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https://github.com/libretro/ppsspp.git
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89667a870b
Apply byte offset when using rendered textures
1951 lines
62 KiB
C++
1951 lines
62 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 <map>
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#include <algorithm>
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#include <cstring>
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#include "Core/Host.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/GLES/TextureCache.h"
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#include "GPU/GLES/Framebuffer.h"
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#include "GPU/GLES/FragmentShaderGenerator.h"
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#include "GPU/GLES/DepalettizeShader.h"
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#include "GPU/GLES/ShaderManager.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 "math/math_util.h"
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#include "native/gfx_es2/gl_state.h"
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#ifdef _M_SSE
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#include <xmmintrin.h>
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#endif
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// If a texture hasn't been seen for this many frames, get rid of it.
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#define TEXTURE_KILL_AGE 200
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#define TEXTURE_KILL_AGE_LOWMEM 60
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// Not used in lowmem mode.
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#define TEXTURE_SECOND_KILL_AGE 100
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// Try to be prime to other decimation intervals.
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#define TEXCACHE_DECIMATION_INTERVAL 13
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// Changes more frequent than this will be considered "frequent" and prevent texture scaling.
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#define TEXCACHE_FRAME_CHANGE_FREQUENT 15
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#define TEXCACHE_NAME_CACHE_SIZE 16
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#ifndef GL_UNPACK_ROW_LENGTH
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#define GL_UNPACK_ROW_LENGTH 0x0CF2
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#endif
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extern int g_iNumVideos;
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TextureCache::TextureCache() : clearCacheNextFrame_(false), lowMemoryMode_(false), clutBuf_(NULL) {
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lastBoundTexture = -1;
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decimationCounter_ = TEXCACHE_DECIMATION_INTERVAL;
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// This is 5MB of temporary storage. Might be possible to shrink it.
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tmpTexBuf32.resize(1024 * 512); // 2MB
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tmpTexBuf16.resize(1024 * 512); // 1MB
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tmpTexBufRearrange.resize(1024 * 512); // 2MB
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// Aren't these way too big?
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clutBufConverted_ = (u32 *)AllocateAlignedMemory(4096 * sizeof(u32), 16); // 16KB
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clutBufRaw_ = (u32 *)AllocateAlignedMemory(4096 * sizeof(u32), 16); // 16KB
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// Zap these so that reads from uninitialized parts of the CLUT look the same in
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// release and debug
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memset(clutBufConverted_, 0, 4096 * sizeof(u32));
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memset(clutBufRaw_, 0, 4096 * sizeof(u32));
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropyLevel);
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SetupTextureDecoder();
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}
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TextureCache::~TextureCache() {
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FreeAlignedMemory(clutBufConverted_);
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FreeAlignedMemory(clutBufRaw_);
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}
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void TextureCache::Clear(bool delete_them) {
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glBindTexture(GL_TEXTURE_2D, 0);
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lastBoundTexture = -1;
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if (delete_them) {
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for (TexCache::iterator iter = cache.begin(); iter != cache.end(); ++iter) {
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DEBUG_LOG(G3D, "Deleting texture %i", iter->second.texture);
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glDeleteTextures(1, &iter->second.texture);
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}
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for (TexCache::iterator iter = secondCache.begin(); iter != secondCache.end(); ++iter) {
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DEBUG_LOG(G3D, "Deleting texture %i", iter->second.texture);
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glDeleteTextures(1, &iter->second.texture);
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}
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if (!nameCache_.empty()) {
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glDeleteTextures((GLsizei)nameCache_.size(), &nameCache_[0]);
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nameCache_.clear();
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}
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}
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if (cache.size() + secondCache.size()) {
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INFO_LOG(G3D, "Texture cached cleared from %i textures", (int)(cache.size() + secondCache.size()));
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cache.clear();
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secondCache.clear();
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}
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}
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void TextureCache::DeleteTexture(TexCache::iterator it) {
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glDeleteTextures(1, &it->second.texture);
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auto fbInfo = fbTexInfo_.find(it->second.addr);
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if (fbInfo != fbTexInfo_.end()) {
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fbTexInfo_.erase(fbInfo);
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}
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cache.erase(it);
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}
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// Removes old textures.
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void TextureCache::Decimate() {
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if (--decimationCounter_ <= 0) {
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decimationCounter_ = TEXCACHE_DECIMATION_INTERVAL;
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} else {
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return;
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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lastBoundTexture = -1;
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int killAge = lowMemoryMode_ ? TEXTURE_KILL_AGE_LOWMEM : TEXTURE_KILL_AGE;
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for (TexCache::iterator iter = cache.begin(); iter != cache.end(); ) {
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if (iter->second.lastFrame + killAge < gpuStats.numFlips) {
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DeleteTexture(iter++);
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} else {
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++iter;
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}
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}
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if (g_Config.bTextureSecondaryCache) {
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for (TexCache::iterator iter = secondCache.begin(); iter != secondCache.end(); ) {
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// In low memory mode, we kill them all.
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if (lowMemoryMode_ || iter->second.lastFrame + TEXTURE_SECOND_KILL_AGE < gpuStats.numFlips) {
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glDeleteTextures(1, &iter->second.texture);
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secondCache.erase(iter++);
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} else {
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++iter;
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}
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}
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}
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}
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void TextureCache::Invalidate(u32 addr, int size, GPUInvalidationType type) {
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// If we're hashing every use, without backoff, then this isn't needed.
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if (!g_Config.bTextureBackoffCache) {
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return;
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}
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addr &= 0x0FFFFFFF;
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const u32 addr_end = addr + size;
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// They could invalidate inside the texture, let's just give a bit of leeway.
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const int LARGEST_TEXTURE_SIZE = 512 * 512 * 4;
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const u64 startKey = (u64)(addr - LARGEST_TEXTURE_SIZE) << 32;
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u64 endKey = (u64)(addr + size + LARGEST_TEXTURE_SIZE) << 32;
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if (endKey < startKey) {
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endKey = (u64)-1;
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}
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for (TexCache::iterator iter = cache.lower_bound(startKey), end = cache.upper_bound(endKey); iter != end; ++iter) {
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u32 texAddr = iter->second.addr;
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u32 texEnd = iter->second.addr + iter->second.sizeInRAM;
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if (texAddr < addr_end && addr < texEnd) {
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if (iter->second.GetHashStatus() == TexCacheEntry::STATUS_RELIABLE) {
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iter->second.SetHashStatus(TexCacheEntry::STATUS_HASHING);
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}
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if (type != GPU_INVALIDATE_ALL) {
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gpuStats.numTextureInvalidations++;
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// Start it over from 0 (unless it's safe.)
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iter->second.numFrames = type == GPU_INVALIDATE_SAFE ? 256 : 0;
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iter->second.framesUntilNextFullHash = 0;
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} else if (!iter->second.framebuffer) {
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iter->second.invalidHint++;
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}
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}
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}
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}
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void TextureCache::InvalidateAll(GPUInvalidationType /*unused*/) {
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// If we're hashing every use, without backoff, then this isn't needed.
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if (!g_Config.bTextureBackoffCache) {
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return;
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}
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for (TexCache::iterator iter = cache.begin(), end = cache.end(); iter != end; ++iter) {
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if (iter->second.GetHashStatus() == TexCacheEntry::STATUS_RELIABLE) {
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iter->second.SetHashStatus(TexCacheEntry::STATUS_HASHING);
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}
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if (!iter->second.framebuffer) {
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iter->second.invalidHint++;
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}
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}
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}
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void TextureCache::ClearNextFrame() {
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clearCacheNextFrame_ = true;
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}
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template <typename T>
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inline void AttachFramebufferValid(T &entry, VirtualFramebuffer *framebuffer) {
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const bool hasInvalidFramebuffer = entry->framebuffer == 0 || entry->invalidHint == -1;
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const bool hasOlderFramebuffer = entry->framebuffer != 0 && entry->framebuffer->last_frame_render < framebuffer->last_frame_render;
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if (hasInvalidFramebuffer || hasOlderFramebuffer) {
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entry->framebuffer = framebuffer;
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entry->invalidHint = 0;
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entry->status &= ~TextureCache::TexCacheEntry::STATUS_DEPALETTIZE;
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host->GPUNotifyTextureAttachment(entry->addr);
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}
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}
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template <typename T>
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inline void AttachFramebufferInvalid(T &entry, VirtualFramebuffer *framebuffer) {
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if (entry->framebuffer == 0 || entry->framebuffer == framebuffer) {
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entry->framebuffer = framebuffer;
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entry->invalidHint = -1;
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entry->status &= ~TextureCache::TexCacheEntry::STATUS_DEPALETTIZE;
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host->GPUNotifyTextureAttachment(entry->addr);
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}
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}
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void TextureCache::AttachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, bool exactMatch) {
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AttachedFramebufferInfo fbInfo = {0};
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// If they match exactly, it's non-CLUT and from the top left.
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if (exactMatch) {
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// Apply to non-buffered and buffered mode only.
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if (!(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE))
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return;
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DEBUG_LOG(G3D, "Render to texture detected at %08x!", address);
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if (!entry->framebuffer || entry->invalidHint == -1) {
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if (entry->format != framebuffer->format) {
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WARN_LOG_REPORT_ONCE(diffFormat1, G3D, "Render to texture with different formats %d != %d", entry->format, framebuffer->format);
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// If it already has one, let's hope that one is correct.
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AttachFramebufferInvalid(entry, framebuffer);
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fbTexInfo_[entry->addr] = fbInfo;
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} else {
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AttachFramebufferValid(entry, framebuffer);
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fbTexInfo_[entry->addr] = fbInfo;
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}
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// TODO: Delete the original non-fbo texture too.
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}
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} else {
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// Apply to buffered mode only.
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if (!(g_Config.iRenderingMode == FB_BUFFERED_MODE))
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return;
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// Check for CLUT. The framebuffer is always RGB, but it can be interpreted as a CLUT texture.
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// 3rd Birthday (and a bunch of other games) render to a 16 bit clut texture.
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bool clutSuccess = false;
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if (((framebuffer->format == GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT32) ||
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(framebuffer->format != GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT16))) {
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AttachFramebufferValid(entry, framebuffer);
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fbTexInfo_[entry->addr] = fbInfo;
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entry->status |= TexCacheEntry::STATUS_DEPALETTIZE;
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// We'll validate it later.
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clutSuccess = true;
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} else if (entry->format == GE_TFMT_CLUT8 || entry->format == GE_TFMT_CLUT4) {
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ERROR_LOG_REPORT_ONCE(fourEightBit, G3D, "4 and 8-bit CLUT format not supported for framebuffers");
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}
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if (!clutSuccess) {
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// This is either normal or we failed to generate a shader to depalettize
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const bool compatFormat = framebuffer->format == entry->format ||
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(framebuffer->format == GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT32) ||
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(framebuffer->format != GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT16);
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// Is it at least the right stride?
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if (framebuffer->fb_stride == entry->bufw) {
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if (compatFormat) {
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const u32 bitOffset = (entry->addr - address) * 8;
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const u32 pixelOffset = bitOffset / std::max(1U, (u32)textureBitsPerPixel[entry->format]);
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fbInfo.yOffset = pixelOffset / entry->bufw;
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fbInfo.xOffset = pixelOffset % entry->bufw;
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if (framebuffer->format != entry->format) {
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WARN_LOG_REPORT_ONCE(diffFormat2, G3D, "Render to texture with different formats %d != %d at %08x", entry->format, framebuffer->format, address);
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// TODO: Use an FBO to translate the palette?
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AttachFramebufferValid(entry, framebuffer);
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fbTexInfo_[entry->addr] = fbInfo;
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} else if (fbInfo.yOffset < framebuffer->height) {
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WARN_LOG_REPORT_ONCE(subarea, G3D, "Render to area containing texture at %08x +%dx%d", address, fbInfo.xOffset, fbInfo.yOffset);
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// TODO: Keep track of the y offset.
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// If "AttachFramebufferValid" , God of War Ghost of Sparta/Chains of Olympus will be missing special effect.
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AttachFramebufferInvalid(entry, framebuffer);
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fbTexInfo_[entry->addr] = fbInfo;
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}
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} else {
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WARN_LOG_REPORT_ONCE(diffFormat2, G3D, "Render to texture with incompatible formats %d != %d at %08x", entry->format, framebuffer->format, address);
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}
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}
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}
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}
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}
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inline void TextureCache::DetachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer) {
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if (entry->framebuffer == framebuffer) {
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entry->framebuffer = 0;
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host->GPUNotifyTextureAttachment(entry->addr);
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}
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}
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void TextureCache::NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffer, FramebufferNotification msg) {
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// This is a rough heuristic, because sometimes our framebuffers are too tall.
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static const u32 MAX_SUBAREA_Y_OFFSET = 32;
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// Must be in VRAM so | 0x04000000 it is.
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const u32 addr = (address | 0x04000000) & 0x0FFFFFFF;
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const u64 cacheKey = (u64)addr << 32;
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// If it has a clut, those are the low 32 bits, so it'll be inside this range.
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// Also, if it's a subsample of the buffer, it'll also be within the FBO.
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const u64 cacheKeyEnd = cacheKey + ((u64)(framebuffer->fb_stride * MAX_SUBAREA_Y_OFFSET) << 32);
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switch (msg) {
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case NOTIFY_FB_CREATED:
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case NOTIFY_FB_UPDATED:
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// Ensure it's in the framebuffer cache.
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if (std::find(fbCache_.begin(), fbCache_.end(), framebuffer) == fbCache_.end()) {
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fbCache_.push_back(framebuffer);
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}
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for (auto it = cache.lower_bound(cacheKey), end = cache.upper_bound(cacheKeyEnd); it != end; ++it) {
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AttachFramebuffer(&it->second, addr, framebuffer, it->first == cacheKey);
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}
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break;
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case NOTIFY_FB_DESTROYED:
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fbCache_.erase(std::remove(fbCache_.begin(), fbCache_.end(), framebuffer), fbCache_.end());
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for (auto it = cache.lower_bound(cacheKey), end = cache.upper_bound(cacheKeyEnd); it != end; ++it) {
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DetachFramebuffer(&it->second, addr, framebuffer);
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}
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break;
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}
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}
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void *TextureCache::UnswizzleFromMem(const u8 *texptr, u32 bufw, u32 bytesPerPixel, u32 level) {
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const u32 rowWidth = (bytesPerPixel > 0) ? (bufw * bytesPerPixel) : (bufw / 2);
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const u32 pitch = rowWidth / 4;
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const int bxc = rowWidth / 16;
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int byc = (gstate.getTextureHeight(level) + 7) / 8;
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if (byc == 0)
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byc = 1;
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u32 ydest = 0;
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if (rowWidth >= 16) {
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u32 *ydestp = tmpTexBuf32.data();
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// The most common one, so it gets an optimized implementation.
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DoUnswizzleTex16(texptr, ydestp, bxc, byc, pitch, rowWidth);
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} else if (rowWidth == 8) {
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const u32 *src = (const u32 *) texptr;
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for (int by = 0; by < byc; by++) {
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for (int n = 0; n < 8; n++, ydest += 2) {
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tmpTexBuf32[ydest + 0] = *src++;
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tmpTexBuf32[ydest + 1] = *src++;
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src += 2; // skip two u32
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}
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}
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} else if (rowWidth == 4) {
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const u32 *src = (const u32 *) texptr;
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for (int by = 0; by < byc; by++) {
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for (int n = 0; n < 8; n++, ydest++) {
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tmpTexBuf32[ydest] = *src++;
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src += 3;
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}
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}
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} else if (rowWidth == 2) {
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const u16 *src = (const u16 *) texptr;
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for (int by = 0; by < byc; by++) {
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for (int n = 0; n < 4; n++, ydest++) {
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u16 n1 = src[0];
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u16 n2 = src[8];
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tmpTexBuf32[ydest] = (u32)n1 | ((u32)n2 << 16);
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src += 16;
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}
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}
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} else if (rowWidth == 1) {
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const u8 *src = (const u8 *) texptr;
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for (int by = 0; by < byc; by++) {
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for (int n = 0; n < 2; n++, ydest++) {
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u8 n1 = src[ 0];
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u8 n2 = src[16];
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u8 n3 = src[32];
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u8 n4 = src[48];
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tmpTexBuf32[ydest] = (u32)n1 | ((u32)n2 << 8) | ((u32)n3 << 16) | ((u32)n4 << 24);
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src += 64;
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}
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}
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}
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return tmpTexBuf32.data();
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}
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void *TextureCache::ReadIndexedTex(int level, const u8 *texptr, int bytesPerIndex, GLuint dstFmt, int bufw) {
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int w = gstate.getTextureWidth(level);
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int h = gstate.getTextureHeight(level);
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int length = bufw * h;
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void *buf = NULL;
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switch (gstate.getClutPaletteFormat()) {
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case GE_CMODE_16BIT_BGR5650:
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case GE_CMODE_16BIT_ABGR5551:
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case GE_CMODE_16BIT_ABGR4444:
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{
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tmpTexBuf16.resize(std::max(bufw, w) * h);
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tmpTexBufRearrange.resize(std::max(bufw, w) * h);
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const u16 *clut = GetCurrentClut<u16>();
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if (!gstate.isTextureSwizzled()) {
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switch (bytesPerIndex) {
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case 1:
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DeIndexTexture(tmpTexBuf16.data(), (const u8 *)texptr, length, clut);
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break;
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case 2:
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DeIndexTexture(tmpTexBuf16.data(), (const u16_le *)texptr, length, clut);
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break;
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case 4:
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DeIndexTexture(tmpTexBuf16.data(), (const u32_le *)texptr, length, clut);
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break;
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}
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} else {
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tmpTexBuf32.resize(std::max(bufw, w) * h);
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UnswizzleFromMem(texptr, bufw, bytesPerIndex, level);
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switch (bytesPerIndex) {
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case 1:
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DeIndexTexture(tmpTexBuf16.data(), (u8 *) tmpTexBuf32.data(), length, clut);
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break;
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case 2:
|
|
DeIndexTexture(tmpTexBuf16.data(), (u16 *) tmpTexBuf32.data(), length, clut);
|
|
break;
|
|
|
|
case 4:
|
|
DeIndexTexture(tmpTexBuf16.data(), (u32 *) tmpTexBuf32.data(), length, clut);
|
|
break;
|
|
}
|
|
}
|
|
buf = tmpTexBuf16.data();
|
|
}
|
|
break;
|
|
|
|
case GE_CMODE_32BIT_ABGR8888:
|
|
{
|
|
tmpTexBuf32.resize(std::max(bufw, w) * h);
|
|
tmpTexBufRearrange.resize(std::max(bufw, w) * h);
|
|
const u32 *clut = GetCurrentClut<u32>();
|
|
if (!gstate.isTextureSwizzled()) {
|
|
switch (bytesPerIndex) {
|
|
case 1:
|
|
DeIndexTexture(tmpTexBuf32.data(), (const u8 *)texptr, length, clut);
|
|
break;
|
|
|
|
case 2:
|
|
DeIndexTexture(tmpTexBuf32.data(), (const u16_le *)texptr, length, clut);
|
|
break;
|
|
|
|
case 4:
|
|
DeIndexTexture(tmpTexBuf32.data(), (const u32_le *)texptr, length, clut);
|
|
break;
|
|
}
|
|
buf = tmpTexBuf32.data();
|
|
} else {
|
|
UnswizzleFromMem(texptr, bufw, bytesPerIndex, level);
|
|
// Since we had to unswizzle to tmpTexBuf32, let's output to tmpTexBuf16.
|
|
tmpTexBuf16.resize(std::max(bufw, w) * h * 2);
|
|
u32 *dest32 = (u32 *) tmpTexBuf16.data();
|
|
switch (bytesPerIndex) {
|
|
case 1:
|
|
DeIndexTexture(dest32, (u8 *) tmpTexBuf32.data(), length, clut);
|
|
buf = dest32;
|
|
break;
|
|
|
|
case 2:
|
|
DeIndexTexture(dest32, (u16 *) tmpTexBuf32.data(), length, clut);
|
|
buf = dest32;
|
|
break;
|
|
|
|
case 4:
|
|
// TODO: If a game actually uses this mode, check if using dest32 or tmpTexBuf32 is faster.
|
|
DeIndexTexture(tmpTexBuf32.data(), tmpTexBuf32.data(), length, clut);
|
|
buf = tmpTexBuf32.data();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG_REPORT(G3D, "Unhandled clut texture mode %d!!!", (gstate.clutformat & 3));
|
|
break;
|
|
}
|
|
|
|
return buf;
|
|
}
|
|
|
|
GLenum getClutDestFormat(GEPaletteFormat format) {
|
|
switch (format) {
|
|
case GE_CMODE_16BIT_ABGR4444:
|
|
return GL_UNSIGNED_SHORT_4_4_4_4;
|
|
case GE_CMODE_16BIT_ABGR5551:
|
|
return GL_UNSIGNED_SHORT_5_5_5_1;
|
|
case GE_CMODE_16BIT_BGR5650:
|
|
return GL_UNSIGNED_SHORT_5_6_5;
|
|
case GE_CMODE_32BIT_ABGR8888:
|
|
return GL_UNSIGNED_BYTE;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static const u8 texByteAlignMap[] = {2, 2, 2, 4};
|
|
|
|
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
|
|
};
|
|
|
|
// This should not have to be done per texture! OpenGL is silly yo
|
|
// TODO: Dirty-check this against the current texture.
|
|
void TextureCache::UpdateSamplingParams(TexCacheEntry &entry, bool force) {
|
|
int minFilt = gstate.texfilter & 0x7;
|
|
int magFilt = (gstate.texfilter>>8) & 1;
|
|
bool sClamp = gstate.isTexCoordClampedS();
|
|
bool tClamp = gstate.isTexCoordClampedT();
|
|
|
|
if (entry.status & TexCacheEntry::STATUS_TEXPARAM_DIRTY) {
|
|
entry.status &= ~TexCacheEntry::STATUS_TEXPARAM_DIRTY;
|
|
force = true;
|
|
}
|
|
|
|
bool noMip = (gstate.texlevel & 0xFFFFFF) == 0x000001 || (gstate.texlevel & 0xFFFFFF) == 0x100001 ; // Fix texlevel at 0
|
|
|
|
if (entry.maxLevel == 0) {
|
|
// Enforce no mip filtering, for safety.
|
|
minFilt &= 1; // no mipmaps yet
|
|
} else {
|
|
// Texture lod bias should be signed.
|
|
float lodBias = (float)(int)(s8)((gstate.texlevel >> 16) & 0xFF) / 16.0f;
|
|
if (force || entry.lodBias != lodBias) {
|
|
#ifndef USING_GLES2
|
|
GETexLevelMode mode = gstate.getTexLevelMode();
|
|
switch (mode) {
|
|
case GE_TEXLEVEL_MODE_AUTO:
|
|
// TODO
|
|
break;
|
|
case GE_TEXLEVEL_MODE_CONST:
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, lodBias);
|
|
break;
|
|
case GE_TEXLEVEL_MODE_SLOPE:
|
|
// TODO
|
|
break;
|
|
}
|
|
#endif
|
|
entry.lodBias = lodBias;
|
|
}
|
|
}
|
|
|
|
if (g_Config.iTexFiltering == LINEARFMV && g_iNumVideos > 0 && (entry.dim & 0xF) >= 9) {
|
|
magFilt |= 1;
|
|
minFilt |= 1;
|
|
}
|
|
if (g_Config.iTexFiltering == LINEAR && (!gstate.isColorTestEnabled() || IsColorTestTriviallyTrue())) {
|
|
if (!gstate.isAlphaTestEnabled() || IsAlphaTestTriviallyTrue()) {
|
|
magFilt |= 1;
|
|
minFilt |= 1;
|
|
}
|
|
}
|
|
bool forceNearest = g_Config.iTexFiltering == NEAREST;
|
|
// Force Nearest when color test enabled and rendering resolution greater than 480x272
|
|
if ((gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue()) && g_Config.iInternalResolution != 1 && gstate.isModeThrough()) {
|
|
// Some games use 0 as the color test color, which won't be too bad if it bleeds.
|
|
// Fuchsia and green, etc. are the problem colors.
|
|
if (gstate.getColorTestRef() != 0) {
|
|
forceNearest = true;
|
|
}
|
|
}
|
|
if (forceNearest) {
|
|
magFilt &= ~1;
|
|
minFilt &= ~1;
|
|
}
|
|
|
|
if (!g_Config.bMipMap || noMip) {
|
|
minFilt &= 1;
|
|
}
|
|
|
|
if (force || entry.minFilt != minFilt) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, MinFiltGL[minFilt]);
|
|
entry.minFilt = minFilt;
|
|
}
|
|
if (force || entry.magFilt != magFilt) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, MagFiltGL[magFilt]);
|
|
entry.magFilt = magFilt;
|
|
}
|
|
|
|
// Platforms without non-pow-2 extensions can't wrap non-pow-2 textures.
|
|
// Only framebuffer textures can be non-pow-2.
|
|
if (!gl_extensions.OES_texture_npot && entry.framebuffer) {
|
|
// Check if it matches the size, in which case we can still enable wrapping.
|
|
int w = gstate.getTextureWidth(0);
|
|
int h = gstate.getTextureHeight(0);
|
|
if (w != entry.framebuffer->bufferWidth || h != entry.framebuffer->bufferHeight) {
|
|
// We'll do it in the shader.
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (force || entry.sClamp != sClamp) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, sClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
|
|
entry.sClamp = sClamp;
|
|
}
|
|
if (force || entry.tClamp != tClamp) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
|
|
entry.tClamp = tClamp;
|
|
}
|
|
}
|
|
|
|
static void ConvertColors(void *dstBuf, const void *srcBuf, GLuint dstFmt, int numPixels) {
|
|
const u32 *src = (const u32 *)srcBuf;
|
|
u32 *dst = (u32 *)dstBuf;
|
|
switch (dstFmt) {
|
|
case GL_UNSIGNED_SHORT_4_4_4_4:
|
|
{
|
|
#ifdef _M_SSE
|
|
const __m128i maskB = _mm_set1_epi16(0x00F0);
|
|
const __m128i maskG = _mm_set1_epi16(0x0F00);
|
|
|
|
__m128i *srcp = (__m128i *)src;
|
|
__m128i *dstp = (__m128i *)dst;
|
|
const int sseChunks = numPixels / 8;
|
|
for (int i = 0; i < sseChunks; ++i) {
|
|
__m128i c = _mm_load_si128(&srcp[i]);
|
|
__m128i v = _mm_srli_epi16(c, 12);
|
|
v = _mm_or_si128(v, _mm_and_si128(_mm_srli_epi16(c, 4), maskB));
|
|
v = _mm_or_si128(v, _mm_and_si128(_mm_slli_epi16(c, 4), maskG));
|
|
v = _mm_or_si128(v, _mm_slli_epi16(c, 12));
|
|
_mm_store_si128(&dstp[i], v);
|
|
}
|
|
// The remainder is done in chunks of 2, SSE was chunks of 8.
|
|
int i = sseChunks * 8 / 2;
|
|
#else
|
|
int i = 0;
|
|
// TODO: NEON.
|
|
#endif
|
|
for (; i < (numPixels + 1) / 2; i++) {
|
|
u32 c = src[i];
|
|
dst[i] = ((c >> 12) & 0x000F000F) |
|
|
((c >> 4) & 0x00F000F0) |
|
|
((c << 4) & 0x0F000F00) |
|
|
((c << 12) & 0xF000F000);
|
|
}
|
|
}
|
|
break;
|
|
// Final Fantasy 2 uses this heavily in animated textures.
|
|
case GL_UNSIGNED_SHORT_5_5_5_1:
|
|
{
|
|
#ifdef _M_SSE
|
|
const __m128i maskB = _mm_set1_epi16(0x003E);
|
|
const __m128i maskG = _mm_set1_epi16(0x07C0);
|
|
|
|
__m128i *srcp = (__m128i *)src;
|
|
__m128i *dstp = (__m128i *)dst;
|
|
const int sseChunks = numPixels / 8;
|
|
for (int i = 0; i < sseChunks; ++i) {
|
|
__m128i c = _mm_load_si128(&srcp[i]);
|
|
__m128i v = _mm_srli_epi16(c, 15);
|
|
v = _mm_or_si128(v, _mm_and_si128(_mm_srli_epi16(c, 9), maskB));
|
|
v = _mm_or_si128(v, _mm_and_si128(_mm_slli_epi16(c, 1), maskG));
|
|
v = _mm_or_si128(v, _mm_slli_epi16(c, 11));
|
|
_mm_store_si128(&dstp[i], v);
|
|
}
|
|
// The remainder is done in chunks of 2, SSE was chunks of 8.
|
|
int i = sseChunks * 8 / 2;
|
|
#else
|
|
int i = 0;
|
|
// TODO: NEON.
|
|
#endif
|
|
for (; i < (numPixels + 1) / 2; i++) {
|
|
u32 c = src[i];
|
|
dst[i] = ((c >> 15) & 0x00010001) |
|
|
((c >> 9) & 0x003E003E) |
|
|
((c << 1) & 0x07C007C0) |
|
|
((c << 11) & 0xF800F800);
|
|
}
|
|
}
|
|
break;
|
|
case GL_UNSIGNED_SHORT_5_6_5:
|
|
{
|
|
#ifdef _M_SSE
|
|
const __m128i maskG = _mm_set1_epi16(0x07E0);
|
|
|
|
__m128i *srcp = (__m128i *)src;
|
|
__m128i *dstp = (__m128i *)dst;
|
|
const int sseChunks = numPixels / 8;
|
|
for (int i = 0; i < sseChunks; ++i) {
|
|
__m128i c = _mm_load_si128(&srcp[i]);
|
|
__m128i v = _mm_srli_epi16(c, 11);
|
|
v = _mm_or_si128(v, _mm_and_si128(c, maskG));
|
|
v = _mm_or_si128(v, _mm_slli_epi16(c, 11));
|
|
_mm_store_si128(&dstp[i], v);
|
|
}
|
|
// The remainder is done in chunks of 2, SSE was chunks of 8.
|
|
int i = sseChunks * 8 / 2;
|
|
#else
|
|
int i = 0;
|
|
// TODO: NEON.
|
|
#endif
|
|
for (; i < (numPixels + 1) / 2; i++) {
|
|
u32 c = src[i];
|
|
dst[i] = ((c >> 11) & 0x001F001F) |
|
|
((c >> 0) & 0x07E007E0) |
|
|
((c << 11) & 0xF800F800);
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
if (UseBGRA8888()) {
|
|
#ifdef _M_SSE
|
|
const __m128i maskGA = _mm_set1_epi32(0xFF00FF00);
|
|
|
|
__m128i *srcp = (__m128i *)src;
|
|
__m128i *dstp = (__m128i *)dst;
|
|
const int sseChunks = numPixels / 4;
|
|
for (int i = 0; i < sseChunks; ++i) {
|
|
__m128i c = _mm_load_si128(&srcp[i]);
|
|
__m128i rb = _mm_andnot_si128(maskGA, c);
|
|
c = _mm_and_si128(c, maskGA);
|
|
|
|
__m128i b = _mm_srli_epi32(rb, 16);
|
|
__m128i r = _mm_slli_epi32(rb, 16);
|
|
c = _mm_or_si128(_mm_or_si128(c, r), b);
|
|
_mm_store_si128(&dstp[i], c);
|
|
}
|
|
// The remainder starts right after those done via SSE.
|
|
int i = sseChunks * 4;
|
|
#else
|
|
int i = 0;
|
|
#endif
|
|
for (; i < numPixels; i++) {
|
|
u32 c = src[i];
|
|
dst[i] = ((c >> 16) & 0x000000FF) |
|
|
((c >> 0) & 0xFF00FF00) |
|
|
((c << 16) & 0x00FF0000);
|
|
}
|
|
} else {
|
|
// No need to convert RGBA8888, right order already
|
|
if (dst != src)
|
|
memcpy(dst, src, numPixels * sizeof(u32));
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void TextureCache::StartFrame() {
|
|
lastBoundTexture = -1;
|
|
if (clearCacheNextFrame_) {
|
|
Clear(true);
|
|
clearCacheNextFrame_ = false;
|
|
} else {
|
|
Decimate();
|
|
}
|
|
}
|
|
|
|
static inline u32 MiniHash(const u32 *ptr) {
|
|
return ptr[0];
|
|
}
|
|
|
|
static inline u32 QuickTexHash(u32 addr, int bufw, int w, int h, GETextureFormat format) {
|
|
const u32 sizeInRAM = (textureBitsPerPixel[format] * bufw * h) / 8;
|
|
const u32 *checkp = (const u32 *) Memory::GetPointer(addr);
|
|
|
|
return DoQuickTexHash(checkp, sizeInRAM);
|
|
}
|
|
|
|
inline bool TextureCache::TexCacheEntry::Matches(u16 dim2, u8 format2, int maxLevel2) {
|
|
return dim == dim2 && format == format2 && maxLevel == maxLevel2;
|
|
}
|
|
|
|
void TextureCache::LoadClut() {
|
|
u32 clutAddr = gstate.getClutAddress();
|
|
if (Memory::IsValidAddress(clutAddr)) {
|
|
#ifdef _M_SSE
|
|
int numBlocks = gstate.getClutLoadBlocks();
|
|
clutTotalBytes_ = numBlocks * 32;
|
|
const __m128i *source = (const __m128i *)Memory::GetPointerUnchecked(clutAddr);
|
|
__m128i *dest = (__m128i *)clutBufRaw_;
|
|
for (int i = 0; i < numBlocks; i++, source += 2, dest += 2) {
|
|
__m128i data1 = _mm_loadu_si128(source);
|
|
__m128i data2 = _mm_loadu_si128(source + 1);
|
|
_mm_store_si128(dest, data1);
|
|
_mm_store_si128(dest + 1, data2);
|
|
}
|
|
#else
|
|
clutTotalBytes_ = gstate.getClutLoadBytes();
|
|
Memory::MemcpyUnchecked(clutBufRaw_, clutAddr, clutTotalBytes_);
|
|
#endif
|
|
} else {
|
|
clutTotalBytes_ = gstate.getClutLoadBytes();
|
|
memset(clutBufRaw_, 0xFF, clutTotalBytes_);
|
|
}
|
|
// Reload the clut next time.
|
|
clutLastFormat_ = 0xFFFFFFFF;
|
|
}
|
|
|
|
void TextureCache::UpdateCurrentClut() {
|
|
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
|
|
const u32 clutBase = gstate.getClutIndexStartPos();
|
|
const u32 clutBaseBytes = clutBase * (clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : 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.
|
|
const u32 clutExtendedBytes = clutTotalBytes_ + clutBaseBytes;
|
|
|
|
clutHash_ = DoReliableHash((const char *)clutBufRaw_, clutExtendedBytes, 0xC0108888);
|
|
|
|
// Avoid a copy when we don't need to convert colors.
|
|
if (UseBGRA8888() || clutFormat != GE_CMODE_32BIT_ABGR8888) {
|
|
ConvertColors(clutBufConverted_, clutBufRaw_, getClutDestFormat(clutFormat), clutExtendedBytes / sizeof(u16));
|
|
clutBuf_ = clutBufConverted_;
|
|
} else {
|
|
clutBuf_ = clutBufRaw_;
|
|
}
|
|
|
|
// Special optimization: fonts typically draw clut4 with just alpha values in a single color.
|
|
clutAlphaLinear_ = false;
|
|
clutAlphaLinearColor_ = 0;
|
|
if (gstate.getClutPaletteFormat() == GE_CMODE_16BIT_ABGR4444 && gstate.isClutIndexSimple()) {
|
|
const u16 *clut = GetCurrentClut<u16>();
|
|
clutAlphaLinear_ = true;
|
|
clutAlphaLinearColor_ = clut[15] & 0xFFF0;
|
|
for (int i = 0; i < 16; ++i) {
|
|
if ((clut[i] & 0xf) != i) {
|
|
clutAlphaLinear_ = false;
|
|
break;
|
|
}
|
|
// Alpha 0 doesn't matter.
|
|
// TODO: Well, depending on blend mode etc, it can actually matter, although unlikely.
|
|
if (i != 0 && (clut[i] & 0xFFF0) != clutAlphaLinearColor_) {
|
|
clutAlphaLinear_ = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
clutLastFormat_ = gstate.clutformat;
|
|
}
|
|
|
|
template <typename T>
|
|
inline const T *TextureCache::GetCurrentClut() {
|
|
return (const T *)clutBuf_;
|
|
}
|
|
|
|
inline u32 TextureCache::GetCurrentClutHash() {
|
|
return clutHash_;
|
|
}
|
|
|
|
// #define DEBUG_TEXTURES
|
|
|
|
#ifdef DEBUG_TEXTURES
|
|
bool SetDebugTexture() {
|
|
static const int highlightFrames = 30;
|
|
|
|
static int numTextures = 0;
|
|
static int lastFrames = 0;
|
|
static int mostTextures = 1;
|
|
|
|
if (lastFrames != gpuStats.numFlips) {
|
|
mostTextures = std::max(mostTextures, numTextures);
|
|
numTextures = 0;
|
|
lastFrames = gpuStats.numFlips;
|
|
}
|
|
|
|
static GLuint solidTexture = 0;
|
|
|
|
bool changed = false;
|
|
if (((gpuStats.numFlips / highlightFrames) % mostTextures) == numTextures) {
|
|
if (gpuStats.numFlips % highlightFrames == 0) {
|
|
NOTICE_LOG(G3D, "Highlighting texture # %d / %d", numTextures, mostTextures);
|
|
}
|
|
static const u32 solidTextureData[] = {0x99AA99FF};
|
|
|
|
if (solidTexture == 0) {
|
|
glGenTextures(1, &solidTexture);
|
|
glBindTexture(GL_TEXTURE_2D, solidTexture);
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, solidTextureData);
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, solidTexture);
|
|
}
|
|
changed = true;
|
|
}
|
|
|
|
++numTextures;
|
|
return changed;
|
|
}
|
|
#endif
|
|
|
|
void TextureCache::SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
|
|
framebuffer->usageFlags |= FB_USAGE_TEXTURE;
|
|
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
|
|
if (useBufferedRendering) {
|
|
GLuint program = 0;
|
|
if (entry->status & TexCacheEntry::STATUS_DEPALETTIZE) {
|
|
program = depalShaderCache_->GetDepalettizeShader(framebuffer->format);
|
|
}
|
|
if (program) {
|
|
GLuint clutTexture = depalShaderCache_->GetClutTexture(clutHash_, clutBuf_);
|
|
FBO *depalFBO = framebufferManager_->GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, FBO_8888);
|
|
fbo_bind_as_render_target(depalFBO);
|
|
static const float pos[12] = {
|
|
-1, -1, -1,
|
|
1, -1, -1,
|
|
1, 1, -1,
|
|
-1, 1, -1
|
|
};
|
|
static const float uv[8] = {
|
|
0, 0,
|
|
1, 0,
|
|
1, 1,
|
|
0, 1,
|
|
};
|
|
static const GLubyte indices[4] = { 0, 1, 3, 2 };
|
|
|
|
shaderManager_->DirtyLastShader();
|
|
|
|
glUseProgram(program);
|
|
|
|
GLint a_position = glGetAttribLocation(program, "a_position");
|
|
GLint a_texcoord0 = glGetAttribLocation(program, "a_texcoord0");
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
glEnableVertexAttribArray(a_position);
|
|
glEnableVertexAttribArray(a_texcoord0);
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, clutTexture);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
framebufferManager_->BindFramebufferColor(framebuffer, true);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
entry->status |= TexCacheEntry::STATUS_TEXPARAM_DIRTY;
|
|
|
|
glDisable(GL_BLEND);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_STENCIL_TEST);
|
|
#if !defined(USING_GLES2)
|
|
glDisable(GL_LOGIC_OP);
|
|
#endif
|
|
glViewport(0, 0, framebuffer->renderWidth, framebuffer->renderHeight);
|
|
|
|
glVertexAttribPointer(a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
|
|
glVertexAttribPointer(a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, uv);
|
|
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices);
|
|
glDisableVertexAttribArray(a_position);
|
|
glDisableVertexAttribArray(a_texcoord0);
|
|
|
|
fbo_bind_color_as_texture(depalFBO, 0);
|
|
glstate.Restore();
|
|
framebufferManager_->RebindFramebuffer();
|
|
|
|
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
|
|
const u32 clutBase = gstate.getClutIndexStartPos();
|
|
const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16);
|
|
const u32 clutExtendedColors = (clutTotalBytes_ / bytesPerColor) + clutBase;
|
|
|
|
TexCacheEntry::Status alphaStatus = CheckAlpha(clutBuf_, getClutDestFormat(gstate.getClutPaletteFormat()), clutExtendedColors, clutExtendedColors, 1);
|
|
gstate_c.textureFullAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL;
|
|
gstate_c.textureSimpleAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_SIMPLE;
|
|
} else {
|
|
entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
|
|
framebufferManager_->BindFramebufferColor(framebuffer);
|
|
|
|
gstate_c.textureFullAlpha = framebuffer->format == GE_FORMAT_565;
|
|
gstate_c.textureSimpleAlpha = gstate_c.textureFullAlpha;
|
|
}
|
|
|
|
// Keep the framebuffer alive.
|
|
framebuffer->last_frame_used = gpuStats.numFlips;
|
|
|
|
// We need to force it, since we may have set it on a texture before attaching.
|
|
gstate_c.curTextureWidth = framebuffer->bufferWidth;
|
|
gstate_c.curTextureHeight = framebuffer->bufferHeight;
|
|
gstate_c.flipTexture = true;
|
|
gstate_c.curTextureXOffset = fbTexInfo_[entry->addr].xOffset;
|
|
gstate_c.curTextureYOffset = fbTexInfo_[entry->addr].yOffset;
|
|
gstate_c.needShaderTexClamp = gstate_c.curTextureWidth != gstate.getTextureWidth(0) || gstate_c.curTextureHeight != gstate.getTextureHeight(0);
|
|
if (gstate_c.curTextureXOffset != 0 || gstate_c.curTextureYOffset != 0) {
|
|
gstate_c.needShaderTexClamp = true;
|
|
}
|
|
UpdateSamplingParams(*entry, true);
|
|
} else {
|
|
if (framebuffer->fbo)
|
|
framebuffer->fbo = 0;
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
gstate_c.needShaderTexClamp = false;
|
|
}
|
|
}
|
|
|
|
bool TextureCache::SetOffsetTexture(u32 offset) {
|
|
if (g_Config.iRenderingMode != FB_BUFFERED_MODE) {
|
|
return false;
|
|
}
|
|
u32 texaddr = gstate.getTextureAddress(0);
|
|
if (!Memory::IsValidAddress(texaddr) || !Memory::IsValidAddress(texaddr + offset)) {
|
|
return false;
|
|
}
|
|
|
|
u64 cachekey = (u64)(texaddr & 0x0FFFFFFF) << 32;
|
|
TexCache::iterator iter = cache.find(cachekey);
|
|
if (iter == cache.end()) {
|
|
return false;
|
|
}
|
|
TexCacheEntry *entry = &iter->second;
|
|
|
|
texaddr += offset;
|
|
cachekey = (u64)(texaddr & 0x0FFFFFFF) << 32;
|
|
|
|
for (size_t i = 0, n = fbCache_.size(); i < n; ++i) {
|
|
auto framebuffer = fbCache_[i];
|
|
// This is a rough heuristic, because sometimes our framebuffers are too tall.
|
|
static const u32 MAX_SUBAREA_Y_OFFSET = 32;
|
|
|
|
// Must be in VRAM so | 0x04000000 it is, and ignore any uncached bit.
|
|
const u32 addr = (framebuffer->fb_address | 0x04000000) & 0x0FFFFFFF;
|
|
const u64 cacheKeyStart = (u64)addr << 32;
|
|
// If it has a clut, those are the low 32 bits, so it'll be inside this range.
|
|
// Also, if it's a subsample of the buffer, it'll also be within the FBO.
|
|
const u64 cacheKeyEnd = cacheKeyStart + ((u64)(framebuffer->fb_stride * MAX_SUBAREA_Y_OFFSET) << 32);
|
|
|
|
if (cachekey >= cacheKeyStart && cachekey < cacheKeyEnd) {
|
|
SetTextureFramebuffer(entry, framebuffer);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void TextureCache::SetTexture(bool force) {
|
|
#ifdef DEBUG_TEXTURES
|
|
if (SetDebugTexture()) {
|
|
// A different texture was bound, let's rebind next time.
|
|
lastBoundTexture = -1;
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (force) {
|
|
lastBoundTexture = -1;
|
|
}
|
|
|
|
u32 texaddr = gstate.getTextureAddress(0);
|
|
if (!Memory::IsValidAddress(texaddr)) {
|
|
// Bind a null texture and return.
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
lastBoundTexture = -1;
|
|
return;
|
|
}
|
|
|
|
int w = gstate.getTextureWidth(0);
|
|
int h = gstate.getTextureHeight(0);
|
|
|
|
GETextureFormat format = gstate.getTextureFormat();
|
|
if (format >= 11) {
|
|
ERROR_LOG_REPORT(G3D, "Unknown texture format %i", format);
|
|
// TODO: Better assumption?
|
|
format = GE_TFMT_5650;
|
|
}
|
|
bool hasClut = gstate.isTextureFormatIndexed();
|
|
|
|
// Ignore uncached/kernel when caching.
|
|
u64 cachekey = (u64)(texaddr & 0x0FFFFFFF) << 32;
|
|
u32 cluthash;
|
|
if (hasClut) {
|
|
if (clutLastFormat_ != gstate.clutformat) {
|
|
// We update here because the clut format can be specified after the load.
|
|
UpdateCurrentClut();
|
|
}
|
|
cluthash = GetCurrentClutHash() ^ gstate.clutformat;
|
|
cachekey |= cluthash;
|
|
} else {
|
|
cluthash = 0;
|
|
}
|
|
|
|
int bufw = GetTextureBufw(0, texaddr, format);
|
|
int maxLevel = ((gstate.texmode >> 16) & 0x7);
|
|
|
|
u32 texhash = MiniHash((const u32 *)Memory::GetPointer(texaddr));
|
|
u32 fullhash = 0;
|
|
|
|
TexCache::iterator iter = cache.find(cachekey);
|
|
TexCacheEntry *entry = NULL;
|
|
gstate_c.flipTexture = false;
|
|
gstate_c.needShaderTexClamp = false;
|
|
gstate_c.skipDrawReason &= ~SKIPDRAW_BAD_FB_TEXTURE;
|
|
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
|
|
bool replaceImages = false;
|
|
|
|
if (iter != cache.end()) {
|
|
entry = &iter->second;
|
|
// Validate the texture still matches the cache entry.
|
|
u16 dim = gstate.getTextureDimension(0);
|
|
bool match = entry->Matches(dim, format, maxLevel);
|
|
#ifndef MOBILE_DEVICE
|
|
match &= host->GPUAllowTextureCache(texaddr);
|
|
#endif
|
|
|
|
// Check for FBO - slow!
|
|
if (entry->framebuffer) {
|
|
if (match) {
|
|
SetTextureFramebuffer(entry, entry->framebuffer);
|
|
lastBoundTexture = -1;
|
|
entry->lastFrame = gpuStats.numFlips;
|
|
return;
|
|
} else {
|
|
// Make sure we re-evaluate framebuffers.
|
|
DetachFramebuffer(entry, texaddr, entry->framebuffer);
|
|
match = false;
|
|
}
|
|
}
|
|
|
|
bool rehash = entry->GetHashStatus() == TexCacheEntry::STATUS_UNRELIABLE;
|
|
bool doDelete = true;
|
|
|
|
// First let's see if another texture with the same address had a hashfail.
|
|
if (entry->status & TexCacheEntry::STATUS_CLUT_RECHECK) {
|
|
// Always rehash in this case, if one changed the rest all probably did.
|
|
rehash = true;
|
|
entry->status &= ~TexCacheEntry::STATUS_CLUT_RECHECK;
|
|
} else if ((gstate_c.textureChanged & TEXCHANGE_UPDATED) == 0) {
|
|
// Okay, just some parameter change - the data didn't change, no need to rehash.
|
|
rehash = false;
|
|
}
|
|
|
|
if (match) {
|
|
if (entry->lastFrame != gpuStats.numFlips) {
|
|
u32 diff = gpuStats.numFlips - entry->lastFrame;
|
|
entry->numFrames++;
|
|
|
|
if (entry->framesUntilNextFullHash < diff) {
|
|
// Exponential backoff up to 512 frames. Textures are often reused.
|
|
if (entry->numFrames > 32) {
|
|
// Also, try to add some "randomness" to avoid rehashing several textures the same frame.
|
|
entry->framesUntilNextFullHash = std::min(512, entry->numFrames) + (entry->texture & 15);
|
|
} else {
|
|
entry->framesUntilNextFullHash = entry->numFrames;
|
|
}
|
|
rehash = true;
|
|
} else {
|
|
entry->framesUntilNextFullHash -= diff;
|
|
}
|
|
}
|
|
|
|
// If it's not huge or has been invalidated many times, recheck the whole texture.
|
|
if (entry->invalidHint > 180 || (entry->invalidHint > 15 && dim <= 0x909)) {
|
|
entry->invalidHint = 0;
|
|
rehash = true;
|
|
}
|
|
|
|
bool hashFail = false;
|
|
if (texhash != entry->hash) {
|
|
fullhash = QuickTexHash(texaddr, bufw, w, h, format);
|
|
hashFail = true;
|
|
rehash = false;
|
|
}
|
|
|
|
if (rehash && entry->GetHashStatus() != TexCacheEntry::STATUS_RELIABLE) {
|
|
fullhash = QuickTexHash(texaddr, bufw, w, h, format);
|
|
if (fullhash != entry->fullhash) {
|
|
hashFail = true;
|
|
} else if (entry->GetHashStatus() != TexCacheEntry::STATUS_HASHING && entry->numFrames > TexCacheEntry::FRAMES_REGAIN_TRUST) {
|
|
// Reset to STATUS_HASHING.
|
|
if (g_Config.bTextureBackoffCache) {
|
|
entry->SetHashStatus(TexCacheEntry::STATUS_HASHING);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (hashFail) {
|
|
match = false;
|
|
entry->status |= TexCacheEntry::STATUS_UNRELIABLE;
|
|
if (entry->numFrames < TEXCACHE_FRAME_CHANGE_FREQUENT) {
|
|
entry->status |= TexCacheEntry::STATUS_CHANGE_FREQUENT;
|
|
}
|
|
entry->numFrames = 0;
|
|
|
|
// Don't give up just yet. Let's try the secondary cache if it's been invalidated before.
|
|
// If it's failed a bunch of times, then the second cache is just wasting time and VRAM.
|
|
if (g_Config.bTextureSecondaryCache) {
|
|
if (entry->numInvalidated > 2 && entry->numInvalidated < 128 && !lowMemoryMode_) {
|
|
u64 secondKey = fullhash | (u64)cluthash << 32;
|
|
TexCache::iterator secondIter = secondCache.find(secondKey);
|
|
if (secondIter != secondCache.end()) {
|
|
TexCacheEntry *secondEntry = &secondIter->second;
|
|
if (secondEntry->Matches(dim, format, maxLevel)) {
|
|
// Reset the numInvalidated value lower, we got a match.
|
|
if (entry->numInvalidated > 8) {
|
|
--entry->numInvalidated;
|
|
}
|
|
entry = secondEntry;
|
|
match = true;
|
|
}
|
|
} else {
|
|
secondKey = entry->fullhash | (u64)entry->cluthash << 32;
|
|
secondCache[secondKey] = *entry;
|
|
doDelete = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (match) {
|
|
// TODO: Mark the entry reliable if it's been safe for long enough?
|
|
//got one!
|
|
entry->lastFrame = gpuStats.numFlips;
|
|
if (entry->texture != lastBoundTexture) {
|
|
glBindTexture(GL_TEXTURE_2D, entry->texture);
|
|
lastBoundTexture = entry->texture;
|
|
gstate_c.textureFullAlpha = entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL;
|
|
gstate_c.textureSimpleAlpha = entry->GetAlphaStatus() != TexCacheEntry::STATUS_ALPHA_UNKNOWN;
|
|
}
|
|
UpdateSamplingParams(*entry, false);
|
|
VERBOSE_LOG(G3D, "Texture at %08x Found in Cache, applying", texaddr);
|
|
return; //Done!
|
|
} else {
|
|
entry->numInvalidated++;
|
|
gpuStats.numTextureInvalidations++;
|
|
DEBUG_LOG(G3D, "Texture different or overwritten, reloading at %08x", texaddr);
|
|
if (doDelete) {
|
|
if (entry->maxLevel == maxLevel && entry->dim == gstate.getTextureDimension(0) && entry->format == format && g_Config.iTexScalingLevel == 1) {
|
|
// Actually, if size and number of levels match, let's try to avoid deleting and recreating.
|
|
// Instead, let's use glTexSubImage to replace the images.
|
|
replaceImages = true;
|
|
} else {
|
|
if (entry->texture == lastBoundTexture) {
|
|
lastBoundTexture = -1;
|
|
}
|
|
glDeleteTextures(1, &entry->texture);
|
|
}
|
|
}
|
|
// Clear the reliable bit if set.
|
|
if (entry->GetHashStatus() == TexCacheEntry::STATUS_RELIABLE) {
|
|
entry->SetHashStatus(TexCacheEntry::STATUS_HASHING);
|
|
}
|
|
|
|
// Also, mark any textures with the same address but different clut. They need rechecking.
|
|
if (cluthash != 0) {
|
|
const u64 cachekeyMin = (u64)(texaddr & 0x0FFFFFFF) << 32;
|
|
const u64 cachekeyMax = cachekeyMin + (1ULL << 32);
|
|
for (auto it = cache.lower_bound(cachekeyMin), end = cache.upper_bound(cachekeyMax); it != end; ++it) {
|
|
if (it->second.cluthash != cluthash) {
|
|
it->second.status |= TexCacheEntry::STATUS_CLUT_RECHECK;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
VERBOSE_LOG(G3D, "No texture in cache, decoding...");
|
|
TexCacheEntry entryNew = {0};
|
|
cache[cachekey] = entryNew;
|
|
|
|
entry = &cache[cachekey];
|
|
if (g_Config.bTextureBackoffCache) {
|
|
entry->status = TexCacheEntry::STATUS_HASHING;
|
|
} else {
|
|
entry->status = TexCacheEntry::STATUS_UNRELIABLE;
|
|
}
|
|
}
|
|
|
|
if ((bufw == 0 || (gstate.texbufwidth[0] & 0xf800) != 0) && texaddr >= PSP_GetKernelMemoryEnd()) {
|
|
ERROR_LOG_REPORT(G3D, "Texture with unexpected bufw (full=%d)", gstate.texbufwidth[0] & 0xffff);
|
|
}
|
|
|
|
// We have to decode it, let's setup the cache entry first.
|
|
entry->addr = texaddr;
|
|
entry->hash = texhash;
|
|
entry->format = format;
|
|
entry->lastFrame = gpuStats.numFlips;
|
|
entry->framebuffer = 0;
|
|
entry->maxLevel = maxLevel;
|
|
entry->lodBias = 0.0f;
|
|
|
|
entry->dim = gstate.getTextureDimension(0);
|
|
entry->bufw = bufw;
|
|
|
|
// This would overestimate the size in many case so we underestimate instead
|
|
// to avoid excessive clearing caused by cache invalidations.
|
|
entry->sizeInRAM = (textureBitsPerPixel[format] * bufw * h / 2) / 8;
|
|
|
|
entry->fullhash = fullhash == 0 ? QuickTexHash(texaddr, bufw, w, h, format) : fullhash;
|
|
entry->cluthash = cluthash;
|
|
|
|
entry->status &= ~TexCacheEntry::STATUS_ALPHA_MASK;
|
|
|
|
gstate_c.curTextureWidth = w;
|
|
gstate_c.curTextureHeight = h;
|
|
|
|
// Always generate a texture name, we might need it if the texture is replaced later.
|
|
if (!replaceImages) {
|
|
entry->texture = AllocTextureName();
|
|
}
|
|
|
|
// Before we go reading the texture from memory, let's check for render-to-texture.
|
|
for (size_t i = 0, n = fbCache_.size(); i < n; ++i) {
|
|
auto framebuffer = fbCache_[i];
|
|
// This is a rough heuristic, because sometimes our framebuffers are too tall.
|
|
static const u32 MAX_SUBAREA_Y_OFFSET = 32;
|
|
|
|
// Must be in VRAM so | 0x04000000 it is, and ignore any uncached bit.
|
|
const u32 addr = (framebuffer->fb_address | 0x04000000) & 0x0FFFFFFF;
|
|
const u64 cacheKeyStart = (u64)addr << 32;
|
|
// If it has a clut, those are the low 32 bits, so it'll be inside this range.
|
|
// Also, if it's a subsample of the buffer, it'll also be within the FBO.
|
|
const u64 cacheKeyEnd = cacheKeyStart + ((u64)(framebuffer->fb_stride * MAX_SUBAREA_Y_OFFSET) << 32);
|
|
|
|
if (cachekey >= cacheKeyStart && cachekey < cacheKeyEnd) {
|
|
AttachFramebuffer(entry, addr, framebuffer, cachekey == cacheKeyStart);
|
|
}
|
|
}
|
|
|
|
// If we ended up with a framebuffer, attach it - no texture decoding needed.
|
|
if (entry->framebuffer) {
|
|
SetTextureFramebuffer(entry, entry->framebuffer);
|
|
lastBoundTexture = -1;
|
|
entry->lastFrame = gpuStats.numFlips;
|
|
return;
|
|
}
|
|
glBindTexture(GL_TEXTURE_2D, entry->texture);
|
|
lastBoundTexture = entry->texture;
|
|
|
|
// Adjust maxLevel to actually present levels..
|
|
bool badMipSizes = false;
|
|
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;
|
|
}
|
|
|
|
#ifndef USING_GLES2
|
|
if (i > 0) {
|
|
int tw = gstate.getTextureWidth(i);
|
|
int th = gstate.getTextureHeight(i);
|
|
if (tw != 1 && tw != (gstate.getTextureWidth(i - 1) >> 1))
|
|
badMipSizes = true;
|
|
else if (th != 1 && th != (gstate.getTextureHeight(i - 1) >> 1))
|
|
badMipSizes = true;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// In addition, simply don't load more than level 0 if g_Config.bMipMap is false.
|
|
if (!g_Config.bMipMap) {
|
|
maxLevel = 0;
|
|
}
|
|
|
|
// If GLES3 is available, we can preallocate the storage, which makes texture loading more efficient.
|
|
GLenum dstFmt = GetDestFormat(format, gstate.getClutPaletteFormat());
|
|
|
|
|
|
int scaleFactor;
|
|
// Auto-texture scale upto 5x rendering resolution
|
|
if (g_Config.iTexScalingLevel == 0) {
|
|
scaleFactor = g_Config.iInternalResolution;
|
|
if (scaleFactor == 0) {
|
|
scaleFactor = (PSP_CoreParameter().renderWidth + 479) / 480;
|
|
}
|
|
|
|
#ifndef MOBILE_DEVICE
|
|
scaleFactor = std::min(gl_extensions.OES_texture_npot ? 5 : 4, scaleFactor);
|
|
if (!gl_extensions.OES_texture_npot && scaleFactor == 3) {
|
|
scaleFactor = 2;
|
|
}
|
|
#else
|
|
scaleFactor = std::min(gl_extensions.OES_texture_npot ? 3 : 2, scaleFactor);
|
|
#endif
|
|
} else {
|
|
scaleFactor = g_Config.iTexScalingLevel;
|
|
}
|
|
|
|
// Don't scale the PPGe texture.
|
|
if (entry->addr > 0x05000000 && entry->addr < 0x08800000)
|
|
scaleFactor = 1;
|
|
|
|
// Disabled this due to issue #6075: https://github.com/hrydgard/ppsspp/issues/6075
|
|
// This breaks Dangan Ronpa 2 with mipmapping enabled. Why? No idea, it shouldn't.
|
|
// glTexStorage2D probably has few benefits for us anyway.
|
|
if (false && gl_extensions.GLES3 && maxLevel > 0) {
|
|
// glTexStorage2D requires the use of sized formats.
|
|
GLenum storageFmt = GL_RGBA8;
|
|
switch (dstFmt) {
|
|
case GL_UNSIGNED_BYTE: storageFmt = GL_RGBA8; break;
|
|
case GL_UNSIGNED_SHORT_5_6_5: storageFmt = GL_RGB565; break;
|
|
case GL_UNSIGNED_SHORT_4_4_4_4: storageFmt = GL_RGBA4; break;
|
|
case GL_UNSIGNED_SHORT_5_5_5_1: storageFmt = GL_RGB5_A1; break;
|
|
default:
|
|
ERROR_LOG(G3D, "Unknown dstfmt %i", (int)dstFmt);
|
|
break;
|
|
}
|
|
// TODO: This may cause bugs, since it hard-sets the texture w/h, and we might try to reuse it later with a different size.
|
|
glTexStorage2D(GL_TEXTURE_2D, maxLevel + 1, storageFmt, w * scaleFactor, h * scaleFactor);
|
|
// Make sure we don't use glTexImage2D after glTexStorage2D.
|
|
replaceImages = true;
|
|
}
|
|
|
|
// 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
|
|
|
|
LoadTextureLevel(*entry, 0, replaceImages, scaleFactor, dstFmt);
|
|
|
|
// Mipmapping only enable when texture scaling disable
|
|
if (maxLevel > 0 && g_Config.iTexScalingLevel == 1) {
|
|
#ifndef USING_GLES2
|
|
if (badMipSizes) {
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
} else {
|
|
for (int i = 1; i <= maxLevel; i++) {
|
|
LoadTextureLevel(*entry, i, replaceImages, scaleFactor, dstFmt);
|
|
}
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, maxLevel);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, (float)maxLevel);
|
|
}
|
|
#else
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
#endif
|
|
} else {
|
|
#ifndef USING_GLES2
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
|
#else
|
|
if (gl_extensions.GLES3) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
int aniso = 1 << g_Config.iAnisotropyLevel;
|
|
float anisotropyLevel = (float) aniso > maxAnisotropyLevel ? maxAnisotropyLevel : (float) aniso;
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropyLevel);
|
|
|
|
gstate_c.textureFullAlpha = entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL;
|
|
gstate_c.textureSimpleAlpha = entry->GetAlphaStatus() != TexCacheEntry::STATUS_ALPHA_UNKNOWN;
|
|
|
|
UpdateSamplingParams(*entry, true);
|
|
|
|
//glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
//glPixelStorei(GL_PACK_ROW_LENGTH, 0);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
}
|
|
|
|
u32 TextureCache::AllocTextureName() {
|
|
if (nameCache_.empty()) {
|
|
nameCache_.resize(TEXCACHE_NAME_CACHE_SIZE);
|
|
glGenTextures(TEXCACHE_NAME_CACHE_SIZE, &nameCache_[0]);
|
|
}
|
|
u32 name = nameCache_.back();
|
|
nameCache_.pop_back();
|
|
return name;
|
|
}
|
|
|
|
GLenum TextureCache::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 GL_UNSIGNED_SHORT_4_4_4_4;
|
|
case GE_TFMT_5551:
|
|
return GL_UNSIGNED_SHORT_5_5_5_1;
|
|
case GE_TFMT_5650:
|
|
return GL_UNSIGNED_SHORT_5_6_5;
|
|
case GE_TFMT_8888:
|
|
case GE_TFMT_DXT1:
|
|
case GE_TFMT_DXT3:
|
|
case GE_TFMT_DXT5:
|
|
default:
|
|
return GL_UNSIGNED_BYTE;
|
|
}
|
|
}
|
|
|
|
void *TextureCache::DecodeTextureLevel(GETextureFormat format, GEPaletteFormat clutformat, int level, u32 &texByteAlign, GLenum dstFmt, int *bufwout) {
|
|
void *finalBuf = NULL;
|
|
|
|
u32 texaddr = gstate.getTextureAddress(level);
|
|
|
|
int bufw = GetTextureBufw(level, texaddr, format);
|
|
if (bufwout)
|
|
*bufwout = bufw;
|
|
int w = gstate.getTextureWidth(level);
|
|
int h = gstate.getTextureHeight(level);
|
|
const u8 *texptr = Memory::GetPointer(texaddr);
|
|
|
|
switch (format) {
|
|
case GE_TFMT_CLUT4:
|
|
{
|
|
const bool mipmapShareClut = gstate.isClutSharedForMipmaps();
|
|
const int clutSharingOffset = mipmapShareClut ? 0 : level * 16;
|
|
|
|
switch (clutformat) {
|
|
case GE_CMODE_16BIT_BGR5650:
|
|
case GE_CMODE_16BIT_ABGR5551:
|
|
case GE_CMODE_16BIT_ABGR4444:
|
|
{
|
|
tmpTexBuf16.resize(std::max(bufw, w) * h);
|
|
tmpTexBufRearrange.resize(std::max(bufw, w) * h);
|
|
const u16 *clut = GetCurrentClut<u16>() + clutSharingOffset;
|
|
texByteAlign = 2;
|
|
if (!gstate.isTextureSwizzled()) {
|
|
if (clutAlphaLinear_ && mipmapShareClut) {
|
|
DeIndexTexture4Optimal(tmpTexBuf16.data(), texptr, bufw * h, clutAlphaLinearColor_);
|
|
} else {
|
|
DeIndexTexture4(tmpTexBuf16.data(), texptr, bufw * h, clut);
|
|
}
|
|
} else {
|
|
tmpTexBuf32.resize(std::max(bufw, w) * h);
|
|
UnswizzleFromMem(texptr, bufw, 0, level);
|
|
if (clutAlphaLinear_ && mipmapShareClut) {
|
|
DeIndexTexture4Optimal(tmpTexBuf16.data(), (const u8 *)tmpTexBuf32.data(), bufw * h, clutAlphaLinearColor_);
|
|
} else {
|
|
DeIndexTexture4(tmpTexBuf16.data(), (const u8 *)tmpTexBuf32.data(), bufw * h, clut);
|
|
}
|
|
}
|
|
finalBuf = tmpTexBuf16.data();
|
|
}
|
|
break;
|
|
|
|
case GE_CMODE_32BIT_ABGR8888:
|
|
{
|
|
tmpTexBuf32.resize(std::max(bufw, w) * h);
|
|
tmpTexBufRearrange.resize(std::max(bufw, w) * h);
|
|
const u32 *clut = GetCurrentClut<u32>() + clutSharingOffset;
|
|
if (!gstate.isTextureSwizzled()) {
|
|
DeIndexTexture4(tmpTexBuf32.data(), texptr, bufw * h, clut);
|
|
finalBuf = tmpTexBuf32.data();
|
|
} else {
|
|
UnswizzleFromMem(texptr, bufw, 0, level);
|
|
// Let's reuse tmpTexBuf16, just need double the space.
|
|
tmpTexBuf16.resize(std::max(bufw, w) * h * 2);
|
|
DeIndexTexture4((u32 *)tmpTexBuf16.data(), (u8 *)tmpTexBuf32.data(), bufw * h, clut);
|
|
finalBuf = tmpTexBuf16.data();
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG_REPORT(G3D, "Unknown CLUT4 texture mode %d", gstate.getClutPaletteFormat());
|
|
return NULL;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GE_TFMT_CLUT8:
|
|
texByteAlign = texByteAlignMap[gstate.getClutPaletteFormat()];
|
|
finalBuf = ReadIndexedTex(level, texptr, 1, dstFmt, bufw);
|
|
break;
|
|
|
|
case GE_TFMT_CLUT16:
|
|
texByteAlign = texByteAlignMap[gstate.getClutPaletteFormat()];
|
|
finalBuf = ReadIndexedTex(level, texptr, 2, dstFmt, bufw);
|
|
break;
|
|
|
|
case GE_TFMT_CLUT32:
|
|
texByteAlign = texByteAlignMap[gstate.getClutPaletteFormat()];
|
|
finalBuf = ReadIndexedTex(level, texptr, 4, dstFmt, bufw);
|
|
break;
|
|
|
|
case GE_TFMT_4444:
|
|
case GE_TFMT_5551:
|
|
case GE_TFMT_5650:
|
|
texByteAlign = 2;
|
|
|
|
if (!gstate.isTextureSwizzled()) {
|
|
int len = std::max(bufw, w) * h;
|
|
tmpTexBuf16.resize(len);
|
|
tmpTexBufRearrange.resize(len);
|
|
finalBuf = tmpTexBuf16.data();
|
|
ConvertColors(finalBuf, texptr, dstFmt, bufw * h);
|
|
} else {
|
|
tmpTexBuf32.resize(std::max(bufw, w) * h);
|
|
finalBuf = UnswizzleFromMem(texptr, bufw, 2, level);
|
|
ConvertColors(finalBuf, finalBuf, dstFmt, bufw * h);
|
|
}
|
|
break;
|
|
|
|
case GE_TFMT_8888:
|
|
if (!gstate.isTextureSwizzled()) {
|
|
// Special case: if we don't need to deal with packing, we don't need to copy.
|
|
if ((g_Config.iTexScalingLevel == 1 && gl_extensions.EXT_unpack_subimage) || w == bufw) {
|
|
if (UseBGRA8888()) {
|
|
finalBuf = tmpTexBuf32.data();
|
|
ConvertColors(finalBuf, texptr, dstFmt, bufw * h);
|
|
} else {
|
|
finalBuf = (void *)texptr;
|
|
}
|
|
} else {
|
|
tmpTexBuf32.resize(std::max(bufw, w) * h);
|
|
tmpTexBufRearrange.resize(std::max(bufw, w) * h);
|
|
finalBuf = tmpTexBuf32.data();
|
|
ConvertColors(finalBuf, texptr, dstFmt, bufw * h);
|
|
}
|
|
}
|
|
else {
|
|
tmpTexBuf32.resize(std::max(bufw, w) * h);
|
|
finalBuf = UnswizzleFromMem(texptr, bufw, 4, level);
|
|
ConvertColors(finalBuf, finalBuf, dstFmt, bufw * h);
|
|
}
|
|
break;
|
|
|
|
case GE_TFMT_DXT1:
|
|
{
|
|
int minw = std::min(bufw, w);
|
|
tmpTexBuf32.resize(std::max(bufw, w) * h);
|
|
tmpTexBufRearrange.resize(std::max(bufw, w) * h);
|
|
u32 *dst = tmpTexBuf32.data();
|
|
DXT1Block *src = (DXT1Block*)texptr;
|
|
|
|
for (int y = 0; y < h; y += 4) {
|
|
u32 blockIndex = (y / 4) * (bufw / 4);
|
|
for (int x = 0; x < minw; x += 4) {
|
|
DecodeDXT1Block(dst + bufw * y + x, src + blockIndex, bufw);
|
|
blockIndex++;
|
|
}
|
|
}
|
|
finalBuf = tmpTexBuf32.data();
|
|
ConvertColors(finalBuf, finalBuf, dstFmt, bufw * h);
|
|
w = (w + 3) & ~3;
|
|
}
|
|
break;
|
|
|
|
case GE_TFMT_DXT3:
|
|
{
|
|
int minw = std::min(bufw, w);
|
|
tmpTexBuf32.resize(std::max(bufw, w) * h);
|
|
tmpTexBufRearrange.resize(std::max(bufw, w) * h);
|
|
u32 *dst = tmpTexBuf32.data();
|
|
DXT3Block *src = (DXT3Block*)texptr;
|
|
|
|
for (int y = 0; y < h; y += 4) {
|
|
u32 blockIndex = (y / 4) * (bufw / 4);
|
|
for (int x = 0; x < minw; x += 4) {
|
|
DecodeDXT3Block(dst + bufw * y + x, src + blockIndex, bufw);
|
|
blockIndex++;
|
|
}
|
|
}
|
|
w = (w + 3) & ~3;
|
|
finalBuf = tmpTexBuf32.data();
|
|
ConvertColors(finalBuf, finalBuf, dstFmt, bufw * h);
|
|
}
|
|
break;
|
|
|
|
case GE_TFMT_DXT5:
|
|
{
|
|
int minw = std::min(bufw, w);
|
|
tmpTexBuf32.resize(std::max(bufw, w) * h);
|
|
tmpTexBufRearrange.resize(std::max(bufw, w) * h);
|
|
u32 *dst = tmpTexBuf32.data();
|
|
DXT5Block *src = (DXT5Block*)texptr;
|
|
|
|
for (int y = 0; y < h; y += 4) {
|
|
u32 blockIndex = (y / 4) * (bufw / 4);
|
|
for (int x = 0; x < minw; x += 4) {
|
|
DecodeDXT5Block(dst + bufw * y + x, src + blockIndex, bufw);
|
|
blockIndex++;
|
|
}
|
|
}
|
|
w = (w + 3) & ~3;
|
|
finalBuf = tmpTexBuf32.data();
|
|
ConvertColors(finalBuf, finalBuf, dstFmt, bufw * h);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG_REPORT(G3D, "Unknown Texture Format %d!!!", format);
|
|
return NULL;
|
|
}
|
|
|
|
if (!finalBuf) {
|
|
ERROR_LOG_REPORT(G3D, "NO finalbuf! Will crash!");
|
|
}
|
|
|
|
if (!(g_Config.iTexScalingLevel == 1 && gl_extensions.EXT_unpack_subimage) && w != bufw) {
|
|
int pixelSize;
|
|
switch (dstFmt) {
|
|
case GL_UNSIGNED_SHORT_4_4_4_4:
|
|
case GL_UNSIGNED_SHORT_5_5_5_1:
|
|
case GL_UNSIGNED_SHORT_5_6_5:
|
|
pixelSize = 2;
|
|
break;
|
|
default:
|
|
pixelSize = 4;
|
|
break;
|
|
}
|
|
// Need to rearrange the buffer to simulate GL_UNPACK_ROW_LENGTH etc.
|
|
int inRowBytes = bufw * pixelSize;
|
|
int outRowBytes = w * pixelSize;
|
|
const u8 *read = (const u8 *)finalBuf;
|
|
u8 *write = 0;
|
|
if (w > bufw) {
|
|
write = (u8 *)tmpTexBufRearrange.data();
|
|
finalBuf = tmpTexBufRearrange.data();
|
|
} else {
|
|
write = (u8 *)finalBuf;
|
|
}
|
|
for (int y = 0; y < h; y++) {
|
|
memmove(write, read, outRowBytes);
|
|
read += inRowBytes;
|
|
write += outRowBytes;
|
|
}
|
|
}
|
|
|
|
return finalBuf;
|
|
}
|
|
|
|
TextureCache::TexCacheEntry::Status TextureCache::CheckAlpha(u32 *pixelData, GLenum dstFmt, int stride, int w, int h) {
|
|
// TODO: Could probably be optimized more.
|
|
u32 hitZeroAlpha = 0;
|
|
u32 hitSomeAlpha = 0;
|
|
|
|
switch (dstFmt) {
|
|
case GL_UNSIGNED_SHORT_4_4_4_4:
|
|
{
|
|
const u32 *p = pixelData;
|
|
for (int y = 0; y < h && hitSomeAlpha == 0; ++y) {
|
|
for (int i = 0; i < (w + 1) / 2; ++i) {
|
|
u32 a = p[i] & 0x000F000F;
|
|
hitZeroAlpha |= a ^ 0x000F000F;
|
|
if (a != 0x000F000F && a != 0x0000000F && a != 0x000F0000 && a != 0) {
|
|
hitSomeAlpha = 1;
|
|
break;
|
|
}
|
|
}
|
|
p += stride/2;
|
|
}
|
|
}
|
|
break;
|
|
case GL_UNSIGNED_SHORT_5_5_5_1:
|
|
{
|
|
const u32 *p = pixelData;
|
|
for (int y = 0; y < h; ++y) {
|
|
for (int i = 0; i < (w + 1) / 2; ++i) {
|
|
u32 a = p[i] & 0x00010001;
|
|
hitZeroAlpha |= a ^ 0x00010001;
|
|
}
|
|
p += stride/2;
|
|
}
|
|
}
|
|
break;
|
|
case GL_UNSIGNED_SHORT_5_6_5:
|
|
{
|
|
// Never has any alpha.
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
const u32 *p = pixelData;
|
|
for (int y = 0; y < h && hitSomeAlpha == 0; ++y) {
|
|
for (int i = 0; i < w; ++i) {
|
|
u32 a = p[i] & 0xFF000000;
|
|
hitZeroAlpha |= a ^ 0xFF000000;
|
|
if (a != 0xFF000000 && a != 0) {
|
|
hitSomeAlpha = 1;
|
|
break;
|
|
}
|
|
}
|
|
p += stride;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (hitSomeAlpha != 0)
|
|
return TexCacheEntry::STATUS_ALPHA_UNKNOWN;
|
|
else if (hitZeroAlpha != 0)
|
|
return TexCacheEntry::STATUS_ALPHA_SIMPLE;
|
|
else
|
|
return TexCacheEntry::STATUS_ALPHA_FULL;
|
|
}
|
|
|
|
void TextureCache::LoadTextureLevel(TexCacheEntry &entry, int level, bool replaceImages, int scaleFactor, GLenum dstFmt) {
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// TODO: only do this once
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u32 texByteAlign = 1;
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GEPaletteFormat clutformat = gstate.getClutPaletteFormat();
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int bufw;
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void *finalBuf = DecodeTextureLevel(GETextureFormat(entry.format), clutformat, level, texByteAlign, dstFmt, &bufw);
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if (finalBuf == NULL) {
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return;
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}
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int w = gstate.getTextureWidth(level);
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int h = gstate.getTextureHeight(level);
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gpuStats.numTexturesDecoded++;
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// Can restore these and remove the fixup at the end of DecodeTextureLevel on desktop GL and GLES 3.
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bool useUnpack = false;
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if ((g_Config.iTexScalingLevel == 1 && gl_extensions.EXT_unpack_subimage) && w != bufw) {
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glPixelStorei(GL_UNPACK_ROW_LENGTH, bufw);
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useUnpack = true;
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, texByteAlign);
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bool useBGRA = UseBGRA8888() && dstFmt == GL_UNSIGNED_BYTE;
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u32 *pixelData = (u32 *)finalBuf;
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if (scaleFactor > 1 && (entry.status & TexCacheEntry::STATUS_CHANGE_FREQUENT) == 0)
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scaler.Scale(pixelData, dstFmt, w, h, scaleFactor);
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if ((entry.status & TexCacheEntry::STATUS_CHANGE_FREQUENT) == 0) {
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|
TexCacheEntry::Status alphaStatus = CheckAlpha(pixelData, dstFmt, useUnpack ? bufw : w, w, h);
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entry.SetAlphaStatus(alphaStatus, level);
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} else {
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|
entry.SetAlphaStatus(TexCacheEntry::STATUS_ALPHA_UNKNOWN);
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}
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GLuint components = dstFmt == GL_UNSIGNED_SHORT_5_6_5 ? GL_RGB : GL_RGBA;
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|
|
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GLuint components2 = components;
|
|
if (useBGRA) {
|
|
components2 = GL_BGRA_EXT;
|
|
}
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|
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if (replaceImages) {
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|
glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, w, h, components2, dstFmt, pixelData);
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} else {
|
|
glTexImage2D(GL_TEXTURE_2D, level, components, w, h, 0, components2, dstFmt, pixelData);
|
|
GLenum err = glGetError();
|
|
if (err == GL_OUT_OF_MEMORY) {
|
|
lowMemoryMode_ = true;
|
|
Decimate();
|
|
// Try again.
|
|
glTexImage2D(GL_TEXTURE_2D, level, components, w, h, 0, components2, dstFmt, pixelData);
|
|
}
|
|
}
|
|
|
|
if (useUnpack) {
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
}
|
|
}
|
|
|
|
// Only used by Qt UI?
|
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bool TextureCache::DecodeTexture(u8* output, GPUgstate state) {
|
|
GPUgstate oldState = gstate;
|
|
gstate = state;
|
|
|
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u32 texaddr = gstate.getTextureAddress(0);
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|
|
|
if (!Memory::IsValidAddress(texaddr)) {
|
|
return false;
|
|
}
|
|
|
|
u32 texByteAlign = 1;
|
|
GLenum dstFmt = 0;
|
|
|
|
GETextureFormat format = gstate.getTextureFormat();
|
|
GEPaletteFormat clutformat = gstate.getClutPaletteFormat();
|
|
u8 level = 0;
|
|
|
|
int bufw = GetTextureBufw(level, texaddr, format);
|
|
int w = gstate.getTextureWidth(level);
|
|
int h = gstate.getTextureHeight(level);
|
|
|
|
void *finalBuf = DecodeTextureLevel(format, clutformat, level, texByteAlign, dstFmt);
|
|
if (finalBuf == NULL) {
|
|
return false;
|
|
}
|
|
|
|
switch (dstFmt) {
|
|
case GL_UNSIGNED_SHORT_4_4_4_4:
|
|
for (int y = 0; y < h; y++)
|
|
for (int x = 0; x < bufw; x++) {
|
|
u32 val = ((u16*)finalBuf)[y*bufw + x];
|
|
u32 r = ((val>>12) & 0xF) * 17;
|
|
u32 g = ((val>> 8) & 0xF) * 17;
|
|
u32 b = ((val>> 4) & 0xF) * 17;
|
|
u32 a = ((val>> 0) & 0xF) * 17;
|
|
((u32*)output)[y*w + x] = (a << 24) | (r << 16) | (g << 8) | b;
|
|
}
|
|
break;
|
|
|
|
case GL_UNSIGNED_SHORT_5_5_5_1:
|
|
for (int y = 0; y < h; y++)
|
|
for (int x = 0; x < bufw; x++) {
|
|
u32 val = ((u16*)finalBuf)[y*bufw + x];
|
|
u32 r = Convert5To8((val>>11) & 0x1F);
|
|
u32 g = Convert5To8((val>> 6) & 0x1F);
|
|
u32 b = Convert5To8((val>> 1) & 0x1F);
|
|
u32 a = (val & 0x1) * 255;
|
|
((u32*)output)[y*w + x] = (a << 24) | (r << 16) | (g << 8) | b;
|
|
}
|
|
break;
|
|
|
|
case GL_UNSIGNED_SHORT_5_6_5:
|
|
for (int y = 0; y < h; y++)
|
|
for (int x = 0; x < bufw; x++) {
|
|
u32 val = ((u16*)finalBuf)[y*bufw + x];
|
|
u32 a = 0xFF;
|
|
u32 r = Convert5To8((val>>11) & 0x1F);
|
|
u32 g = Convert6To8((val>> 5) & 0x3F);
|
|
u32 b = Convert5To8((val ) & 0x1F);
|
|
((u32*)output)[y*w + x] = (a << 24) | (r << 16) | (g << 8) | b;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
for (int y = 0; y < h; y++)
|
|
for (int x = 0; x < bufw; x++) {
|
|
u32 val = ((u32*)finalBuf)[y*bufw + x];
|
|
((u32*)output)[y*w + x] = ((val & 0xFF000000)) | ((val & 0x00FF0000)>>16) | ((val & 0x0000FF00)) | ((val & 0x000000FF)<<16);
|
|
}
|
|
break;
|
|
}
|
|
|
|
gstate = oldState;
|
|
return true;
|
|
}
|