;
}
void TextureCacheGLES::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &replaced, int level, int scaleFactor, Draw::DataFormat dstFmt) {
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
uint8_t *pixelData;
int decPitch = 0;
gpuStats.numTexturesDecoded++;
if (!entry.textureName) {
// TODO: Actually pass in correct size here. The size here is not yet used for anything else
// than determining if we can wrap this texture size, that is, it's pow2 or not on very old hardware, else true.
// This will be easy after .. well, yet another refactoring, where I hoist the size calculation out of LoadTextureLevel
// and unify BuildTexture.
entry.textureName = render_->CreateTexture(GL_TEXTURE_2D, 16, 16, 1);
}
if (replaced.GetSize(level, w, h)) {
PROFILE_THIS_SCOPE("replacetex");
int bpp = replaced.Format(level) == ReplacedTextureFormat::F_8888 ? 4 : 2;
decPitch = w * bpp;
uint8_t *rearrange = (uint8_t *)AllocateAlignedMemory(decPitch * h, 16);
double replaceStart = time_now_d();
replaced.Load(level, rearrange, decPitch);
replacementTimeThisFrame_ += time_now_d() - replaceStart;
pixelData = rearrange;
dstFmt = ToDataFormat(replaced.Format(level));
} else {
PROFILE_THIS_SCOPE("decodetex");
GEPaletteFormat clutformat = gstate.getClutPaletteFormat();
u32 texaddr = gstate.getTextureAddress(level);
int bufw = GetTextureBufw(level, texaddr, GETextureFormat(entry.format));
int pixelSize = dstFmt == Draw::DataFormat::R8G8B8A8_UNORM ? 4 : 2;
// We leave GL_UNPACK_ALIGNMENT at 4, so this must be at least 4.
decPitch = std::max(w * pixelSize, 4);
pixelData = (uint8_t *)AllocateAlignedMemory(decPitch * h * pixelSize, 16);
DecodeTextureLevel(pixelData, decPitch, GETextureFormat(entry.format), clutformat, texaddr, level, bufw, true, false, false);
// We check before scaling since scaling shouldn't invent alpha from a full alpha texture.
if ((entry.status & TexCacheEntry::STATUS_CHANGE_FREQUENT) == 0) {
TexCacheEntry::TexStatus alphaStatus = CheckAlpha(pixelData, dstFmt, decPitch / pixelSize, w, h);
entry.SetAlphaStatus(alphaStatus, level);
} else {
entry.SetAlphaStatus(TexCacheEntry::STATUS_ALPHA_UNKNOWN);
}
if (scaleFactor > 1) {
uint8_t *rearrange = (uint8_t *)AllocateAlignedMemory(w * scaleFactor * h * scaleFactor * 4, 16);
u32 dFmt = (u32)dstFmt;
scaler.ScaleAlways((u32 *)rearrange, (u32 *)pixelData, dFmt, w, h, scaleFactor);
dstFmt = (Draw::DataFormat)dFmt;
FreeAlignedMemory(pixelData);
pixelData = rearrange;
decPitch = w * 4;
}
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 = FromDataFormat(dstFmt);
replacer_.NotifyTextureDecoded(replacedInfo, pixelData, decPitch, level, w, h);
}
}
PROFILE_THIS_SCOPE("loadtex");
if (IsFakeMipmapChange())
render_->TextureImage(entry.textureName, 0, w, h, dstFmt, pixelData, GLRAllocType::ALIGNED);
else
render_->TextureImage(entry.textureName, level, w, h, dstFmt, pixelData, GLRAllocType::ALIGNED);
}
bool TextureCacheGLES::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) {
GPUgstate saved;
if (level != 0) {
saved = gstate;
// The way we set textures is a bit complex. Let's just override level 0.
gstate.texsize[0] = gstate.texsize[level];
gstate.texaddr[0] = gstate.texaddr[level];
gstate.texbufwidth[0] = gstate.texbufwidth[level];
}
InvalidateLastTexture();
SetTexture();
if (!nextTexture_) {
if (nextFramebufferTexture_) {
VirtualFramebuffer *vfb = nextFramebufferTexture_;
buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, false);
bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth, "GetCurrentTextureDebug");
// Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf.
// So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE);
// We may have blitted to a temp FBO.
framebufferManager_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
if (!retval)
ERROR_LOG(G3D, "Failed to get debug texture: copy to memory failed");
return retval;
} else {
ERROR_LOG(G3D, "Failed to get debug texture: no texture set");
return false;
}
}
// Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer.
TexCacheEntry *entry = nextTexture_;
// We might need a render pass to set the sampling params, unfortunately. Otherwise BuildTexture may crash.
framebufferManagerGL_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
ApplyTexture();
GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
// Not a framebuffer, so let's assume these are right.
// TODO: But they may definitely not be, if the texture was scaled.
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
if (level != 0) {
gstate = saved;
}
bool result = entry->textureName != nullptr;
if (result) {
buffer.Allocate(w, h, GE_FORMAT_8888, false);
renderManager->CopyImageToMemorySync(entry->textureName, level, 0, 0, w, h, Draw::DataFormat::R8G8B8A8_UNORM, (uint8_t *)buffer.GetData(), w, "GetCurrentTextureDebug");
} else {
ERROR_LOG(G3D, "Failed to get debug texture: texture is null");
}
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
framebufferManager_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
return result;
}
void TextureCacheGLES::DeviceLost() {
if (shadeInputLayout_) {
render_->DeleteInputLayout(shadeInputLayout_);
shadeInputLayout_ = nullptr;
}
Clear(false);
draw_ = nullptr;
render_ = nullptr;
}
void TextureCacheGLES::DeviceRestore(Draw::DrawContext *draw) {
draw_ = draw;
render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
if (!shadeInputLayout_) {
std::vector<GLRInputLayout::Entry> entries;
entries.push_back({ 0, 3, GL_FLOAT, GL_FALSE, 20, 0 });
entries.push_back({ 1, 2, GL_FLOAT, GL_FALSE, 20, 12 });
shadeInputLayout_ = render_->CreateInputLayout(entries);
}
}