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https://github.com/hrydgard/ppsspp.git
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9e41fafd0d
Buildfixing Move some file util files Buildfix Move KeyMap.cpp/h to Core where they belong better. libretro buildfix attempt Move ini_file More buildfixes
795 lines
28 KiB
C++
795 lines
28 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <algorithm>
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#include <cstring>
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#include <d3d11.h>
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#include "Core/MemMap.h"
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#include "Core/Reporting.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "GPU/D3D11/FragmentShaderGeneratorD3D11.h"
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#include "GPU/D3D11/TextureCacheD3D11.h"
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#include "GPU/D3D11/FramebufferManagerD3D11.h"
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#include "GPU/D3D11/ShaderManagerD3D11.h"
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#include "GPU/D3D11/DepalettizeShaderD3D11.h"
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#include "GPU/D3D11/D3D11Util.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "Core/Config.h"
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#include "Core/Host.h"
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#include "ext/xxhash.h"
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#include "Common/Math/math_util.h"
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#define INVALID_TEX (ID3D11ShaderResourceView *)(-1LL)
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static const D3D11_INPUT_ELEMENT_DESC g_QuadVertexElements[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12,},
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};
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SamplerCacheD3D11::~SamplerCacheD3D11() {
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for (auto &iter : cache_) {
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iter.second->Release();
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}
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}
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ID3D11SamplerState *SamplerCacheD3D11::GetOrCreateSampler(ID3D11Device *device, const SamplerCacheKey &key) {
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auto iter = cache_.find(key);
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if (iter != cache_.end()) {
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return iter->second;
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}
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D3D11_SAMPLER_DESC samp{};
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samp.AddressU = key.sClamp ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP;
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samp.AddressV = key.tClamp ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP;
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samp.AddressW = samp.AddressU; // Mali benefits from all clamps being the same, and this one is irrelevant.
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if (key.aniso) {
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samp.MaxAnisotropy = (float)(1 << g_Config.iAnisotropyLevel);
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} else {
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samp.MaxAnisotropy = 1.0f;
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}
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int filterKey = ((int)key.minFilt << 2) | ((int)key.magFilt << 1) | ((int)key.mipFilt);
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static const D3D11_FILTER filters[8] = {
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D3D11_FILTER_MIN_MAG_MIP_POINT,
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D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR,
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D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT,
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D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR,
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D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT,
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D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
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D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT,
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D3D11_FILTER_MIN_MAG_MIP_LINEAR,
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};
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// Only switch to aniso if linear min and mag are set.
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if (key.aniso && key.magFilt != 0 && key.minFilt != 0)
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samp.Filter = D3D11_FILTER_ANISOTROPIC;
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else
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samp.Filter = filters[filterKey];
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// Can't set MaxLOD on Feature Level <= 9_3.
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if (device->GetFeatureLevel() <= D3D_FEATURE_LEVEL_9_3) {
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samp.MaxLOD = FLT_MAX;
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samp.MinLOD = -FLT_MAX;
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samp.MipLODBias = 0.0f;
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} else {
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samp.MaxLOD = key.maxLevel / 256.0f;
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samp.MinLOD = key.minLevel / 256.0f;
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samp.MipLODBias = key.lodBias / 256.0f;
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}
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samp.ComparisonFunc = D3D11_COMPARISON_NEVER;
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for (int i = 0; i < 4; i++) {
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samp.BorderColor[i] = 1.0f;
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}
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ID3D11SamplerState *sampler;
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ASSERT_SUCCESS(device->CreateSamplerState(&samp, &sampler));
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cache_[key] = sampler;
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return sampler;
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}
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TextureCacheD3D11::TextureCacheD3D11(Draw::DrawContext *draw)
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: TextureCacheCommon(draw) {
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device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE);
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context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
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isBgraBackend_ = true;
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lastBoundTexture = INVALID_TEX;
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HRESULT result = 0;
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SetupTextureDecoder();
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nextTexture_ = nullptr;
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}
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TextureCacheD3D11::~TextureCacheD3D11() {
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// pFramebufferVertexDecl->Release();
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Clear(true);
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}
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void TextureCacheD3D11::SetFramebufferManager(FramebufferManagerD3D11 *fbManager) {
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framebufferManagerD3D11_ = fbManager;
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framebufferManager_ = fbManager;
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}
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void TextureCacheD3D11::ReleaseTexture(TexCacheEntry *entry, bool delete_them) {
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ID3D11Texture2D *texture = (ID3D11Texture2D *)entry->texturePtr;
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ID3D11ShaderResourceView *view = (ID3D11ShaderResourceView *)entry->textureView;
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if (texture) {
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texture->Release();
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entry->texturePtr = nullptr;
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}
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if (view) {
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view->Release();
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entry->textureView = nullptr;
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}
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}
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void TextureCacheD3D11::ForgetLastTexture() {
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InvalidateLastTexture();
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ID3D11ShaderResourceView *nullTex[2]{};
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context_->PSSetShaderResources(0, 2, nullTex);
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}
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void TextureCacheD3D11::InvalidateLastTexture() {
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lastBoundTexture = INVALID_TEX;
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}
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void TextureCacheD3D11::StartFrame() {
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InvalidateLastTexture();
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timesInvalidatedAllThisFrame_ = 0;
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if (texelsScaledThisFrame_) {
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// INFO_LOG(G3D, "Scaled %i texels", texelsScaledThisFrame_);
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}
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texelsScaledThisFrame_ = 0;
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if (clearCacheNextFrame_) {
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Clear(true);
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clearCacheNextFrame_ = false;
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} else {
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Decimate();
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}
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}
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void TextureCacheD3D11::UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) {
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const u32 clutBaseBytes = clutBase * (clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16));
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// Technically, these extra bytes weren't loaded, but hopefully it was loaded earlier.
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// If not, we're going to hash random data, which hopefully doesn't cause a performance issue.
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//
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// TODO: Actually, this seems like a hack. The game can upload part of a CLUT and reference other data.
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// clutTotalBytes_ is the last amount uploaded. We should hash clutMaxBytes_, but this will often hash
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// unrelated old entries for small palettes.
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// Adding clutBaseBytes may just be mitigating this for some usage patterns.
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const u32 clutExtendedBytes = std::min(clutTotalBytes_ + clutBaseBytes, clutMaxBytes_);
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if (replacer_.Enabled())
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clutHash_ = XXH32((const char *)clutBufRaw_, clutExtendedBytes, 0xC0108888);
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else
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clutHash_ = XXH3_64bits((const char *)clutBufRaw_, clutExtendedBytes) & 0xFFFFFFFF;
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clutBuf_ = clutBufRaw_;
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// Special optimization: fonts typically draw clut4 with just alpha values in a single color.
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clutAlphaLinear_ = false;
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clutAlphaLinearColor_ = 0;
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if (clutFormat == GE_CMODE_16BIT_ABGR4444 && clutIndexIsSimple) {
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const u16_le *clut = GetCurrentClut<u16_le>();
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clutAlphaLinear_ = true;
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clutAlphaLinearColor_ = clut[15] & 0x0FFF;
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for (int i = 0; i < 16; ++i) {
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u16 step = clutAlphaLinearColor_ | (i << 12);
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if (clut[i] != step) {
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clutAlphaLinear_ = false;
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break;
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}
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}
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}
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clutLastFormat_ = gstate.clutformat;
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}
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void TextureCacheD3D11::BindTexture(TexCacheEntry *entry) {
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ID3D11ShaderResourceView *textureView = DxView(entry);
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if (textureView != lastBoundTexture) {
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context_->PSSetShaderResources(0, 1, &textureView);
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lastBoundTexture = textureView;
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}
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int maxLevel = (entry->status & TexCacheEntry::STATUS_BAD_MIPS) ? 0 : entry->maxLevel;
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SamplerCacheKey samplerKey = GetSamplingParams(maxLevel, entry->addr);
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ID3D11SamplerState *state = samplerCache_.GetOrCreateSampler(device_, samplerKey);
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context_->PSSetSamplers(0, 1, &state);
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}
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void TextureCacheD3D11::Unbind() {
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ID3D11ShaderResourceView *nullView = nullptr;
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context_->PSSetShaderResources(0, 1, &nullView);
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InvalidateLastTexture();
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}
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class TextureShaderApplierD3D11 {
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public:
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struct Pos {
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Pos(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {
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}
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Pos() {
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}
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float x;
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float y;
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float z;
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};
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struct UV {
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UV(float u_, float v_) : u(u_), v(v_) {
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}
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UV() {
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}
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float u;
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float v;
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};
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struct PosUV {
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Pos pos;
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UV uv;
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};
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TextureShaderApplierD3D11(ID3D11DeviceContext *context, ID3D11PixelShader *pshader, ID3D11Buffer *dynamicBuffer, float bufferW, float bufferH, int renderW, int renderH, float xoff, float yoff)
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: context_(context), pshader_(pshader), vbuffer_(dynamicBuffer), bufferW_(bufferW), bufferH_(bufferH), renderW_(renderW), renderH_(renderH) {
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static const Pos pos[4] = {
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{ -1, 1, 0 },
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{ 1, 1, 0 },
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{ -1, -1, 0 },
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{ 1, -1, 0 },
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};
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static const UV uv[4] = {
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{ 0, 0 },
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{ 1, 0 },
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{ 0, 1 },
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{ 1, 1 },
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};
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for (int i = 0; i < 4; ++i) {
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verts_[i].pos = pos[i];
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verts_[i].pos.x += xoff;
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verts_[i].pos.y += yoff;
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verts_[i].uv = uv[i];
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}
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}
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void ApplyBounds(const KnownVertexBounds &bounds, u32 uoff, u32 voff, float xoff, float yoff) {
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// If min is not < max, then we don't have values (wasn't set during decode.)
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if (bounds.minV < bounds.maxV) {
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const float invWidth = 1.0f / bufferW_;
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const float invHeight = 1.0f / bufferH_;
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// Inverse of half = double.
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const float invHalfWidth = invWidth * 2.0f;
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const float invHalfHeight = invHeight * 2.0f;
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const int u1 = bounds.minU + uoff;
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const int v1 = bounds.minV + voff;
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const int u2 = bounds.maxU + uoff;
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const int v2 = bounds.maxV + voff;
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const float left = u1 * invHalfWidth - 1.0f + xoff;
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const float right = u2 * invHalfWidth - 1.0f + xoff;
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const float top = (bufferH_ - v1) * invHalfHeight - 1.0f + yoff;
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const float bottom = (bufferH_ - v2) * invHalfHeight - 1.0f + yoff;
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float z = 0.0f;
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verts_[0].pos = Pos(left, top, z);
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verts_[1].pos = Pos(right, top, z);
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verts_[2].pos = Pos(left, bottom, z);
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verts_[3].pos = Pos(right, bottom, z);
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// And also the UVs, same order.
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const float uvleft = u1 * invWidth;
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const float uvright = u2 * invWidth;
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const float uvtop = v1 * invHeight;
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const float uvbottom = v2 * invHeight;
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verts_[0].uv = UV(uvleft, uvtop);
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verts_[1].uv = UV(uvright, uvtop);
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verts_[2].uv = UV(uvleft, uvbottom);
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verts_[3].uv = UV(uvright, uvbottom);
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// We need to reapply the texture next time since we cropped UV.
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gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
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}
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D3D11_MAPPED_SUBRESOURCE map;
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context_->Map(vbuffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, &verts_[0], 4 * 5 * sizeof(float));
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context_->Unmap(vbuffer_, 0);
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}
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void Use(ID3D11VertexShader *vshader, ID3D11InputLayout *decl) {
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context_->PSSetShader(pshader_, 0, 0);
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context_->VSSetShader(vshader, 0, 0);
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context_->IASetInputLayout(decl);
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}
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void Shade() {
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D3D11_VIEWPORT vp{ 0.0f, 0.0f, (float)renderW_, (float)renderH_, 0.0f, 1.0f };
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context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF);
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context_->OMSetDepthStencilState(stockD3D11.depthStencilDisabled, 0xFF);
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context_->RSSetState(stockD3D11.rasterStateNoCull);
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context_->RSSetViewports(1, &vp);
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context_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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context_->IASetVertexBuffers(0, 1, &vbuffer_, &stride_, &offset_);
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context_->Draw(4, 0);
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gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
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}
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protected:
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ID3D11DeviceContext *context_;
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ID3D11PixelShader *pshader_;
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ID3D11Buffer *vbuffer_;
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PosUV verts_[4];
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UINT stride_ = sizeof(PosUV);
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UINT offset_ = 0;
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float bufferW_;
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float bufferH_;
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int renderW_;
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int renderH_;
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};
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void TextureCacheD3D11::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, GETextureFormat texFormat, FramebufferNotificationChannel channel) {
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ID3D11PixelShader *pshader = nullptr;
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uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
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bool need_depalettize = IsClutFormat(texFormat);
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if (need_depalettize && !g_Config.bDisableSlowFramebufEffects) {
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pshader = depalShaderCache_->GetDepalettizePixelShader(clutMode, framebuffer->drawnFormat);
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}
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if (pshader) {
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bool expand32 = !gstate_c.Supports(GPU_SUPPORTS_16BIT_FORMATS);
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const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
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ID3D11ShaderResourceView *clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_, expand32);
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Draw::Framebuffer *depalFBO = framebufferManagerD3D11_->GetTempFBO(TempFBO::DEPAL, framebuffer->renderWidth, framebuffer->renderHeight, Draw::FBO_8888);
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shaderManager_->DirtyLastShader();
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// Not sure why or if we need this here - we're not about to actually draw using draw_, just use its framebuffer binds.
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draw_->InvalidateCachedState();
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float xoff = -0.5f / framebuffer->renderWidth;
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float yoff = 0.5f / framebuffer->renderHeight;
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TextureShaderApplierD3D11 shaderApply(context_, pshader, framebufferManagerD3D11_->GetDynamicQuadBuffer(), framebuffer->bufferWidth, framebuffer->bufferHeight, framebuffer->renderWidth, framebuffer->renderHeight, xoff, yoff);
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shaderApply.ApplyBounds(gstate_c.vertBounds, gstate_c.curTextureXOffset, gstate_c.curTextureYOffset, xoff, yoff);
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shaderApply.Use(depalShaderCache_->GetDepalettizeVertexShader(), depalShaderCache_->GetInputLayout());
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ID3D11ShaderResourceView *nullTexture = nullptr;
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context_->PSSetShaderResources(0, 1, &nullTexture); // In case the target was used in the last draw call. Happens in Sega Rally.
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draw_->BindFramebufferAsRenderTarget(depalFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }, "ApplyTextureFramebuffer_DepalShader");
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context_->PSSetShaderResources(3, 1, &clutTexture);
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context_->PSSetSamplers(3, 1, &stockD3D11.samplerPoint2DWrap);
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framebufferManagerD3D11_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_SKIP_COPY | BINDFBCOLOR_FORCE_SELF);
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context_->PSSetSamplers(0, 1, &stockD3D11.samplerPoint2DWrap);
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shaderApply.Shade();
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context_->PSSetShaderResources(0, 1, &nullTexture); // Make D3D11 validation happy. Really of no consequence since we rebind anyway.
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framebufferManagerD3D11_->RebindFramebuffer("RebindFramebuffer - ApplyTextureFramebuffer");
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draw_->BindFramebufferAsTexture(depalFBO, 0, Draw::FB_COLOR_BIT, 0);
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const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16);
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const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor;
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TexCacheEntry::TexStatus alphaStatus = CheckAlpha(clutBuf_, GetClutDestFormatD3D11(clutFormat), clutTotalColors, clutTotalColors, 1);
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gstate_c.SetTextureFullAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL);
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} else {
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framebufferManagerD3D11_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
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gstate_c.SetTextureFullAlpha(gstate.getTextureFormat() == GE_TFMT_5650);
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framebufferManagerD3D11_->RebindFramebuffer("RebindFramebuffer - ApplyTextureFramebuffer"); // Probably not necessary.
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}
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SamplerCacheKey samplerKey = GetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight);
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ID3D11SamplerState *state = samplerCache_.GetOrCreateSampler(device_, samplerKey);
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context_->PSSetSamplers(0, 1, &state);
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE);
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}
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void TextureCacheD3D11::BuildTexture(TexCacheEntry *const entry) {
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entry->status &= ~TexCacheEntry::STATUS_ALPHA_MASK;
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// For the estimate, we assume cluts always point to 8888 for simplicity.
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|
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;
|
|
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 && gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
|
|
if (tw != 1 && tw != (gstate.getTextureWidth(i - 1) >> 1))
|
|
badMipSizes = true;
|
|
else if (th != 1 && th != (gstate.getTextureHeight(i - 1) >> 1))
|
|
badMipSizes = true;
|
|
}
|
|
}
|
|
|
|
int scaleFactor = standardScaleFactor_;
|
|
|
|
// Rachet down scale factor in low-memory mode.
|
|
if (lowMemoryMode_) {
|
|
// Keep it even, though, just in case of npot troubles.
|
|
scaleFactor = scaleFactor > 4 ? 4 : (scaleFactor > 2 ? 2 : 1);
|
|
}
|
|
|
|
u64 cachekey = replacer_.Enabled() ? entry->CacheKey() : 0;
|
|
int w = gstate.getTextureWidth(0);
|
|
int h = gstate.getTextureHeight(0);
|
|
ReplacedTexture &replaced = replacer_.FindReplacement(cachekey, entry->fullhash, w, h);
|
|
if (replaced.GetSize(0, w, h)) {
|
|
// We're replacing, so we won't scale.
|
|
scaleFactor = 1;
|
|
entry->status |= TexCacheEntry::STATUS_IS_SCALED;
|
|
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;
|
|
}
|
|
}
|
|
|
|
// Seems to cause problems in Tactics Ogre.
|
|
if (badMipSizes) {
|
|
maxLevel = 0;
|
|
}
|
|
|
|
DXGI_FORMAT dstFmt = GetDestFormat(GETextureFormat(entry->format), gstate.getClutPaletteFormat());
|
|
|
|
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, maxLevel, scaleFactor, dstFmt);
|
|
} else {
|
|
LoadTextureLevel(*entry, replaced, 0, maxLevel, scaleFactor, dstFmt);
|
|
}
|
|
|
|
ID3D11ShaderResourceView *textureView = DxView(entry);
|
|
if (!textureView) {
|
|
return;
|
|
}
|
|
|
|
// Mipmapping is only enabled when texture scaling is disabled.
|
|
if (maxLevel > 0 && scaleFactor == 1) {
|
|
for (int i = 1; i <= maxLevel; i++) {
|
|
LoadTextureLevel(*entry, replaced, i, maxLevel, scaleFactor, dstFmt);
|
|
}
|
|
}
|
|
|
|
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()));
|
|
}
|
|
}
|
|
|
|
DXGI_FORMAT GetClutDestFormatD3D11(GEPaletteFormat format) {
|
|
switch (format) {
|
|
case GE_CMODE_16BIT_ABGR4444:
|
|
return DXGI_FORMAT_B4G4R4A4_UNORM;
|
|
case GE_CMODE_16BIT_ABGR5551:
|
|
return DXGI_FORMAT_B5G5R5A1_UNORM;
|
|
case GE_CMODE_16BIT_BGR5650:
|
|
return DXGI_FORMAT_B5G6R5_UNORM;
|
|
case GE_CMODE_32BIT_ABGR8888:
|
|
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
}
|
|
// Should never be here !
|
|
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
}
|
|
|
|
DXGI_FORMAT TextureCacheD3D11::GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const {
|
|
if (!gstate_c.Supports(GPU_SUPPORTS_16BIT_FORMATS)) {
|
|
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
}
|
|
|
|
switch (format) {
|
|
case GE_TFMT_CLUT4:
|
|
case GE_TFMT_CLUT8:
|
|
case GE_TFMT_CLUT16:
|
|
case GE_TFMT_CLUT32:
|
|
return GetClutDestFormatD3D11(clutFormat);
|
|
case GE_TFMT_4444:
|
|
return DXGI_FORMAT_B4G4R4A4_UNORM;
|
|
case GE_TFMT_5551:
|
|
return DXGI_FORMAT_B5G5R5A1_UNORM;
|
|
case GE_TFMT_5650:
|
|
return DXGI_FORMAT_B5G6R5_UNORM;
|
|
case GE_TFMT_8888:
|
|
case GE_TFMT_DXT1:
|
|
case GE_TFMT_DXT3:
|
|
case GE_TFMT_DXT5:
|
|
default:
|
|
return DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
}
|
|
}
|
|
|
|
TexCacheEntry::TexStatus TextureCacheD3D11::CheckAlpha(const u32 *pixelData, u32 dstFmt, int stride, int w, int h) {
|
|
CheckAlphaResult res;
|
|
switch (dstFmt) {
|
|
case DXGI_FORMAT_B4G4R4A4_UNORM:
|
|
res = CheckAlphaRGBA4444Basic(pixelData, stride, w, h);
|
|
break;
|
|
case DXGI_FORMAT_B5G5R5A1_UNORM:
|
|
res = CheckAlphaRGBA5551Basic(pixelData, stride, w, h);
|
|
break;
|
|
case DXGI_FORMAT_B5G6R5_UNORM:
|
|
// Never has any alpha.
|
|
res = CHECKALPHA_FULL;
|
|
break;
|
|
default:
|
|
res = CheckAlphaRGBA8888Basic(pixelData, stride, w, h);
|
|
break;
|
|
}
|
|
|
|
return (TexCacheEntry::TexStatus)res;
|
|
}
|
|
|
|
ReplacedTextureFormat FromD3D11Format(u32 fmt) {
|
|
switch (fmt) {
|
|
case DXGI_FORMAT_B5G6R5_UNORM: return ReplacedTextureFormat::F_5650;
|
|
case DXGI_FORMAT_B5G5R5A1_UNORM: return ReplacedTextureFormat::F_5551;
|
|
case DXGI_FORMAT_B4G4R4A4_UNORM: return ReplacedTextureFormat::F_4444;
|
|
case DXGI_FORMAT_B8G8R8A8_UNORM: default: return ReplacedTextureFormat::F_8888;
|
|
}
|
|
}
|
|
|
|
DXGI_FORMAT ToDXGIFormat(ReplacedTextureFormat fmt) {
|
|
switch (fmt) {
|
|
case ReplacedTextureFormat::F_5650: return DXGI_FORMAT_B5G6R5_UNORM;
|
|
case ReplacedTextureFormat::F_5551: return DXGI_FORMAT_B5G5R5A1_UNORM;
|
|
case ReplacedTextureFormat::F_4444: return DXGI_FORMAT_B4G4R4A4_UNORM;
|
|
case ReplacedTextureFormat::F_8888: default: return DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
}
|
|
}
|
|
|
|
void TextureCacheD3D11::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &replaced, int level, int maxLevel, int scaleFactor, DXGI_FORMAT dstFmt) {
|
|
int w = gstate.getTextureWidth(level);
|
|
int h = gstate.getTextureHeight(level);
|
|
|
|
ID3D11Texture2D *texture = DxTex(&entry);
|
|
if ((level == 0 || IsFakeMipmapChange()) && texture == nullptr) {
|
|
// Create texture
|
|
int levels = scaleFactor == 1 ? maxLevel + 1 : 1;
|
|
int tw = w, th = h;
|
|
DXGI_FORMAT tfmt = dstFmt;
|
|
if (replaced.GetSize(level, tw, th)) {
|
|
tfmt = ToDXGIFormat(replaced.Format(level));
|
|
} else {
|
|
tw *= scaleFactor;
|
|
th *= scaleFactor;
|
|
if (scaleFactor > 1) {
|
|
tfmt = DXGI_FORMAT_B8G8R8A8_UNORM;
|
|
}
|
|
}
|
|
|
|
D3D11_TEXTURE2D_DESC desc{};
|
|
// TODO: Make it DEFAULT or immutable, required for multiple mip levels. Will require some code restructuring though.
|
|
desc.CPUAccessFlags = 0;
|
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
|
desc.ArraySize = 1;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.Width = tw;
|
|
desc.Height = th;
|
|
desc.Format = tfmt;
|
|
desc.MipLevels = IsFakeMipmapChange() ? 1 : levels;
|
|
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
|
|
ASSERT_SUCCESS(device_->CreateTexture2D(&desc, nullptr, &texture));
|
|
ID3D11ShaderResourceView *view;
|
|
ASSERT_SUCCESS(device_->CreateShaderResourceView(texture, nullptr, &view));
|
|
entry.texturePtr = texture;
|
|
entry.textureView = view;
|
|
}
|
|
|
|
gpuStats.numTexturesDecoded++;
|
|
// For UpdateSubresource, we can't decode directly into the texture so we allocate a buffer :(
|
|
u32 *mapData = nullptr;
|
|
int mapRowPitch = 0;
|
|
if (replaced.GetSize(level, w, h)) {
|
|
mapData = (u32 *)AllocateAlignedMemory(w * h * sizeof(u32), 16);
|
|
mapRowPitch = w * 4;
|
|
replaced.Load(level, mapData, mapRowPitch);
|
|
dstFmt = ToDXGIFormat(replaced.Format(level));
|
|
} else {
|
|
GETextureFormat tfmt = (GETextureFormat)entry.format;
|
|
GEPaletteFormat clutformat = gstate.getClutPaletteFormat();
|
|
u32 texaddr = gstate.getTextureAddress(level);
|
|
int bufw = GetTextureBufw(level, texaddr, tfmt);
|
|
int bpp = dstFmt == DXGI_FORMAT_B8G8R8A8_UNORM ? 4 : 2;
|
|
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 * bpp;
|
|
mapData = (u32 *)AllocateAlignedMemory(sizeof(u32) * (w * scaleFactor) * (h * scaleFactor), 16);
|
|
mapRowPitch = w * scaleFactor * 4;
|
|
} else {
|
|
mapRowPitch = std::max(w * bpp, 16);
|
|
size_t bufSize = sizeof(u32) * (mapRowPitch / bpp) * h;
|
|
mapData = (u32 *)AllocateAlignedMemory(bufSize, 16);
|
|
if (!mapData) {
|
|
ERROR_LOG(G3D, "Ran out of RAM trying to allocate a temporary texture upload buffer (alloc size: %d, %dx%d)", bufSize, mapRowPitch / sizeof(u32), h);
|
|
return;
|
|
}
|
|
pixelData = (u32 *)mapData;
|
|
decPitch = mapRowPitch;
|
|
}
|
|
|
|
bool expand32 = !gstate_c.Supports(GPU_SUPPORTS_16BIT_FORMATS);
|
|
DecodeTextureLevel((u8 *)pixelData, decPitch, tfmt, clutformat, texaddr, level, bufw, false, false, expand32);
|
|
|
|
// 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 / bpp, w, h);
|
|
entry.SetAlphaStatus(alphaStatus, level);
|
|
} else {
|
|
entry.SetAlphaStatus(TexCacheEntry::STATUS_ALPHA_UNKNOWN);
|
|
}
|
|
|
|
if (scaleFactor > 1) {
|
|
u32 scaleFmt = (u32)dstFmt;
|
|
scaler.ScaleAlways((u32 *)mapData, pixelData, scaleFmt, w, h, scaleFactor);
|
|
pixelData = (u32 *)mapData;
|
|
|
|
// We always end up at 8888. Other parts assume this.
|
|
_assert_(scaleFmt == DXGI_FORMAT_B8G8R8A8_UNORM);
|
|
bpp = sizeof(u32);
|
|
decPitch = w * bpp;
|
|
|
|
if (decPitch != mapRowPitch) {
|
|
// 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 *)mapData + mapRowPitch * y, (u8 *)mapData + decPitch * y, w * bpp);
|
|
}
|
|
decPitch = mapRowPitch;
|
|
}
|
|
}
|
|
|
|
if (replacer_.Enabled()) {
|
|
ReplacedTextureDecodeInfo replacedInfo;
|
|
replacedInfo.cachekey = entry.CacheKey();
|
|
replacedInfo.hash = entry.fullhash;
|
|
replacedInfo.addr = entry.addr;
|
|
replacedInfo.isVideo = videos_.find(entry.addr & 0x3FFFFFFF) != videos_.end();
|
|
replacedInfo.isFinal = (entry.status & TexCacheEntry::STATUS_TO_SCALE) == 0;
|
|
replacedInfo.scaleFactor = scaleFactor;
|
|
replacedInfo.fmt = FromD3D11Format(dstFmt);
|
|
|
|
replacer_.NotifyTextureDecoded(replacedInfo, pixelData, decPitch, level, w, h);
|
|
}
|
|
}
|
|
|
|
if (IsFakeMipmapChange())
|
|
context_->UpdateSubresource(texture, 0, nullptr, mapData, mapRowPitch, 0);
|
|
else
|
|
context_->UpdateSubresource(texture, level, nullptr, mapData, mapRowPitch, 0);
|
|
FreeAlignedMemory(mapData);
|
|
}
|
|
|
|
bool TextureCacheD3D11::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) {
|
|
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");
|
|
return retval;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer.
|
|
TexCacheEntry *entry = nextTexture_;
|
|
ApplyTexture();
|
|
|
|
ID3D11Texture2D *texture = (ID3D11Texture2D *)entry->texturePtr;
|
|
if (!texture)
|
|
return false;
|
|
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
texture->GetDesc(&desc);
|
|
|
|
if (desc.Format != DXGI_FORMAT_B8G8R8A8_UNORM) {
|
|
// TODO: Support the other formats
|
|
return false;
|
|
}
|
|
|
|
desc.BindFlags = 0;
|
|
desc.Usage = D3D11_USAGE_STAGING;
|
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
|
|
|
ID3D11Texture2D *stagingCopy = nullptr;
|
|
device_->CreateTexture2D(&desc, nullptr, &stagingCopy);
|
|
context_->CopyResource(stagingCopy, texture);
|
|
|
|
int width = desc.Width >> level;
|
|
int height = desc.Height >> level;
|
|
buffer.Allocate(width, height, GPU_DBG_FORMAT_8888);
|
|
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
if (FAILED(context_->Map(stagingCopy, level, D3D11_MAP_READ, 0, &map))) {
|
|
stagingCopy->Release();
|
|
return false;
|
|
}
|
|
|
|
for (int y = 0; y < height; y++) {
|
|
memcpy(buffer.GetData() + 4 * width * y, (const uint8_t *)map.pData + map.RowPitch * y, 4 * width);
|
|
}
|
|
|
|
context_->Unmap(stagingCopy, level);
|
|
stagingCopy->Release();
|
|
return true;
|
|
}
|