330 lines
11 KiB
C++
330 lines
11 KiB
C++
#ifndef GPU3D_TEXCACHE
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#define GPU3D_TEXCACHE
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#include "types.h"
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#include "GPU.h"
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#include <assert.h>
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#include <unordered_map>
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#include <vector>
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#define XXH_STATIC_LINKING_ONLY
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#include "xxhash/xxhash.h"
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namespace melonDS
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{
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inline u32 TextureWidth(u32 texparam)
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{
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return 8 << ((texparam >> 20) & 0x7);
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}
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inline u32 TextureHeight(u32 texparam)
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{
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return 8 << ((texparam >> 23) & 0x7);
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}
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enum
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{
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outputFmt_RGB6A5,
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outputFmt_RGBA8,
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outputFmt_BGRA8
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};
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template <int outputFmt>
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void ConvertBitmapTexture(u32 width, u32 height, u32* output, u32 addr, GPU& gpu);
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template <int outputFmt>
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void ConvertCompressedTexture(u32 width, u32 height, u32* output, u32 addr, u32 addrAux, u32 palAddr, GPU& gpu);
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template <int outputFmt, int X, int Y>
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void ConvertAXIYTexture(u32 width, u32 height, u32* output, u32 addr, u32 palAddr, GPU& gpu);
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template <int outputFmt, int colorBits>
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void ConvertNColorsTexture(u32 width, u32 height, u32* output, u32 addr, u32 palAddr, bool color0Transparent, GPU& gpu);
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template <typename TexLoaderT, typename TexHandleT>
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class Texcache
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{
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public:
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Texcache(const TexLoaderT& texloader)
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: TexLoader(texloader) // probably better if this would be a move constructor???
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{}
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u64 MaskedHash(u8* vram, u32 vramSize, u32 addr, u32 size)
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{
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u64 hash = 0;
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while (size > 0)
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{
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u32 pieceSize;
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if (addr + size > vramSize)
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// wraps around, only do the part inside
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pieceSize = vramSize - addr;
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else
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// fits completely inside
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pieceSize = size;
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hash = XXH64(&vram[addr], pieceSize, hash);
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addr += pieceSize;
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addr &= (vramSize - 1);
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assert(size >= pieceSize);
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size -= pieceSize;
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}
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return hash;
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}
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bool CheckInvalid(u32 start, u32 size, u64 oldHash, u64* dirty, u8* vram, u32 vramSize)
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{
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u32 startBit = start / VRAMDirtyGranularity;
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u32 bitsCount = ((start + size + VRAMDirtyGranularity - 1) / VRAMDirtyGranularity) - startBit;
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u32 startEntry = startBit >> 6;
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u64 entriesCount = ((startBit + bitsCount + 0x3F) >> 6) - startEntry;
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for (u32 j = startEntry; j < startEntry + entriesCount; j++)
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{
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if (GetRangedBitMask(j, startBit, bitsCount) & dirty[j & ((vramSize / VRAMDirtyGranularity)-1)])
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{
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if (MaskedHash(vram, vramSize, start, size) != oldHash)
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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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bool Update(GPU& gpu)
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{
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auto textureDirty = gpu.VRAMDirty_Texture.DeriveState(gpu.VRAMMap_Texture, gpu);
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auto texPalDirty = gpu.VRAMDirty_TexPal.DeriveState(gpu.VRAMMap_TexPal, gpu);
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bool textureChanged = gpu.MakeVRAMFlat_TextureCoherent(textureDirty);
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bool texPalChanged = gpu.MakeVRAMFlat_TexPalCoherent(texPalDirty);
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if (textureChanged || texPalChanged)
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{
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//printf("check invalidation %d\n", TexCache.size());
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for (auto it = Cache.begin(); it != Cache.end();)
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{
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TexCacheEntry& entry = it->second;
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if (textureChanged)
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{
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for (u32 i = 0; i < 2; i++)
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{
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if (CheckInvalid(entry.TextureRAMStart[i], entry.TextureRAMSize[i],
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entry.TextureHash[i],
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textureDirty.Data,
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gpu.VRAMFlat_Texture, sizeof(gpu.VRAMFlat_Texture)))
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goto invalidate;
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}
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}
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if (texPalChanged && entry.TexPalSize > 0)
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{
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if (CheckInvalid(entry.TexPalStart, entry.TexPalSize,
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entry.TexPalHash,
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texPalDirty.Data,
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gpu.VRAMFlat_TexPal, sizeof(gpu.VRAMFlat_TexPal)))
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goto invalidate;
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}
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it++;
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continue;
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invalidate:
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FreeTextures[entry.WidthLog2][entry.HeightLog2].push_back(entry.Texture);
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//printf("invalidating texture %d\n", entry.ImageDescriptor);
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it = Cache.erase(it);
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}
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return true;
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}
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return false;
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}
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void GetTexture(GPU& gpu, u32 texParam, u32 palBase, TexHandleT& textureHandle, u32& layer, u32*& helper)
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{
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// remove sampling and texcoord gen params
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texParam &= ~0xC00F0000;
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u32 fmt = (texParam >> 26) & 0x7;
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u64 key = texParam;
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if (fmt != 7)
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{
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key |= (u64)palBase << 32;
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if (fmt == 5)
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key &= ~((u64)1 << 29);
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}
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//printf("%" PRIx64 " %" PRIx32 " %" PRIx32 "\n", key, texParam, palBase);
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assert(fmt != 0 && "no texture is not a texture format!");
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auto it = Cache.find(key);
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if (it != Cache.end())
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{
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textureHandle = it->second.Texture.TextureID;
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layer = it->second.Texture.Layer;
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helper = &it->second.LastVariant;
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return;
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}
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u32 widthLog2 = (texParam >> 20) & 0x7;
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u32 heightLog2 = (texParam >> 23) & 0x7;
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u32 width = 8 << widthLog2;
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u32 height = 8 << heightLog2;
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u32 addr = (texParam & 0xFFFF) * 8;
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TexCacheEntry entry = {0};
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entry.TextureRAMStart[0] = addr;
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entry.WidthLog2 = widthLog2;
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entry.HeightLog2 = heightLog2;
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// apparently a new texture
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if (fmt == 7)
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{
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entry.TextureRAMSize[0] = width*height*2;
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ConvertBitmapTexture<outputFmt_RGB6A5>(width, height, DecodingBuffer, addr, gpu);
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}
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else if (fmt == 5)
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{
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u32 slot1addr = 0x20000 + ((addr & 0x1FFFC) >> 1);
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if (addr >= 0x40000)
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slot1addr += 0x10000;
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entry.TextureRAMSize[0] = width*height/16*4;
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entry.TextureRAMStart[1] = slot1addr;
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entry.TextureRAMSize[1] = width*height/16*2;
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entry.TexPalStart = palBase*16;
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entry.TexPalSize = 0x10000;
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ConvertCompressedTexture<outputFmt_RGB6A5>(width, height, DecodingBuffer, addr, slot1addr, entry.TexPalStart, gpu);
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}
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else
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{
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u32 texSize, palAddr = palBase*16, numPalEntries;
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switch (fmt)
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{
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case 1: texSize = width*height; numPalEntries = 32; break;
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case 6: texSize = width*height; numPalEntries = 8; break;
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case 2: texSize = width*height/4; numPalEntries = 4; palAddr >>= 1; break;
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case 3: texSize = width*height/2; numPalEntries = 16; break;
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case 4: texSize = width*height; numPalEntries = 256; break;
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}
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palAddr &= 0x1FFFF;
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/*printf("creating texture | fmt: %d | %dx%d | %08x | %08x\n", fmt, width, height, addr, palAddr);
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svcSleepThread(1000*1000);*/
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entry.TextureRAMSize[0] = texSize;
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entry.TexPalStart = palAddr;
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entry.TexPalSize = numPalEntries*2;
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//assert(entry.TexPalStart+entry.TexPalSize <= 128*1024*1024);
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bool color0Transparent = texParam & (1 << 29);
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switch (fmt)
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{
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case 1: ConvertAXIYTexture<outputFmt_RGB6A5, 3, 5>(width, height, DecodingBuffer, addr, palAddr, gpu); break;
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case 6: ConvertAXIYTexture<outputFmt_RGB6A5, 5, 3>(width, height, DecodingBuffer, addr, palAddr, gpu); break;
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case 2: ConvertNColorsTexture<outputFmt_RGB6A5, 2>(width, height, DecodingBuffer, addr, palAddr, color0Transparent, gpu); break;
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case 3: ConvertNColorsTexture<outputFmt_RGB6A5, 4>(width, height, DecodingBuffer, addr, palAddr, color0Transparent, gpu); break;
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case 4: ConvertNColorsTexture<outputFmt_RGB6A5, 8>(width, height, DecodingBuffer, addr, palAddr, color0Transparent, gpu); break;
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}
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}
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for (int i = 0; i < 2; i++)
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{
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if (entry.TextureRAMSize[i])
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entry.TextureHash[i] = MaskedHash(gpu.VRAMFlat_Texture, sizeof(gpu.VRAMFlat_Texture),
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entry.TextureRAMStart[i], entry.TextureRAMSize[i]);
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}
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if (entry.TexPalSize)
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entry.TexPalHash = MaskedHash(gpu.VRAMFlat_TexPal, sizeof(gpu.VRAMFlat_TexPal),
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entry.TexPalStart, entry.TexPalSize);
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auto& texArrays = TexArrays[widthLog2][heightLog2];
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auto& freeTextures = FreeTextures[widthLog2][heightLog2];
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if (freeTextures.size() == 0)
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{
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texArrays.resize(texArrays.size()+1);
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TexHandleT& array = texArrays[texArrays.size()-1];
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u32 layers = std::min<u32>((8*1024*1024) / (width*height*4), 64);
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// allocate new array texture
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//printf("allocating new layer set for %d %d %d %d\n", width, height, texArrays.size()-1, array.ImageDescriptor);
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array = TexLoader.GenerateTexture(width, height, layers);
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for (u32 i = 0; i < layers; i++)
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{
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freeTextures.push_back(TexArrayEntry{array, i});
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}
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}
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TexArrayEntry storagePlace = freeTextures[freeTextures.size()-1];
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freeTextures.pop_back();
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entry.Texture = storagePlace;
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TexLoader.UploadTexture(storagePlace.TextureID, width, height, storagePlace.Layer, DecodingBuffer);
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//printf("using storage place %d %d | %d %d (%d)\n", width, height, storagePlace.TexArrayIdx, storagePlace.LayerIdx, array.ImageDescriptor);
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textureHandle = storagePlace.TextureID;
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layer = storagePlace.Layer;
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helper = &Cache.emplace(std::make_pair(key, entry)).first->second.LastVariant;
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}
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void Reset()
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{
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for (u32 i = 0; i < 8; i++)
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{
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for (u32 j = 0; j < 8; j++)
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{
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for (u32 k = 0; k < TexArrays[i][j].size(); k++)
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TexLoader.DeleteTexture(TexArrays[i][j][k]);
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TexArrays[i][j].clear();
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FreeTextures[i][j].clear();
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}
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}
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Cache.clear();
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}
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private:
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struct TexArrayEntry
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{
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TexHandleT TextureID;
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u32 Layer;
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};
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struct TexCacheEntry
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{
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u32 LastVariant; // very cheap way to make variant lookup faster
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u32 TextureRAMStart[2], TextureRAMSize[2];
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u32 TexPalStart, TexPalSize;
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u8 WidthLog2, HeightLog2;
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TexArrayEntry Texture;
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u64 TextureHash[2];
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u64 TexPalHash;
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};
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std::unordered_map<u64, TexCacheEntry> Cache;
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TexLoaderT TexLoader;
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std::vector<TexArrayEntry> FreeTextures[8][8];
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std::vector<TexHandleT> TexArrays[8][8];
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u32 DecodingBuffer[1024*1024];
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};
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}
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#endif |