3199 lines
121 KiB
C++
3199 lines
121 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/TextureCacheBase.h"
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#include <algorithm>
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#include <cmath>
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#include <cstring>
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#include <memory>
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#include <string>
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#include <utility>
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#include <vector>
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#if defined(_M_X86_64)
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#include <pmmintrin.h>
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#endif
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#include <fmt/format.h>
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#include "Common/Align.h"
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#include "Common/Assert.h"
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#include "Common/ChunkFile.h"
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/Hash.h"
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#include "Common/Logging/Log.h"
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#include "Common/MathUtil.h"
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#include "Common/MemoryUtil.h"
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#include "Core/Config/GraphicsSettings.h"
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#include "Core/ConfigManager.h"
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#include "Core/FifoPlayer/FifoPlayer.h"
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#include "Core/FifoPlayer/FifoRecorder.h"
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#include "Core/HW/Memmap.h"
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#include "Core/System.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/AbstractStagingTexture.h"
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#include "VideoCommon/Assets/CustomTextureData.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/GraphicsModSystem/Runtime/FBInfo.h"
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#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h"
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#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h"
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#include "VideoCommon/HiresTextures.h"
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/Present.h"
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#include "VideoCommon/ShaderCache.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/TMEM.h"
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#include "VideoCommon/TextureConversionShader.h"
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#include "VideoCommon/TextureConverterShaderGen.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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static const u64 TEXHASH_INVALID = 0;
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// Sonic the Fighters (inside Sonic Gems Collection) loops a 64 frames animation
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static const int TEXTURE_KILL_THRESHOLD = 64;
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static const int TEXTURE_POOL_KILL_THRESHOLD = 3;
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static int xfb_count = 0;
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std::unique_ptr<TextureCacheBase> g_texture_cache;
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TCacheEntry::TCacheEntry(std::unique_ptr<AbstractTexture> tex,
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std::unique_ptr<AbstractFramebuffer> fb)
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: texture(std::move(tex)), framebuffer(std::move(fb))
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{
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}
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TCacheEntry::~TCacheEntry()
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{
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for (auto& reference : references)
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reference->references.erase(this);
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ASSERT_MSG(VIDEO, g_texture_cache, "Texture cache destroyed before TCacheEntry was destroyed");
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g_texture_cache->ReleaseToPool(this);
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}
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void TextureCacheBase::CheckTempSize(size_t required_size)
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{
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if (required_size <= m_temp_size)
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return;
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m_temp_size = required_size;
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Common::FreeAlignedMemory(m_temp);
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m_temp = static_cast<u8*>(Common::AllocateAlignedMemory(m_temp_size, 16));
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}
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TextureCacheBase::TextureCacheBase()
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{
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SetBackupConfig(g_ActiveConfig);
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m_temp_size = 2048 * 2048 * 4;
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m_temp = static_cast<u8*>(Common::AllocateAlignedMemory(m_temp_size, 16));
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TexDecoder_SetTexFmtOverlayOptions(m_backup_config.texfmt_overlay,
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m_backup_config.texfmt_overlay_center);
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HiresTexture::Init();
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TMEM::InvalidateAll();
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}
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void TextureCacheBase::Shutdown()
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{
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// Clear pending EFB copies first, so we don't try to flush them.
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m_pending_efb_copies.clear();
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HiresTexture::Shutdown();
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// For correctness, we need to invalidate textures before the gpu context starts shutting down.
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Invalidate();
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}
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TextureCacheBase::~TextureCacheBase()
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{
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Common::FreeAlignedMemory(m_temp);
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m_temp = nullptr;
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}
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bool TextureCacheBase::Initialize()
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{
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if (!CreateUtilityTextures())
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{
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PanicAlertFmt("Failed to create utility textures.");
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return false;
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}
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return true;
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}
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void TextureCacheBase::Invalidate()
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{
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FlushEFBCopies();
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TMEM::InvalidateAll();
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for (auto& bind : m_bound_textures)
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bind.reset();
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m_textures_by_hash.clear();
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m_textures_by_address.clear();
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m_texture_pool.clear();
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}
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void TextureCacheBase::OnConfigChanged(const VideoConfig& config)
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{
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if (config.bHiresTextures != m_backup_config.hires_textures ||
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config.bCacheHiresTextures != m_backup_config.cache_hires_textures)
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{
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HiresTexture::Update();
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}
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const u32 change_count =
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config.graphics_mod_config ? config.graphics_mod_config->GetChangeCount() : 0;
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// TODO: Invalidating texcache is really stupid in some of these cases
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if (config.iSafeTextureCache_ColorSamples != m_backup_config.color_samples ||
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config.bTexFmtOverlayEnable != m_backup_config.texfmt_overlay ||
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config.bTexFmtOverlayCenter != m_backup_config.texfmt_overlay_center ||
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config.bHiresTextures != m_backup_config.hires_textures ||
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config.bEnableGPUTextureDecoding != m_backup_config.gpu_texture_decoding ||
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config.bDisableCopyToVRAM != m_backup_config.disable_vram_copies ||
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config.bArbitraryMipmapDetection != m_backup_config.arbitrary_mipmap_detection ||
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config.bGraphicMods != m_backup_config.graphics_mods ||
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change_count != m_backup_config.graphics_mod_change_count)
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{
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Invalidate();
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TexDecoder_SetTexFmtOverlayOptions(config.bTexFmtOverlayEnable, config.bTexFmtOverlayCenter);
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}
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SetBackupConfig(config);
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}
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void TextureCacheBase::Cleanup(int _frameCount)
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{
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TexAddrCache::iterator iter = m_textures_by_address.begin();
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TexAddrCache::iterator tcend = m_textures_by_address.end();
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while (iter != tcend)
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{
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if (iter->second->frameCount == FRAMECOUNT_INVALID)
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{
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iter->second->frameCount = _frameCount;
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++iter;
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}
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else if (_frameCount > TEXTURE_KILL_THRESHOLD + iter->second->frameCount)
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{
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if (iter->second->IsCopy())
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{
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// Only remove EFB copies when they wouldn't be used anymore(changed hash), because EFB
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// copies living on the
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// host GPU are unrecoverable. Perform this check only every TEXTURE_KILL_THRESHOLD for
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// performance reasons
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if ((_frameCount - iter->second->frameCount) % TEXTURE_KILL_THRESHOLD == 1 &&
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iter->second->hash != iter->second->CalculateHash())
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{
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iter = InvalidateTexture(iter);
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}
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else
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{
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++iter;
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}
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}
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else
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{
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iter = InvalidateTexture(iter);
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}
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}
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else
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{
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++iter;
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}
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}
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TexPool::iterator iter2 = m_texture_pool.begin();
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TexPool::iterator tcend2 = m_texture_pool.end();
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while (iter2 != tcend2)
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{
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if (iter2->second.frameCount == FRAMECOUNT_INVALID)
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{
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iter2->second.frameCount = _frameCount;
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}
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if (_frameCount > TEXTURE_POOL_KILL_THRESHOLD + iter2->second.frameCount)
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{
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iter2 = m_texture_pool.erase(iter2);
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}
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else
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{
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++iter2;
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}
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}
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}
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bool TCacheEntry::OverlapsMemoryRange(u32 range_address, u32 range_size) const
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{
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if (addr + size_in_bytes <= range_address)
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return false;
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if (addr >= range_address + range_size)
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return false;
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return true;
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}
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void TextureCacheBase::SetBackupConfig(const VideoConfig& config)
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{
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m_backup_config.color_samples = config.iSafeTextureCache_ColorSamples;
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m_backup_config.texfmt_overlay = config.bTexFmtOverlayEnable;
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m_backup_config.texfmt_overlay_center = config.bTexFmtOverlayCenter;
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m_backup_config.hires_textures = config.bHiresTextures;
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m_backup_config.cache_hires_textures = config.bCacheHiresTextures;
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m_backup_config.stereo_3d = config.stereo_mode != StereoMode::Off;
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m_backup_config.efb_mono_depth = config.bStereoEFBMonoDepth;
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m_backup_config.gpu_texture_decoding = config.bEnableGPUTextureDecoding;
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m_backup_config.disable_vram_copies = config.bDisableCopyToVRAM;
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m_backup_config.arbitrary_mipmap_detection = config.bArbitraryMipmapDetection;
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m_backup_config.graphics_mods = config.bGraphicMods;
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m_backup_config.graphics_mod_change_count =
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config.graphics_mod_config ? config.graphics_mod_config->GetChangeCount() : 0;
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}
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bool TextureCacheBase::DidLinkedAssetsChange(const TCacheEntry& entry)
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{
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for (const auto& cached_asset : entry.linked_game_texture_assets)
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{
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if (cached_asset.m_asset)
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{
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if (cached_asset.m_asset->GetLastLoadedTime() > cached_asset.m_cached_write_time)
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return true;
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}
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}
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for (const auto& cached_asset : entry.linked_asset_dependencies)
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{
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if (cached_asset.m_asset)
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{
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if (cached_asset.m_asset->GetLastLoadedTime() > cached_asset.m_cached_write_time)
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return true;
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}
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}
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return false;
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}
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RcTcacheEntry TextureCacheBase::ApplyPaletteToEntry(RcTcacheEntry& entry, const u8* palette,
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TLUTFormat tlutfmt)
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{
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DEBUG_ASSERT(g_ActiveConfig.backend_info.bSupportsPaletteConversion);
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const AbstractPipeline* pipeline = g_shader_cache->GetPaletteConversionPipeline(tlutfmt);
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if (!pipeline)
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{
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ERROR_LOG_FMT(VIDEO, "Failed to get conversion pipeline for format {}", tlutfmt);
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return {};
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}
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TextureConfig new_config = entry->texture->GetConfig();
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new_config.levels = 1;
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new_config.flags |= AbstractTextureFlag_RenderTarget;
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RcTcacheEntry decoded_entry = AllocateCacheEntry(new_config);
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if (!decoded_entry)
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return decoded_entry;
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decoded_entry->SetGeneralParameters(entry->addr, entry->size_in_bytes, entry->format,
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entry->should_force_safe_hashing);
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decoded_entry->SetDimensions(entry->native_width, entry->native_height, 1);
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decoded_entry->SetHashes(entry->base_hash, entry->hash);
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decoded_entry->frameCount = FRAMECOUNT_INVALID;
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decoded_entry->should_force_safe_hashing = false;
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decoded_entry->SetNotCopy();
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decoded_entry->may_have_overlapping_textures = entry->may_have_overlapping_textures;
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g_gfx->BeginUtilityDrawing();
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const u32 palette_size = entry->format == TextureFormat::I4 ? 32 : 512;
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u32 texel_buffer_offset;
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if (g_vertex_manager->UploadTexelBuffer(palette, palette_size,
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TexelBufferFormat::TEXEL_BUFFER_FORMAT_R16_UINT,
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&texel_buffer_offset))
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{
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struct Uniforms
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{
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float multiplier;
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u32 texel_buffer_offset;
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u32 pad[2];
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};
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static_assert(std::is_standard_layout<Uniforms>::value);
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Uniforms uniforms = {};
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uniforms.multiplier = entry->format == TextureFormat::I4 ? 15.0f : 255.0f;
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uniforms.texel_buffer_offset = texel_buffer_offset;
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g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms));
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g_gfx->SetAndDiscardFramebuffer(decoded_entry->framebuffer.get());
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g_gfx->SetViewportAndScissor(decoded_entry->texture->GetRect());
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g_gfx->SetPipeline(pipeline);
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g_gfx->SetTexture(1, entry->texture.get());
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g_gfx->SetSamplerState(1, RenderState::GetPointSamplerState());
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g_gfx->Draw(0, 3);
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g_gfx->EndUtilityDrawing();
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decoded_entry->texture->FinishedRendering();
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}
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else
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{
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ERROR_LOG_FMT(VIDEO, "Texel buffer upload of {} bytes failed", palette_size);
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g_gfx->EndUtilityDrawing();
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}
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m_textures_by_address.emplace(decoded_entry->addr, decoded_entry);
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return decoded_entry;
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}
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RcTcacheEntry TextureCacheBase::ReinterpretEntry(const RcTcacheEntry& existing_entry,
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TextureFormat new_format)
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{
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const AbstractPipeline* pipeline =
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g_shader_cache->GetTextureReinterpretPipeline(existing_entry->format.texfmt, new_format);
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if (!pipeline)
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{
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ERROR_LOG_FMT(VIDEO, "Failed to obtain texture reinterpreting pipeline from format {} to {}",
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existing_entry->format.texfmt, new_format);
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return {};
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}
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TextureConfig new_config = existing_entry->texture->GetConfig();
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new_config.levels = 1;
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new_config.flags |= AbstractTextureFlag_RenderTarget;
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RcTcacheEntry reinterpreted_entry = AllocateCacheEntry(new_config);
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if (!reinterpreted_entry)
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return {};
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reinterpreted_entry->SetGeneralParameters(existing_entry->addr, existing_entry->size_in_bytes,
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new_format, existing_entry->should_force_safe_hashing);
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reinterpreted_entry->SetDimensions(existing_entry->native_width, existing_entry->native_height,
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1);
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reinterpreted_entry->SetHashes(existing_entry->base_hash, existing_entry->hash);
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reinterpreted_entry->frameCount = existing_entry->frameCount;
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reinterpreted_entry->SetNotCopy();
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reinterpreted_entry->is_efb_copy = existing_entry->is_efb_copy;
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reinterpreted_entry->may_have_overlapping_textures =
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existing_entry->may_have_overlapping_textures;
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g_gfx->BeginUtilityDrawing();
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g_gfx->SetAndDiscardFramebuffer(reinterpreted_entry->framebuffer.get());
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g_gfx->SetViewportAndScissor(reinterpreted_entry->texture->GetRect());
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g_gfx->SetPipeline(pipeline);
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g_gfx->SetTexture(0, existing_entry->texture.get());
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g_gfx->SetSamplerState(1, RenderState::GetPointSamplerState());
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g_gfx->Draw(0, 3);
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g_gfx->EndUtilityDrawing();
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reinterpreted_entry->texture->FinishedRendering();
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m_textures_by_address.emplace(reinterpreted_entry->addr, reinterpreted_entry);
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return reinterpreted_entry;
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}
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void TextureCacheBase::ScaleTextureCacheEntryTo(RcTcacheEntry& entry, u32 new_width, u32 new_height)
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{
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if (entry->GetWidth() == new_width && entry->GetHeight() == new_height)
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{
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return;
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}
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const u32 max = g_ActiveConfig.backend_info.MaxTextureSize;
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if (max < new_width || max < new_height)
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{
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ERROR_LOG_FMT(VIDEO, "Texture too big, width = {}, height = {}", new_width, new_height);
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return;
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}
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const TextureConfig newconfig(new_width, new_height, 1, entry->GetNumLayers(), 1,
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AbstractTextureFormat::RGBA8, AbstractTextureFlag_RenderTarget,
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AbstractTextureType::Texture_2DArray);
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std::optional<TexPoolEntry> new_texture = AllocateTexture(newconfig);
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if (!new_texture)
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{
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ERROR_LOG_FMT(VIDEO, "Scaling failed due to texture allocation failure");
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return;
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}
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// No need to convert the coordinates here since they'll be the same.
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g_gfx->ScaleTexture(new_texture->framebuffer.get(), new_texture->texture->GetConfig().GetRect(),
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entry->texture.get(), entry->texture->GetConfig().GetRect());
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entry->texture.swap(new_texture->texture);
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entry->framebuffer.swap(new_texture->framebuffer);
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// At this point new_texture has the old texture in it,
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// we can potentially reuse this, so let's move it back to the pool
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auto config = new_texture->texture->GetConfig();
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m_texture_pool.emplace(
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config, TexPoolEntry(std::move(new_texture->texture), std::move(new_texture->framebuffer)));
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}
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bool TextureCacheBase::CheckReadbackTexture(u32 width, u32 height, AbstractTextureFormat format)
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{
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if (m_readback_texture && m_readback_texture->GetConfig().width >= width &&
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m_readback_texture->GetConfig().height >= height &&
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m_readback_texture->GetConfig().format == format)
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{
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return true;
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}
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TextureConfig staging_config(std::max(width, 128u), std::max(height, 128u), 1, 1, 1, format, 0,
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AbstractTextureType::Texture_2DArray);
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m_readback_texture.reset();
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m_readback_texture = g_gfx->CreateStagingTexture(StagingTextureType::Readback, staging_config);
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return m_readback_texture != nullptr;
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}
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void TextureCacheBase::SerializeTexture(AbstractTexture* tex, const TextureConfig& config,
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PointerWrap& p)
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{
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// If we're in measure mode, skip the actual readback to save some time.
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const bool skip_readback = p.IsMeasureMode();
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p.Do(config);
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if (skip_readback || CheckReadbackTexture(config.width, config.height, config.format))
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{
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// First, measure the amount of memory needed.
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u32 total_size = 0;
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for (u32 layer = 0; layer < config.layers; layer++)
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{
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for (u32 level = 0; level < config.levels; level++)
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{
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u32 level_width = std::max(config.width >> level, 1u);
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u32 level_height = std::max(config.height >> level, 1u);
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u32 stride = AbstractTexture::CalculateStrideForFormat(config.format, level_width);
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u32 size = stride * level_height;
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total_size += size;
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}
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}
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// Set aside total_size bytes of space for the textures.
|
|
// When measuring, this will be set aside and not written to,
|
|
// but when writing we'll use this pointer directly to avoid
|
|
// needing to allocate/free an extra buffer.
|
|
u8* texture_data = p.DoExternal(total_size);
|
|
|
|
if (!skip_readback && p.IsMeasureMode())
|
|
{
|
|
ERROR_LOG_FMT(VIDEO, "Couldn't acquire {} bytes for serializing texture.", total_size);
|
|
return;
|
|
}
|
|
|
|
if (!skip_readback)
|
|
{
|
|
// Save out each layer of the texture to the pointer.
|
|
for (u32 layer = 0; layer < config.layers; layer++)
|
|
{
|
|
for (u32 level = 0; level < config.levels; level++)
|
|
{
|
|
u32 level_width = std::max(config.width >> level, 1u);
|
|
u32 level_height = std::max(config.height >> level, 1u);
|
|
auto rect = tex->GetConfig().GetMipRect(level);
|
|
m_readback_texture->CopyFromTexture(tex, rect, layer, level, rect);
|
|
|
|
u32 stride = AbstractTexture::CalculateStrideForFormat(config.format, level_width);
|
|
u32 size = stride * level_height;
|
|
m_readback_texture->ReadTexels(rect, texture_data, stride);
|
|
|
|
texture_data += size;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PanicAlertFmt("Failed to create staging texture for serialization");
|
|
}
|
|
}
|
|
|
|
std::optional<TextureCacheBase::TexPoolEntry> TextureCacheBase::DeserializeTexture(PointerWrap& p)
|
|
{
|
|
TextureConfig config;
|
|
p.Do(config);
|
|
|
|
// Read in the size from the save state, then texture data will point to
|
|
// a region of size total_size where textures are stored.
|
|
u32 total_size = 0;
|
|
u8* texture_data = p.DoExternal(total_size);
|
|
|
|
if (!p.IsReadMode() || total_size == 0)
|
|
return std::nullopt;
|
|
|
|
auto tex = AllocateTexture(config);
|
|
if (!tex)
|
|
{
|
|
PanicAlertFmt("Failed to create texture for deserialization");
|
|
return std::nullopt;
|
|
}
|
|
|
|
size_t start = 0;
|
|
for (u32 layer = 0; layer < config.layers; layer++)
|
|
{
|
|
for (u32 level = 0; level < config.levels; level++)
|
|
{
|
|
const u32 level_width = std::max(config.width >> level, 1u);
|
|
const u32 level_height = std::max(config.height >> level, 1u);
|
|
const size_t stride = AbstractTexture::CalculateStrideForFormat(config.format, level_width);
|
|
const size_t size = stride * level_height;
|
|
if ((start + size) > total_size)
|
|
{
|
|
ERROR_LOG_FMT(VIDEO, "Insufficient texture data for layer {} level {}", layer, level);
|
|
return tex;
|
|
}
|
|
|
|
tex->texture->Load(level, level_width, level_height, level_width, &texture_data[start], size);
|
|
start += size;
|
|
}
|
|
}
|
|
|
|
return tex;
|
|
}
|
|
|
|
void TextureCacheBase::DoState(PointerWrap& p)
|
|
{
|
|
// Flush all pending XFB copies before either loading or saving.
|
|
FlushEFBCopies();
|
|
|
|
p.Do(m_last_entry_id);
|
|
|
|
if (p.IsWriteMode() || p.IsMeasureMode())
|
|
DoSaveState(p);
|
|
else
|
|
DoLoadState(p);
|
|
}
|
|
|
|
void TextureCacheBase::DoSaveState(PointerWrap& p)
|
|
{
|
|
// Flush all stale binds
|
|
FlushStaleBinds();
|
|
|
|
std::map<const TCacheEntry*, u32> entry_map;
|
|
std::vector<TCacheEntry*> entries_to_save;
|
|
auto ShouldSaveEntry = [](const RcTcacheEntry& entry) {
|
|
// We skip non-copies as they can be decoded from RAM when the state is loaded.
|
|
// Storing them would duplicate data in the save state file, adding to decompression time.
|
|
// We also need to store invalidated entires, as they can't be restored from RAM.
|
|
return entry->IsCopy() || entry->invalidated;
|
|
};
|
|
auto AddCacheEntryToMap = [&entry_map, &entries_to_save](const RcTcacheEntry& entry) -> u32 {
|
|
auto iter = entry_map.find(entry.get());
|
|
if (iter != entry_map.end())
|
|
return iter->second;
|
|
|
|
// Since we are sequentially allocating texture entries, we need to save the textures in the
|
|
// same order they were collected. This is because of iterating both the address and hash maps.
|
|
// Therefore, the map is used for fast lookup, and the vector for ordering.
|
|
u32 id = static_cast<u32>(entry_map.size());
|
|
entry_map.emplace(entry.get(), id);
|
|
entries_to_save.push_back(entry.get());
|
|
return id;
|
|
};
|
|
auto GetCacheEntryId = [&entry_map](const TCacheEntry* entry) -> std::optional<u32> {
|
|
auto iter = entry_map.find(entry);
|
|
return iter != entry_map.end() ? std::make_optional(iter->second) : std::nullopt;
|
|
};
|
|
|
|
// Transform the m_textures_by_address and m_textures_by_hash maps to a mapping
|
|
// of address/hash to entry ID.
|
|
std::vector<std::pair<u32, u32>> textures_by_address_list;
|
|
std::vector<std::pair<u64, u32>> textures_by_hash_list;
|
|
std::vector<std::pair<u32, u32>> bound_textures_list;
|
|
if (Config::Get(Config::GFX_SAVE_TEXTURE_CACHE_TO_STATE))
|
|
{
|
|
for (const auto& it : m_textures_by_address)
|
|
{
|
|
if (ShouldSaveEntry(it.second))
|
|
{
|
|
const u32 id = AddCacheEntryToMap(it.second);
|
|
textures_by_address_list.emplace_back(it.first, id);
|
|
}
|
|
}
|
|
for (const auto& it : m_textures_by_hash)
|
|
{
|
|
if (ShouldSaveEntry(it.second))
|
|
{
|
|
const u32 id = AddCacheEntryToMap(it.second);
|
|
textures_by_hash_list.emplace_back(it.first, id);
|
|
}
|
|
}
|
|
for (u32 i = 0; i < m_bound_textures.size(); i++)
|
|
{
|
|
const auto& tentry = m_bound_textures[i];
|
|
if (m_bound_textures[i] && ShouldSaveEntry(tentry))
|
|
{
|
|
const u32 id = AddCacheEntryToMap(tentry);
|
|
bound_textures_list.emplace_back(i, id);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Save the texture cache entries out in the order the were referenced.
|
|
u32 size = static_cast<u32>(entries_to_save.size());
|
|
p.Do(size);
|
|
for (TCacheEntry* entry : entries_to_save)
|
|
{
|
|
SerializeTexture(entry->texture.get(), entry->texture->GetConfig(), p);
|
|
entry->DoState(p);
|
|
}
|
|
p.DoMarker("TextureCacheEntries");
|
|
|
|
// Save references for each cache entry.
|
|
// As references are circular, we need to have everything created before linking entries.
|
|
std::set<std::pair<u32, u32>> reference_pairs;
|
|
for (const auto& it : entry_map)
|
|
{
|
|
const TCacheEntry* entry = it.first;
|
|
auto id1 = GetCacheEntryId(entry);
|
|
if (!id1)
|
|
continue;
|
|
|
|
for (const TCacheEntry* referenced_entry : entry->references)
|
|
{
|
|
auto id2 = GetCacheEntryId(referenced_entry);
|
|
if (!id2)
|
|
continue;
|
|
|
|
auto refpair1 = std::make_pair(*id1, *id2);
|
|
auto refpair2 = std::make_pair(*id2, *id1);
|
|
if (!reference_pairs.contains(refpair1) && !reference_pairs.contains(refpair2))
|
|
reference_pairs.insert(refpair1);
|
|
}
|
|
}
|
|
|
|
auto doList = [&p](auto list) {
|
|
u32 list_size = static_cast<u32>(list.size());
|
|
p.Do(list_size);
|
|
for (const auto& it : list)
|
|
{
|
|
p.Do(it.first);
|
|
p.Do(it.second);
|
|
}
|
|
};
|
|
|
|
doList(reference_pairs);
|
|
doList(textures_by_address_list);
|
|
doList(textures_by_hash_list);
|
|
doList(bound_textures_list);
|
|
|
|
// Free the readback texture to potentially save host-mapped GPU memory, depending on where
|
|
// the driver mapped the staging buffer.
|
|
m_readback_texture.reset();
|
|
}
|
|
|
|
void TextureCacheBase::DoLoadState(PointerWrap& p)
|
|
{
|
|
// Helper for getting a cache entry from an ID.
|
|
std::map<u32, RcTcacheEntry> id_map;
|
|
RcTcacheEntry null_entry;
|
|
auto GetEntry = [&id_map, &null_entry](u32 id) -> RcTcacheEntry& {
|
|
auto iter = id_map.find(id);
|
|
return iter == id_map.end() ? null_entry : iter->second;
|
|
};
|
|
|
|
// Only clear out state when actually restoring/loading.
|
|
// Since we throw away entries when not in loading mode now, we don't need to check
|
|
// before inserting entries into the cache, as GetEntry will always return null.
|
|
const bool commit_state = p.IsReadMode();
|
|
if (commit_state)
|
|
Invalidate();
|
|
|
|
// Preload all cache entries.
|
|
u32 size = 0;
|
|
p.Do(size);
|
|
for (u32 i = 0; i < size; i++)
|
|
{
|
|
// Even if the texture isn't valid, we still need to create the cache entry object
|
|
// to update the point in the state state. We'll just throw it away if it's invalid.
|
|
auto tex = DeserializeTexture(p);
|
|
auto entry =
|
|
std::make_shared<TCacheEntry>(std::move(tex->texture), std::move(tex->framebuffer));
|
|
entry->textures_by_hash_iter = m_textures_by_hash.end();
|
|
entry->DoState(p);
|
|
if (entry->texture && commit_state)
|
|
id_map.emplace(i, entry);
|
|
}
|
|
p.DoMarker("TextureCacheEntries");
|
|
|
|
// Link all cache entry references.
|
|
p.Do(size);
|
|
for (u32 i = 0; i < size; i++)
|
|
{
|
|
u32 id1 = 0, id2 = 0;
|
|
p.Do(id1);
|
|
p.Do(id2);
|
|
auto e1 = GetEntry(id1);
|
|
auto e2 = GetEntry(id2);
|
|
if (e1 && e2)
|
|
e1->CreateReference(e2.get());
|
|
}
|
|
|
|
// Fill in address map.
|
|
p.Do(size);
|
|
for (u32 i = 0; i < size; i++)
|
|
{
|
|
u32 addr = 0;
|
|
u32 id = 0;
|
|
p.Do(addr);
|
|
p.Do(id);
|
|
|
|
auto& entry = GetEntry(id);
|
|
if (entry)
|
|
m_textures_by_address.emplace(addr, entry);
|
|
}
|
|
|
|
// Fill in hash map.
|
|
p.Do(size);
|
|
for (u32 i = 0; i < size; i++)
|
|
{
|
|
u64 hash = 0;
|
|
u32 id = 0;
|
|
p.Do(hash);
|
|
p.Do(id);
|
|
|
|
auto& entry = GetEntry(id);
|
|
if (entry)
|
|
entry->textures_by_hash_iter = m_textures_by_hash.emplace(hash, entry);
|
|
}
|
|
|
|
// Clear bound textures
|
|
for (u32 i = 0; i < m_bound_textures.size(); i++)
|
|
m_bound_textures[i].reset();
|
|
|
|
// Fill in bound textures
|
|
p.Do(size);
|
|
for (u32 i = 0; i < size; i++)
|
|
{
|
|
u32 index = 0;
|
|
u32 id = 0;
|
|
p.Do(index);
|
|
p.Do(id);
|
|
|
|
auto& entry = GetEntry(id);
|
|
if (entry)
|
|
m_bound_textures[index] = entry;
|
|
}
|
|
}
|
|
|
|
void TextureCacheBase::OnFrameEnd()
|
|
{
|
|
// Flush any outstanding EFB copies to RAM, in case the game is running at an uncapped frame
|
|
// rate and not waiting for vblank. Otherwise, we'd end up with a huge list of pending
|
|
// copies.
|
|
FlushEFBCopies();
|
|
|
|
Cleanup(g_presenter->FrameCount());
|
|
}
|
|
|
|
void TCacheEntry::DoState(PointerWrap& p)
|
|
{
|
|
p.Do(addr);
|
|
p.Do(size_in_bytes);
|
|
p.Do(base_hash);
|
|
p.Do(hash);
|
|
p.Do(format);
|
|
p.Do(memory_stride);
|
|
p.Do(is_efb_copy);
|
|
p.Do(is_custom_tex);
|
|
p.Do(may_have_overlapping_textures);
|
|
p.Do(invalidated);
|
|
p.Do(has_arbitrary_mips);
|
|
p.Do(should_force_safe_hashing);
|
|
p.Do(is_xfb_copy);
|
|
p.Do(is_xfb_container);
|
|
p.Do(id);
|
|
p.Do(reference_changed);
|
|
p.Do(native_width);
|
|
p.Do(native_height);
|
|
p.Do(native_levels);
|
|
p.Do(frameCount);
|
|
}
|
|
|
|
RcTcacheEntry TextureCacheBase::DoPartialTextureUpdates(RcTcacheEntry& entry_to_update,
|
|
const u8* palette, TLUTFormat tlutfmt)
|
|
{
|
|
// If the flag may_have_overlapping_textures is cleared, there are no overlapping EFB copies,
|
|
// which aren't applied already. It is set for new textures, and for the affected range
|
|
// on each EFB copy.
|
|
if (!entry_to_update->may_have_overlapping_textures)
|
|
return entry_to_update;
|
|
entry_to_update->may_have_overlapping_textures = false;
|
|
|
|
const bool isPaletteTexture = IsColorIndexed(entry_to_update->format.texfmt);
|
|
|
|
// EFB copies are excluded from these updates, until there's an example where a game would
|
|
// benefit from updating. This would require more work to be done.
|
|
if (entry_to_update->IsCopy())
|
|
return entry_to_update;
|
|
|
|
if (entry_to_update->IsLocked())
|
|
{
|
|
// TODO: Shouldn't be too hard, just need to clone the texture entry + texture contents.
|
|
PanicAlertFmt("TextureCache: PartialTextureUpdates of locked textures is not implemented");
|
|
return {};
|
|
}
|
|
|
|
u32 block_width = TexDecoder_GetBlockWidthInTexels(entry_to_update->format.texfmt);
|
|
u32 block_height = TexDecoder_GetBlockHeightInTexels(entry_to_update->format.texfmt);
|
|
u32 block_size = block_width * block_height *
|
|
TexDecoder_GetTexelSizeInNibbles(entry_to_update->format.texfmt) / 2;
|
|
|
|
u32 numBlocksX = (entry_to_update->native_width + block_width - 1) / block_width;
|
|
|
|
auto iter = FindOverlappingTextures(entry_to_update->addr, entry_to_update->size_in_bytes);
|
|
while (iter.first != iter.second)
|
|
{
|
|
auto& entry = iter.first->second;
|
|
if (entry != entry_to_update && entry->IsCopy() &&
|
|
!entry->references.contains(entry_to_update.get()) &&
|
|
entry->OverlapsMemoryRange(entry_to_update->addr, entry_to_update->size_in_bytes) &&
|
|
entry->memory_stride == numBlocksX * block_size)
|
|
{
|
|
if (entry->hash == entry->CalculateHash())
|
|
{
|
|
// If the texture formats are not compatible or convertible, skip it.
|
|
if (!IsCompatibleTextureFormat(entry_to_update->format.texfmt, entry->format.texfmt))
|
|
{
|
|
if (!CanReinterpretTextureOnGPU(entry_to_update->format.texfmt, entry->format.texfmt))
|
|
{
|
|
++iter.first;
|
|
continue;
|
|
}
|
|
|
|
auto reinterpreted_entry = ReinterpretEntry(entry, entry_to_update->format.texfmt);
|
|
if (reinterpreted_entry)
|
|
entry = reinterpreted_entry;
|
|
}
|
|
|
|
if (isPaletteTexture)
|
|
{
|
|
auto decoded_entry = ApplyPaletteToEntry(entry, palette, tlutfmt);
|
|
if (decoded_entry)
|
|
{
|
|
// Link the efb copy with the partially updated texture, so we won't apply this partial
|
|
// update again
|
|
entry->CreateReference(entry_to_update.get());
|
|
// Mark the texture update as used, as if it was loaded directly
|
|
entry->frameCount = FRAMECOUNT_INVALID;
|
|
entry = decoded_entry;
|
|
}
|
|
else
|
|
{
|
|
++iter.first;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
u32 src_x, src_y, dst_x, dst_y;
|
|
|
|
// Note for understanding the math:
|
|
// Normal textures can't be strided, so the 2 missing cases with src_x > 0 don't exist
|
|
if (entry->addr >= entry_to_update->addr)
|
|
{
|
|
u32 block_offset = (entry->addr - entry_to_update->addr) / block_size;
|
|
u32 block_x = block_offset % numBlocksX;
|
|
u32 block_y = block_offset / numBlocksX;
|
|
src_x = 0;
|
|
src_y = 0;
|
|
dst_x = block_x * block_width;
|
|
dst_y = block_y * block_height;
|
|
}
|
|
else
|
|
{
|
|
u32 block_offset = (entry_to_update->addr - entry->addr) / block_size;
|
|
u32 block_x = (~block_offset + 1) % numBlocksX;
|
|
u32 block_y = (block_offset + block_x) / numBlocksX;
|
|
src_x = 0;
|
|
src_y = block_y * block_height;
|
|
dst_x = block_x * block_width;
|
|
dst_y = 0;
|
|
}
|
|
|
|
u32 copy_width =
|
|
std::min(entry->native_width - src_x, entry_to_update->native_width - dst_x);
|
|
u32 copy_height =
|
|
std::min(entry->native_height - src_y, entry_to_update->native_height - dst_y);
|
|
|
|
// If one of the textures is scaled, scale both with the current efb scaling factor
|
|
if (entry_to_update->native_width != entry_to_update->GetWidth() ||
|
|
entry_to_update->native_height != entry_to_update->GetHeight() ||
|
|
entry->native_width != entry->GetWidth() || entry->native_height != entry->GetHeight())
|
|
{
|
|
ScaleTextureCacheEntryTo(
|
|
entry_to_update, g_framebuffer_manager->EFBToScaledX(entry_to_update->native_width),
|
|
g_framebuffer_manager->EFBToScaledY(entry_to_update->native_height));
|
|
ScaleTextureCacheEntryTo(entry, g_framebuffer_manager->EFBToScaledX(entry->native_width),
|
|
g_framebuffer_manager->EFBToScaledY(entry->native_height));
|
|
|
|
src_x = g_framebuffer_manager->EFBToScaledX(src_x);
|
|
src_y = g_framebuffer_manager->EFBToScaledY(src_y);
|
|
dst_x = g_framebuffer_manager->EFBToScaledX(dst_x);
|
|
dst_y = g_framebuffer_manager->EFBToScaledY(dst_y);
|
|
copy_width = g_framebuffer_manager->EFBToScaledX(copy_width);
|
|
copy_height = g_framebuffer_manager->EFBToScaledY(copy_height);
|
|
}
|
|
|
|
// If the source rectangle is outside of what we actually have in VRAM, skip the copy.
|
|
// The backend doesn't do any clamping, so if we don't, we'd pass out-of-range coordinates
|
|
// to the graphics driver, which can cause GPU resets.
|
|
if (static_cast<u32>(src_x + copy_width) > entry->GetWidth() ||
|
|
static_cast<u32>(src_y + copy_height) > entry->GetHeight() ||
|
|
static_cast<u32>(dst_x + copy_width) > entry_to_update->GetWidth() ||
|
|
static_cast<u32>(dst_y + copy_height) > entry_to_update->GetHeight())
|
|
{
|
|
++iter.first;
|
|
continue;
|
|
}
|
|
|
|
MathUtil::Rectangle<int> srcrect, dstrect;
|
|
srcrect.left = src_x;
|
|
srcrect.top = src_y;
|
|
srcrect.right = (src_x + copy_width);
|
|
srcrect.bottom = (src_y + copy_height);
|
|
dstrect.left = dst_x;
|
|
dstrect.top = dst_y;
|
|
dstrect.right = (dst_x + copy_width);
|
|
dstrect.bottom = (dst_y + copy_height);
|
|
|
|
// If one copy is stereo, and the other isn't... not much we can do here :/
|
|
const u32 layers_to_copy = std::min(entry->GetNumLayers(), entry_to_update->GetNumLayers());
|
|
for (u32 layer = 0; layer < layers_to_copy; layer++)
|
|
{
|
|
entry_to_update->texture->CopyRectangleFromTexture(entry->texture.get(), srcrect, layer,
|
|
0, dstrect, layer, 0);
|
|
}
|
|
|
|
if (isPaletteTexture)
|
|
{
|
|
// Remove the temporary converted texture, it won't be used anywhere else
|
|
// TODO: It would be nice to convert and copy in one step, but this code path isn't common
|
|
iter.first = InvalidateTexture(iter.first);
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// Link the two textures together, so we won't apply this partial update again
|
|
entry->CreateReference(entry_to_update.get());
|
|
// Mark the texture update as used, as if it was loaded directly
|
|
entry->frameCount = FRAMECOUNT_INVALID;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If the hash does not match, this EFB copy will not be used for anything, so remove it
|
|
iter.first = InvalidateTexture(iter.first);
|
|
continue;
|
|
}
|
|
}
|
|
++iter.first;
|
|
}
|
|
|
|
return entry_to_update;
|
|
}
|
|
|
|
// Helper for checking if a BPMemory TexMode0 register is set to Point
|
|
// Filtering modes. This is used to decide whether Anisotropic enhancements
|
|
// are (mostly) safe in the VideoBackends.
|
|
// If both the minification and magnification filters are set to POINT modes
|
|
// then applying anisotropic filtering is equivalent to forced filtering. Point
|
|
// mode textures are usually some sort of 2D UI billboard which will end up
|
|
// misaligned from the correct pixels when filtered anisotropically.
|
|
static bool IsAnisostropicEnhancementSafe(const TexMode0& tm0)
|
|
{
|
|
return !(tm0.min_filter == FilterMode::Near && tm0.mag_filter == FilterMode::Near);
|
|
}
|
|
|
|
SamplerState TextureCacheBase::GetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
|
|
bool has_arbitrary_mips)
|
|
{
|
|
const TexMode0& tm0 = bpmem.tex.GetUnit(index).texMode0;
|
|
|
|
SamplerState state = {};
|
|
state.Generate(bpmem, index);
|
|
|
|
// Force texture filtering config option.
|
|
if (g_ActiveConfig.texture_filtering_mode == TextureFilteringMode::Nearest)
|
|
{
|
|
state.tm0.min_filter = FilterMode::Near;
|
|
state.tm0.mag_filter = FilterMode::Near;
|
|
state.tm0.mipmap_filter = FilterMode::Near;
|
|
}
|
|
else if (g_ActiveConfig.texture_filtering_mode == TextureFilteringMode::Linear)
|
|
{
|
|
state.tm0.min_filter = FilterMode::Linear;
|
|
state.tm0.mag_filter = FilterMode::Linear;
|
|
state.tm0.mipmap_filter =
|
|
tm0.mipmap_filter != MipMode::None ? FilterMode::Linear : FilterMode::Near;
|
|
}
|
|
|
|
// Custom textures may have a greater number of mips
|
|
if (custom_tex)
|
|
state.tm1.max_lod = 255;
|
|
|
|
// Anisotropic filtering option.
|
|
if (g_ActiveConfig.iMaxAnisotropy != 0 && IsAnisostropicEnhancementSafe(tm0))
|
|
{
|
|
// https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
|
|
// For predictable results on all hardware/drivers, only use one of:
|
|
// GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear])
|
|
// GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear])
|
|
// Letting the game set other combinations will have varying arbitrary results;
|
|
// possibly being interpreted as equal to bilinear/trilinear, implicitly
|
|
// disabling anisotropy, or changing the anisotropic algorithm employed.
|
|
state.tm0.min_filter = FilterMode::Linear;
|
|
state.tm0.mag_filter = FilterMode::Linear;
|
|
if (tm0.mipmap_filter != MipMode::None)
|
|
state.tm0.mipmap_filter = FilterMode::Linear;
|
|
state.tm0.anisotropic_filtering = true;
|
|
}
|
|
else
|
|
{
|
|
state.tm0.anisotropic_filtering = false;
|
|
}
|
|
|
|
if (has_arbitrary_mips && tm0.mipmap_filter != MipMode::None)
|
|
{
|
|
// Apply a secondary bias calculated from the IR scale to pull inwards mipmaps
|
|
// that have arbitrary contents, eg. are used for fog effects where the
|
|
// distance they kick in at is important to preserve at any resolution.
|
|
// Correct this with the upscaling factor of custom textures.
|
|
s32 lod_offset = std::log2(g_framebuffer_manager->GetEFBScale() / custom_tex_scale) * 256.f;
|
|
state.tm0.lod_bias = std::clamp<s32>(state.tm0.lod_bias + lod_offset, -32768, 32767);
|
|
|
|
// Anisotropic also pushes mips farther away so it cannot be used either
|
|
state.tm0.anisotropic_filtering = false;
|
|
}
|
|
|
|
return state;
|
|
}
|
|
|
|
void TextureCacheBase::BindTextures(BitSet32 used_textures,
|
|
const std::array<SamplerState, 8>& samplers)
|
|
{
|
|
auto& system = Core::System::GetInstance();
|
|
auto& pixel_shader_manager = system.GetPixelShaderManager();
|
|
for (u32 i = 0; i < m_bound_textures.size(); i++)
|
|
{
|
|
const RcTcacheEntry& tentry = m_bound_textures[i];
|
|
if (used_textures[i] && tentry)
|
|
{
|
|
g_gfx->SetTexture(i, tentry->texture.get());
|
|
pixel_shader_manager.SetTexDims(i, tentry->native_width, tentry->native_height);
|
|
|
|
auto& state = samplers[i];
|
|
g_gfx->SetSamplerState(i, state);
|
|
pixel_shader_manager.SetSamplerState(i, state.tm0.hex, state.tm1.hex);
|
|
}
|
|
}
|
|
|
|
TMEM::FinalizeBinds(used_textures);
|
|
}
|
|
|
|
class ArbitraryMipmapDetector
|
|
{
|
|
private:
|
|
using PixelRGBAf = std::array<float, 4>;
|
|
using PixelRGBAu8 = std::array<u8, 4>;
|
|
|
|
public:
|
|
explicit ArbitraryMipmapDetector() = default;
|
|
|
|
void AddLevel(u32 width, u32 height, u32 row_length, const u8* buffer)
|
|
{
|
|
levels.push_back({{width, height, row_length}, buffer});
|
|
}
|
|
|
|
bool HasArbitraryMipmaps(u8* downsample_buffer) const
|
|
{
|
|
if (levels.size() < 2)
|
|
return false;
|
|
|
|
if (!g_ActiveConfig.bArbitraryMipmapDetection)
|
|
return false;
|
|
|
|
// This is the average per-pixel, per-channel difference in percent between what we
|
|
// expect a normal blurred mipmap to look like and what we actually received
|
|
// 4.5% was chosen because it's just below the lowest clearly-arbitrary texture
|
|
// I found in my tests, the background clouds in Mario Galaxy's Observatory lobby.
|
|
const auto threshold = g_ActiveConfig.fArbitraryMipmapDetectionThreshold;
|
|
|
|
auto* src = downsample_buffer;
|
|
auto* dst = downsample_buffer + levels[1].shape.row_length * levels[1].shape.height * 4;
|
|
|
|
float total_diff = 0.f;
|
|
|
|
for (std::size_t i = 0; i < levels.size() - 1; ++i)
|
|
{
|
|
const auto& level = levels[i];
|
|
const auto& mip = levels[i + 1];
|
|
|
|
u64 level_pixel_count = level.shape.width;
|
|
level_pixel_count *= level.shape.height;
|
|
|
|
// AverageDiff stores the difference sum in a u64, so make sure we can't overflow
|
|
ASSERT(level_pixel_count < (std::numeric_limits<u64>::max() / (255 * 255 * 4)));
|
|
|
|
// Manually downsample the past downsample with a simple box blur
|
|
// This is not necessarily close to whatever the original artists used, however
|
|
// It should still be closer than a thing that's not a downscale at all
|
|
Level::Downsample(i ? src : level.pixels, level.shape, dst, mip.shape);
|
|
|
|
// Find the average difference between pixels in this level but downsampled
|
|
// and the next level
|
|
auto diff = mip.AverageDiff(dst);
|
|
total_diff += diff;
|
|
|
|
std::swap(src, dst);
|
|
}
|
|
|
|
auto all_levels = total_diff / (levels.size() - 1);
|
|
return all_levels > threshold;
|
|
}
|
|
|
|
private:
|
|
struct Shape
|
|
{
|
|
u32 width;
|
|
u32 height;
|
|
u32 row_length;
|
|
};
|
|
|
|
struct Level
|
|
{
|
|
Shape shape;
|
|
const u8* pixels;
|
|
|
|
static PixelRGBAu8 SampleLinear(const u8* src, const Shape& src_shape, u32 x, u32 y)
|
|
{
|
|
const auto* p = src + (x + y * src_shape.row_length) * 4;
|
|
return {{p[0], p[1], p[2], p[3]}};
|
|
}
|
|
|
|
// Puts a downsampled image in dst. dst must be at least width*height*4
|
|
static void Downsample(const u8* src, const Shape& src_shape, u8* dst, const Shape& dst_shape)
|
|
{
|
|
for (u32 i = 0; i < dst_shape.height; ++i)
|
|
{
|
|
for (u32 j = 0; j < dst_shape.width; ++j)
|
|
{
|
|
auto x = j * 2;
|
|
auto y = i * 2;
|
|
const std::array<PixelRGBAu8, 4> samples{{
|
|
SampleLinear(src, src_shape, x, y),
|
|
SampleLinear(src, src_shape, x + 1, y),
|
|
SampleLinear(src, src_shape, x, y + 1),
|
|
SampleLinear(src, src_shape, x + 1, y + 1),
|
|
}};
|
|
|
|
auto* dst_pixel = dst + (j + i * dst_shape.row_length) * 4;
|
|
for (int channel = 0; channel < 4; channel++)
|
|
{
|
|
uint32_t channel_value = samples[0][channel] + samples[1][channel] +
|
|
samples[2][channel] + samples[3][channel];
|
|
dst_pixel[channel] = (channel_value + 2) / 4;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
float AverageDiff(const u8* other) const
|
|
{
|
|
// As textures are stored in (at most) 8 bit precision, each channel can
|
|
// have a max diff of (2^8)^2, multiply by 4 channels = 2^18 per pixel.
|
|
// That means to overflow, we must have a texture with more than 2^46
|
|
// pixels - which is way beyond anything the original hardware could do,
|
|
// and likely a sane assumption going forward for some significant time.
|
|
u64 current_diff_sum = 0;
|
|
const auto* ptr1 = pixels;
|
|
const auto* ptr2 = other;
|
|
for (u32 i = 0; i < shape.height; ++i)
|
|
{
|
|
const auto* row1 = ptr1;
|
|
const auto* row2 = ptr2;
|
|
for (u32 j = 0; j < shape.width; ++j, row1 += 4, row2 += 4)
|
|
{
|
|
int pixel_diff = 0;
|
|
for (int channel = 0; channel < 4; channel++)
|
|
{
|
|
const int diff = static_cast<int>(row1[channel]) - static_cast<int>(row2[channel]);
|
|
const int diff_squared = diff * diff;
|
|
pixel_diff += diff_squared;
|
|
}
|
|
current_diff_sum += pixel_diff;
|
|
}
|
|
ptr1 += shape.row_length;
|
|
ptr2 += shape.row_length;
|
|
}
|
|
// calculate the MSE over all pixels, divide by 2.56 to make it a percent
|
|
// (IE scale to 0..100 instead of 0..256)
|
|
|
|
return std::sqrt(static_cast<float>(current_diff_sum) / (shape.width * shape.height * 4)) /
|
|
2.56f;
|
|
}
|
|
};
|
|
std::vector<Level> levels;
|
|
};
|
|
|
|
TCacheEntry* TextureCacheBase::Load(const TextureInfo& texture_info)
|
|
{
|
|
if (auto entry = LoadImpl(texture_info, false))
|
|
{
|
|
if (!DidLinkedAssetsChange(*entry))
|
|
{
|
|
return entry;
|
|
}
|
|
|
|
InvalidateTexture(GetTexCacheIter(entry));
|
|
return LoadImpl(texture_info, true);
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
TCacheEntry* TextureCacheBase::LoadImpl(const TextureInfo& texture_info, bool force_reload)
|
|
{
|
|
// if this stage was not invalidated by changes to texture registers, keep the current texture
|
|
if (!force_reload && TMEM::IsValid(texture_info.GetStage()) &&
|
|
m_bound_textures[texture_info.GetStage()])
|
|
{
|
|
TCacheEntry* entry = m_bound_textures[texture_info.GetStage()].get();
|
|
// If the TMEM configuration is such that this texture is more or less guaranteed to still
|
|
// be in TMEM, then we know we can reuse the old entry without even hashing the memory
|
|
//
|
|
// It's possible this texture has already been overwritten in emulated memory and therfore
|
|
// invalidated from our texture cache, but we want to use it anyway to approximate the
|
|
// result of the game using an overwritten texture cached in TMEM.
|
|
//
|
|
// Spyro: A Hero's Tail is known for (deliberately?) using such overwritten textures
|
|
// in it's bloom effect, which breaks without giving it the invalidated texture.
|
|
if (TMEM::IsCached(texture_info.GetStage()))
|
|
{
|
|
return entry;
|
|
}
|
|
|
|
// Otherwise, hash the backing memory and check it's unchanged.
|
|
// FIXME: this doesn't correctly handle textures from tmem.
|
|
if (!entry->invalidated && entry->base_hash == entry->CalculateHash())
|
|
{
|
|
return entry;
|
|
}
|
|
}
|
|
|
|
auto entry = GetTexture(g_ActiveConfig.iSafeTextureCache_ColorSamples, texture_info);
|
|
|
|
if (!entry)
|
|
return nullptr;
|
|
|
|
entry->frameCount = FRAMECOUNT_INVALID;
|
|
if (entry->texture_info_name.empty() && g_ActiveConfig.bGraphicMods)
|
|
{
|
|
entry->texture_info_name = texture_info.CalculateTextureName().GetFullName();
|
|
|
|
GraphicsModActionData::TextureLoad texture_load{entry->texture_info_name};
|
|
for (const auto& action :
|
|
g_graphics_mod_manager->GetTextureLoadActions(entry->texture_info_name))
|
|
{
|
|
action->OnTextureLoad(&texture_load);
|
|
}
|
|
}
|
|
m_bound_textures[texture_info.GetStage()] = entry;
|
|
|
|
// We need to keep track of invalided textures until they have actually been replaced or
|
|
// re-loaded
|
|
TMEM::Bind(texture_info.GetStage(), entry->NumBlocksX(), entry->NumBlocksY(),
|
|
entry->GetNumLevels() > 1, entry->format == TextureFormat::RGBA8);
|
|
|
|
return entry.get();
|
|
}
|
|
|
|
RcTcacheEntry TextureCacheBase::GetTexture(const int textureCacheSafetyColorSampleSize,
|
|
const TextureInfo& texture_info)
|
|
{
|
|
if (!texture_info.IsDataValid())
|
|
return {};
|
|
|
|
// Hash assigned to texcache entry (also used to generate filenames used for texture dumping and
|
|
// custom texture lookup)
|
|
u64 base_hash = TEXHASH_INVALID;
|
|
u64 full_hash = TEXHASH_INVALID;
|
|
|
|
TextureAndTLUTFormat full_format(texture_info.GetTextureFormat(), texture_info.GetTlutFormat());
|
|
|
|
// Reject invalid tlut format.
|
|
if (texture_info.GetPaletteSize() && !IsValidTLUTFormat(texture_info.GetTlutFormat()))
|
|
return {};
|
|
|
|
u32 bytes_per_block = (texture_info.GetBlockWidth() * texture_info.GetBlockHeight() *
|
|
TexDecoder_GetTexelSizeInNibbles(texture_info.GetTextureFormat())) /
|
|
2;
|
|
|
|
// TODO: the texture cache lookup is based on address, but a texture from tmem has no reason
|
|
// to have a unique and valid address. This could result in a regular texture and a tmem
|
|
// texture aliasing onto the same texture cache entry.
|
|
|
|
// If we are recording a FifoLog, keep track of what memory we read. FifoRecorder does
|
|
// its own memory modification tracking independent of the texture hashing below.
|
|
if (OpcodeDecoder::g_record_fifo_data && !texture_info.IsFromTmem())
|
|
{
|
|
Core::System::GetInstance().GetFifoRecorder().UseMemory(texture_info.GetRawAddress(),
|
|
texture_info.GetFullLevelSize(),
|
|
MemoryUpdate::Type::TextureMap);
|
|
}
|
|
|
|
// TODO: This doesn't hash GB tiles for preloaded RGBA8 textures (instead, it's hashing more data
|
|
// from the low tmem bank than it should)
|
|
base_hash = Common::GetHash64(texture_info.GetData(), texture_info.GetTextureSize(),
|
|
textureCacheSafetyColorSampleSize);
|
|
u32 palette_size = 0;
|
|
if (texture_info.GetPaletteSize())
|
|
{
|
|
palette_size = *texture_info.GetPaletteSize();
|
|
full_hash =
|
|
base_hash ^ Common::GetHash64(texture_info.GetTlutAddress(), *texture_info.GetPaletteSize(),
|
|
textureCacheSafetyColorSampleSize);
|
|
}
|
|
else
|
|
{
|
|
full_hash = base_hash;
|
|
}
|
|
|
|
// Search the texture cache for textures by address
|
|
//
|
|
// Find all texture cache entries for the current texture address, and decide whether to use one
|
|
// of them, or to create a new one
|
|
//
|
|
// In most cases, the fastest way is to use only one texture cache entry for the same address.
|
|
// Usually, when a texture changes, the old version of the texture is unlikely to be used again.
|
|
// If there were new cache entries created for normal texture updates, there would be a slowdown
|
|
// due to a huge amount of unused cache entries. Also thanks to texture pooling, overwriting an
|
|
// existing cache entry is faster than creating a new one from scratch.
|
|
//
|
|
// Some games use the same address for different textures though. If the same cache entry was used
|
|
// in this case, it would be constantly overwritten, and effectively there wouldn't be any caching
|
|
// for those textures. Examples for this are Metroid Prime and Castlevania 3. Metroid Prime has
|
|
// multiple sets of fonts on each other stored in a single texture and uses the palette to make
|
|
// different characters visible or invisible. In Castlevania 3 some textures are used for 2
|
|
// different things or at least in 2 different ways (size 1024x1024 vs 1024x256).
|
|
//
|
|
// To determine whether to use multiple cache entries or a single entry, use the following
|
|
// heuristic: If the same texture address is used several times during the same frame, assume the
|
|
// address is used for different purposes and allow creating an additional cache entry. If there's
|
|
// at least one entry that hasn't been used for the same frame, then overwrite it, in order to
|
|
// keep the cache as small as possible. If the current texture is found in the cache, use that
|
|
// entry.
|
|
//
|
|
// For efb copies, the entry created in CopyRenderTargetToTexture always has to be used, or else
|
|
// it was done in vain.
|
|
auto iter_range = m_textures_by_address.equal_range(texture_info.GetRawAddress());
|
|
TexAddrCache::iterator iter = iter_range.first;
|
|
TexAddrCache::iterator oldest_entry = iter;
|
|
int temp_frameCount = 0x7fffffff;
|
|
TexAddrCache::iterator unconverted_copy = m_textures_by_address.end();
|
|
TexAddrCache::iterator unreinterpreted_copy = m_textures_by_address.end();
|
|
|
|
while (iter != iter_range.second)
|
|
{
|
|
RcTcacheEntry& entry = iter->second;
|
|
|
|
// TODO: Some games (Rogue Squadron 3, Twin Snakes) seem to load a previously made XFB
|
|
// copy as a regular texture. You can see this particularly well in RS3 whenever the
|
|
// game freezes the image and fades it out to black on screen transitions, which fades
|
|
// out a purple screen in XFB2Tex. Check for this here and convert them if necessary.
|
|
|
|
// Do not load strided EFB copies, they are not meant to be used directly.
|
|
// Also do not directly load EFB copies, which were partly overwritten.
|
|
if (entry->IsEfbCopy() && entry->native_width == texture_info.GetRawWidth() &&
|
|
entry->native_height == texture_info.GetRawHeight() &&
|
|
entry->memory_stride == entry->BytesPerRow() && !entry->may_have_overlapping_textures)
|
|
{
|
|
// EFB copies have slightly different rules as EFB copy formats have different
|
|
// meanings from texture formats.
|
|
if ((base_hash == entry->hash &&
|
|
(!texture_info.GetPaletteSize() || g_Config.backend_info.bSupportsPaletteConversion)) ||
|
|
IsPlayingBackFifologWithBrokenEFBCopies)
|
|
{
|
|
// The texture format in VRAM must match the format that the copy was created with. Some
|
|
// formats are inherently compatible, as the channel and bit layout is identical (e.g.
|
|
// I8/C8). Others have the same number of bits per texel, and can be reinterpreted on the
|
|
// GPU (e.g. IA4 and I8 or RGB565 and RGBA5). The only known game which reinteprets texels
|
|
// in this manner is Spiderman Shattered Dimensions, where it creates a copy in B8 format,
|
|
// and sets it up as a IA4 texture.
|
|
if (!IsCompatibleTextureFormat(entry->format.texfmt, texture_info.GetTextureFormat()))
|
|
{
|
|
// Can we reinterpret this in VRAM?
|
|
if (CanReinterpretTextureOnGPU(entry->format.texfmt, texture_info.GetTextureFormat()))
|
|
{
|
|
// Delay the conversion until afterwards, it's possible this texture has already been
|
|
// converted.
|
|
unreinterpreted_copy = iter++;
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// If the EFB copies are in a different format and are not reinterpretable, use the RAM
|
|
// copy.
|
|
++iter;
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Prefer the already-converted copy.
|
|
unconverted_copy = m_textures_by_address.end();
|
|
}
|
|
|
|
// TODO: We should check width/height/levels for EFB copies. I'm not sure what effect
|
|
// checking width/height/levels would have.
|
|
if (!texture_info.GetPaletteSize() || !g_Config.backend_info.bSupportsPaletteConversion)
|
|
return entry;
|
|
|
|
// Note that we found an unconverted EFB copy, then continue. We'll
|
|
// perform the conversion later. Currently, we only convert EFB copies to
|
|
// palette textures; we could do other conversions if it proved to be
|
|
// beneficial.
|
|
unconverted_copy = iter;
|
|
}
|
|
else
|
|
{
|
|
// Aggressively prune EFB copies: if it isn't useful here, it will probably
|
|
// never be useful again. It's theoretically possible for a game to do
|
|
// something weird where the copy could become useful in the future, but in
|
|
// practice it doesn't happen.
|
|
iter = InvalidateTexture(iter);
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// For normal textures, all texture parameters need to match
|
|
if (!entry->IsEfbCopy() && entry->hash == full_hash && entry->format == full_format &&
|
|
entry->native_levels >= texture_info.GetLevelCount() &&
|
|
entry->native_width == texture_info.GetRawWidth() &&
|
|
entry->native_height == texture_info.GetRawHeight())
|
|
{
|
|
entry = DoPartialTextureUpdates(iter->second, texture_info.GetTlutAddress(),
|
|
texture_info.GetTlutFormat());
|
|
if (entry)
|
|
{
|
|
entry->texture->FinishedRendering();
|
|
return entry;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Find the texture which hasn't been used for the longest time. Count paletted
|
|
// textures as the same texture here, when the texture itself is the same. This
|
|
// improves the performance a lot in some games that use paletted textures.
|
|
// Example: Sonic the Fighters (inside Sonic Gems Collection)
|
|
// Skip EFB copies here, so they can be used for partial texture updates
|
|
// Also skip XFB copies, we might need to still scan them out
|
|
// or load them as regular textures later.
|
|
if (entry->frameCount != FRAMECOUNT_INVALID && entry->frameCount < temp_frameCount &&
|
|
!entry->IsCopy() && !(texture_info.GetPaletteSize() && entry->base_hash == base_hash))
|
|
{
|
|
temp_frameCount = entry->frameCount;
|
|
oldest_entry = iter;
|
|
}
|
|
++iter;
|
|
}
|
|
|
|
if (unreinterpreted_copy != m_textures_by_address.end())
|
|
{
|
|
auto decoded_entry =
|
|
ReinterpretEntry(unreinterpreted_copy->second, texture_info.GetTextureFormat());
|
|
|
|
// It's possible to combine reinterpreted textures + palettes.
|
|
if (unreinterpreted_copy == unconverted_copy && decoded_entry)
|
|
decoded_entry = ApplyPaletteToEntry(decoded_entry, texture_info.GetTlutAddress(),
|
|
texture_info.GetTlutFormat());
|
|
|
|
if (decoded_entry)
|
|
return decoded_entry;
|
|
}
|
|
|
|
if (unconverted_copy != m_textures_by_address.end())
|
|
{
|
|
auto decoded_entry = ApplyPaletteToEntry(
|
|
unconverted_copy->second, texture_info.GetTlutAddress(), texture_info.GetTlutFormat());
|
|
|
|
if (decoded_entry)
|
|
{
|
|
return decoded_entry;
|
|
}
|
|
}
|
|
|
|
// Search the texture cache for normal textures by hash
|
|
//
|
|
// If the texture was fully hashed, the address does not need to match. Identical duplicate
|
|
// textures cause unnecessary slowdowns
|
|
// Example: Tales of Symphonia (GC) uses over 500 small textures in menus, but only around 70
|
|
// different ones
|
|
if (textureCacheSafetyColorSampleSize == 0 ||
|
|
std::max(texture_info.GetTextureSize(), palette_size) <=
|
|
(u32)textureCacheSafetyColorSampleSize * 8)
|
|
{
|
|
auto hash_range = m_textures_by_hash.equal_range(full_hash);
|
|
TexHashCache::iterator hash_iter = hash_range.first;
|
|
while (hash_iter != hash_range.second)
|
|
{
|
|
RcTcacheEntry& entry = hash_iter->second;
|
|
// All parameters, except the address, need to match here
|
|
if (entry->format == full_format && entry->native_levels >= texture_info.GetLevelCount() &&
|
|
entry->native_width == texture_info.GetRawWidth() &&
|
|
entry->native_height == texture_info.GetRawHeight())
|
|
{
|
|
entry = DoPartialTextureUpdates(hash_iter->second, texture_info.GetTlutAddress(),
|
|
texture_info.GetTlutFormat());
|
|
if (entry)
|
|
{
|
|
entry->texture->FinishedRendering();
|
|
return entry;
|
|
}
|
|
}
|
|
++hash_iter;
|
|
}
|
|
}
|
|
|
|
// If at least one entry was not used for the same frame, overwrite the oldest one
|
|
if (temp_frameCount != 0x7fffffff)
|
|
{
|
|
// pool this texture and make a new one later
|
|
InvalidateTexture(oldest_entry);
|
|
}
|
|
|
|
std::vector<VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>> cached_game_assets;
|
|
std::vector<std::shared_ptr<VideoCommon::TextureData>> data_for_assets;
|
|
bool has_arbitrary_mipmaps = false;
|
|
bool skip_texture_dump = false;
|
|
std::shared_ptr<HiresTexture> hires_texture;
|
|
if (g_ActiveConfig.bHiresTextures)
|
|
{
|
|
hires_texture = HiresTexture::Search(texture_info);
|
|
if (hires_texture)
|
|
{
|
|
auto asset = hires_texture->GetAsset();
|
|
const auto loaded_time = asset->GetLastLoadedTime();
|
|
cached_game_assets.push_back(
|
|
VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>{std::move(asset), loaded_time});
|
|
has_arbitrary_mipmaps = hires_texture->HasArbitraryMipmaps();
|
|
skip_texture_dump = true;
|
|
}
|
|
}
|
|
|
|
std::vector<VideoCommon::CachedAsset<VideoCommon::CustomAsset>> additional_dependencies;
|
|
|
|
std::string texture_name = "";
|
|
|
|
if (g_ActiveConfig.bGraphicMods)
|
|
{
|
|
u32 height = texture_info.GetRawHeight();
|
|
u32 width = texture_info.GetRawWidth();
|
|
if (hires_texture)
|
|
{
|
|
auto asset = hires_texture->GetAsset();
|
|
if (asset)
|
|
{
|
|
auto data = asset->GetData();
|
|
if (data)
|
|
{
|
|
if (!data->m_texture.m_slices.empty())
|
|
{
|
|
if (!data->m_texture.m_slices[0].m_levels.empty())
|
|
{
|
|
height = data->m_texture.m_slices[0].m_levels[0].height;
|
|
width = data->m_texture.m_slices[0].m_levels[0].width;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
texture_name = texture_info.CalculateTextureName().GetFullName();
|
|
GraphicsModActionData::TextureCreate texture_create{
|
|
texture_name, width, height, &cached_game_assets, &additional_dependencies};
|
|
for (const auto& action : g_graphics_mod_manager->GetTextureCreateActions(texture_name))
|
|
{
|
|
action->OnTextureCreate(&texture_create);
|
|
}
|
|
}
|
|
|
|
data_for_assets.reserve(cached_game_assets.size());
|
|
for (auto& cached_asset : cached_game_assets)
|
|
{
|
|
auto data = cached_asset.m_asset->GetData();
|
|
if (data)
|
|
{
|
|
if (cached_asset.m_asset->Validate(texture_info.GetRawWidth(), texture_info.GetRawHeight()))
|
|
{
|
|
data_for_assets.push_back(data);
|
|
}
|
|
}
|
|
}
|
|
|
|
auto entry =
|
|
CreateTextureEntry(TextureCreationInfo{base_hash, full_hash, bytes_per_block, palette_size},
|
|
texture_info, textureCacheSafetyColorSampleSize,
|
|
std::move(data_for_assets), has_arbitrary_mipmaps, skip_texture_dump);
|
|
entry->linked_game_texture_assets = std::move(cached_game_assets);
|
|
entry->linked_asset_dependencies = std::move(additional_dependencies);
|
|
entry->texture_info_name = std::move(texture_name);
|
|
return entry;
|
|
}
|
|
|
|
// Note: the following function assumes all CustomTextureData has a single slice. This is verified
|
|
// with the 'GameTexture::Validate' function after the data is loaded. Only a single slice is
|
|
// expected because each texture is loaded into a texture array
|
|
RcTcacheEntry TextureCacheBase::CreateTextureEntry(
|
|
const TextureCreationInfo& creation_info, const TextureInfo& texture_info,
|
|
const int safety_color_sample_size,
|
|
std::vector<std::shared_ptr<VideoCommon::TextureData>> assets_data,
|
|
const bool custom_arbitrary_mipmaps, bool skip_texture_dump)
|
|
{
|
|
#ifdef __APPLE__
|
|
const bool no_mips = g_ActiveConfig.bNoMipmapping;
|
|
#else
|
|
const bool no_mips = false;
|
|
#endif
|
|
|
|
RcTcacheEntry entry;
|
|
if (!assets_data.empty())
|
|
{
|
|
const auto calculate_max_levels = [&]() {
|
|
const auto max_element = std::max_element(
|
|
assets_data.begin(), assets_data.end(), [](const auto& lhs, const auto& rhs) {
|
|
return lhs->m_texture.m_slices[0].m_levels.size() <
|
|
rhs->m_texture.m_slices[0].m_levels.size();
|
|
});
|
|
return (*max_element)->m_texture.m_slices[0].m_levels.size();
|
|
};
|
|
const u32 texLevels = no_mips ? 1 : (u32)calculate_max_levels();
|
|
const auto& first_level = assets_data[0]->m_texture.m_slices[0].m_levels[0];
|
|
const TextureConfig config(first_level.width, first_level.height, texLevels,
|
|
static_cast<u32>(assets_data.size()), 1, first_level.format, 0,
|
|
AbstractTextureType::Texture_2DArray);
|
|
entry = AllocateCacheEntry(config);
|
|
if (!entry) [[unlikely]]
|
|
return entry;
|
|
for (u32 data_index = 0; data_index < static_cast<u32>(assets_data.size()); data_index++)
|
|
{
|
|
const auto& asset = assets_data[data_index];
|
|
const auto& slice = asset->m_texture.m_slices[0];
|
|
for (u32 level_index = 0;
|
|
level_index < std::min(texLevels, static_cast<u32>(slice.m_levels.size()));
|
|
++level_index)
|
|
{
|
|
const auto& level = slice.m_levels[level_index];
|
|
entry->texture->Load(level_index, level.width, level.height, level.row_length,
|
|
level.data.data(), level.data.size(), data_index);
|
|
}
|
|
}
|
|
|
|
entry->has_arbitrary_mips = custom_arbitrary_mipmaps;
|
|
entry->is_custom_tex = true;
|
|
}
|
|
else
|
|
{
|
|
const u32 texLevels = no_mips ? 1 : texture_info.GetLevelCount();
|
|
const u32 expanded_width = texture_info.GetExpandedWidth();
|
|
const u32 expanded_height = texture_info.GetExpandedHeight();
|
|
|
|
const u32 width = texture_info.GetRawWidth();
|
|
const u32 height = texture_info.GetRawHeight();
|
|
|
|
const TextureConfig config(width, height, texLevels, 1, 1, AbstractTextureFormat::RGBA8, 0,
|
|
AbstractTextureType::Texture_2DArray);
|
|
entry = AllocateCacheEntry(config);
|
|
if (!entry) [[unlikely]]
|
|
return entry;
|
|
|
|
// We can decode on the GPU if it is a supported format and the flag is enabled.
|
|
// Currently we don't decode RGBA8 textures from TMEM, as that would require copying from both
|
|
// banks, and if we're doing an copy we may as well just do the whole thing on the CPU, since
|
|
// there's no conversion between formats. In the future this could be extended with a separate
|
|
// shader, however.
|
|
const bool decode_on_gpu =
|
|
g_ActiveConfig.UseGPUTextureDecoding() &&
|
|
!(texture_info.IsFromTmem() && texture_info.GetTextureFormat() == TextureFormat::RGBA8);
|
|
|
|
ArbitraryMipmapDetector arbitrary_mip_detector;
|
|
|
|
// Initialized to null because only software loading uses this buffer
|
|
u8* dst_buffer = nullptr;
|
|
|
|
if (!decode_on_gpu ||
|
|
!DecodeTextureOnGPU(
|
|
entry, 0, texture_info.GetData(), texture_info.GetTextureSize(),
|
|
texture_info.GetTextureFormat(), width, height, expanded_width, expanded_height,
|
|
creation_info.bytes_per_block * (expanded_width / texture_info.GetBlockWidth()),
|
|
texture_info.GetTlutAddress(), texture_info.GetTlutFormat()))
|
|
{
|
|
size_t decoded_texture_size = expanded_width * sizeof(u32) * expanded_height;
|
|
|
|
// Allocate memory for all levels at once
|
|
size_t total_texture_size = decoded_texture_size;
|
|
|
|
// For the downsample, we need 2 buffers; 1 is 1/4 of the original texture, the other 1/16
|
|
size_t mip_downsample_buffer_size = decoded_texture_size * 5 / 16;
|
|
|
|
size_t prev_level_size = decoded_texture_size;
|
|
for (u32 i = 1; i < texture_info.GetLevelCount(); ++i)
|
|
{
|
|
prev_level_size /= 4;
|
|
total_texture_size += prev_level_size;
|
|
}
|
|
|
|
// Add space for the downsampling at the end
|
|
total_texture_size += mip_downsample_buffer_size;
|
|
|
|
CheckTempSize(total_texture_size);
|
|
dst_buffer = m_temp;
|
|
if (!(texture_info.GetTextureFormat() == TextureFormat::RGBA8 && texture_info.IsFromTmem()))
|
|
{
|
|
TexDecoder_Decode(dst_buffer, texture_info.GetData(), expanded_width, expanded_height,
|
|
texture_info.GetTextureFormat(), texture_info.GetTlutAddress(),
|
|
texture_info.GetTlutFormat());
|
|
}
|
|
else
|
|
{
|
|
TexDecoder_DecodeRGBA8FromTmem(dst_buffer, texture_info.GetData(),
|
|
texture_info.GetTmemOddAddress(), expanded_width,
|
|
expanded_height);
|
|
}
|
|
|
|
entry->texture->Load(0, width, height, expanded_width, dst_buffer, decoded_texture_size);
|
|
|
|
arbitrary_mip_detector.AddLevel(width, height, expanded_width, dst_buffer);
|
|
|
|
dst_buffer += decoded_texture_size;
|
|
}
|
|
|
|
for (u32 level = 1; level != texLevels; ++level)
|
|
{
|
|
auto mip_level = texture_info.GetMipMapLevel(level - 1);
|
|
if (!mip_level)
|
|
continue;
|
|
|
|
if (!decode_on_gpu ||
|
|
!DecodeTextureOnGPU(entry, level, mip_level->GetData(), mip_level->GetTextureSize(),
|
|
texture_info.GetTextureFormat(), mip_level->GetRawWidth(),
|
|
mip_level->GetRawHeight(), mip_level->GetExpandedWidth(),
|
|
mip_level->GetExpandedHeight(),
|
|
creation_info.bytes_per_block *
|
|
(mip_level->GetExpandedWidth() / texture_info.GetBlockWidth()),
|
|
texture_info.GetTlutAddress(), texture_info.GetTlutFormat()))
|
|
{
|
|
// No need to call CheckTempSize here, as the whole buffer is preallocated at the beginning
|
|
const u32 decoded_mip_size =
|
|
mip_level->GetExpandedWidth() * sizeof(u32) * mip_level->GetExpandedHeight();
|
|
TexDecoder_Decode(dst_buffer, mip_level->GetData(), mip_level->GetExpandedWidth(),
|
|
mip_level->GetExpandedHeight(), texture_info.GetTextureFormat(),
|
|
texture_info.GetTlutAddress(), texture_info.GetTlutFormat());
|
|
entry->texture->Load(level, mip_level->GetRawWidth(), mip_level->GetRawHeight(),
|
|
mip_level->GetExpandedWidth(), dst_buffer, decoded_mip_size);
|
|
|
|
arbitrary_mip_detector.AddLevel(mip_level->GetRawWidth(), mip_level->GetRawHeight(),
|
|
mip_level->GetExpandedWidth(), dst_buffer);
|
|
|
|
dst_buffer += decoded_mip_size;
|
|
}
|
|
}
|
|
|
|
entry->has_arbitrary_mips = arbitrary_mip_detector.HasArbitraryMipmaps(dst_buffer);
|
|
|
|
if (g_ActiveConfig.bDumpTextures && !skip_texture_dump && texLevels > 0)
|
|
{
|
|
const std::string basename = texture_info.CalculateTextureName().GetFullName();
|
|
if (g_ActiveConfig.bDumpBaseTextures)
|
|
{
|
|
m_texture_dumper.DumpTexture(*entry->texture, basename, 0, entry->has_arbitrary_mips);
|
|
}
|
|
if (g_ActiveConfig.bDumpMipmapTextures)
|
|
{
|
|
for (u32 level = 1; level < texLevels; ++level)
|
|
{
|
|
m_texture_dumper.DumpTexture(*entry->texture, basename, level, entry->has_arbitrary_mips);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const auto iter = m_textures_by_address.emplace(texture_info.GetRawAddress(), entry);
|
|
if (safety_color_sample_size == 0 ||
|
|
std::max(texture_info.GetTextureSize(), creation_info.palette_size) <=
|
|
(u32)safety_color_sample_size * 8)
|
|
{
|
|
entry->textures_by_hash_iter = m_textures_by_hash.emplace(creation_info.full_hash, entry);
|
|
}
|
|
|
|
const TextureAndTLUTFormat full_format(texture_info.GetTextureFormat(),
|
|
texture_info.GetTlutFormat());
|
|
entry->SetGeneralParameters(texture_info.GetRawAddress(), texture_info.GetTextureSize(),
|
|
full_format, false);
|
|
entry->SetDimensions(texture_info.GetRawWidth(), texture_info.GetRawHeight(),
|
|
texture_info.GetLevelCount());
|
|
entry->SetHashes(creation_info.base_hash, creation_info.full_hash);
|
|
entry->memory_stride = entry->BytesPerRow();
|
|
entry->SetNotCopy();
|
|
|
|
INCSTAT(g_stats.num_textures_uploaded);
|
|
SETSTAT(g_stats.num_textures_alive, static_cast<int>(m_textures_by_address.size()));
|
|
|
|
entry = DoPartialTextureUpdates(iter->second, texture_info.GetTlutAddress(),
|
|
texture_info.GetTlutFormat());
|
|
|
|
// This should only be needed if the texture was updated, or used GPU decoding.
|
|
entry->texture->FinishedRendering();
|
|
|
|
return entry;
|
|
}
|
|
|
|
static void GetDisplayRectForXFBEntry(TCacheEntry* entry, u32 width, u32 height,
|
|
MathUtil::Rectangle<int>* display_rect)
|
|
{
|
|
// Scale the sub-rectangle to the full resolution of the texture.
|
|
display_rect->left = 0;
|
|
display_rect->top = 0;
|
|
display_rect->right = static_cast<int>(width * entry->GetWidth() / entry->native_width);
|
|
display_rect->bottom = static_cast<int>(height * entry->GetHeight() / entry->native_height);
|
|
}
|
|
|
|
RcTcacheEntry TextureCacheBase::GetXFBTexture(u32 address, u32 width, u32 height, u32 stride,
|
|
MathUtil::Rectangle<int>* display_rect)
|
|
{
|
|
// Compute total texture size. XFB textures aren't tiled, so this is simple.
|
|
const u32 total_size = height * stride;
|
|
|
|
auto& system = Core::System::GetInstance();
|
|
auto& memory = system.GetMemory();
|
|
const u8* src_data = memory.GetPointerForRange(address, total_size);
|
|
if (!src_data)
|
|
{
|
|
ERROR_LOG_FMT(VIDEO, "Trying to load XFB texture from invalid address {:#010x}", address);
|
|
return {};
|
|
}
|
|
|
|
// Do we currently have a mutable version of this XFB copy in VRAM?
|
|
RcTcacheEntry entry = GetXFBFromCache(address, width, height, stride);
|
|
if (entry && !entry->IsLocked())
|
|
{
|
|
if (entry->is_xfb_container)
|
|
{
|
|
StitchXFBCopy(entry);
|
|
entry->texture->FinishedRendering();
|
|
}
|
|
|
|
GetDisplayRectForXFBEntry(entry.get(), width, height, display_rect);
|
|
return entry;
|
|
}
|
|
|
|
// Create a new VRAM texture, and fill it with the data from guest RAM.
|
|
entry = AllocateCacheEntry(TextureConfig(width, height, 1, 1, 1, AbstractTextureFormat::RGBA8,
|
|
AbstractTextureFlag_RenderTarget,
|
|
AbstractTextureType::Texture_2DArray));
|
|
|
|
entry->SetGeneralParameters(address, total_size,
|
|
TextureAndTLUTFormat(TextureFormat::XFB, TLUTFormat::IA8), true);
|
|
entry->SetDimensions(width, height, 1);
|
|
entry->SetXfbCopy(stride);
|
|
|
|
const u64 hash = entry->CalculateHash();
|
|
entry->SetHashes(hash, hash);
|
|
entry->is_xfb_container = true;
|
|
entry->is_custom_tex = false;
|
|
entry->may_have_overlapping_textures = false;
|
|
entry->frameCount = FRAMECOUNT_INVALID;
|
|
if (!g_ActiveConfig.UseGPUTextureDecoding() ||
|
|
!DecodeTextureOnGPU(entry, 0, src_data, total_size, entry->format.texfmt, width, height,
|
|
width, height, stride, s_tex_mem.data(), entry->format.tlutfmt))
|
|
{
|
|
const u32 decoded_size = width * height * sizeof(u32);
|
|
CheckTempSize(decoded_size);
|
|
TexDecoder_DecodeXFB(m_temp, src_data, width, height, stride);
|
|
entry->texture->Load(0, width, height, width, m_temp, decoded_size);
|
|
}
|
|
|
|
// Stitch any VRAM copies into the new RAM copy.
|
|
StitchXFBCopy(entry);
|
|
entry->texture->FinishedRendering();
|
|
|
|
// Insert into the texture cache so we can re-use it next frame, if needed.
|
|
m_textures_by_address.emplace(entry->addr, entry);
|
|
SETSTAT(g_stats.num_textures_alive, static_cast<int>(m_textures_by_address.size()));
|
|
INCSTAT(g_stats.num_textures_uploaded);
|
|
|
|
if (g_ActiveConfig.bDumpXFBTarget || g_ActiveConfig.bGraphicMods)
|
|
{
|
|
const std::string id = fmt::format("{}x{}", width, height);
|
|
if (g_ActiveConfig.bGraphicMods)
|
|
{
|
|
entry->texture_info_name = fmt::format("{}_{}", XFB_DUMP_PREFIX, id);
|
|
}
|
|
|
|
if (g_ActiveConfig.bDumpXFBTarget)
|
|
{
|
|
entry->texture->Save(fmt::format("{}{}_n{:06}_{}.png", File::GetUserPath(D_DUMPTEXTURES_IDX),
|
|
XFB_DUMP_PREFIX, xfb_count++, id),
|
|
0);
|
|
}
|
|
}
|
|
|
|
GetDisplayRectForXFBEntry(entry.get(), width, height, display_rect);
|
|
return entry;
|
|
}
|
|
|
|
RcTcacheEntry TextureCacheBase::GetXFBFromCache(u32 address, u32 width, u32 height, u32 stride)
|
|
{
|
|
auto iter_range = m_textures_by_address.equal_range(address);
|
|
TexAddrCache::iterator iter = iter_range.first;
|
|
|
|
while (iter != iter_range.second)
|
|
{
|
|
auto& entry = iter->second;
|
|
|
|
// The only thing which has to match exactly is the stride. We can use a partial rectangle if
|
|
// the VI width/height differs from that of the XFB copy.
|
|
if (entry->is_xfb_copy && entry->memory_stride == stride && entry->native_width >= width &&
|
|
entry->native_height >= height && !entry->may_have_overlapping_textures)
|
|
{
|
|
if (entry->hash == entry->CalculateHash() && !entry->reference_changed)
|
|
{
|
|
return entry;
|
|
}
|
|
else
|
|
{
|
|
// At this point, we either have an xfb copy that has changed its hash
|
|
// or an xfb created by stitching or from memory that has been changed
|
|
// we are safe to invalidate this
|
|
iter = InvalidateTexture(iter);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
++iter;
|
|
}
|
|
|
|
return {};
|
|
}
|
|
|
|
void TextureCacheBase::StitchXFBCopy(RcTcacheEntry& stitched_entry)
|
|
{
|
|
// It is possible that some of the overlapping textures overlap each other. This behavior has been
|
|
// seen with XFB copies in Rogue Leader. To get the correct result, we apply the texture updates
|
|
// in the order the textures were originally loaded. This ensures that the parts of the texture
|
|
// that would have been overwritten in memory on real hardware get overwritten the same way here
|
|
// too. This should work, but it may be a better idea to keep track of partial XFB copy
|
|
// invalidations instead, which would reduce the amount of copying work here.
|
|
std::vector<TCacheEntry*> candidates;
|
|
bool create_upscaled_copy = false;
|
|
|
|
auto iter = FindOverlappingTextures(stitched_entry->addr, stitched_entry->size_in_bytes);
|
|
while (iter.first != iter.second)
|
|
{
|
|
// Currently, this checks the stride of the VRAM copy against the VI request. Therefore, for
|
|
// interlaced modes, VRAM copies won't be considered candidates. This is okay for now, because
|
|
// our force progressive hack means that an XFB copy should always have a matching stride. If
|
|
// the hack is disabled, XFB2RAM should also be enabled. Should we wish to implement interlaced
|
|
// stitching in the future, this would require a shader which grabs every second line.
|
|
auto& entry = iter.first->second;
|
|
if (entry != stitched_entry && entry->IsCopy() &&
|
|
entry->OverlapsMemoryRange(stitched_entry->addr, stitched_entry->size_in_bytes) &&
|
|
entry->memory_stride == stitched_entry->memory_stride)
|
|
{
|
|
if (entry->hash == entry->CalculateHash())
|
|
{
|
|
// Can't check the height here because of Y scaling.
|
|
if (entry->native_width != entry->GetWidth())
|
|
create_upscaled_copy = true;
|
|
|
|
candidates.emplace_back(entry.get());
|
|
}
|
|
else
|
|
{
|
|
// If the hash does not match, this EFB copy will not be used for anything, so remove it
|
|
iter.first = InvalidateTexture(iter.first);
|
|
continue;
|
|
}
|
|
}
|
|
++iter.first;
|
|
}
|
|
|
|
if (candidates.empty())
|
|
return;
|
|
|
|
std::sort(candidates.begin(), candidates.end(),
|
|
[](const TCacheEntry* a, const TCacheEntry* b) { return a->id < b->id; });
|
|
|
|
// We only upscale when necessary to preserve resolution. i.e. when there are upscaled partial
|
|
// copies to be stitched together.
|
|
if (create_upscaled_copy)
|
|
{
|
|
ScaleTextureCacheEntryTo(stitched_entry,
|
|
g_framebuffer_manager->EFBToScaledX(stitched_entry->native_width),
|
|
g_framebuffer_manager->EFBToScaledY(stitched_entry->native_height));
|
|
}
|
|
|
|
for (TCacheEntry* entry : candidates)
|
|
{
|
|
int src_x, src_y, dst_x, dst_y;
|
|
if (entry->addr >= stitched_entry->addr)
|
|
{
|
|
int pixel_offset = (entry->addr - stitched_entry->addr) / 2;
|
|
src_x = 0;
|
|
src_y = 0;
|
|
dst_x = pixel_offset % stitched_entry->native_width;
|
|
dst_y = pixel_offset / stitched_entry->native_width;
|
|
}
|
|
else
|
|
{
|
|
int pixel_offset = (stitched_entry->addr - entry->addr) / 2;
|
|
src_x = pixel_offset % entry->native_width;
|
|
src_y = pixel_offset / entry->native_width;
|
|
dst_x = 0;
|
|
dst_y = 0;
|
|
}
|
|
|
|
const int native_width =
|
|
std::min(entry->native_width - src_x, stitched_entry->native_width - dst_x);
|
|
const int native_height =
|
|
std::min(entry->native_height - src_y, stitched_entry->native_height - dst_y);
|
|
int src_width = native_width;
|
|
int src_height = native_height;
|
|
int dst_width = native_width;
|
|
int dst_height = native_height;
|
|
|
|
// Scale to internal resolution.
|
|
if (entry->native_width != entry->GetWidth())
|
|
{
|
|
src_x = g_framebuffer_manager->EFBToScaledX(src_x);
|
|
src_y = g_framebuffer_manager->EFBToScaledY(src_y);
|
|
src_width = g_framebuffer_manager->EFBToScaledX(src_width);
|
|
src_height = g_framebuffer_manager->EFBToScaledY(src_height);
|
|
}
|
|
if (create_upscaled_copy)
|
|
{
|
|
dst_x = g_framebuffer_manager->EFBToScaledX(dst_x);
|
|
dst_y = g_framebuffer_manager->EFBToScaledY(dst_y);
|
|
dst_width = g_framebuffer_manager->EFBToScaledX(dst_width);
|
|
dst_height = g_framebuffer_manager->EFBToScaledY(dst_height);
|
|
}
|
|
|
|
// If the source rectangle is outside of what we actually have in VRAM, skip the copy.
|
|
// The backend doesn't do any clamping, so if we don't, we'd pass out-of-range coordinates
|
|
// to the graphics driver, which can cause GPU resets.
|
|
if (static_cast<u32>(src_x + src_width) > entry->GetWidth() ||
|
|
static_cast<u32>(src_y + src_height) > entry->GetHeight() ||
|
|
static_cast<u32>(dst_x + dst_width) > stitched_entry->GetWidth() ||
|
|
static_cast<u32>(dst_y + dst_height) > stitched_entry->GetHeight())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
MathUtil::Rectangle<int> srcrect, dstrect;
|
|
srcrect.left = src_x;
|
|
srcrect.top = src_y;
|
|
srcrect.right = (src_x + src_width);
|
|
srcrect.bottom = (src_y + src_height);
|
|
dstrect.left = dst_x;
|
|
dstrect.top = dst_y;
|
|
dstrect.right = (dst_x + dst_width);
|
|
dstrect.bottom = (dst_y + dst_height);
|
|
|
|
// We may have to scale if one of the copies is not internal resolution.
|
|
if (srcrect.GetWidth() != dstrect.GetWidth() || srcrect.GetHeight() != dstrect.GetHeight())
|
|
{
|
|
g_gfx->ScaleTexture(stitched_entry->framebuffer.get(), dstrect, entry->texture.get(),
|
|
srcrect);
|
|
}
|
|
else
|
|
{
|
|
// If one copy is stereo, and the other isn't... not much we can do here :/
|
|
const u32 layers_to_copy = std::min(entry->GetNumLayers(), stitched_entry->GetNumLayers());
|
|
for (u32 layer = 0; layer < layers_to_copy; layer++)
|
|
{
|
|
stitched_entry->texture->CopyRectangleFromTexture(entry->texture.get(), srcrect, layer, 0,
|
|
dstrect, layer, 0);
|
|
}
|
|
}
|
|
|
|
// Link the two textures together, so we won't apply this partial update again
|
|
entry->CreateReference(stitched_entry.get());
|
|
|
|
// Mark the texture update as used, as if it was loaded directly
|
|
entry->frameCount = FRAMECOUNT_INVALID;
|
|
}
|
|
}
|
|
|
|
std::array<u32, 3>
|
|
TextureCacheBase::GetRAMCopyFilterCoefficients(const CopyFilterCoefficients::Values& coefficients)
|
|
{
|
|
// To simplify the backend, we precalculate the three coefficients in common. Coefficients 0, 1
|
|
// are for the row above, 2, 3, 4 are for the current pixel, and 5, 6 are for the row below.
|
|
return {
|
|
static_cast<u32>(coefficients[0]) + static_cast<u32>(coefficients[1]),
|
|
static_cast<u32>(coefficients[2]) + static_cast<u32>(coefficients[3]) +
|
|
static_cast<u32>(coefficients[4]),
|
|
static_cast<u32>(coefficients[5]) + static_cast<u32>(coefficients[6]),
|
|
};
|
|
}
|
|
|
|
std::array<u32, 3>
|
|
TextureCacheBase::GetVRAMCopyFilterCoefficients(const CopyFilterCoefficients::Values& coefficients)
|
|
{
|
|
// If the user disables the copy filter, only apply it to the VRAM copy.
|
|
// This way games which are sensitive to changes to the RAM copy of the XFB will be unaffected.
|
|
std::array<u32, 3> res = GetRAMCopyFilterCoefficients(coefficients);
|
|
if (!g_ActiveConfig.bDisableCopyFilter)
|
|
return res;
|
|
|
|
// Disabling the copy filter in options should not ignore the values the game sets completely,
|
|
// as some games use the filter coefficients to control the brightness of the screen. Instead,
|
|
// add all coefficients to the middle sample, so the deflicker/vertical filter has no effect.
|
|
res[1] = res[0] + res[1] + res[2];
|
|
res[0] = 0;
|
|
res[2] = 0;
|
|
return res;
|
|
}
|
|
|
|
bool TextureCacheBase::AllCopyFilterCoefsNeeded(const std::array<u32, 3>& coefficients)
|
|
{
|
|
// If the top/bottom coefficients are zero, no point sampling/blending from these rows.
|
|
return coefficients[0] != 0 || coefficients[2] != 0;
|
|
}
|
|
|
|
bool TextureCacheBase::CopyFilterCanOverflow(const std::array<u32, 3>& coefficients)
|
|
{
|
|
// Normally, the copy filter coefficients will sum to at most 64. If the sum is higher than that,
|
|
// colors are clamped to the range [0, 255], but if the sum is higher than 128, that clamping
|
|
// breaks (as colors end up >= 512, which wraps back to 0).
|
|
return coefficients[0] + coefficients[1] + coefficients[2] >= 128;
|
|
}
|
|
|
|
void TextureCacheBase::CopyRenderTargetToTexture(
|
|
u32 dstAddr, EFBCopyFormat dstFormat, u32 width, u32 height, u32 dstStride, bool is_depth_copy,
|
|
const MathUtil::Rectangle<int>& srcRect, bool isIntensity, bool scaleByHalf, float y_scale,
|
|
float gamma, bool clamp_top, bool clamp_bottom,
|
|
const CopyFilterCoefficients::Values& filter_coefficients)
|
|
{
|
|
// Emulation methods:
|
|
//
|
|
// - EFB to RAM:
|
|
// Encodes the requested EFB data at its native resolution to the emulated RAM using shaders.
|
|
// Load() decodes the data from there again (using TextureDecoder) if the EFB copy is being
|
|
// used as a texture again.
|
|
// Advantage: CPU can read data from the EFB copy and we don't lose any important updates to
|
|
// the texture
|
|
// Disadvantage: Encoding+decoding steps often are redundant because only some games read or
|
|
// modify EFB copies before using them as textures.
|
|
//
|
|
// - EFB to texture:
|
|
// Copies the requested EFB data to a texture object in VRAM, performing any color conversion
|
|
// using shaders.
|
|
// Advantage: Works for many games, since in most cases EFB copies aren't read or modified at
|
|
// all before being used as a texture again.
|
|
// Since we don't do any further encoding or decoding here, this method is much
|
|
// faster.
|
|
// It also allows enhancing the visual quality by doing scaled EFB copies.
|
|
//
|
|
// - Hybrid EFB copies:
|
|
// 1a) Whenever this function gets called, encode the requested EFB data to RAM (like EFB to
|
|
// RAM)
|
|
// 1b) Set type to TCET_EC_DYNAMIC for all texture cache entries in the destination address
|
|
// range.
|
|
// If EFB copy caching is enabled, further checks will (try to) prevent redundant EFB
|
|
// copies.
|
|
// 2) Check if a texture cache entry for the specified dstAddr already exists (i.e. if an EFB
|
|
// copy was triggered to that address before):
|
|
// 2a) Entry doesn't exist:
|
|
// - Also copy the requested EFB data to a texture object in VRAM (like EFB to texture)
|
|
// - Create a texture cache entry for the target (type = TCET_EC_VRAM)
|
|
// - Store a hash of the encoded RAM data in the texcache entry.
|
|
// 2b) Entry exists AND type is TCET_EC_VRAM:
|
|
// - Like case 2a, but reuse the old texcache entry instead of creating a new one.
|
|
// 2c) Entry exists AND type is TCET_EC_DYNAMIC:
|
|
// - Only encode the texture to RAM (like EFB to RAM) and store a hash of the encoded
|
|
// data in the existing texcache entry.
|
|
// - Do NOT copy the requested EFB data to a VRAM object. Reason: the texture is dynamic,
|
|
// i.e. the CPU is modifying it. Storing a VRAM copy is useless, because we'd always end
|
|
// up deleting it and reloading the data from RAM anyway.
|
|
// 3) If the EFB copy gets used as a texture, compare the source RAM hash with the hash you
|
|
// stored when encoding the EFB data to RAM.
|
|
// 3a) If the two hashes match AND type is TCET_EC_VRAM, reuse the VRAM copy you created
|
|
// 3b) If the two hashes differ AND type is TCET_EC_VRAM, screw your existing VRAM copy. Set
|
|
// type to TCET_EC_DYNAMIC.
|
|
// Redecode the source RAM data to a VRAM object. The entry basically behaves like a
|
|
// normal texture now.
|
|
// 3c) If type is TCET_EC_DYNAMIC, treat the EFB copy like a normal texture.
|
|
// Advantage: Non-dynamic EFB copies can be visually enhanced like with EFB to texture.
|
|
// Compatibility is as good as EFB to RAM.
|
|
// Disadvantage: Slower than EFB to texture and often even slower than EFB to RAM.
|
|
// EFB copy cache depends on accurate texture hashing being enabled. However,
|
|
// with accurate hashing you end up being as slow as without a copy cache
|
|
// anyway.
|
|
//
|
|
// Disadvantage of all methods: Calling this function requires the GPU to perform a pipeline flush
|
|
// which stalls any further CPU processing.
|
|
const bool is_xfb_copy = !is_depth_copy && !isIntensity && dstFormat == EFBCopyFormat::XFB;
|
|
bool copy_to_vram =
|
|
g_ActiveConfig.backend_info.bSupportsCopyToVram && !g_ActiveConfig.bDisableCopyToVRAM;
|
|
bool copy_to_ram =
|
|
!(is_xfb_copy ? g_ActiveConfig.bSkipXFBCopyToRam : g_ActiveConfig.bSkipEFBCopyToRam) ||
|
|
!copy_to_vram;
|
|
|
|
// tex_w and tex_h are the native size of the texture in the GC memory.
|
|
// The size scaled_* represents the emulated texture. Those differ
|
|
// because of upscaling and because of yscaling of XFB copies.
|
|
// For the latter, we keep the EFB resolution for the virtual XFB blit.
|
|
u32 tex_w = width;
|
|
u32 tex_h = height;
|
|
u32 scaled_tex_w = g_framebuffer_manager->EFBToScaledX(width);
|
|
u32 scaled_tex_h = g_framebuffer_manager->EFBToScaledY(height);
|
|
|
|
if (scaleByHalf)
|
|
{
|
|
tex_w /= 2;
|
|
tex_h /= 2;
|
|
scaled_tex_w /= 2;
|
|
scaled_tex_h /= 2;
|
|
}
|
|
|
|
if (!is_xfb_copy && !g_ActiveConfig.bCopyEFBScaled)
|
|
{
|
|
// No upscaling
|
|
scaled_tex_w = tex_w;
|
|
scaled_tex_h = tex_h;
|
|
}
|
|
|
|
// Get the base (in memory) format of this efb copy.
|
|
TextureFormat baseFormat = TexDecoder_GetEFBCopyBaseFormat(dstFormat);
|
|
|
|
u32 blockH = TexDecoder_GetBlockHeightInTexels(baseFormat);
|
|
const u32 blockW = TexDecoder_GetBlockWidthInTexels(baseFormat);
|
|
|
|
// Round up source height to multiple of block size
|
|
u32 actualHeight = Common::AlignUp(tex_h, blockH);
|
|
const u32 actualWidth = Common::AlignUp(tex_w, blockW);
|
|
|
|
u32 num_blocks_y = actualHeight / blockH;
|
|
const u32 num_blocks_x = actualWidth / blockW;
|
|
|
|
// RGBA takes two cache lines per block; all others take one
|
|
const u32 bytes_per_block = baseFormat == TextureFormat::RGBA8 ? 64 : 32;
|
|
|
|
const u32 bytes_per_row = num_blocks_x * bytes_per_block;
|
|
const u32 covered_range = num_blocks_y * dstStride;
|
|
|
|
auto& system = Core::System::GetInstance();
|
|
auto& memory = system.GetMemory();
|
|
u8* dst = memory.GetPointerForRange(dstAddr, covered_range);
|
|
if (dst == nullptr)
|
|
{
|
|
ERROR_LOG_FMT(VIDEO, "Trying to copy from EFB to invalid address {:#010x}", dstAddr);
|
|
return;
|
|
}
|
|
|
|
if (g_ActiveConfig.bGraphicMods)
|
|
{
|
|
FBInfo info;
|
|
info.m_width = tex_w;
|
|
info.m_height = tex_h;
|
|
info.m_texture_format = baseFormat;
|
|
if (is_xfb_copy)
|
|
{
|
|
for (const auto& action : g_graphics_mod_manager->GetXFBActions(info))
|
|
{
|
|
action->OnXFB();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool skip = false;
|
|
GraphicsModActionData::EFB efb{tex_w, tex_h, &skip, &scaled_tex_w, &scaled_tex_h};
|
|
for (const auto& action : g_graphics_mod_manager->GetEFBActions(info))
|
|
{
|
|
action->OnEFB(&efb);
|
|
}
|
|
if (skip == true)
|
|
{
|
|
if (copy_to_ram)
|
|
UninitializeEFBMemory(dst, dstStride, bytes_per_row, num_blocks_y);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (dstStride < bytes_per_row)
|
|
{
|
|
// This kind of efb copy results in a scrambled image.
|
|
// I'm pretty sure no game actually wants to do this, it might be caused by a
|
|
// programming bug in the game, or a CPU/Bounding box emulation issue with dolphin.
|
|
// The copy_to_ram code path above handles this "correctly" and scrambles the image
|
|
// but the copy_to_vram code path just saves and uses unscrambled texture instead.
|
|
|
|
// To avoid a "incorrect" result, we simply skip doing the copy_to_vram code path
|
|
// so if the game does try to use the scrambled texture, dolphin will grab the scrambled
|
|
// texture (or black if copy_to_ram is also disabled) out of ram.
|
|
ERROR_LOG_FMT(VIDEO, "Memory stride too small ({} < {})", dstStride, bytes_per_row);
|
|
copy_to_vram = false;
|
|
}
|
|
|
|
// We also linear filtering for both box filtering and downsampling higher resolutions to 1x.
|
|
// TODO: This only produces perfect downsampling for 2x IR, other resolutions will need more
|
|
// complex down filtering to average all pixels and produce the correct result.
|
|
const bool linear_filter =
|
|
!is_depth_copy &&
|
|
(scaleByHalf || g_framebuffer_manager->GetEFBScale() != 1 || y_scale > 1.0f);
|
|
|
|
RcTcacheEntry entry;
|
|
if (copy_to_vram)
|
|
{
|
|
// create the texture
|
|
const TextureConfig config(scaled_tex_w, scaled_tex_h, 1, g_framebuffer_manager->GetEFBLayers(),
|
|
1, AbstractTextureFormat::RGBA8, AbstractTextureFlag_RenderTarget,
|
|
AbstractTextureType::Texture_2DArray);
|
|
entry = AllocateCacheEntry(config);
|
|
if (entry)
|
|
{
|
|
entry->SetGeneralParameters(dstAddr, 0, baseFormat, is_xfb_copy);
|
|
entry->SetDimensions(tex_w, tex_h, 1);
|
|
entry->frameCount = FRAMECOUNT_INVALID;
|
|
if (is_xfb_copy)
|
|
{
|
|
entry->should_force_safe_hashing = is_xfb_copy;
|
|
entry->SetXfbCopy(dstStride);
|
|
}
|
|
else
|
|
{
|
|
entry->SetEfbCopy(dstStride);
|
|
}
|
|
entry->may_have_overlapping_textures = false;
|
|
entry->is_custom_tex = false;
|
|
|
|
CopyEFBToCacheEntry(entry, is_depth_copy, srcRect, scaleByHalf, linear_filter, dstFormat,
|
|
isIntensity, gamma, clamp_top, clamp_bottom,
|
|
GetVRAMCopyFilterCoefficients(filter_coefficients));
|
|
|
|
if (is_xfb_copy && (g_ActiveConfig.bDumpXFBTarget || g_ActiveConfig.bGraphicMods))
|
|
{
|
|
const std::string id = fmt::format("{}x{}", tex_w, tex_h);
|
|
if (g_ActiveConfig.bGraphicMods)
|
|
{
|
|
entry->texture_info_name = fmt::format("{}_{}", XFB_DUMP_PREFIX, id);
|
|
}
|
|
|
|
if (g_ActiveConfig.bDumpXFBTarget)
|
|
{
|
|
entry->texture->Save(fmt::format("{}{}_n{:06}_{}.png",
|
|
File::GetUserPath(D_DUMPTEXTURES_IDX), XFB_DUMP_PREFIX,
|
|
xfb_count++, id),
|
|
0);
|
|
}
|
|
}
|
|
else if (g_ActiveConfig.bDumpEFBTarget || g_ActiveConfig.bGraphicMods)
|
|
{
|
|
const std::string id = fmt::format("{}x{}_{}", tex_w, tex_h, static_cast<int>(baseFormat));
|
|
if (g_ActiveConfig.bGraphicMods)
|
|
{
|
|
entry->texture_info_name = fmt::format("{}_{}", EFB_DUMP_PREFIX, id);
|
|
}
|
|
|
|
if (g_ActiveConfig.bDumpEFBTarget)
|
|
{
|
|
static int efb_count = 0;
|
|
entry->texture->Save(fmt::format("{}{}_n{:06}_{}.png",
|
|
File::GetUserPath(D_DUMPTEXTURES_IDX), EFB_DUMP_PREFIX,
|
|
efb_count++, id),
|
|
0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (copy_to_ram)
|
|
{
|
|
const std::array<u32, 3> coefficients = GetRAMCopyFilterCoefficients(filter_coefficients);
|
|
PixelFormat srcFormat = bpmem.zcontrol.pixel_format;
|
|
EFBCopyParams format(srcFormat, dstFormat, is_depth_copy, isIntensity,
|
|
AllCopyFilterCoefsNeeded(coefficients),
|
|
CopyFilterCanOverflow(coefficients), gamma != 1.0);
|
|
|
|
std::unique_ptr<AbstractStagingTexture> staging_texture = GetEFBCopyStagingTexture();
|
|
if (staging_texture)
|
|
{
|
|
CopyEFB(staging_texture.get(), format, tex_w, bytes_per_row, num_blocks_y, dstStride, srcRect,
|
|
scaleByHalf, linear_filter, y_scale, gamma, clamp_top, clamp_bottom, coefficients);
|
|
|
|
// We can't defer if there is no VRAM copy (since we need to update the hash).
|
|
if (!copy_to_vram || !g_ActiveConfig.bDeferEFBCopies)
|
|
{
|
|
// Immediately flush it.
|
|
WriteEFBCopyToRAM(dst, bytes_per_row / sizeof(u32), num_blocks_y, dstStride,
|
|
std::move(staging_texture));
|
|
}
|
|
else
|
|
{
|
|
// Defer the flush until later.
|
|
entry->pending_efb_copy = std::move(staging_texture);
|
|
entry->pending_efb_copy_width = bytes_per_row / sizeof(u32);
|
|
entry->pending_efb_copy_height = num_blocks_y;
|
|
m_pending_efb_copies.push_back(entry);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (is_xfb_copy)
|
|
{
|
|
UninitializeXFBMemory(dst, dstStride, bytes_per_row, num_blocks_y);
|
|
}
|
|
else
|
|
{
|
|
UninitializeEFBMemory(dst, dstStride, bytes_per_row, num_blocks_y);
|
|
}
|
|
}
|
|
|
|
// Invalidate all textures, if they are either fully overwritten by our efb copy, or if they
|
|
// have a different stride than our efb copy. Partly overwritten textures with the same stride
|
|
// as our efb copy are marked to check them for partial texture updates.
|
|
// TODO: The logic to detect overlapping strided efb copies is not 100% accurate.
|
|
bool strided_efb_copy = dstStride != bytes_per_row;
|
|
auto iter = FindOverlappingTextures(dstAddr, covered_range);
|
|
while (iter.first != iter.second)
|
|
{
|
|
RcTcacheEntry& overlapping_entry = iter.first->second;
|
|
|
|
if (overlapping_entry->addr == dstAddr && overlapping_entry->is_xfb_copy)
|
|
{
|
|
for (auto& reference : overlapping_entry->references)
|
|
{
|
|
reference->reference_changed = true;
|
|
}
|
|
}
|
|
|
|
if (overlapping_entry->OverlapsMemoryRange(dstAddr, covered_range))
|
|
{
|
|
u32 overlap_range = std::min(overlapping_entry->addr + overlapping_entry->size_in_bytes,
|
|
dstAddr + covered_range) -
|
|
std::max(overlapping_entry->addr, dstAddr);
|
|
if (!copy_to_vram || overlapping_entry->memory_stride != dstStride ||
|
|
(!strided_efb_copy && overlapping_entry->size_in_bytes == overlap_range) ||
|
|
(strided_efb_copy && overlapping_entry->size_in_bytes == overlap_range &&
|
|
overlapping_entry->addr == dstAddr))
|
|
{
|
|
// Pending EFB copies which are completely covered by this new copy can simply be tossed,
|
|
// instead of having to flush them later on, since this copy will write over everything.
|
|
iter.first = InvalidateTexture(iter.first, true);
|
|
continue;
|
|
}
|
|
|
|
// We don't want to change the may_have_overlapping_textures flag on XFB container entries
|
|
// because otherwise they can't be re-used/updated, leaking textures for several frames.
|
|
if (!overlapping_entry->is_xfb_container)
|
|
overlapping_entry->may_have_overlapping_textures = true;
|
|
|
|
// There are cases (Rogue Squadron 2 / Texas Holdem on Wiiware) where
|
|
// for xfb copies the textures overlap which causes the hash of the first copy
|
|
// to be different (from when it was originally created). This has no implications
|
|
// for XFB2Tex because the underlying memory doesn't change (dummy values) but
|
|
// can affect XFB2Ram when we compare the texture cache copy hash with the
|
|
// newly computed hash
|
|
// By calculating the hash when we receive overlapping xfbs, we are able
|
|
// to mitigate this
|
|
if (overlapping_entry->is_xfb_copy && copy_to_ram)
|
|
{
|
|
overlapping_entry->hash = overlapping_entry->CalculateHash();
|
|
}
|
|
|
|
// Do not load textures by hash, if they were at least partly overwritten by an efb copy.
|
|
// In this case, comparing the hash is not enough to check, if two textures are identical.
|
|
if (overlapping_entry->textures_by_hash_iter != m_textures_by_hash.end())
|
|
{
|
|
m_textures_by_hash.erase(overlapping_entry->textures_by_hash_iter);
|
|
overlapping_entry->textures_by_hash_iter = m_textures_by_hash.end();
|
|
}
|
|
}
|
|
++iter.first;
|
|
}
|
|
|
|
if (OpcodeDecoder::g_record_fifo_data)
|
|
{
|
|
// Mark the memory behind this efb copy as dynamicly generated for the Fifo log
|
|
u32 address = dstAddr;
|
|
for (u32 i = 0; i < num_blocks_y; i++)
|
|
{
|
|
Core::System::GetInstance().GetFifoRecorder().UseMemory(address, bytes_per_row,
|
|
MemoryUpdate::Type::TextureMap, true);
|
|
address += dstStride;
|
|
}
|
|
}
|
|
|
|
// Even if the copy is deferred, still compute the hash. This way if the copy is used as a texture
|
|
// in a subsequent draw before it is flushed, it will have the same hash.
|
|
if (entry)
|
|
{
|
|
const u64 hash = entry->CalculateHash();
|
|
entry->SetHashes(hash, hash);
|
|
m_textures_by_address.emplace(dstAddr, std::move(entry));
|
|
}
|
|
}
|
|
|
|
void TextureCacheBase::FlushEFBCopies()
|
|
{
|
|
if (m_pending_efb_copies.empty())
|
|
return;
|
|
|
|
for (auto& entry : m_pending_efb_copies)
|
|
FlushEFBCopy(entry.get());
|
|
m_pending_efb_copies.clear();
|
|
}
|
|
|
|
void TextureCacheBase::FlushStaleBinds()
|
|
{
|
|
for (u32 i = 0; i < m_bound_textures.size(); i++)
|
|
{
|
|
if (!TMEM::IsCached(i))
|
|
m_bound_textures[i].reset();
|
|
}
|
|
}
|
|
|
|
void TextureCacheBase::WriteEFBCopyToRAM(u8* dst_ptr, u32 width, u32 height, u32 stride,
|
|
std::unique_ptr<AbstractStagingTexture> staging_texture)
|
|
{
|
|
MathUtil::Rectangle<int> copy_rect(0, 0, static_cast<int>(width), static_cast<int>(height));
|
|
staging_texture->ReadTexels(copy_rect, dst_ptr, stride);
|
|
ReleaseEFBCopyStagingTexture(std::move(staging_texture));
|
|
}
|
|
|
|
void TextureCacheBase::FlushEFBCopy(TCacheEntry* entry)
|
|
{
|
|
const u32 covered_range = entry->pending_efb_copy_height * entry->memory_stride;
|
|
|
|
// Copy from texture -> guest memory.
|
|
auto& system = Core::System::GetInstance();
|
|
auto& memory = system.GetMemory();
|
|
u8* const dst = memory.GetPointerForRange(entry->addr, covered_range);
|
|
WriteEFBCopyToRAM(dst, entry->pending_efb_copy_width, entry->pending_efb_copy_height,
|
|
entry->memory_stride, std::move(entry->pending_efb_copy));
|
|
|
|
// If the EFB copy was invalidated (e.g. the bloom case mentioned in InvalidateTexture), we don't
|
|
// need to do anything more. The entry will be automatically deleted by smart pointers
|
|
if (entry->invalidated)
|
|
return;
|
|
|
|
// Re-hash the texture now that the guest memory is populated.
|
|
// This should be safe because we'll catch any writes before the game can modify it.
|
|
const u64 hash = entry->CalculateHash();
|
|
entry->SetHashes(hash, hash);
|
|
|
|
// Check for any overlapping XFB copies which now need the hash recomputed.
|
|
// See the comment above regarding Rogue Squadron 2.
|
|
if (entry->is_xfb_copy)
|
|
{
|
|
auto range = FindOverlappingTextures(entry->addr, covered_range);
|
|
for (auto iter = range.first; iter != range.second; ++iter)
|
|
{
|
|
auto& overlapping_entry = iter->second;
|
|
if (overlapping_entry->may_have_overlapping_textures && overlapping_entry->is_xfb_copy &&
|
|
overlapping_entry->OverlapsMemoryRange(entry->addr, covered_range))
|
|
{
|
|
const u64 overlapping_hash = overlapping_entry->CalculateHash();
|
|
entry->SetHashes(overlapping_hash, overlapping_hash);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
std::unique_ptr<AbstractStagingTexture> TextureCacheBase::GetEFBCopyStagingTexture()
|
|
{
|
|
// Pull off the back first to re-use the most frequently used textures.
|
|
if (!m_efb_copy_staging_texture_pool.empty())
|
|
{
|
|
auto ptr = std::move(m_efb_copy_staging_texture_pool.back());
|
|
m_efb_copy_staging_texture_pool.pop_back();
|
|
return ptr;
|
|
}
|
|
|
|
std::unique_ptr<AbstractStagingTexture> tex = g_gfx->CreateStagingTexture(
|
|
StagingTextureType::Readback, m_efb_encoding_texture->GetConfig());
|
|
if (!tex)
|
|
WARN_LOG_FMT(VIDEO, "Failed to create EFB copy staging texture");
|
|
|
|
return tex;
|
|
}
|
|
|
|
void TextureCacheBase::ReleaseEFBCopyStagingTexture(std::unique_ptr<AbstractStagingTexture> tex)
|
|
{
|
|
m_efb_copy_staging_texture_pool.push_back(std::move(tex));
|
|
}
|
|
|
|
void TextureCacheBase::UninitializeEFBMemory(u8* dst, u32 stride, u32 bytes_per_row,
|
|
u32 num_blocks_y)
|
|
{
|
|
// Hack: Most games don't actually need the correct texture data in RAM
|
|
// and we can just keep a copy in VRAM. We zero the memory so we
|
|
// can check it hasn't changed before using our copy in VRAM.
|
|
u8* ptr = dst;
|
|
for (u32 i = 0; i < num_blocks_y; i++)
|
|
{
|
|
std::memset(ptr, 0, bytes_per_row);
|
|
ptr += stride;
|
|
}
|
|
}
|
|
|
|
void TextureCacheBase::UninitializeXFBMemory(u8* dst, u32 stride, u32 bytes_per_row,
|
|
u32 num_blocks_y)
|
|
{
|
|
// Originally, we planned on using a 'key color'
|
|
// for alpha to address partial xfbs (Mario Strikers / Chicken Little).
|
|
// This work was removed since it was unfinished but there
|
|
// was still a desire to differentiate between the old and the new approach
|
|
// which is why we still set uninitialized xfb memory to fuchsia
|
|
// (Y=1,U=254,V=254) instead of dark green (Y=0,U=0,V=0) in YUV
|
|
// like is done in the EFB path.
|
|
|
|
#if defined(_M_X86_64)
|
|
__m128i sixteenBytes = _mm_set1_epi16((s16)(u16)0xFE01);
|
|
#endif
|
|
|
|
for (u32 i = 0; i < num_blocks_y; i++)
|
|
{
|
|
u32 size = bytes_per_row;
|
|
u8* rowdst = dst;
|
|
#if defined(_M_X86_64)
|
|
while (size >= 16)
|
|
{
|
|
_mm_storeu_si128((__m128i*)rowdst, sixteenBytes);
|
|
size -= 16;
|
|
rowdst += 16;
|
|
}
|
|
#endif
|
|
for (u32 offset = 0; offset < size; offset++)
|
|
{
|
|
if (offset & 1)
|
|
{
|
|
rowdst[offset] = 254;
|
|
}
|
|
else
|
|
{
|
|
rowdst[offset] = 1;
|
|
}
|
|
}
|
|
dst += stride;
|
|
}
|
|
}
|
|
|
|
RcTcacheEntry TextureCacheBase::AllocateCacheEntry(const TextureConfig& config)
|
|
{
|
|
std::optional<TexPoolEntry> alloc = AllocateTexture(config);
|
|
if (!alloc)
|
|
return {};
|
|
|
|
auto cacheEntry =
|
|
std::make_shared<TCacheEntry>(std::move(alloc->texture), std::move(alloc->framebuffer));
|
|
cacheEntry->textures_by_hash_iter = m_textures_by_hash.end();
|
|
cacheEntry->id = m_last_entry_id++;
|
|
return cacheEntry;
|
|
}
|
|
|
|
std::optional<TextureCacheBase::TexPoolEntry>
|
|
TextureCacheBase::AllocateTexture(const TextureConfig& config)
|
|
{
|
|
TexPool::iterator iter = FindMatchingTextureFromPool(config);
|
|
if (iter != m_texture_pool.end())
|
|
{
|
|
auto entry = std::move(iter->second);
|
|
m_texture_pool.erase(iter);
|
|
return std::move(entry);
|
|
}
|
|
|
|
std::unique_ptr<AbstractTexture> texture = g_gfx->CreateTexture(config);
|
|
if (!texture)
|
|
{
|
|
WARN_LOG_FMT(VIDEO, "Failed to allocate a {}x{}x{} texture", config.width, config.height,
|
|
config.layers);
|
|
return {};
|
|
}
|
|
|
|
std::unique_ptr<AbstractFramebuffer> framebuffer;
|
|
if (config.IsRenderTarget())
|
|
{
|
|
framebuffer = g_gfx->CreateFramebuffer(texture.get(), nullptr);
|
|
if (!framebuffer)
|
|
{
|
|
WARN_LOG_FMT(VIDEO, "Failed to allocate a {}x{}x{} framebuffer", config.width, config.height,
|
|
config.layers);
|
|
return {};
|
|
}
|
|
}
|
|
|
|
INCSTAT(g_stats.num_textures_created);
|
|
return TexPoolEntry(std::move(texture), std::move(framebuffer));
|
|
}
|
|
|
|
TextureCacheBase::TexPool::iterator
|
|
TextureCacheBase::FindMatchingTextureFromPool(const TextureConfig& config)
|
|
{
|
|
// Find a texture from the pool that does not have a frameCount of FRAMECOUNT_INVALID.
|
|
// This prevents a texture from being used twice in a single frame with different data,
|
|
// which potentially means that a driver has to maintain two copies of the texture anyway.
|
|
// Render-target textures are fine through, as they have to be generated in a seperated pass.
|
|
// As non-render-target textures are usually static, this should not matter much.
|
|
auto range = m_texture_pool.equal_range(config);
|
|
auto matching_iter = std::find_if(range.first, range.second, [](const auto& iter) {
|
|
return iter.first.IsRenderTarget() || iter.second.frameCount != FRAMECOUNT_INVALID;
|
|
});
|
|
return matching_iter != range.second ? matching_iter : m_texture_pool.end();
|
|
}
|
|
|
|
TextureCacheBase::TexAddrCache::iterator TextureCacheBase::GetTexCacheIter(TCacheEntry* entry)
|
|
{
|
|
auto iter_range = m_textures_by_address.equal_range(entry->addr);
|
|
TexAddrCache::iterator iter = iter_range.first;
|
|
while (iter != iter_range.second)
|
|
{
|
|
if (iter->second.get() == entry)
|
|
{
|
|
return iter;
|
|
}
|
|
++iter;
|
|
}
|
|
return m_textures_by_address.end();
|
|
}
|
|
|
|
std::pair<TextureCacheBase::TexAddrCache::iterator, TextureCacheBase::TexAddrCache::iterator>
|
|
TextureCacheBase::FindOverlappingTextures(u32 addr, u32 size_in_bytes)
|
|
{
|
|
// We index by the starting address only, so there is no way to query all textures
|
|
// which end after the given addr. But the GC textures have a limited size, so we
|
|
// look for all textures which have a start address bigger than addr minus the maximal
|
|
// texture size. But this yields false-positives which must be checked later on.
|
|
|
|
// 1024 x 1024 texel times 8 nibbles per texel
|
|
constexpr u32 max_texture_size = 1024 * 1024 * 4;
|
|
u32 lower_addr = addr > max_texture_size ? addr - max_texture_size : 0;
|
|
auto begin = m_textures_by_address.lower_bound(lower_addr);
|
|
auto end = m_textures_by_address.upper_bound(addr + size_in_bytes);
|
|
|
|
return std::make_pair(begin, end);
|
|
}
|
|
|
|
TextureCacheBase::TexAddrCache::iterator
|
|
TextureCacheBase::InvalidateTexture(TexAddrCache::iterator iter, bool discard_pending_efb_copy)
|
|
{
|
|
if (iter == m_textures_by_address.end())
|
|
return m_textures_by_address.end();
|
|
|
|
RcTcacheEntry& entry = iter->second;
|
|
|
|
if (entry->textures_by_hash_iter != m_textures_by_hash.end())
|
|
{
|
|
m_textures_by_hash.erase(entry->textures_by_hash_iter);
|
|
entry->textures_by_hash_iter = m_textures_by_hash.end();
|
|
}
|
|
|
|
// If this is a pending EFB copy, we don't want to flush it here.
|
|
// Why? Because let's say a game is rendering a bloom-type effect, using EFB copies to essentially
|
|
// downscale the framebuffer. Copy from EFB->Texture, draw texture to EFB, copy EFB->Texture,
|
|
// draw, repeat. The second copy will invalidate the first, forcing a flush. Which means we lose
|
|
// any benefit of EFB copy batching. So instead, let's just leave the EFB copy pending, but remove
|
|
// it from the texture cache. This way we don't use the old VRAM copy. When the EFB copies are
|
|
// eventually flushed, they will overwrite each other, and the end result should be the same.
|
|
if (entry->pending_efb_copy)
|
|
{
|
|
if (discard_pending_efb_copy)
|
|
{
|
|
// If the RAM copy is being completely overwritten by a new EFB copy, we can discard the
|
|
// existing pending copy, and not bother waiting for it in the future. This happens in
|
|
// Xenoblade's sunset scene, where 35 copies are done per frame, and 25 of them are
|
|
// copied to the same address, and can be skipped.
|
|
ReleaseEFBCopyStagingTexture(std::move(entry->pending_efb_copy));
|
|
auto pending_it = std::find(m_pending_efb_copies.begin(), m_pending_efb_copies.end(), entry);
|
|
if (pending_it != m_pending_efb_copies.end())
|
|
m_pending_efb_copies.erase(pending_it);
|
|
}
|
|
else
|
|
{
|
|
// The texture data has already been copied into the staging texture, so it's valid to
|
|
// optimistically release the texture data. Will slightly lower VRAM usage.
|
|
if (!entry->IsLocked())
|
|
ReleaseToPool(entry.get());
|
|
}
|
|
}
|
|
entry->invalidated = true;
|
|
|
|
return m_textures_by_address.erase(iter);
|
|
}
|
|
|
|
void TextureCacheBase::ReleaseToPool(TCacheEntry* entry)
|
|
{
|
|
if (!entry->texture)
|
|
return;
|
|
auto config = entry->texture->GetConfig();
|
|
m_texture_pool.emplace(config,
|
|
TexPoolEntry(std::move(entry->texture), std::move(entry->framebuffer)));
|
|
}
|
|
|
|
bool TextureCacheBase::CreateUtilityTextures()
|
|
{
|
|
constexpr TextureConfig encoding_texture_config(
|
|
EFB_WIDTH * 4, 1024, 1, 1, 1, AbstractTextureFormat::BGRA8, AbstractTextureFlag_RenderTarget,
|
|
AbstractTextureType::Texture_2DArray);
|
|
m_efb_encoding_texture = g_gfx->CreateTexture(encoding_texture_config, "EFB encoding texture");
|
|
if (!m_efb_encoding_texture)
|
|
return false;
|
|
|
|
m_efb_encoding_framebuffer = g_gfx->CreateFramebuffer(m_efb_encoding_texture.get(), nullptr);
|
|
if (!m_efb_encoding_framebuffer)
|
|
return false;
|
|
|
|
if (g_ActiveConfig.backend_info.bSupportsGPUTextureDecoding)
|
|
{
|
|
constexpr TextureConfig decoding_texture_config(
|
|
1024, 1024, 1, 1, 1, AbstractTextureFormat::RGBA8, AbstractTextureFlag_ComputeImage,
|
|
AbstractTextureType::Texture_2DArray);
|
|
m_decoding_texture =
|
|
g_gfx->CreateTexture(decoding_texture_config, "GPU texture decoding texture");
|
|
if (!m_decoding_texture)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void TextureCacheBase::CopyEFBToCacheEntry(RcTcacheEntry& entry, bool is_depth_copy,
|
|
const MathUtil::Rectangle<int>& src_rect,
|
|
bool scale_by_half, bool linear_filter,
|
|
EFBCopyFormat dst_format, bool is_intensity, float gamma,
|
|
bool clamp_top, bool clamp_bottom,
|
|
const std::array<u32, 3>& filter_coefficients)
|
|
{
|
|
// Flush EFB pokes first, as they're expected to be included.
|
|
g_framebuffer_manager->FlushEFBPokes();
|
|
|
|
// Get the pipeline which we will be using. If the compilation failed, this will be null.
|
|
const AbstractPipeline* copy_pipeline = g_shader_cache->GetEFBCopyToVRAMPipeline(
|
|
TextureConversionShaderGen::GetShaderUid(dst_format, is_depth_copy, is_intensity,
|
|
scale_by_half, 1.0f / gamma, filter_coefficients));
|
|
if (!copy_pipeline)
|
|
{
|
|
WARN_LOG_FMT(VIDEO, "Skipping EFB copy to VRAM due to missing pipeline.");
|
|
return;
|
|
}
|
|
|
|
const auto scaled_src_rect = g_framebuffer_manager->ConvertEFBRectangle(src_rect);
|
|
const auto framebuffer_rect = g_gfx->ConvertFramebufferRectangle(
|
|
scaled_src_rect, g_framebuffer_manager->GetEFBFramebuffer());
|
|
AbstractTexture* src_texture =
|
|
is_depth_copy ? g_framebuffer_manager->ResolveEFBDepthTexture(framebuffer_rect) :
|
|
g_framebuffer_manager->ResolveEFBColorTexture(framebuffer_rect);
|
|
|
|
src_texture->FinishedRendering();
|
|
g_gfx->BeginUtilityDrawing();
|
|
|
|
// Fill uniform buffer.
|
|
struct Uniforms
|
|
{
|
|
float src_left, src_top, src_width, src_height;
|
|
std::array<u32, 3> filter_coefficients;
|
|
float gamma_rcp;
|
|
float clamp_top;
|
|
float clamp_bottom;
|
|
float pixel_height;
|
|
u32 padding;
|
|
};
|
|
Uniforms uniforms;
|
|
const float rcp_efb_width = 1.0f / static_cast<float>(g_framebuffer_manager->GetEFBWidth());
|
|
const u32 efb_height = g_framebuffer_manager->GetEFBHeight();
|
|
const float rcp_efb_height = 1.0f / static_cast<float>(efb_height);
|
|
uniforms.src_left = framebuffer_rect.left * rcp_efb_width;
|
|
uniforms.src_top = framebuffer_rect.top * rcp_efb_height;
|
|
uniforms.src_width = framebuffer_rect.GetWidth() * rcp_efb_width;
|
|
uniforms.src_height = framebuffer_rect.GetHeight() * rcp_efb_height;
|
|
uniforms.filter_coefficients = filter_coefficients;
|
|
uniforms.gamma_rcp = 1.0f / gamma;
|
|
// NOTE: when the clamp bits aren't set, the hardware will happily read beyond the EFB,
|
|
// which returns random garbage from the empty bus (confirmed by hardware tests).
|
|
//
|
|
// In our implementation, the garbage just so happens to be the top or bottom row.
|
|
// Statistically, that could happen.
|
|
const u32 top_coord = clamp_top ? framebuffer_rect.top : 0;
|
|
uniforms.clamp_top = (static_cast<float>(top_coord) + .5f) * rcp_efb_height;
|
|
const u32 bottom_coord = (clamp_bottom ? framebuffer_rect.bottom : efb_height) - 1;
|
|
uniforms.clamp_bottom = (static_cast<float>(bottom_coord) + .5f) * rcp_efb_height;
|
|
uniforms.pixel_height = g_ActiveConfig.bCopyEFBScaled ? rcp_efb_height : 1.0f / EFB_HEIGHT;
|
|
uniforms.padding = 0;
|
|
g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms));
|
|
|
|
// Use the copy pipeline to render the VRAM copy.
|
|
g_gfx->SetAndDiscardFramebuffer(entry->framebuffer.get());
|
|
g_gfx->SetViewportAndScissor(entry->framebuffer->GetRect());
|
|
g_gfx->SetPipeline(copy_pipeline);
|
|
g_gfx->SetTexture(0, src_texture);
|
|
g_gfx->SetSamplerState(0, linear_filter ? RenderState::GetLinearSamplerState() :
|
|
RenderState::GetPointSamplerState());
|
|
g_gfx->Draw(0, 3);
|
|
g_gfx->EndUtilityDrawing();
|
|
entry->texture->FinishedRendering();
|
|
}
|
|
|
|
void TextureCacheBase::CopyEFB(AbstractStagingTexture* dst, const EFBCopyParams& params,
|
|
u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
|
|
u32 memory_stride, const MathUtil::Rectangle<int>& src_rect,
|
|
bool scale_by_half, bool linear_filter, float y_scale, float gamma,
|
|
bool clamp_top, bool clamp_bottom,
|
|
const std::array<u32, 3>& filter_coefficients)
|
|
{
|
|
// Flush EFB pokes first, as they're expected to be included.
|
|
g_framebuffer_manager->FlushEFBPokes();
|
|
|
|
// Get the pipeline which we will be using. If the compilation failed, this will be null.
|
|
const AbstractPipeline* copy_pipeline = g_shader_cache->GetEFBCopyToRAMPipeline(params);
|
|
if (!copy_pipeline)
|
|
{
|
|
WARN_LOG_FMT(VIDEO, "Skipping EFB copy to VRAM due to missing pipeline.");
|
|
return;
|
|
}
|
|
|
|
const auto scaled_src_rect = g_framebuffer_manager->ConvertEFBRectangle(src_rect);
|
|
const auto framebuffer_rect = g_gfx->ConvertFramebufferRectangle(
|
|
scaled_src_rect, g_framebuffer_manager->GetEFBFramebuffer());
|
|
AbstractTexture* src_texture =
|
|
params.depth ? g_framebuffer_manager->ResolveEFBDepthTexture(framebuffer_rect) :
|
|
g_framebuffer_manager->ResolveEFBColorTexture(framebuffer_rect);
|
|
|
|
src_texture->FinishedRendering();
|
|
g_gfx->BeginUtilityDrawing();
|
|
|
|
// Fill uniform buffer.
|
|
struct Uniforms
|
|
{
|
|
std::array<s32, 4> position_uniform;
|
|
float y_scale;
|
|
float gamma_rcp;
|
|
float clamp_top;
|
|
float clamp_bottom;
|
|
std::array<u32, 3> filter_coefficients;
|
|
u32 padding;
|
|
};
|
|
Uniforms encoder_params;
|
|
const u32 efb_height = g_framebuffer_manager->GetEFBHeight();
|
|
const float rcp_efb_height = 1.0f / static_cast<float>(efb_height);
|
|
encoder_params.position_uniform[0] = src_rect.left;
|
|
encoder_params.position_uniform[1] = src_rect.top;
|
|
encoder_params.position_uniform[2] = static_cast<s32>(native_width);
|
|
encoder_params.position_uniform[3] = scale_by_half ? 2 : 1;
|
|
encoder_params.y_scale = y_scale;
|
|
encoder_params.gamma_rcp = 1.0f / gamma;
|
|
// NOTE: when the clamp bits aren't set, the hardware will happily read beyond the EFB,
|
|
// which returns random garbage from the empty bus (confirmed by hardware tests).
|
|
//
|
|
// In our implementation, the garbage just so happens to be the top or bottom row.
|
|
// Statistically, that could happen.
|
|
const u32 top_coord = clamp_top ? framebuffer_rect.top : 0;
|
|
encoder_params.clamp_top = (static_cast<float>(top_coord) + .5f) * rcp_efb_height;
|
|
const u32 bottom_coord = (clamp_bottom ? framebuffer_rect.bottom : efb_height) - 1;
|
|
encoder_params.clamp_bottom = (static_cast<float>(bottom_coord) + .5f) * rcp_efb_height;
|
|
encoder_params.filter_coefficients = filter_coefficients;
|
|
g_vertex_manager->UploadUtilityUniforms(&encoder_params, sizeof(encoder_params));
|
|
|
|
// Because the shader uses gl_FragCoord and we read it back, we must render to the lower-left.
|
|
const u32 render_width = bytes_per_row / sizeof(u32);
|
|
const u32 render_height = num_blocks_y;
|
|
const auto encode_rect = MathUtil::Rectangle<int>(0, 0, render_width, render_height);
|
|
|
|
// Render to GPU texture, and then copy to CPU-accessible texture.
|
|
g_gfx->SetAndDiscardFramebuffer(m_efb_encoding_framebuffer.get());
|
|
g_gfx->SetViewportAndScissor(encode_rect);
|
|
g_gfx->SetPipeline(copy_pipeline);
|
|
g_gfx->SetTexture(0, src_texture);
|
|
g_gfx->SetSamplerState(0, linear_filter ? RenderState::GetLinearSamplerState() :
|
|
RenderState::GetPointSamplerState());
|
|
g_gfx->Draw(0, 3);
|
|
dst->CopyFromTexture(m_efb_encoding_texture.get(), encode_rect, 0, 0, encode_rect);
|
|
g_gfx->EndUtilityDrawing();
|
|
|
|
// Flush if there's sufficient draws between this copy and the last.
|
|
g_vertex_manager->OnEFBCopyToRAM();
|
|
}
|
|
|
|
bool TextureCacheBase::DecodeTextureOnGPU(RcTcacheEntry& entry, u32 dst_level, const u8* data,
|
|
u32 data_size, TextureFormat format, u32 width,
|
|
u32 height, u32 aligned_width, u32 aligned_height,
|
|
u32 row_stride, const u8* palette,
|
|
TLUTFormat palette_format)
|
|
{
|
|
const auto* info = TextureConversionShaderTiled::GetDecodingShaderInfo(format);
|
|
if (!info)
|
|
return false;
|
|
|
|
const AbstractShader* shader = g_shader_cache->GetTextureDecodingShader(
|
|
format, info->palette_size != 0 ? std::make_optional(palette_format) : std::nullopt);
|
|
if (!shader)
|
|
return false;
|
|
|
|
// Copy to GPU-visible buffer, aligned to the data type.
|
|
const u32 bytes_per_buffer_elem =
|
|
VertexManagerBase::GetTexelBufferElementSize(info->buffer_format);
|
|
|
|
// Allocate space in stream buffer, and copy texture + palette across.
|
|
u32 src_offset = 0, palette_offset = 0;
|
|
if (info->palette_size > 0)
|
|
{
|
|
if (!g_vertex_manager->UploadTexelBuffer(data, data_size, info->buffer_format, &src_offset,
|
|
palette, info->palette_size,
|
|
TEXEL_BUFFER_FORMAT_R16_UINT, &palette_offset))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!g_vertex_manager->UploadTexelBuffer(data, data_size, info->buffer_format, &src_offset))
|
|
return false;
|
|
}
|
|
|
|
// Set up uniforms.
|
|
struct Uniforms
|
|
{
|
|
u32 dst_width, dst_height;
|
|
u32 src_width, src_height;
|
|
u32 src_offset, src_row_stride;
|
|
u32 palette_offset, unused;
|
|
} uniforms = {width, height, aligned_width,
|
|
aligned_height, src_offset, row_stride / bytes_per_buffer_elem,
|
|
palette_offset};
|
|
g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms));
|
|
g_gfx->SetComputeImageTexture(0, m_decoding_texture.get(), false, true);
|
|
|
|
auto dispatch_groups =
|
|
TextureConversionShaderTiled::GetDispatchCount(info, aligned_width, aligned_height);
|
|
g_gfx->DispatchComputeShader(shader, info->group_size_x, info->group_size_y, 1,
|
|
dispatch_groups.first, dispatch_groups.second, 1);
|
|
|
|
// Copy from decoding texture -> final texture
|
|
// This is because we don't want to have to create compute view for every layer
|
|
const auto copy_rect = entry->texture->GetConfig().GetMipRect(dst_level);
|
|
entry->texture->CopyRectangleFromTexture(m_decoding_texture.get(), copy_rect, 0, 0, copy_rect, 0,
|
|
dst_level);
|
|
entry->texture->FinishedRendering();
|
|
return true;
|
|
}
|
|
|
|
u32 TCacheEntry::BytesPerRow() const
|
|
{
|
|
// RGBA takes two cache lines per block; all others take one
|
|
const u32 bytes_per_block = format == TextureFormat::RGBA8 ? 64 : 32;
|
|
|
|
return NumBlocksX() * bytes_per_block;
|
|
}
|
|
|
|
u32 TCacheEntry::NumBlocksX() const
|
|
{
|
|
const u32 blockW = TexDecoder_GetBlockWidthInTexels(format.texfmt);
|
|
|
|
// Round up source height to multiple of block size
|
|
const u32 actualWidth = Common::AlignUp(native_width, blockW);
|
|
|
|
return actualWidth / blockW;
|
|
}
|
|
|
|
u32 TCacheEntry::NumBlocksY() const
|
|
{
|
|
u32 blockH = TexDecoder_GetBlockHeightInTexels(format.texfmt);
|
|
// Round up source height to multiple of block size
|
|
u32 actualHeight = Common::AlignUp(native_height, blockH);
|
|
|
|
return actualHeight / blockH;
|
|
}
|
|
|
|
void TCacheEntry::SetXfbCopy(u32 stride)
|
|
{
|
|
is_efb_copy = false;
|
|
is_xfb_copy = true;
|
|
is_xfb_container = false;
|
|
memory_stride = stride;
|
|
|
|
ASSERT_MSG(VIDEO, memory_stride >= BytesPerRow(), "Memory stride is too small");
|
|
|
|
size_in_bytes = memory_stride * NumBlocksY();
|
|
}
|
|
|
|
void TCacheEntry::SetEfbCopy(u32 stride)
|
|
{
|
|
is_efb_copy = true;
|
|
is_xfb_copy = false;
|
|
is_xfb_container = false;
|
|
memory_stride = stride;
|
|
|
|
ASSERT_MSG(VIDEO, memory_stride >= BytesPerRow(), "Memory stride is too small");
|
|
|
|
size_in_bytes = memory_stride * NumBlocksY();
|
|
}
|
|
|
|
void TCacheEntry::SetNotCopy()
|
|
{
|
|
is_efb_copy = false;
|
|
is_xfb_copy = false;
|
|
is_xfb_container = false;
|
|
}
|
|
|
|
int TCacheEntry::HashSampleSize() const
|
|
{
|
|
if (should_force_safe_hashing)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return g_ActiveConfig.iSafeTextureCache_ColorSamples;
|
|
}
|
|
|
|
u64 TCacheEntry::CalculateHash() const
|
|
{
|
|
const u32 bytes_per_row = BytesPerRow();
|
|
const u32 hash_sample_size = HashSampleSize();
|
|
|
|
// FIXME: textures from tmem won't get the correct hash.
|
|
auto& system = Core::System::GetInstance();
|
|
auto& memory = system.GetMemory();
|
|
u8* ptr = memory.GetPointerForRange(addr, size_in_bytes);
|
|
if (memory_stride == bytes_per_row)
|
|
{
|
|
return Common::GetHash64(ptr, size_in_bytes, hash_sample_size);
|
|
}
|
|
else
|
|
{
|
|
const u32 num_blocks_y = NumBlocksY();
|
|
u64 temp_hash = size_in_bytes;
|
|
|
|
u32 samples_per_row = 0;
|
|
if (hash_sample_size != 0)
|
|
{
|
|
// Hash at least 4 samples per row to avoid hashing in a bad pattern, like just on the left
|
|
// side of the efb copy
|
|
samples_per_row = std::max(hash_sample_size / num_blocks_y, 4u);
|
|
}
|
|
|
|
for (u32 i = 0; i < num_blocks_y; i++)
|
|
{
|
|
// Multiply by a prime number to mix the hash up a bit. This prevents identical blocks from
|
|
// canceling each other out
|
|
temp_hash = (temp_hash * 397) ^ Common::GetHash64(ptr, bytes_per_row, samples_per_row);
|
|
ptr += memory_stride;
|
|
}
|
|
return temp_hash;
|
|
}
|
|
}
|
|
|
|
TextureCacheBase::TexPoolEntry::TexPoolEntry(std::unique_ptr<AbstractTexture> tex,
|
|
std::unique_ptr<AbstractFramebuffer> fb)
|
|
: texture(std::move(tex)), framebuffer(std::move(fb))
|
|
{
|
|
}
|