ppsspp/GPU/GLES/TextureCacheGLES.cpp

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// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
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#include <cstring>
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#include "ext/xxhash.h"
#include "gfx/gl_debug_log.h"
#include "i18n/i18n.h"
#include "math/math_util.h"
#include "profiler/profiler.h"
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#include "thin3d/GLRenderManager.h"
#include "Common/ColorConv.h"
#include "Core/Config.h"
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#include "Core/Host.h"
#include "Core/MemMap.h"
#include "Core/Reporting.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/GLES/TextureCacheGLES.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
#include "GPU/GLES/DepalettizeShaderGLES.h"
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/Common/TextureDecoder.h"
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#ifdef _M_SSE
#include <emmintrin.h>
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#endif
TextureCacheGLES::TextureCacheGLES(Draw::DrawContext *draw)
: TextureCacheCommon(draw) {
timesInvalidatedAllThisFrame_ = 0;
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lastBoundTexture = nullptr;
render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
SetupTextureDecoder();
nextTexture_ = nullptr;
}
TextureCacheGLES::~TextureCacheGLES() {
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Clear(true);
}
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void TextureCacheGLES::SetFramebufferManager(FramebufferManagerGLES *fbManager) {
framebufferManagerGL_ = fbManager;
framebufferManager_ = fbManager;
}
void TextureCacheGLES::ReleaseTexture(TexCacheEntry *entry, bool delete_them) {
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DEBUG_LOG(G3D, "Deleting texture %i", entry->textureName);
if (delete_them) {
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if (entry->textureName) {
render_->DeleteTexture(entry->textureName);
}
}
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entry->textureName = nullptr;
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}
void TextureCacheGLES::Clear(bool delete_them) {
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TextureCacheCommon::Clear(delete_them);
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}
GLenum getClutDestFormat(GEPaletteFormat format) {
switch (format) {
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case GE_CMODE_16BIT_ABGR4444:
return GL_UNSIGNED_SHORT_4_4_4_4;
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case GE_CMODE_16BIT_ABGR5551:
return GL_UNSIGNED_SHORT_5_5_5_1;
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case GE_CMODE_16BIT_BGR5650:
return GL_UNSIGNED_SHORT_5_6_5;
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case GE_CMODE_32BIT_ABGR8888:
return GL_UNSIGNED_BYTE;
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}
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return 0;
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}
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static const GLuint MinFiltGL[8] = {
GL_NEAREST,
GL_LINEAR,
GL_NEAREST,
GL_LINEAR,
GL_NEAREST_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_LINEAR_MIPMAP_LINEAR,
};
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static const GLuint MagFiltGL[2] = {
GL_NEAREST,
GL_LINEAR
};
// This should not have to be done per texture! OpenGL is silly yo
void TextureCacheGLES::UpdateSamplingParams(TexCacheEntry &entry, bool force) {
CHECK_GL_ERROR_IF_DEBUG();
int minFilt;
int magFilt;
bool sClamp;
bool tClamp;
float lodBias;
u8 maxLevel = (entry.status & TexCacheEntry::STATUS_BAD_MIPS) ? 0 : entry.maxLevel;
GETexLevelMode mode;
GetSamplingParams(minFilt, magFilt, sClamp, tClamp, lodBias, maxLevel, entry.addr, mode);
if (gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
float minLod = 0.0f;
float maxLod = 0.0f;
if (maxLevel != 0) {
// TODO: What about a swap of autoMip mode?
if (force || entry.lodBias != lodBias) {
if (mode == GE_TEXLEVEL_MODE_AUTO) {
minLod = 0.0f;
maxLod = (float)maxLevel;
} else if (mode == GE_TEXLEVEL_MODE_CONST) {
minLod = std::max(0.0f, std::min((float)maxLevel, lodBias));
maxLod = std::max(0.0f, std::min((float)maxLevel, lodBias));
} else { // mode == GE_TEXLEVEL_MODE_SLOPE) {
// It's incorrect to use the slope as a bias. Instead it should be passed
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// into the shader directly as an explicit lod level, with the bias on top. For now, we just kill the
// lodBias in this mode, working around #9772.
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#ifndef USING_GLES2
lodBias = 0.0f;
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#endif
minLod = 0.0f;
maxLod = (float)maxLevel;
}
entry.lodBias = lodBias;
}
} else {
minLod = 0.0f;
maxLod = 0.0f;
}
render_->SetTextureLod(minLod, maxLod, lodBias);
}
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if (force || entry.minFilt != minFilt || entry.magFilt != magFilt || entry.sClamp != sClamp || entry.tClamp != tClamp) {
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float aniso = 0.0f;
render_->SetTextureSampler(sClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT, tClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT, MagFiltGL[magFilt], MinFiltGL[minFilt], aniso);
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entry.minFilt = minFilt;
entry.magFilt = magFilt;
entry.sClamp = sClamp;
entry.tClamp = tClamp;
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}
CHECK_GL_ERROR_IF_DEBUG();
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}
void TextureCacheGLES::SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight) {
int minFilt;
int magFilt;
bool sClamp;
bool tClamp;
float lodBias;
GETexLevelMode mode;
GetSamplingParams(minFilt, magFilt, sClamp, tClamp, lodBias, 0, 0, mode);
minFilt &= 1; // framebuffers can't mipmap.
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float aniso = 0.0f;
render_->SetTextureSampler(sClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT, tClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT, MagFiltGL[magFilt], MinFiltGL[minFilt], aniso);
// Often the framebuffer will not match the texture size. We'll wrap/clamp in the shader in that case.
// This happens whether we have OES_texture_npot or not.
int w = gstate.getTextureWidth(0);
int h = gstate.getTextureHeight(0);
if (w != bufferWidth || h != bufferHeight) {
return;
}
}
static void ConvertColors(void *dstBuf, const void *srcBuf, GLuint dstFmt, int numPixels) {
const u32 *src = (const u32 *)srcBuf;
u32 *dst = (u32 *)dstBuf;
switch (dstFmt) {
case GL_UNSIGNED_SHORT_4_4_4_4:
ConvertRGBA4444ToABGR4444((u16 *)dst, (const u16 *)src, numPixels);
break;
// Final Fantasy 2 uses this heavily in animated textures.
case GL_UNSIGNED_SHORT_5_5_5_1:
ConvertRGBA5551ToABGR1555((u16 *)dst, (const u16 *)src, numPixels);
break;
case GL_UNSIGNED_SHORT_5_6_5:
ConvertRGB565ToBGR565((u16 *)dst, (const u16 *)src, numPixels);
break;
default:
// No need to convert RGBA8888, right order already
if (dst != src)
memcpy(dst, src, numPixels * sizeof(u32));
break;
}
}
void TextureCacheGLES::StartFrame() {
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InvalidateLastTexture();
timesInvalidatedAllThisFrame_ = 0;
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if (texelsScaledThisFrame_) {
// INFO_LOG(G3D, "Scaled %i texels", texelsScaledThisFrame_);
}
texelsScaledThisFrame_ = 0;
if (clearCacheNextFrame_) {
Clear(true);
clearCacheNextFrame_ = false;
} else {
Decimate();
}
}
void TextureCacheGLES::UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) {
const u32 clutBaseBytes = clutFormat == GE_CMODE_32BIT_ABGR8888 ? (clutBase * sizeof(u32)) : (clutBase * sizeof(u16));
// Technically, these extra bytes weren't loaded, but hopefully it was loaded earlier.
// If not, we're going to hash random data, which hopefully doesn't cause a performance issue.
//
// TODO: Actually, this seems like a hack. The game can upload part of a CLUT and reference other data.
// clutTotalBytes_ is the last amount uploaded. We should hash clutMaxBytes_, but this will often hash
// unrelated old entries for small palettes.
// Adding clutBaseBytes may just be mitigating this for some usage patterns.
const u32 clutExtendedBytes = std::min(clutTotalBytes_ + clutBaseBytes, clutMaxBytes_);
clutHash_ = DoReliableHash32((const char *)clutBufRaw_, clutExtendedBytes, 0xC0108888);
// Avoid a copy when we don't need to convert colors.
if (clutFormat != GE_CMODE_32BIT_ABGR8888) {
const int numColors = clutFormat == GE_CMODE_32BIT_ABGR8888 ? (clutMaxBytes_ / sizeof(u32)) : (clutMaxBytes_ / sizeof(u16));
ConvertColors(clutBufConverted_, clutBufRaw_, getClutDestFormat(clutFormat), numColors);
clutBuf_ = clutBufConverted_;
} else {
clutBuf_ = clutBufRaw_;
}
// Special optimization: fonts typically draw clut4 with just alpha values in a single color.
clutAlphaLinear_ = false;
clutAlphaLinearColor_ = 0;
if (clutFormat == GE_CMODE_16BIT_ABGR4444 && clutIndexIsSimple) {
const u16_le *clut = GetCurrentClut<u16_le>();
clutAlphaLinear_ = true;
clutAlphaLinearColor_ = clut[15] & 0xFFF0;
for (int i = 0; i < 16; ++i) {
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u16 step = clutAlphaLinearColor_ | i;
if (clut[i] != step) {
clutAlphaLinear_ = false;
break;
}
}
}
clutLastFormat_ = gstate.clutformat;
}
// #define DEBUG_TEXTURES
#ifdef DEBUG_TEXTURES
bool SetDebugTexture() {
static const int highlightFrames = 30;
static int numTextures = 0;
static int lastFrames = 0;
static int mostTextures = 1;
if (lastFrames != gpuStats.numFlips) {
mostTextures = std::max(mostTextures, numTextures);
numTextures = 0;
lastFrames = gpuStats.numFlips;
}
static GLuint solidTexture = 0;
bool changed = false;
if (((gpuStats.numFlips / highlightFrames) % mostTextures) == numTextures) {
if (gpuStats.numFlips % highlightFrames == 0) {
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NOTICE_LOG(G3D, "Highlighting texture # %d / %d", numTextures, mostTextures);
}
static const u32 solidTextureData[] = {0x99AA99FF};
if (solidTexture == 0) {
glGenTextures(1, &solidTexture);
glBindTexture(GL_TEXTURE_2D, solidTexture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, solidTextureData);
} else {
glBindTexture(GL_TEXTURE_2D, solidTexture);
}
changed = true;
}
++numTextures;
return changed;
}
#endif
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void TextureCacheGLES::BindTexture(TexCacheEntry *entry) {
if (entry->textureName != lastBoundTexture) {
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render_->BindTexture(0, entry->textureName);
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lastBoundTexture = entry->textureName;
}
UpdateSamplingParams(*entry, false);
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}
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void TextureCacheGLES::Unbind() {
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render_->BindTexture(0, nullptr);
InvalidateLastTexture();
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}
class TextureShaderApplier {
public:
struct Pos {
Pos(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {
}
Pos() {
}
float x;
float y;
float z;
};
struct UV {
UV(float u_, float v_) : u(u_), v(v_) {
}
UV() {
}
float u;
float v;
};
TextureShaderApplier(DepalShader *shader, float bufferW, float bufferH, int renderW, int renderH)
: shader_(shader), bufferW_(bufferW), bufferH_(bufferH), renderW_(renderW), renderH_(renderH) {
static const Pos pos[4] = {
{-1, -1, -1},
{ 1, -1, -1},
{ 1, 1, -1},
{-1, 1, -1},
};
memcpy(pos_, pos, sizeof(pos_));
static const UV uv[4] = {
{0, 0},
{1, 0},
{1, 1},
{0, 1},
};
memcpy(uv_, uv, sizeof(uv_));
}
void ApplyBounds(const KnownVertexBounds &bounds, u32 uoff, u32 voff) {
// If min is not < max, then we don't have values (wasn't set during decode.)
if (bounds.minV < bounds.maxV) {
const float invWidth = 1.0f / bufferW_;
const float invHeight = 1.0f / bufferH_;
// Inverse of half = double.
const float invHalfWidth = invWidth * 2.0f;
const float invHalfHeight = invHeight * 2.0f;
const int u1 = bounds.minU + uoff;
const int v1 = bounds.minV + voff;
const int u2 = bounds.maxU + uoff;
const int v2 = bounds.maxV + voff;
const float left = u1 * invHalfWidth - 1.0f;
const float right = u2 * invHalfWidth - 1.0f;
const float top = v1 * invHalfHeight - 1.0f;
const float bottom = v2 * invHalfHeight - 1.0f;
// Points are: BL, BR, TR, TL.
pos_[0] = Pos(left, bottom, -1.0f);
pos_[1] = Pos(right, bottom, -1.0f);
pos_[2] = Pos(right, top, -1.0f);
pos_[3] = Pos(left, top, -1.0f);
// And also the UVs, same order.
const float uvleft = u1 * invWidth;
const float uvright = u2 * invWidth;
const float uvtop = v1 * invHeight;
const float uvbottom = v2 * invHeight;
uv_[0] = UV(uvleft, uvbottom);
uv_[1] = UV(uvright, uvbottom);
uv_[2] = UV(uvright, uvtop);
uv_[3] = UV(uvleft, uvtop);
}
}
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void Use(GLRenderManager *render, DrawEngineGLES *transformDraw) {
render->BindProgram(shader_->program);
/*
// Restore will rebind all of the state below.
if (gstate_c.Supports(GPU_SUPPORTS_VAO)) {
static const GLubyte indices[4] = { 0, 1, 3, 2 };
transformDraw->BindBuffer(pos_, sizeof(pos_), uv_, sizeof(uv_));
transformDraw->BindElementBuffer(indices, sizeof(indices));
} else {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
glEnableVertexAttribArray(shader_->a_position);
glEnableVertexAttribArray(shader_->a_texcoord0);
*/
}
void Shade() {
static const GLubyte indices[4] = { 0, 1, 3, 2 };
/*
glstate.blend.force(false);
glstate.colorMask.force(true, true, true, true);
glstate.scissorTest.force(false);
glstate.cullFace.force(false);
glstate.depthTest.force(false);
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glstate.stencilTest.force(false);
#if !defined(USING_GLES2)
glstate.colorLogicOp.force(false);
#endif
glViewport(0, 0, renderW_, renderH_);
if (gstate_c.Supports(GPU_SUPPORTS_VAO)) {
glVertexAttribPointer(shader_->a_position, 3, GL_FLOAT, GL_FALSE, 12, 0);
glVertexAttribPointer(shader_->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, (void *)sizeof(pos_));
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, 0);
} else {
glVertexAttribPointer(shader_->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos_);
glVertexAttribPointer(shader_->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, uv_);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices);
}
glDisableVertexAttribArray(shader_->a_position);
glDisableVertexAttribArray(shader_->a_texcoord0);
glstate.Restore();
*/
}
protected:
DepalShader *shader_;
Pos pos_[4];
UV uv_[4];
float bufferW_;
float bufferH_;
int renderW_;
int renderH_;
};
void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
DepalShader *depal = nullptr;
uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) {
depal = depalShaderCache_->GetDepalettizeShader(clutMode, framebuffer->drawnFormat);
}
if (depal) {
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
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GLRTexture *clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_);
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Draw::Framebuffer *depalFBO = framebufferManagerGL_->GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, Draw::FBO_8888);
draw_->BindFramebufferAsRenderTarget(depalFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });
shaderManager_->DirtyLastShader();
TextureShaderApplier shaderApply(depal, framebuffer->bufferWidth, framebuffer->bufferHeight, framebuffer->renderWidth, framebuffer->renderHeight);
shaderApply.ApplyBounds(gstate_c.vertBounds, gstate_c.curTextureXOffset, gstate_c.curTextureYOffset);
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shaderApply.Use(render_, drawEngine_);
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render_->BindTexture(3, clutTexture);
framebufferManagerGL_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_SKIP_COPY);
render_->SetTextureSampler(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_NEAREST, 0.0f);
shaderApply.Shade();
draw_->BindFramebufferAsTexture(depalFBO, 0, Draw::FB_COLOR_BIT, 0);
const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16);
const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor;
TexCacheEntry::TexStatus alphaStatus = CheckAlpha((const uint8_t *)clutBuf_, getClutDestFormat(clutFormat), clutTotalColors, clutTotalColors, 1);
gstate_c.SetTextureFullAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL);
} else {
entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
framebufferManagerGL_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
gstate_c.SetTextureFullAlpha(gstate.getTextureFormat() == GE_TFMT_5650);
}
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framebufferManagerGL_->RebindFramebuffer();
SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight);
InvalidateLastTexture();
}
ReplacedTextureFormat FromGLESFormat(GLenum fmt) {
// TODO: 16-bit formats are incorrect, since swizzled.
switch (fmt) {
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case GL_UNSIGNED_SHORT_5_6_5: return ReplacedTextureFormat::F_0565_ABGR;
case GL_UNSIGNED_SHORT_5_5_5_1: return ReplacedTextureFormat::F_1555_ABGR;
case GL_UNSIGNED_SHORT_4_4_4_4: return ReplacedTextureFormat::F_4444_ABGR;
case GL_UNSIGNED_BYTE: default: return ReplacedTextureFormat::F_8888;
}
}
GLenum ToGLESFormat(ReplacedTextureFormat fmt) {
switch (fmt) {
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case ReplacedTextureFormat::F_5650: return GL_UNSIGNED_SHORT_5_6_5;
case ReplacedTextureFormat::F_5551: return GL_UNSIGNED_SHORT_5_5_5_1;
case ReplacedTextureFormat::F_4444: return GL_UNSIGNED_SHORT_4_4_4_4;
case ReplacedTextureFormat::F_8888: default: return GL_UNSIGNED_BYTE;
}
}
void TextureCacheGLES::BuildTexture(TexCacheEntry *const entry, bool replaceImages) {
entry->status &= ~TexCacheEntry::STATUS_ALPHA_MASK;
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// Never replace images in-place - there's no such thing, drivers have to fake it anyway, at least if
// the image has been in use within the last frame or two.
replaceImages = false;
// For the estimate, we assume cluts always point to 8888 for simplicity.
cacheSizeEstimate_ += EstimateTexMemoryUsage(entry);
if (entry->framebuffer) {
// Nothing else to do here.
return;
}
// Always generate a texture name unless it's a framebuffer, we might need it if the texture is replaced later.
if (!replaceImages) {
if (!entry->textureName) {
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entry->textureName = render_->CreateTexture(GL_TEXTURE_2D);
}
}
if ((entry->bufw == 0 || (gstate.texbufwidth[0] & 0xf800) != 0) && entry->addr >= PSP_GetKernelMemoryEnd()) {
ERROR_LOG_REPORT(G3D, "Texture with unexpected bufw (full=%d)", gstate.texbufwidth[0] & 0xffff);
// Proceeding here can cause a crash.
return;
}
// Adjust maxLevel to actually present levels..
bool badMipSizes = false;
bool canAutoGen = false;
int maxLevel = entry->maxLevel;
for (int i = 0; i <= maxLevel; i++) {
// If encountering levels pointing to nothing, adjust max level.
u32 levelTexaddr = gstate.getTextureAddress(i);
if (!Memory::IsValidAddress(levelTexaddr)) {
maxLevel = i - 1;
break;
}
// If size reaches 1, stop, and override maxlevel.
int tw = gstate.getTextureWidth(i);
int th = gstate.getTextureHeight(i);
if (tw == 1 || th == 1) {
maxLevel = i;
break;
}
if (i > 0) {
int lastW = gstate.getTextureWidth(i - 1);
int lastH = gstate.getTextureHeight(i - 1);
if (gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
if (tw != 1 && tw != (lastW >> 1))
badMipSizes = true;
else if (th != 1 && th != (lastH >> 1))
badMipSizes = true;
}
if (lastW > tw || lastH > th)
canAutoGen = true;
}
}
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// If GLES3 is available, we can preallocate the storage, which makes texture loading more efficient.
GLenum dstFmt = GetDestFormat(GETextureFormat(entry->format), gstate.getClutPaletteFormat());
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int scaleFactor = standardScaleFactor_;
// Rachet down scale factor in low-memory mode.
if (lowMemoryMode_) {
// Keep it even, though, just in case of npot troubles.
scaleFactor = scaleFactor > 4 ? 4 : (scaleFactor > 2 ? 2 : 1);
}
u64 cachekey = replacer_.Enabled() ? entry->CacheKey() : 0;
int w = gstate.getTextureWidth(0);
int h = gstate.getTextureHeight(0);
ReplacedTexture &replaced = replacer_.FindReplacement(cachekey, entry->fullhash, w, h);
if (replaced.GetSize(0, w, h)) {
if (replaceImages) {
// Since we're replacing the texture, we can't replace the image inside.
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render_->DeleteTexture(entry->textureName);
entry->textureName = render_->CreateTexture(GL_TEXTURE_2D);
replaceImages = false;
}
// We're replacing, so we won't scale.
scaleFactor = 1;
entry->status |= TexCacheEntry::STATUS_IS_SCALED;
maxLevel = replaced.MaxLevel();
badMipSizes = false;
}
// Don't scale the PPGe texture.
if (entry->addr > 0x05000000 && entry->addr < PSP_GetKernelMemoryEnd())
scaleFactor = 1;
if ((entry->status & TexCacheEntry::STATUS_CHANGE_FREQUENT) != 0 && scaleFactor != 1) {
// Remember for later that we /wanted/ to scale this texture.
entry->status |= TexCacheEntry::STATUS_TO_SCALE;
scaleFactor = 1;
}
if (scaleFactor != 1) {
if (texelsScaledThisFrame_ >= TEXCACHE_MAX_TEXELS_SCALED) {
entry->status |= TexCacheEntry::STATUS_TO_SCALE;
scaleFactor = 1;
} else {
entry->status &= ~TexCacheEntry::STATUS_TO_SCALE;
entry->status |= TexCacheEntry::STATUS_IS_SCALED;
texelsScaledThisFrame_ += w * h;
}
}
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// glBindTexture(GL_TEXTURE_2D, entry->textureName);
lastBoundTexture = entry->textureName;
// GLES2 doesn't have support for a "Max lod" which is critical as PSP games often
// don't specify mips all the way down. As a result, we either need to manually generate
// the bottom few levels or rely on OpenGL's autogen mipmaps instead, which might not
// be as good quality as the game's own (might even be better in some cases though).
// Always load base level texture here
if (IsFakeMipmapChange()) {
// NOTE: Since the level is not part of the cache key, we assume it never changes.
u8 level = std::max(0, gstate.getTexLevelOffset16() / 16);
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LoadTextureLevel(*entry, replaced, level, replaceImages, scaleFactor, dstFmt);
} else
LoadTextureLevel(*entry, replaced, 0, replaceImages, scaleFactor, dstFmt);
// Mipmapping only enable when texture scaling disable
int texMaxLevel = 0;
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if (maxLevel > 0 && scaleFactor == 1) {
if (gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
if (badMipSizes) {
// WARN_LOG(G3D, "Bad mipmap for texture sized %dx%dx%d - autogenerating", w, h, (int)format);
if (canAutoGen) {
render_->GenerateMipmap();
} else {
texMaxLevel = 0;
maxLevel = 0;
}
} else {
for (int i = 1; i <= maxLevel; i++) {
LoadTextureLevel(*entry, replaced, i, replaceImages, scaleFactor, dstFmt);
}
texMaxLevel = maxLevel;
}
} else {
// Avoid PowerVR driver bug
if (canAutoGen && w > 1 && h > 1 && !(h > w && (gl_extensions.bugs & BUG_PVR_GENMIPMAP_HEIGHT_GREATER))) { // Really! only seems to fail if height > width
// NOTICE_LOG(G3D, "Generating mipmap for texture sized %dx%d%d", w, h, (int)format);
render_->GenerateMipmap();
} else {
maxLevel = 0;
}
}
} else if (gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
texMaxLevel = 0;
}
if (maxLevel == 0) {
entry->status |= TexCacheEntry::STATUS_BAD_MIPS;
} else {
entry->status &= ~TexCacheEntry::STATUS_BAD_MIPS;
}
if (replaced.Valid()) {
entry->SetAlphaStatus(TexCacheEntry::TexStatus(replaced.AlphaStatus()));
}
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// This will rebind it, but that's okay.
// Need to actually bind it now - it might only have gotten bound in the init phase.
render_->BindTexture(0, entry->textureName);
UpdateSamplingParams(*entry, true);
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}
GLenum TextureCacheGLES::GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const {
switch (format) {
case GE_TFMT_CLUT4:
case GE_TFMT_CLUT8:
case GE_TFMT_CLUT16:
case GE_TFMT_CLUT32:
return getClutDestFormat(clutFormat);
case GE_TFMT_4444:
return GL_UNSIGNED_SHORT_4_4_4_4;
case GE_TFMT_5551:
return GL_UNSIGNED_SHORT_5_5_5_1;
case GE_TFMT_5650:
return GL_UNSIGNED_SHORT_5_6_5;
case GE_TFMT_8888:
case GE_TFMT_DXT1:
case GE_TFMT_DXT3:
case GE_TFMT_DXT5:
default:
return GL_UNSIGNED_BYTE;
}
}
u8 *TextureCacheGLES::DecodeTextureLevelOld(GETextureFormat format, GEPaletteFormat clutformat, int level, GLenum dstFmt, int scaleFactor, int *bufwout) {
void *finalBuf = nullptr;
u32 texaddr = gstate.getTextureAddress(level);
int bufw = GetTextureBufw(level, texaddr, format);
if (bufwout)
*bufwout = bufw;
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
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int decPitch = 0;
int pixelSize = dstFmt == GL_UNSIGNED_BYTE ? 4 : 2;
if (!(scaleFactor == 1 && gstate_c.Supports(GPU_SUPPORTS_UNPACK_SUBIMAGE)) && w != bufw) {
decPitch = w * pixelSize;
} else {
decPitch = bufw * pixelSize;
}
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uint8_t *texBuf = new uint8_t[std::max(w, bufw) * h * pixelSize];
DecodeTextureLevel(texBuf, decPitch, format, clutformat, texaddr, level, bufw, true, false, false);
return texBuf;
}
TexCacheEntry::TexStatus TextureCacheGLES::CheckAlpha(const uint8_t *pixelData, GLenum dstFmt, int stride, int w, int h) {
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CheckAlphaResult res;
switch (dstFmt) {
case GL_UNSIGNED_SHORT_4_4_4_4:
res = CheckAlphaABGR4444Basic((const uint32_t *)pixelData, stride, w, h);
break;
case GL_UNSIGNED_SHORT_5_5_5_1:
res = CheckAlphaABGR1555Basic((const uint32_t *)pixelData, stride, w, h);
break;
case GL_UNSIGNED_SHORT_5_6_5:
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// Never has any alpha.
res = CHECKALPHA_FULL;
break;
default:
res = CheckAlphaRGBA8888Basic((const uint32_t *)pixelData, stride, w, h);
break;
}
return (TexCacheEntry::TexStatus)res;
}
void TextureCacheGLES::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &replaced, int level, bool replaceImages, int scaleFactor, GLenum dstFmt) {
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
bool useUnpack = false;
uint8_t *pixelData;
CHECK_GL_ERROR_IF_DEBUG();
// TODO: only do this once
u32 texByteAlign = 1;
gpuStats.numTexturesDecoded++;
if (replaced.GetSize(level, w, h)) {
PROFILE_THIS_SCOPE("replacetex");
int bpp = replaced.Format(level) == ReplacedTextureFormat::F_8888 ? 4 : 2;
uint8_t *rearrange = new uint8_t[w * h * bpp];
replaced.Load(level, rearrange, bpp * w);
pixelData = rearrange;
dstFmt = ToGLESFormat(replaced.Format(level));
texByteAlign = bpp;
} else {
PROFILE_THIS_SCOPE("decodetex");
GEPaletteFormat clutformat = gstate.getClutPaletteFormat();
int bufw;
uint8_t *finalBuf = DecodeTextureLevelOld(GETextureFormat(entry.format), clutformat, level, dstFmt, scaleFactor, &bufw);
if (!finalBuf) {
return;
}
// Textures are always aligned to 16 bytes bufw, so this could safely be 4 always.
texByteAlign = dstFmt == GL_UNSIGNED_BYTE ? 4 : 2;
pixelData = finalBuf;
// We check before scaling since scaling shouldn't invent alpha from a full alpha texture.
if ((entry.status & TexCacheEntry::STATUS_CHANGE_FREQUENT) == 0) {
TexCacheEntry::TexStatus alphaStatus = CheckAlpha(pixelData, dstFmt, useUnpack ? bufw : w, w, h);
entry.SetAlphaStatus(alphaStatus, level);
} else {
entry.SetAlphaStatus(TexCacheEntry::STATUS_ALPHA_UNKNOWN);
}
// TODO: Scale's buffer management doesn't work.
//if (scaleFactor > 1)
// scaler.Scale((uint32_t *)pixelData, dstFmt, w, h, scaleFactor);
if (replacer_.Enabled()) {
ReplacedTextureDecodeInfo replacedInfo;
replacedInfo.cachekey = entry.CacheKey();
replacedInfo.hash = entry.fullhash;
replacedInfo.addr = entry.addr;
replacedInfo.isVideo = videos_.find(entry.addr & 0x3FFFFFFF) != videos_.end();
replacedInfo.isFinal = (entry.status & TexCacheEntry::STATUS_TO_SCALE) == 0;
replacedInfo.scaleFactor = scaleFactor;
replacedInfo.fmt = FromGLESFormat(dstFmt);
int bpp = dstFmt == GL_UNSIGNED_BYTE ? 4 : 2;
replacer_.NotifyTextureDecoded(replacedInfo, pixelData, (useUnpack ? bufw : w) * bpp, level, w, h);
}
}
CHECK_GL_ERROR_IF_DEBUG();
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GLuint components = dstFmt == GL_UNSIGNED_SHORT_5_6_5 ? GL_RGB : GL_RGBA;
GLuint components2 = components;
if (replaceImages) {
PROFILE_THIS_SCOPE("repltex");
Crash();
// glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, w, h, components2, dstFmt, pixelData);
} else {
PROFILE_THIS_SCOPE("loadtex");
// Avoid misleading errors in texture upload, these are common.
GLenum err = glGetError();
if (err) {
WARN_LOG(G3D, "Got an error BEFORE texture upload: %08x (%s)", err, GLEnumToString(err).c_str());
}
if (IsFakeMipmapChange())
render_->TextureImage(entry.textureName, 0, w, h, components, components2, dstFmt, pixelData);
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else
render_->TextureImage(entry.textureName, level, w, h, components, components2, dstFmt, pixelData);
}
}
// Only used by Qt UI?
bool TextureCacheGLES::DecodeTexture(u8* output, const GPUgstate &state) {
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GPUgstate oldState = gstate;
gstate = state;
u32 texaddr = gstate.getTextureAddress(0);
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if (!Memory::IsValidAddress(texaddr)) {
return false;
}
GLenum dstFmt = 0;
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GETextureFormat format = gstate.getTextureFormat();
GEPaletteFormat clutformat = gstate.getClutPaletteFormat();
u8 level = 0;
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int bufw = GetTextureBufw(level, texaddr, format);
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
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void *finalBuf = DecodeTextureLevelOld(format, clutformat, level, dstFmt, 1);
if (finalBuf == NULL) {
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return false;
}
switch (dstFmt) {
case GL_UNSIGNED_SHORT_4_4_4_4:
for (int y = 0; y < h; y++)
for (int x = 0; x < bufw; x++) {
u32 val = ((u16*)finalBuf)[y*bufw + x];
u32 r = ((val>>12) & 0xF) * 17;
u32 g = ((val>> 8) & 0xF) * 17;
u32 b = ((val>> 4) & 0xF) * 17;
u32 a = ((val>> 0) & 0xF) * 17;
((u32*)output)[y*w + x] = (a << 24) | (r << 16) | (g << 8) | b;
}
break;
case GL_UNSIGNED_SHORT_5_5_5_1:
for (int y = 0; y < h; y++)
for (int x = 0; x < bufw; x++) {
u32 val = ((u16*)finalBuf)[y*bufw + x];
u32 r = Convert5To8((val>>11) & 0x1F);
u32 g = Convert5To8((val>> 6) & 0x1F);
u32 b = Convert5To8((val>> 1) & 0x1F);
u32 a = (val & 0x1) * 255;
((u32*)output)[y*w + x] = (a << 24) | (r << 16) | (g << 8) | b;
}
break;
case GL_UNSIGNED_SHORT_5_6_5:
for (int y = 0; y < h; y++)
for (int x = 0; x < bufw; x++) {
u32 val = ((u16*)finalBuf)[y*bufw + x];
u32 a = 0xFF;
u32 r = Convert5To8((val>>11) & 0x1F);
u32 g = Convert6To8((val>> 5) & 0x3F);
u32 b = Convert5To8((val ) & 0x1F);
((u32*)output)[y*w + x] = (a << 24) | (r << 16) | (g << 8) | b;
}
break;
default:
for (int y = 0; y < h; y++)
for (int x = 0; x < bufw; x++) {
u32 val = ((u32*)finalBuf)[y*bufw + x];
((u32*)output)[y*w + x] = ((val & 0xFF000000)) | ((val & 0x00FF0000)>>16) | ((val & 0x0000FF00)) | ((val & 0x000000FF)<<16);
}
break;
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}
gstate = oldState;
return true;
}
bool TextureCacheGLES::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) {
#ifndef USING_GLES2
GPUgstate saved;
if (level != 0) {
saved = gstate;
// The way we set textures is a bit complex. Let's just override level 0.
gstate.texsize[0] = gstate.texsize[level];
gstate.texaddr[0] = gstate.texaddr[level];
gstate.texbufwidth[0] = gstate.texbufwidth[level];
}
SetTexture(true);
ApplyTexture();
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
if (level != 0) {
gstate = saved;
}
buffer.Allocate(w, h, GE_FORMAT_8888, false);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer.GetData());
return true;
#else
return false;
#endif
}
void TextureCacheGLES::DeviceRestore(Draw::DrawContext *draw) {
draw_ = draw;
}