// 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 // the Free Software Foundation, version 2.0 or later versions. // 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 #include #include "ext/xxhash.h" #include "gfx/gl_debug_log.h" #include "i18n/i18n.h" #include "math/math_util.h" #include "profiler/profiler.h" #include "thin3d/GLRenderManager.h" #include "Common/ColorConv.h" #include "Core/Config.h" #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" #ifdef _M_SSE #include #endif TextureCacheGLES::TextureCacheGLES(Draw::DrawContext *draw) : TextureCacheCommon(draw) { timesInvalidatedAllThisFrame_ = 0; lastBoundTexture = nullptr; render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); SetupTextureDecoder(); nextTexture_ = nullptr; std::vector entries; entries.push_back({ 0, 3, GL_FLOAT, GL_FALSE, 20, 0 }); entries.push_back({ 1, 2, GL_FLOAT, GL_FALSE, 20, 12 }); shadeInputLayout_ = render_->CreateInputLayout(entries); } TextureCacheGLES::~TextureCacheGLES() { render_->DeleteInputLayout(shadeInputLayout_); Clear(true); } void TextureCacheGLES::SetFramebufferManager(FramebufferManagerGLES *fbManager) { framebufferManagerGL_ = fbManager; framebufferManager_ = fbManager; } void TextureCacheGLES::ReleaseTexture(TexCacheEntry *entry, bool delete_them) { DEBUG_LOG(G3D, "Deleting texture %08x", entry->addr); if (delete_them) { if (entry->textureName) { render_->DeleteTexture(entry->textureName); } } entry->textureName = nullptr; } void TextureCacheGLES::Clear(bool delete_them) { TextureCacheCommon::Clear(delete_them); } GLenum getClutDestFormat(GEPaletteFormat format) { switch (format) { case GE_CMODE_16BIT_ABGR4444: return GL_UNSIGNED_SHORT_4_4_4_4; case GE_CMODE_16BIT_ABGR5551: return GL_UNSIGNED_SHORT_5_5_5_1; case GE_CMODE_16BIT_BGR5650: return GL_UNSIGNED_SHORT_5_6_5; case GE_CMODE_32BIT_ABGR8888: return GL_UNSIGNED_BYTE; } return 0; } static const GLuint MinFiltGL[8] = { GL_NEAREST, GL_LINEAR, GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR, }; static const GLuint MagFiltGL[2] = { GL_NEAREST, GL_LINEAR }; // This should not have to be done per texture! OpenGL is silly yo void TextureCacheGLES::UpdateSamplingParams(TexCacheEntry &entry, bool force) { 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 (true) { 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 // 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. #ifndef USING_GLES2 lodBias = 0.0f; #endif minLod = 0.0f; maxLod = (float)maxLevel; } } } else { minLod = 0.0f; maxLod = 0.0f; } render_->SetTextureLod(0, minLod, maxLod, lodBias); } float aniso = 0.0f; render_->SetTextureSampler(0, sClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT, tClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT, MagFiltGL[magFilt], MinFiltGL[minFilt], aniso); } 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. // 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) { sClamp = true; tClamp = true; } float aniso = 0.0f; render_->SetTextureSampler(0, sClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT, tClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT, MagFiltGL[magFilt], MinFiltGL[minFilt], aniso); } 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() { InvalidateLastTexture(); timesInvalidatedAllThisFrame_ = 0; GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); if (!lowMemoryMode_ && renderManager->SawOutOfMemory()) { lowMemoryMode_ = true; decimationCounter_ = 0; I18NCategory *err = GetI18NCategory("Error"); if (standardScaleFactor_ > 1) { host->NotifyUserMessage(err->T("Warning: Video memory FULL, reducing upscaling and switching to slow caching mode"), 2.0f); } else { host->NotifyUserMessage(err->T("Warning: Video memory FULL, switching to slow caching mode"), 2.0f); } } 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(); clutAlphaLinear_ = true; clutAlphaLinearColor_ = clut[15] & 0xFFF0; for (int i = 0; i < 16; ++i) { 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) { NOTICE_LOG(G3D, "Highlighting texture # %d / %d", numTextures, mostTextures); } static const u32 solidTextureData[] = {0x99AA99FF}; if (solidTexture == 0) { glGenTextures(1, &solidTexture); glBindTexture(GL_TEXTURE_2D, solidTexture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glPixelStorei(GL_PACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, solidTextureData); } else { glBindTexture(GL_TEXTURE_2D, solidTexture); } changed = true; } ++numTextures; return changed; } #endif void TextureCacheGLES::BindTexture(TexCacheEntry *entry) { if (entry->textureName != lastBoundTexture) { render_->BindTexture(0, entry->textureName); lastBoundTexture = entry->textureName; } UpdateSamplingParams(*entry, false); } void TextureCacheGLES::Unbind() { render_->BindTexture(0, nullptr); InvalidateLastTexture(); } class TextureShaderApplier { public: struct Pos { float x; float y; float z; }; struct 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 }; } } void Use(GLRenderManager *render, DrawEngineGLES *transformDraw, GLRInputLayout *inputLayout) { render->BindProgram(shader_->program); struct SimpleVertex { float pos[3]; float uv[2]; }; uint32_t bindOffset; GLRBuffer *bindBuffer; SimpleVertex *verts = (SimpleVertex *)transformDraw->GetPushVertexBuffer()->Push(sizeof(SimpleVertex) * 4, &bindOffset, &bindBuffer); int order[4] = { 0 ,1, 3, 2 }; for (int i = 0; i < 4; i++) { memcpy(verts[i].pos, &pos_[order[i]], sizeof(Pos)); memcpy(verts[i].uv, &uv_[order[i]], sizeof(UV)); } render->BindVertexBuffer(inputLayout, bindBuffer, bindOffset); } void Shade(GLRenderManager *render) { static const GLubyte indices[4] = { 0, 1, 3, 2 }; render->SetViewport(GLRViewport{ 0, 0, (float)renderW_, (float)renderH_, 0.0f, 1.0f }); render->Draw(GL_TRIANGLE_STRIP, 0, 4); } 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(); GLRTexture *clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_); 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(); render_->SetScissor(GLRect2D{ 0, 0, (int)framebuffer->renderWidth, (int)framebuffer->renderHeight }); render_->SetViewport(GLRViewport{ 0.0f, 0.0f, (float)framebuffer->renderWidth, (float)framebuffer->renderHeight, 0.0f, 1.0f }); TextureShaderApplier shaderApply(depal, framebuffer->bufferWidth, framebuffer->bufferHeight, framebuffer->renderWidth, framebuffer->renderHeight); shaderApply.ApplyBounds(gstate_c.vertBounds, gstate_c.curTextureXOffset, gstate_c.curTextureYOffset); shaderApply.Use(render_, drawEngine_, shadeInputLayout_); framebufferManagerGL_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_SKIP_COPY); render_->BindTexture(3, clutTexture); render_->SetTextureSampler(3, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_NEAREST, 0.0f); shaderApply.Shade(render_); 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); } framebufferManagerGL_->RebindFramebuffer(); SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight); InvalidateLastTexture(); // Since we started/ended render passes, might need these. gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE); } ReplacedTextureFormat FromGLESFormat(GLenum fmt) { // TODO: 16-bit formats are incorrect, since swizzled. switch (fmt) { 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) { 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) { entry->status &= ~TexCacheEntry::STATUS_ALPHA_MASK; // 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 (!entry->textureName) { 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; } } // If GLES3 is available, we can preallocate the storage, which makes texture loading more efficient. GLenum dstFmt = GetDestFormat(GETextureFormat(entry->format), gstate.getClutPaletteFormat()); 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)) { // 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; } } // 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); LoadTextureLevel(*entry, replaced, level, scaleFactor, dstFmt); } else LoadTextureLevel(*entry, replaced, 0, scaleFactor, dstFmt); // Mipmapping only enable when texture scaling disable int texMaxLevel = 0; bool genMips = false; 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) { genMips = true; } else { texMaxLevel = 0; maxLevel = 0; } } else { for (int i = 1; i <= maxLevel; i++) { LoadTextureLevel(*entry, replaced, i, 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); genMips = true; } 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())); } render_->FinalizeTexture(entry->textureName, texMaxLevel, genMips); // 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); } 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; } } TexCacheEntry::TexStatus TextureCacheGLES::CheckAlpha(const uint8_t *pixelData, GLenum dstFmt, int stride, int w, int h) { 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: // 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, int scaleFactor, GLenum dstFmt) { int w = gstate.getTextureWidth(level); int h = gstate.getTextureHeight(level); bool useUnpack = false; uint8_t *pixelData; // 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 = (uint8_t *)AllocateAlignedMemory(w * h * bpp, 16); replaced.Load(level, rearrange, bpp * w); pixelData = rearrange; dstFmt = ToGLESFormat(replaced.Format(level)); texByteAlign = bpp; } else { PROFILE_THIS_SCOPE("decodetex"); GEPaletteFormat clutformat = gstate.getClutPaletteFormat(); u32 texaddr = gstate.getTextureAddress(level); int bufw = GetTextureBufw(level, texaddr, GETextureFormat(entry.format)); int pixelSize = dstFmt == GL_UNSIGNED_BYTE ? 4 : 2; int decPitch = w * pixelSize; pixelData = (uint8_t *)AllocateAlignedMemory(decPitch * h * pixelSize, 16); DecodeTextureLevel(pixelData, decPitch, GETextureFormat(entry.format), clutformat, texaddr, level, bufw, true, false, false); // 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); } if (scaleFactor > 1) { uint8_t *rearrange = (uint8_t *)AllocateAlignedMemory(w * scaleFactor * h * scaleFactor * 4, 16); scaler.ScaleAlways((u32 *)rearrange, (u32 *)pixelData, dstFmt, w, h, scaleFactor); FreeAlignedMemory(pixelData); pixelData = rearrange; } // Textures are always aligned to 16 bytes bufw, so this could safely be 4 always. texByteAlign = dstFmt == GL_UNSIGNED_BYTE ? 4 : 2; 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); } } GLuint components = dstFmt == GL_UNSIGNED_SHORT_5_6_5 ? GL_RGB : GL_RGBA; GLuint components2 = components; PROFILE_THIS_SCOPE("loadtex"); if (IsFakeMipmapChange()) render_->TextureImage(entry.textureName, 0, w, h, components, components2, dstFmt, pixelData, GLRAllocType::ALIGNED); else render_->TextureImage(entry.textureName, level, w, h, components, components2, dstFmt, pixelData, GLRAllocType::ALIGNED); } 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); if (!nextTexture_) return false; // Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer. TexCacheEntry *entry = nextTexture_; ApplyTexture(); // TODO: Centralize? if (entry->framebuffer) { VirtualFramebuffer *vfb = entry->framebuffer; buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, false); bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth); // Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf. // So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends. gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE); // We may have blitted to a temp FBO. framebufferManager_->RebindFramebuffer(); return retval; } GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); // Not a framebuffer, so let's assume these are right. int w = gstate.getTextureWidth(level); int h = gstate.getTextureHeight(level); if (level != 0) { gstate = saved; } buffer.Allocate(w, h, GE_FORMAT_8888, false); renderManager->CopyImageToMemorySync(entry->textureName, level, 0, 0, w, h, Draw::DataFormat::R8G8B8A8_UNORM, (uint8_t *)buffer.GetData(), w); gstate_c.Dirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS); framebufferManager_->RebindFramebuffer(); return true; #else return false; #endif } void TextureCacheGLES::DeviceRestore(Draw::DrawContext *draw) { draw_ = draw; }