mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
459 lines
14 KiB
C++
459 lines
14 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 "Common/TimeUtil.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/Directx9/TextureCacheDX9.h"
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#include "GPU/Directx9/FramebufferManagerDX9.h"
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include "Common/GPU/D3D9/D3D9StateCache.h"
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#include "GPU/Common/TextureShaderCommon.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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// NOTE: In the D3D backends, we flip R and B in the shaders, so while these look wrong, they're OK.
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Draw::DataFormat FromD3D9Format(u32 fmt) {
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switch (fmt) {
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case D3DFMT_A4R4G4B4:
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return Draw::DataFormat::B4G4R4A4_UNORM_PACK16;
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case D3DFMT_A1R5G5B5:
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return Draw::DataFormat::A1R5G5B5_UNORM_PACK16;
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case D3DFMT_R5G6B5:
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return Draw::DataFormat::R5G6B5_UNORM_PACK16;
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case D3DFMT_A8:
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return Draw::DataFormat::R8_UNORM;
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case D3DFMT_A8R8G8B8:
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default:
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return Draw::DataFormat::R8G8B8A8_UNORM;
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}
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}
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D3DFORMAT ToD3D9Format(Draw::DataFormat fmt) {
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switch (fmt) {
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case Draw::DataFormat::R8G8B8A8_UNORM: default: return D3DFMT_A8R8G8B8;
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}
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}
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#define INVALID_TEX (LPDIRECT3DTEXTURE9)(-1)
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static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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D3DDECL_END()
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};
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TextureCacheDX9::TextureCacheDX9(Draw::DrawContext *draw, Draw2D *draw2D)
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: TextureCacheCommon(draw, draw2D) {
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lastBoundTexture = INVALID_TEX;
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isBgraBackend_ = true;
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device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
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deviceEx_ = (LPDIRECT3DDEVICE9EX)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX);
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D3DCAPS9 pCaps;
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ZeroMemory(&pCaps, sizeof(pCaps));
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HRESULT result = 0;
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if (deviceEx_) {
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result = deviceEx_->GetDeviceCaps(&pCaps);
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} else {
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result = device_->GetDeviceCaps(&pCaps);
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}
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if (FAILED(result)) {
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WARN_LOG(G3D, "Failed to get the device caps!");
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maxAnisotropyLevel = 16;
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} else {
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maxAnisotropyLevel = pCaps.MaxAnisotropy;
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}
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nextTexture_ = nullptr;
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device_->CreateVertexDeclaration(g_FramebufferVertexElements, &pFramebufferVertexDecl);
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}
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TextureCacheDX9::~TextureCacheDX9() {
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pFramebufferVertexDecl->Release();
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Clear(true);
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}
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void TextureCacheDX9::SetFramebufferManager(FramebufferManagerDX9 *fbManager) {
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framebufferManager_ = fbManager;
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}
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void TextureCacheDX9::ReleaseTexture(TexCacheEntry *entry, bool delete_them) {
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LPDIRECT3DBASETEXTURE9 &texture = DxTex(entry);
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if (texture) {
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texture->Release();
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texture = nullptr;
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}
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}
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void TextureCacheDX9::InvalidateLastTexture() {
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lastBoundTexture = INVALID_TEX;
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}
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D3DFORMAT getClutDestFormat(GEPaletteFormat format) {
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switch (format) {
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case GE_CMODE_16BIT_ABGR4444:
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return D3DFMT_A4R4G4B4;
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case GE_CMODE_16BIT_ABGR5551:
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return D3DFMT_A1R5G5B5;
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case GE_CMODE_16BIT_BGR5650:
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return D3DFMT_R5G6B5;
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case GE_CMODE_32BIT_ABGR8888:
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return D3DFMT_A8R8G8B8;
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}
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// Should never be here !
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return D3DFMT_A8R8G8B8;
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}
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void TextureCacheDX9::ApplySamplingParams(const SamplerCacheKey &key) {
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D3DTEXTUREFILTERTYPE minFilt = (false ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR);
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dxstate.texMinFilter.set(key.minFilt ? minFilt : D3DTEXF_POINT);
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dxstate.texMipFilter.set(key.mipFilt ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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dxstate.texMagFilter.set(key.magFilt ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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// DX9 mip levels are .. odd. The "max level" sets the LARGEST mip to use.
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// We can enforce only the top mip level by setting a massive negative lod bias.
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if (!key.mipEnable) {
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dxstate.texMaxMipLevel.set(0);
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dxstate.texMipLodBias.set(-100.0f);
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} else {
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dxstate.texMipLodBias.set((float)key.lodBias / 256.0f);
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dxstate.texMaxMipLevel.set(key.minLevel / 256);
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}
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dxstate.texAddressU.set(key.sClamp ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP);
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dxstate.texAddressV.set(key.tClamp ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP);
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}
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void TextureCacheDX9::StartFrame() {
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TextureCacheCommon::StartFrame();
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InvalidateLastTexture();
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timesInvalidatedAllThisFrame_ = 0;
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replacementTimeThisFrame_ = 0.0;
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if (texelsScaledThisFrame_) {
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VERBOSE_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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if (gstate_c.Use(GPU_USE_ANISOTROPY)) {
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DWORD aniso = 1 << g_Config.iAnisotropyLevel;
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DWORD anisotropyLevel = aniso > maxAnisotropyLevel ? maxAnisotropyLevel : aniso;
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device_->SetSamplerState(0, D3DSAMP_MAXANISOTROPY, anisotropyLevel);
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}
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}
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void TextureCacheDX9::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 TextureCacheDX9::BindTexture(TexCacheEntry *entry) {
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if (!entry) {
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device_->SetTexture(0, nullptr);
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return;
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}
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LPDIRECT3DBASETEXTURE9 texture = DxTex(entry);
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if (texture != lastBoundTexture) {
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device_->SetTexture(0, texture);
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lastBoundTexture = texture;
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}
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int maxLevel = (entry->status & TexCacheEntry::STATUS_NO_MIPS) ? 0 : entry->maxLevel;
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SamplerCacheKey samplerKey = GetSamplingParams(maxLevel, entry);
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ApplySamplingParams(samplerKey);
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}
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void TextureCacheDX9::Unbind() {
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device_->SetTexture(0, nullptr);
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InvalidateLastTexture();
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}
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void TextureCacheDX9::BindAsClutTexture(Draw::Texture *tex, bool smooth) {
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LPDIRECT3DBASETEXTURE9 clutTexture = (LPDIRECT3DBASETEXTURE9)draw_->GetNativeObject(Draw::NativeObject::TEXTURE_VIEW, tex);
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device_->SetTexture(1, clutTexture);
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device_->SetSamplerState(1, D3DSAMP_MINFILTER, smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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device_->SetSamplerState(1, D3DSAMP_MAGFILTER, smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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device_->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
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}
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void TextureCacheDX9::BuildTexture(TexCacheEntry *const entry) {
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BuildTexturePlan plan;
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if (!PrepareBuildTexture(plan, entry)) {
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// We're screwed?
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return;
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}
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D3DFORMAT dstFmt = GetDestFormat(GETextureFormat(entry->format), gstate.getClutPaletteFormat());
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if (plan.replaceValid) {
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dstFmt = ToD3D9Format(plan.replaced->Format(plan.baseLevelSrc));
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} else if (plan.scaleFactor > 1 || plan.saveTexture) {
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dstFmt = D3DFMT_A8R8G8B8;
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} else if (plan.decodeToClut8) {
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dstFmt = D3DFMT_A8;
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}
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int levels;
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LPDIRECT3DBASETEXTURE9 &texture = DxTex(entry);
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D3DPOOL pool = D3DPOOL_DEFAULT;
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int usage = D3DUSAGE_DYNAMIC;
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int tw;
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int th;
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plan.GetMipSize(0, &tw, &th);
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HRESULT hr;
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if (plan.depth == 1) {
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// We don't yet have mip generation, so clamp the number of levels to the ones we can load directly.
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levels = std::min(plan.levelsToCreate, plan.levelsToLoad);
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LPDIRECT3DTEXTURE9 tex;
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hr = device_->CreateTexture(tw, th, levels, usage, dstFmt, pool, &tex, nullptr);
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texture = tex;
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} else {
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LPDIRECT3DVOLUMETEXTURE9 tex;
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hr = device_->CreateVolumeTexture(tw, th, plan.depth, 1, usage, dstFmt, pool, &tex, nullptr);
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texture = tex;
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levels = 1;
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}
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if (FAILED(hr)) {
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INFO_LOG(G3D, "Failed to create D3D texture: %dx%d", tw, th);
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ReleaseTexture(entry, true);
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return;
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}
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if (!texture) {
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// What to do here?
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return;
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}
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if (plan.depth == 1) {
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// Regular loop.
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for (int i = 0; i < levels; i++) {
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int dstLevel = i;
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HRESULT result;
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uint32_t lockFlag = dstLevel == 0 ? D3DLOCK_DISCARD : 0; // Can only discard the top level
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D3DLOCKED_RECT rect{};
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result = ((LPDIRECT3DTEXTURE9)texture)->LockRect(dstLevel, &rect, NULL, lockFlag);
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if (FAILED(result)) {
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ERROR_LOG(G3D, "Failed to lock D3D 2D texture at level %d: %dx%d", i, plan.w, plan.h);
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return;
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}
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uint8_t *data = (uint8_t *)rect.pBits;
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int stride = rect.Pitch;
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LoadTextureLevel(*entry, data, stride, *plan.replaced, (i == 0) ? plan.baseLevelSrc : i, plan.scaleFactor, FromD3D9Format(dstFmt), TexDecodeFlags{});
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((LPDIRECT3DTEXTURE9)texture)->UnlockRect(dstLevel);
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}
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} else {
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// 3D loop.
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D3DLOCKED_BOX box;
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HRESULT result = ((LPDIRECT3DVOLUMETEXTURE9)texture)->LockBox(0, &box, nullptr, D3DLOCK_DISCARD);
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if (FAILED(result)) {
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ERROR_LOG(G3D, "Failed to lock D3D 2D texture: %dx%dx%d", plan.w, plan.h, plan.depth);
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return;
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}
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uint8_t *data = (uint8_t *)box.pBits;
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int stride = box.RowPitch;
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for (int i = 0; i < plan.depth; i++) {
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LoadTextureLevel(*entry, data, stride, *plan.replaced, (i == 0) ? plan.baseLevelSrc : i, plan.scaleFactor, FromD3D9Format(dstFmt), TexDecodeFlags{});
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data += box.SlicePitch;
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}
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((LPDIRECT3DVOLUMETEXTURE9)texture)->UnlockBox(0);
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}
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// Signal that we support depth textures so use it as one.
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if (plan.depth > 1) {
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entry->status |= TexCacheEntry::STATUS_3D;
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}
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if (plan.replaceValid) {
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entry->SetAlphaStatus(TexCacheEntry::TexStatus(plan.replaced->AlphaStatus()));
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}
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}
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D3DFORMAT TextureCacheDX9::GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const {
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switch (format) {
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case GE_TFMT_CLUT4:
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case GE_TFMT_CLUT8:
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case GE_TFMT_CLUT16:
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case GE_TFMT_CLUT32:
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return getClutDestFormat(clutFormat);
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case GE_TFMT_4444:
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return D3DFMT_A4R4G4B4;
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case GE_TFMT_5551:
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return D3DFMT_A1R5G5B5;
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case GE_TFMT_5650:
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return D3DFMT_R5G6B5;
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case GE_TFMT_8888:
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case GE_TFMT_DXT1:
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case GE_TFMT_DXT3:
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case GE_TFMT_DXT5:
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default:
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return D3DFMT_A8R8G8B8;
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}
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}
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bool TextureCacheDX9::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level, bool *isFramebuffer) {
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SetTexture();
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if (!nextTexture_) {
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return GetCurrentFramebufferTextureDebug(buffer, isFramebuffer);
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}
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ApplyTexture();
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LPDIRECT3DBASETEXTURE9 baseTex;
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LPDIRECT3DTEXTURE9 tex;
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LPDIRECT3DSURFACE9 offscreen = nullptr;
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HRESULT hr;
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bool success = false;
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hr = device_->GetTexture(0, &baseTex);
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if (SUCCEEDED(hr) && baseTex != NULL) {
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hr = baseTex->QueryInterface(IID_IDirect3DTexture9, (void **)&tex);
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if (SUCCEEDED(hr)) {
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D3DSURFACE_DESC desc;
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D3DLOCKED_RECT locked;
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tex->GetLevelDesc(level, &desc);
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RECT rect = { 0, 0, (LONG)desc.Width, (LONG)desc.Height };
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hr = tex->LockRect(level, &locked, &rect, D3DLOCK_READONLY);
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// If it fails, this means it's a render-to-texture, so we have to get creative.
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if (FAILED(hr)) {
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LPDIRECT3DSURFACE9 renderTarget = nullptr;
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hr = tex->GetSurfaceLevel(level, &renderTarget);
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if (renderTarget && SUCCEEDED(hr)) {
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hr = device_->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
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if (SUCCEEDED(hr)) {
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hr = device_->GetRenderTargetData(renderTarget, offscreen);
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if (SUCCEEDED(hr)) {
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hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
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}
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}
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renderTarget->Release();
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}
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*isFramebuffer = true;
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} else {
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*isFramebuffer = false;
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}
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if (SUCCEEDED(hr)) {
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GPUDebugBufferFormat fmt;
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int pixelSize;
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switch (desc.Format) {
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case D3DFMT_A1R5G5B5:
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fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_5551 : GPU_DBG_FORMAT_5551_BGRA;
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pixelSize = 2;
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break;
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case D3DFMT_A4R4G4B4:
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fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_4444 : GPU_DBG_FORMAT_4444_BGRA;
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pixelSize = 2;
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break;
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case D3DFMT_R5G6B5:
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fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_565 : GPU_DBG_FORMAT_565_BGRA;
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pixelSize = 2;
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break;
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case D3DFMT_A8R8G8B8:
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fmt = gstate_c.bgraTexture ? GPU_DBG_FORMAT_8888 : GPU_DBG_FORMAT_8888_BGRA;
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pixelSize = 4;
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break;
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default:
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fmt = GPU_DBG_FORMAT_INVALID;
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break;
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}
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if (fmt != GPU_DBG_FORMAT_INVALID) {
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buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false);
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memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
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success = true;
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} else {
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success = false;
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}
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if (offscreen) {
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offscreen->UnlockRect();
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offscreen->Release();
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} else {
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tex->UnlockRect(level);
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}
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}
|
|
tex->Release();
|
|
}
|
|
baseTex->Release();
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
void *TextureCacheDX9::GetNativeTextureView(const TexCacheEntry *entry) {
|
|
LPDIRECT3DBASETEXTURE9 tex = DxTex(entry);
|
|
return (void *)tex;
|
|
}
|