// 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 #include "Core/MemMap.h" #include "Core/Reporting.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #include "GPU/Directx9/PixelShaderGeneratorDX9.h" #include "GPU/Directx9/TextureCacheDX9.h" #include "GPU/Directx9/FramebufferDX9.h" #include "GPU/Directx9/ShaderManagerDX9.h" #include "GPU/Directx9/DepalettizeShaderDX9.h" #include "GPU/Directx9/helper/dx_state.h" #include "GPU/Common/FramebufferCommon.h" #include "GPU/Common/TextureDecoder.h" #include "Core/Config.h" #include "Core/Host.h" #include "ext/xxhash.h" #include "math/math_util.h" extern int g_iNumVideos; namespace DX9 { #define INVALID_TEX (LPDIRECT3DTEXTURE9)(-1) // If a texture hasn't been seen for this many frames, get rid of it. #define TEXTURE_KILL_AGE 200 #define TEXTURE_KILL_AGE_LOWMEM 60 // Not used in lowmem mode. #define TEXTURE_SECOND_KILL_AGE 100 // Try to be prime to other decimation intervals. #define TEXCACHE_DECIMATION_INTERVAL 13 // Changes more frequent than this will be considered "frequent" and prevent texture scaling. #define TEXCACHE_FRAME_CHANGE_FREQUENT 6 // Note: only used when hash backoff is disabled. #define TEXCACHE_FRAME_CHANGE_FREQUENT_REGAIN_TRUST 33 #define TEXCACHE_MAX_TEXELS_SCALED (256*256) // Per frame #define TEXCACHE_MIN_PRESSURE 16 * 1024 * 1024 // Total in VRAM #define TEXCACHE_SECOND_MIN_PRESSURE 4 * 1024 * 1024 TextureCacheDX9::TextureCacheDX9() : cacheSizeEstimate_(0), secondCacheSizeEstimate_(0), clearCacheNextFrame_(false), lowMemoryMode_(false), clutBuf_(NULL), clutMaxBytes_(0), clutRenderAddress_(0), texelsScaledThisFrame_(0) { timesInvalidatedAllThisFrame_ = 0; lastBoundTexture = INVALID_TEX; decimationCounter_ = TEXCACHE_DECIMATION_INTERVAL; // This is 5MB of temporary storage. Might be possible to shrink it. tmpTexBuf32.resize(1024 * 512); // 2MB tmpTexBuf16.resize(1024 * 512); // 1MB tmpTexBufRearrange.resize(1024 * 512); // 2MB // TODO: Clamp down to 256/1KB? Need to check mipmapShareClut and clamp loadclut. clutBufConverted_ = (u32 *)AllocateAlignedMemory(1024 * sizeof(u32), 16); // 4KB clutBufRaw_ = (u32 *)AllocateAlignedMemory(1024 * sizeof(u32), 16); // 4KB // Zap these so that reads from uninitialized parts of the CLUT look the same in // release and debug memset(clutBufConverted_, 0, 1024 * sizeof(u32)); memset(clutBufRaw_, 0, 1024 * sizeof(u32)); D3DCAPS9 pCaps; ZeroMemory(&pCaps, sizeof(pCaps)); HRESULT result = 0; if (pD3DdeviceEx) { result = pD3DdeviceEx->GetDeviceCaps(&pCaps); } else { result = pD3Ddevice->GetDeviceCaps(&pCaps); } if (FAILED(result)) { WARN_LOG(G3D, "Failed to get the device caps!"); maxAnisotropyLevel = 16; } else { maxAnisotropyLevel = pCaps.MaxAnisotropy; } SetupTextureDecoder(); nextTexture_ = nullptr; } TextureCacheDX9::~TextureCacheDX9() { Clear(true); FreeAlignedMemory(clutBufConverted_); FreeAlignedMemory(clutBufRaw_); } static u32 EstimateTexMemoryUsage(const TextureCacheDX9::TexCacheEntry *entry) { const u16 dim = entry->dim; const u8 dimW = ((dim >> 0) & 0xf); const u8 dimH = ((dim >> 8) & 0xf); u32 pixelSize = 2; switch (entry->format) { case GE_TFMT_CLUT4: case GE_TFMT_CLUT8: case GE_TFMT_CLUT16: case GE_TFMT_CLUT32: // We assume cluts always point to 8888 for simplicity. pixelSize = 4; break; case GE_TFMT_4444: case GE_TFMT_5551: case GE_TFMT_5650: break; case GE_TFMT_8888: case GE_TFMT_DXT1: case GE_TFMT_DXT3: case GE_TFMT_DXT5: default: pixelSize = 4; break; } // This in other words multiplies by w and h. return pixelSize << (dimW + dimH); } void TextureCacheDX9::Clear(bool delete_them) { pD3Ddevice->SetTexture(0, NULL); lastBoundTexture = INVALID_TEX; if (delete_them) { for (TexCache::iterator iter = cache.begin(); iter != cache.end(); ++iter) { DEBUG_LOG(G3D, "Deleting texture %p", iter->second.texturePtr); ReleaseTexture(&iter->second); } for (TexCache::iterator iter = secondCache.begin(); iter != secondCache.end(); ++iter) { DEBUG_LOG(G3D, "Deleting texture %p", iter->second.texturePtr); ReleaseTexture(&iter->second); } } if (cache.size() + secondCache.size()) { INFO_LOG(G3D, "Texture cached cleared from %i textures", (int)(cache.size() + secondCache.size())); cache.clear(); secondCache.clear(); cacheSizeEstimate_ = 0; secondCacheSizeEstimate_ = 0; } fbTexInfo_.clear(); } void TextureCacheDX9::DeleteTexture(TexCache::iterator it) { ReleaseTexture(&it->second); auto fbInfo = fbTexInfo_.find(it->second.addr); if (fbInfo != fbTexInfo_.end()) { fbTexInfo_.erase(fbInfo); } cacheSizeEstimate_ -= EstimateTexMemoryUsage(&it->second); cache.erase(it); } void TextureCacheDX9::ForgetLastTexture() { lastBoundTexture = INVALID_TEX; gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; } // Removes old textures. void TextureCacheDX9::Decimate() { if (--decimationCounter_ <= 0) { decimationCounter_ = TEXCACHE_DECIMATION_INTERVAL; } else { return; } if (cacheSizeEstimate_ >= TEXCACHE_MIN_PRESSURE) { const u32 had = cacheSizeEstimate_; pD3Ddevice->SetTexture(0, NULL); lastBoundTexture = INVALID_TEX; int killAge = lowMemoryMode_ ? TEXTURE_KILL_AGE_LOWMEM : TEXTURE_KILL_AGE; for (TexCache::iterator iter = cache.begin(); iter != cache.end(); ) { if (iter->second.lastFrame + killAge < gpuStats.numFlips) { DeleteTexture(iter++); } else { ++iter; } } VERBOSE_LOG(G3D, "Decimated texture cache, saved %d estimated bytes - now %d bytes", had - cacheSizeEstimate_, cacheSizeEstimate_); } if (g_Config.bTextureSecondaryCache && secondCacheSizeEstimate_ >= TEXCACHE_SECOND_MIN_PRESSURE) { const u32 had = secondCacheSizeEstimate_; for (TexCache::iterator iter = secondCache.begin(); iter != secondCache.end(); ) { // In low memory mode, we kill them all. if (lowMemoryMode_ || iter->second.lastFrame + TEXTURE_KILL_AGE < gpuStats.numFlips) { ReleaseTexture(&iter->second); secondCache.erase(iter++); } else { ++iter; } } VERBOSE_LOG(G3D, "Decimated second texture cache, saved %d estimated bytes - now %d bytes", had - secondCacheSizeEstimate_, secondCacheSizeEstimate_); } } void TextureCacheDX9::Invalidate(u32 addr, int size, GPUInvalidationType type) { // If we're hashing every use, without backoff, then this isn't needed. if (!g_Config.bTextureBackoffCache) { return; } addr &= 0x0FFFFFFF; u32 addr_end = addr + size; // They could invalidate inside the texture, let's just give a bit of leeway. const int LARGEST_TEXTURE_SIZE = 512 * 512 * 4; const u64 startKey = (u64)(addr - LARGEST_TEXTURE_SIZE) << 32; u64 endKey = (u64)(addr + size + LARGEST_TEXTURE_SIZE) << 32; if (endKey < startKey) { endKey = (u64)-1; } for (TexCache::iterator iter = cache.lower_bound(startKey), end = cache.upper_bound(endKey); iter != end; ++iter) { u32 texAddr = iter->second.addr; u32 texEnd = iter->second.addr + iter->second.sizeInRAM; if (texAddr < addr_end && addr < texEnd) { if (iter->second.GetHashStatus() == TexCacheEntry::STATUS_RELIABLE) { iter->second.SetHashStatus(TexCacheEntry::STATUS_HASHING); } if (type != GPU_INVALIDATE_ALL) { gpuStats.numTextureInvalidations++; // Start it over from 0 (unless it's safe.) iter->second.numFrames = type == GPU_INVALIDATE_SAFE ? 256 : 0; if (type == GPU_INVALIDATE_SAFE) { u32 diff = gpuStats.numFlips - iter->second.lastFrame; // We still need to mark if the texture is frequently changing, even if it's safely changing. if (diff < TEXCACHE_FRAME_CHANGE_FREQUENT) { iter->second.status |= TexCacheEntry::STATUS_CHANGE_FREQUENT; } } iter->second.framesUntilNextFullHash = 0; } else if (!iter->second.framebuffer) { iter->second.invalidHint++; } } } } void TextureCacheDX9::InvalidateAll(GPUInvalidationType /*unused*/) { // If we're hashing every use, without backoff, then this isn't needed. if (!g_Config.bTextureBackoffCache) { return; } if (timesInvalidatedAllThisFrame_ > 5) { return; } timesInvalidatedAllThisFrame_++; for (TexCache::iterator iter = cache.begin(), end = cache.end(); iter != end; ++iter) { if (iter->second.GetHashStatus() == TexCacheEntry::STATUS_RELIABLE) { iter->second.SetHashStatus(TexCacheEntry::STATUS_HASHING); } if (!iter->second.framebuffer) { iter->second.invalidHint++; } } } void TextureCacheDX9::ClearNextFrame() { clearCacheNextFrame_ = true; } void TextureCacheDX9::AttachFramebufferValid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const AttachedFramebufferInfo &fbInfo) { const bool hasInvalidFramebuffer = entry->framebuffer == nullptr || entry->invalidHint == -1; const bool hasOlderFramebuffer = entry->framebuffer != nullptr && entry->framebuffer->last_frame_render < framebuffer->last_frame_render; bool hasFartherFramebuffer = false; if (!hasInvalidFramebuffer && !hasOlderFramebuffer) { // If it's valid, but the offset is greater, then we still win. if (fbTexInfo_[entry->addr].yOffset == fbInfo.yOffset) hasFartherFramebuffer = fbTexInfo_[entry->addr].xOffset > fbInfo.xOffset; else hasFartherFramebuffer = fbTexInfo_[entry->addr].yOffset > fbInfo.yOffset; } if (hasInvalidFramebuffer || hasOlderFramebuffer || hasFartherFramebuffer) { if (entry->framebuffer == nullptr) { cacheSizeEstimate_ -= EstimateTexMemoryUsage(entry); } entry->framebuffer = framebuffer; entry->invalidHint = 0; entry->status &= ~TextureCacheDX9::TexCacheEntry::STATUS_DEPALETTIZE; fbTexInfo_[entry->addr] = fbInfo; framebuffer->last_frame_attached = gpuStats.numFlips; host->GPUNotifyTextureAttachment(entry->addr); } else if (entry->framebuffer == framebuffer) { framebuffer->last_frame_attached = gpuStats.numFlips; } } void TextureCacheDX9::AttachFramebufferInvalid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const AttachedFramebufferInfo &fbInfo) { if (entry->framebuffer == 0 || entry->framebuffer == framebuffer) { if (entry->framebuffer == nullptr) { cacheSizeEstimate_ -= EstimateTexMemoryUsage(entry); } entry->framebuffer = framebuffer; entry->invalidHint = -1; entry->status &= ~TextureCacheDX9::TexCacheEntry::STATUS_DEPALETTIZE; fbTexInfo_[entry->addr] = fbInfo; host->GPUNotifyTextureAttachment(entry->addr); } } bool TextureCacheDX9::AttachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, u32 texaddrOffset) { static const u32 MAX_SUBAREA_Y_OFFSET_SAFE = 32; AttachedFramebufferInfo fbInfo = {0}; const u64 mirrorMask = 0x00600000; // Must be in VRAM so | 0x04000000 it is. Also, ignore memory mirrors. const u32 addr = (address | 0x04000000) & 0x3FFFFFFF & ~mirrorMask; const u32 texaddr = ((entry->addr + texaddrOffset) & ~mirrorMask); const bool noOffset = texaddr == addr; const bool exactMatch = noOffset && entry->format < 4; const u32 h = 1 << ((entry->dim >> 8) & 0xf); // 512 on a 272 framebuffer is sane, so let's be lenient. const u32 minSubareaHeight = h / 4; // If they match exactly, it's non-CLUT and from the top left. if (exactMatch) { // Apply to non-buffered and buffered mode only. if (!(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE)) return false; DEBUG_LOG(G3D, "Render to texture detected at %08x!", address); if (framebuffer->fb_stride != entry->bufw) { WARN_LOG_REPORT_ONCE(diffStrides1, G3D, "Render to texture with different strides %d != %d", entry->bufw, framebuffer->fb_stride); } if (entry->format != framebuffer->format) { WARN_LOG_REPORT_ONCE(diffFormat1, G3D, "Render to texture with different formats %d != %d", entry->format, framebuffer->format); // Let's avoid using it when we know the format is wrong. May be a video/etc. updating memory. // However, some games use a different format to clear the buffer. if (framebuffer->last_frame_attached + 1 < gpuStats.numFlips) { DetachFramebuffer(entry, address, framebuffer); } } else { AttachFramebufferValid(entry, framebuffer, fbInfo); return true; } } else { // Apply to buffered mode only. if (!(g_Config.iRenderingMode == FB_BUFFERED_MODE)) return false; const bool clutFormat = (framebuffer->format == GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT32) || (framebuffer->format != GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT16); const u32 bitOffset = (texaddr - addr) * 8; const u32 pixelOffset = bitOffset / std::max(1U, (u32)textureBitsPerPixel[entry->format]); fbInfo.yOffset = entry->bufw == 0 ? 0 : pixelOffset / entry->bufw; fbInfo.xOffset = entry->bufw == 0 ? 0 : pixelOffset % entry->bufw; if (framebuffer->fb_stride != entry->bufw) { if (noOffset) { WARN_LOG_REPORT_ONCE(diffStrides2, G3D, "Render to texture using CLUT with different strides %d != %d", entry->bufw, framebuffer->fb_stride); } else { // Assume any render-to-tex with different bufw + offset is a render from ram. DetachFramebuffer(entry, address, framebuffer); return false; } } if (fbInfo.yOffset + minSubareaHeight >= framebuffer->height) { // Can't be inside the framebuffer then, ram. Detach to be safe. DetachFramebuffer(entry, address, framebuffer); return false; } // Trying to play it safe. Below 0x04110000 is almost always framebuffers. // TODO: Maybe we can reduce this check and find a better way above 0x04110000? if (fbInfo.yOffset > MAX_SUBAREA_Y_OFFSET_SAFE && addr > 0x04110000) { WARN_LOG_REPORT_ONCE(subareaIgnored, G3D, "Ignoring possible render to texture at %08x +%dx%d / %dx%d", address, fbInfo.xOffset, fbInfo.yOffset, framebuffer->width, framebuffer->height); DetachFramebuffer(entry, address, framebuffer); return false; } // Check for CLUT. The framebuffer is always RGB, but it can be interpreted as a CLUT texture. // 3rd Birthday (and a bunch of other games) render to a 16 bit clut texture. if (clutFormat) { if (!noOffset) { WARN_LOG_REPORT_ONCE(subareaClut, G3D, "Render to texture using CLUT with offset at %08x +%dx%d", address, fbInfo.xOffset, fbInfo.yOffset); } AttachFramebufferValid(entry, framebuffer, fbInfo); entry->status |= TexCacheEntry::STATUS_DEPALETTIZE; // We'll validate it compiles later. return true; } else if (entry->format == GE_TFMT_CLUT8 || entry->format == GE_TFMT_CLUT4) { ERROR_LOG_REPORT_ONCE(fourEightBit, G3D, "4 and 8-bit CLUT format not supported for framebuffers"); } // This is either normal or we failed to generate a shader to depalettize if (framebuffer->format == entry->format || clutFormat) { if (framebuffer->format != entry->format) { WARN_LOG_REPORT_ONCE(diffFormat2, G3D, "Render to texture with different formats %d != %d at %08x", entry->format, framebuffer->format, address); AttachFramebufferValid(entry, framebuffer, fbInfo); return true; } else { WARN_LOG_REPORT_ONCE(subarea, G3D, "Render to area containing texture at %08x +%dx%d", address, fbInfo.xOffset, fbInfo.yOffset); // If "AttachFramebufferValid" , God of War Ghost of Sparta/Chains of Olympus will be missing special effect. AttachFramebufferInvalid(entry, framebuffer, fbInfo); return true; } } else { WARN_LOG_REPORT_ONCE(diffFormat2, G3D, "Render to texture with incompatible formats %d != %d at %08x", entry->format, framebuffer->format, address); } } return false; } inline void TextureCacheDX9::DetachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer) { if (entry->framebuffer == framebuffer) { cacheSizeEstimate_ += EstimateTexMemoryUsage(entry); entry->framebuffer = 0; host->GPUNotifyTextureAttachment(entry->addr); } } void TextureCacheDX9::NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffer, FramebufferNotification msg) { // Must be in VRAM so | 0x04000000 it is. Also, ignore memory mirrors. // These checks are mainly to reduce scanning all textures. const u32 addr = (address | 0x04000000) & 0x3F9FFFFF; const u32 bpp = framebuffer->format == GE_FORMAT_8888 ? 4 : 2; const u64 cacheKey = (u64)addr << 32; // If it has a clut, those are the low 32 bits, so it'll be inside this range. // Also, if it's a subsample of the buffer, it'll also be within the FBO. const u64 cacheKeyEnd = cacheKey + ((u64)(framebuffer->fb_stride * framebuffer->height * bpp) << 32); // The first mirror starts at 0x04200000 and there are 3. We search all for framebuffers. const u64 mirrorCacheKey = (u64)0x04200000 << 32; const u64 mirrorCacheKeyEnd = (u64)0x04800000 << 32; switch (msg) { case NOTIFY_FB_CREATED: case NOTIFY_FB_UPDATED: // Ensure it's in the framebuffer cache. if (std::find(fbCache_.begin(), fbCache_.end(), framebuffer) == fbCache_.end()) { fbCache_.push_back(framebuffer); } for (auto it = cache.lower_bound(cacheKey), end = cache.upper_bound(cacheKeyEnd); it != end; ++it) { AttachFramebuffer(&it->second, addr, framebuffer); } // Let's assume anything in mirrors is fair game to check. for (auto it = cache.lower_bound(mirrorCacheKey), end = cache.upper_bound(mirrorCacheKeyEnd); it != end; ++it) { AttachFramebuffer(&it->second, addr, framebuffer); } break; case NOTIFY_FB_DESTROYED: fbCache_.erase(std::remove(fbCache_.begin(), fbCache_.end(), framebuffer), fbCache_.end()); for (auto it = cache.lower_bound(cacheKey), end = cache.upper_bound(cacheKeyEnd); it != end; ++it) { DetachFramebuffer(&it->second, addr, framebuffer); } for (auto it = cache.lower_bound(mirrorCacheKey), end = cache.upper_bound(mirrorCacheKeyEnd); it != end; ++it) { DetachFramebuffer(&it->second, addr, framebuffer); } break; } } void *TextureCacheDX9::UnswizzleFromMem(const u8 *texptr, u32 bufw, u32 height, u32 bytesPerPixel) { const u32 rowWidth = (bytesPerPixel > 0) ? (bufw * bytesPerPixel) : (bufw / 2); const u32 pitch = rowWidth / 4; const int bxc = rowWidth / 16; int byc = (height + 7) / 8; if (byc == 0) byc = 1; u32 ydest = 0; if (rowWidth >= 16) { u32 *ydestp = tmpTexBuf32.data(); // The most common one, so it gets an optimized implementation. DoUnswizzleTex16(texptr, ydestp, bxc, byc, pitch, rowWidth); } else if (rowWidth == 8) { const u32 *src = (const u32 *) texptr; for (int by = 0; by < byc; by++) { for (int n = 0; n < 8; n++, ydest += 2) { tmpTexBuf32[ydest + 0] = *src++; tmpTexBuf32[ydest + 1] = *src++; src += 2; // skip two u32 } } } else if (rowWidth == 4) { const u32 *src = (const u32 *) texptr; for (int by = 0; by < byc; by++) { for (int n = 0; n < 8; n++, ydest++) { tmpTexBuf32[ydest] = *src++; src += 3; } } } else if (rowWidth == 2) { const u16 *src = (const u16 *) texptr; for (int by = 0; by < byc; by++) { for (int n = 0; n < 4; n++, ydest++) { u16 n1 = src[0]; u16 n2 = src[8]; tmpTexBuf32[ydest] = (u32)n1 | ((u32)n2 << 16); src += 16; } } } else if (rowWidth == 1) { const u8 *src = (const u8 *) texptr; for (int by = 0; by < byc; by++) { for (int n = 0; n < 2; n++, ydest++) { u8 n1 = src[ 0]; u8 n2 = src[16]; u8 n3 = src[32]; u8 n4 = src[48]; tmpTexBuf32[ydest] = (u32)n1 | ((u32)n2 << 8) | ((u32)n3 << 16) | ((u32)n4 << 24); src += 64; } } } return tmpTexBuf32.data(); } void *TextureCacheDX9::ReadIndexedTex(int level, const u8 *texptr, int bytesPerIndex, u32 dstFmt, int bufw) { int w = gstate.getTextureWidth(level); int h = gstate.getTextureHeight(level); int length = bufw * h; void *buf = NULL; switch (gstate.getClutPaletteFormat()) { case GE_CMODE_16BIT_BGR5650: case GE_CMODE_16BIT_ABGR5551: case GE_CMODE_16BIT_ABGR4444: { tmpTexBuf16.resize(std::max(bufw, w) * h); tmpTexBufRearrange.resize(std::max(bufw, w) * h); const u16 *clut = GetCurrentClut(); if (!gstate.isTextureSwizzled()) { switch (bytesPerIndex) { case 1: DeIndexTexture(tmpTexBuf16.data(), (const u8 *)texptr, length, clut); break; case 2: DeIndexTexture(tmpTexBuf16.data(), (const u16_le *)texptr, length, clut); break; case 4: DeIndexTexture(tmpTexBuf16.data(), (const u32_le *)texptr, length, clut); break; } } else { tmpTexBuf32.resize(std::max(bufw, w) * h); UnswizzleFromMem(texptr, bufw, h, bytesPerIndex); switch (bytesPerIndex) { case 1: DeIndexTexture(tmpTexBuf16.data(), (u8 *) tmpTexBuf32.data(), length, clut); break; case 2: DeIndexTexture(tmpTexBuf16.data(), (u16 *) tmpTexBuf32.data(), length, clut); break; case 4: DeIndexTexture(tmpTexBuf16.data(), (u32 *) tmpTexBuf32.data(), length, clut); break; } } buf = tmpTexBuf16.data(); } break; case GE_CMODE_32BIT_ABGR8888: { tmpTexBuf32.resize(std::max(bufw, w) * h); tmpTexBufRearrange.resize(std::max(bufw, w) * h); const u32 *clut = GetCurrentClut(); if (!gstate.isTextureSwizzled()) { switch (bytesPerIndex) { case 1: DeIndexTexture(tmpTexBuf32.data(), (const u8 *)texptr, length, clut); break; case 2: DeIndexTexture(tmpTexBuf32.data(), (const u16_le *)texptr, length, clut); break; case 4: DeIndexTexture(tmpTexBuf32.data(), (const u32_le *)texptr, length, clut); break; } buf = tmpTexBuf32.data(); } else { UnswizzleFromMem(texptr, bufw, h, bytesPerIndex); // Since we had to unswizzle to tmpTexBuf32, let's output to tmpTexBuf16. tmpTexBuf16.resize(std::max(bufw, w) * h * 2); u32 *dest32 = (u32 *) tmpTexBuf16.data(); switch (bytesPerIndex) { case 1: DeIndexTexture(dest32, (u8 *) tmpTexBuf32.data(), length, clut); buf = dest32; break; case 2: DeIndexTexture(dest32, (u16 *) tmpTexBuf32.data(), length, clut); buf = dest32; break; case 4: // TODO: If a game actually uses this mode, check if using dest32 or tmpTexBuf32 is faster. DeIndexTexture(tmpTexBuf32.data(), tmpTexBuf32.data(), length, clut); buf = tmpTexBuf32.data(); break; } } } break; default: ERROR_LOG_REPORT(G3D, "Unhandled clut texture mode %d!!!", (gstate.clutformat & 3)); break; } return buf; } D3DFORMAT getClutDestFormat(GEPaletteFormat format) { switch (format) { case GE_CMODE_16BIT_ABGR4444: return D3DFMT_A4R4G4B4; case GE_CMODE_16BIT_ABGR5551: return D3DFMT_A1R5G5B5; case GE_CMODE_16BIT_BGR5650: return D3DFMT_R5G6B5; case GE_CMODE_32BIT_ABGR8888: return D3DFMT_A8R8G8B8; } // Should never be here ! return D3DFMT_A8R8G8B8; } static const u8 texByteAlignMap[] = {2, 2, 2, 4}; static const u8 MinFilt[8] = { D3DTEXF_POINT, D3DTEXF_LINEAR, D3DTEXF_POINT, D3DTEXF_LINEAR, D3DTEXF_POINT, // GL_NEAREST_MIPMAP_NEAREST, D3DTEXF_LINEAR, // GL_LINEAR_MIPMAP_NEAREST, D3DTEXF_POINT, // GL_NEAREST_MIPMAP_LINEAR, D3DTEXF_LINEAR, // GL_LINEAR_MIPMAP_LINEAR, }; static const u8 MipFilt[8] = { D3DTEXF_POINT, D3DTEXF_LINEAR, D3DTEXF_POINT, D3DTEXF_LINEAR, D3DTEXF_POINT, // GL_NEAREST_MIPMAP_NEAREST, D3DTEXF_POINT, // GL_LINEAR_MIPMAP_NEAREST, D3DTEXF_LINEAR, // GL_NEAREST_MIPMAP_LINEAR, D3DTEXF_LINEAR, // GL_LINEAR_MIPMAP_LINEAR, }; static const u8 MagFilt[2] = { D3DTEXF_POINT, D3DTEXF_LINEAR }; void TextureCacheDX9::UpdateSamplingParams(TexCacheEntry &entry, bool force) { int minFilt; int magFilt; bool sClamp; bool tClamp; float lodBias; GetSamplingParams(minFilt, magFilt, sClamp, tClamp, lodBias, entry.maxLevel); if (entry.maxLevel != 0) { GETexLevelMode mode = gstate.getTexLevelMode(); switch (mode) { case GE_TEXLEVEL_MODE_AUTO: // TODO break; case GE_TEXLEVEL_MODE_CONST: dxstate.texMipLodBias.set(lodBias); // TODO break; case GE_TEXLEVEL_MODE_SLOPE: // TODO break; } entry.lodBias = lodBias; } D3DTEXTUREFILTERTYPE minf = (D3DTEXTUREFILTERTYPE)MinFilt[minFilt]; D3DTEXTUREFILTERTYPE mipf = (D3DTEXTUREFILTERTYPE)MipFilt[minFilt]; D3DTEXTUREFILTERTYPE magf = (D3DTEXTUREFILTERTYPE)MagFilt[magFilt]; if (g_Config.iAnisotropyLevel > 0 && minf == D3DTEXF_LINEAR) { minf = D3DTEXF_ANISOTROPIC; } dxstate.texMinFilter.set(minf); dxstate.texMipFilter.set(mipf); dxstate.texMagFilter.set(magf); dxstate.texAddressU.set(sClamp ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP); dxstate.texAddressV.set(tClamp ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP); } void TextureCacheDX9::SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight) { int minFilt; int magFilt; bool sClamp; bool tClamp; float lodBias; GetSamplingParams(minFilt, magFilt, sClamp, tClamp, lodBias, 0); dxstate.texMinFilter.set(MinFilt[minFilt]); dxstate.texMipFilter.set(MipFilt[minFilt]); dxstate.texMagFilter.set(MagFilt[magFilt]); // 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; } dxstate.texAddressU.set(sClamp ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP); dxstate.texAddressV.set(tClamp ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP); } void TextureCacheDX9::StartFrame() { lastBoundTexture = INVALID_TEX; timesInvalidatedAllThisFrame_ = 0; if (texelsScaledThisFrame_) { // INFO_LOG(G3D, "Scaled %i texels", texelsScaledThisFrame_); } texelsScaledThisFrame_ = 0; if (clearCacheNextFrame_) { Clear(true); clearCacheNextFrame_ = false; } else { Decimate(); } DWORD anisotropyLevel = (DWORD)g_Config.iAnisotropyLevel > maxAnisotropyLevel ? maxAnisotropyLevel : g_Config.iAnisotropyLevel; pD3Ddevice->SetSamplerState(0, D3DSAMP_MAXANISOTROPY, anisotropyLevel); } static inline u32 MiniHash(const u32 *ptr) { return ptr[0]; } static inline u32 QuickTexHash(u32 addr, int bufw, int w, int h, GETextureFormat format, TextureCacheDX9::TexCacheEntry *entry) { if (h == 512 && entry->maxSeenV < 512 && entry->maxSeenV != 0) { // Let's not hash less than 272, we might use more later and have to rehash. 272 is very common. h = std::max(272, (int)entry->maxSeenV); } const u32 sizeInRAM = (textureBitsPerPixel[format] * bufw * h) / 8; const u32 *checkp = (const u32 *) Memory::GetPointer(addr); return DoQuickTexHash(checkp, sizeInRAM); } void TextureCacheDX9::LoadClut(u32 clutAddr, u32 loadBytes) { // Clear the uncached bit, etc. to match framebuffers. clutAddr = clutAddr & 0x3FFFFFFF; bool foundFramebuffer = false; clutRenderAddress_ = 0; for (size_t i = 0, n = fbCache_.size(); i < n; ++i) { auto framebuffer = fbCache_[i]; if ((framebuffer->fb_address | 0x04000000) == clutAddr) { framebuffer->last_frame_clut = gpuStats.numFlips; framebuffer->usageFlags |= FB_USAGE_CLUT; foundFramebuffer = true; WARN_LOG_REPORT_ONCE(clutrenderdx9, G3D, "Using rendered CLUT for texture decode at %08x (%dx%dx%d)", clutAddr, framebuffer->width, framebuffer->height, framebuffer->colorDepth); clutRenderAddress_ = framebuffer->fb_address; } } clutTotalBytes_ = loadBytes; if (Memory::IsValidAddress(clutAddr)) { // It's possible for a game to (successfully) access outside valid memory. u32 bytes = Memory::ValidSize(clutAddr, loadBytes); if (foundFramebuffer && !g_Config.bDisableSlowFramebufEffects) { gpu->PerformMemoryDownload(clutAddr, bytes); } #ifdef _M_SSE int numBlocks = bytes / 16; if (bytes == loadBytes) { const __m128i *source = (const __m128i *)Memory::GetPointerUnchecked(clutAddr); __m128i *dest = (__m128i *)clutBufRaw_; for (int i = 0; i < numBlocks; i++, source += 2, dest += 2) { __m128i data1 = _mm_loadu_si128(source); __m128i data2 = _mm_loadu_si128(source + 1); _mm_store_si128(dest, data1); _mm_store_si128(dest + 1, data2); } } else { Memory::MemcpyUnchecked(clutBufRaw_, clutAddr, bytes); if (bytes < loadBytes) { memset(clutBufRaw_ + bytes, 0x00, loadBytes - bytes); } } #else Memory::MemcpyUnchecked(clutBufRaw_, clutAddr, bytes); if (bytes < clutTotalBytes_) { memset(clutBufRaw_ + bytes, 0x00, loadBytes - bytes); } #endif } else { memset(clutBufRaw_, 0x00, loadBytes); } // Reload the clut next time. clutLastFormat_ = 0xFFFFFFFF; clutMaxBytes_ = std::max(clutMaxBytes_, loadBytes); } void TextureCacheDX9::UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) { const u32 clutBaseBytes = clutBase * (clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16)); // Technically, these extra bytes weren't loaded, but hopefully it was loaded earlier. // If not, we're going to hash random data, which hopefully doesn't cause a performance issue. // // 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); 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] & 0x0FFF; for (int i = 0; i < 16; ++i) { if ((clut[i] >> 12) != i) { clutAlphaLinear_ = false; break; } // Alpha 0 doesn't matter. // TODO: Well, depending on blend mode etc, it can actually matter, although unlikely. if (i != 0 && (clut[i] >> 12) != clutAlphaLinearColor_) { clutAlphaLinear_ = false; break; } } } clutLastFormat_ = gstate.clutformat; } template inline const T *TextureCacheDX9::GetCurrentClut() { return (const T *)clutBuf_; } inline u32 TextureCacheDX9::GetCurrentClutHash() { return clutHash_; } void TextureCacheDX9::SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) { _dbg_assert_msg_(G3D, framebuffer != nullptr, "Framebuffer must not be null."); framebuffer->usageFlags |= FB_USAGE_TEXTURE; bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; if (useBufferedRendering) { const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat(); LPDIRECT3DPIXELSHADER9 pshader = nullptr; if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) { pshader = depalShaderCache_->GetDepalettizePixelShader(clutFormat, framebuffer->drawnFormat); } if (pshader) { const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16); const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor; TexCacheEntry::Status alphaStatus = CheckAlpha(clutBuf_, getClutDestFormat(clutFormat), clutTotalColors, clutTotalColors, 1); gstate_c.textureFullAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL; gstate_c.textureSimpleAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_SIMPLE; } else { entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE; gstate_c.textureFullAlpha = gstate.getTextureFormat() == GE_TFMT_5650; gstate_c.textureSimpleAlpha = gstate_c.textureFullAlpha; } // Keep the framebuffer alive. framebuffer->last_frame_used = gpuStats.numFlips; // We need to force it, since we may have set it on a texture before attaching. gstate_c.curTextureWidth = framebuffer->bufferWidth; gstate_c.curTextureHeight = framebuffer->bufferHeight; gstate_c.bgraTexture = false; gstate_c.curTextureXOffset = fbTexInfo_[entry->addr].xOffset; gstate_c.curTextureYOffset = fbTexInfo_[entry->addr].yOffset; gstate_c.needShaderTexClamp = gstate_c.curTextureWidth != (u32)gstate.getTextureWidth(0) || gstate_c.curTextureHeight != (u32)gstate.getTextureHeight(0); if (gstate_c.curTextureXOffset != 0 || gstate_c.curTextureYOffset != 0) { gstate_c.needShaderTexClamp = true; } nextTexture_ = entry; } else { if (framebuffer->fbo_dx9) { fbo_destroy(framebuffer->fbo_dx9); framebuffer->fbo_dx9 = 0; } pD3Ddevice->SetTexture(0, NULL); gstate_c.needShaderTexClamp = false; } } void TextureCacheDX9::ApplyTexture() { if (nextTexture_ == nullptr) { return; } if (nextTexture_->framebuffer) { ApplyTextureFramebuffer(nextTexture_, nextTexture_->framebuffer); } else { // If the texture is >= 512 pixels tall... if (nextTexture_->dim >= 0x900) { // Texture scale/offset and gen modes don't apply in through. // So we can optimize how much of the texture we look at. if (gstate.isModeThrough()) { nextTexture_->maxSeenV = std::max(nextTexture_->maxSeenV, gstate_c.vertBounds.maxV); } else { // Otherwise, we need to reset to ensure we use the whole thing. // Can't tell how much is used. // TODO: We could tell for texcoord UV gen, and apply scale to max? nextTexture_->maxSeenV = 512; } } LPDIRECT3DTEXTURE9 texture = DxTex(nextTexture_); pD3Ddevice->SetTexture(0, texture); lastBoundTexture = texture; UpdateSamplingParams(*nextTexture_, false); } nextTexture_ = nullptr; } void TextureCacheDX9::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) { LPDIRECT3DPIXELSHADER9 pshader = nullptr; const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat(); if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) { pshader = depalShaderCache_->GetDepalettizePixelShader(clutFormat, framebuffer->drawnFormat); } if (pshader) { LPDIRECT3DTEXTURE9 clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_); FBO_DX9 *depalFBO = framebufferManager_->GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, FBO_8888); fbo_bind_as_render_target(depalFBO); float xoff = -0.5f / framebuffer->renderWidth; float yoff = 0.5f / framebuffer->renderHeight; struct Pos { Pos(float x_, float y_, float z_) : x(x_), y(y_), z(z_) { } float x; float y; float z; }; struct UV { UV(float u_, float v_) : u(u_), v(v_) { } float u; float v; }; struct PosUV { Pos pos; UV uv; }; PosUV verts[4] = { { { -1 + xoff, 1 + yoff, -1 }, { 0, 0 } }, { { 1 + xoff, 1 + yoff, -1 }, { 1, 0 } }, { { 1 + xoff, -1 + yoff, -1 }, { 1, 1 } }, { { -1 + xoff, -1 + yoff, -1 }, { 0, 1 } }, }; // If min is not < max, then we don't have values (wasn't set during decode.) if (gstate_c.vertBounds.minV < gstate_c.vertBounds.maxV) { const float invWidth = 1.0f / (float)framebuffer->bufferWidth; const float invHeight = 1.0f / (float)framebuffer->bufferHeight; // Inverse of half = double. const float invHalfWidth = invWidth * 2.0f; const float invHalfHeight = invHeight * 2.0f; const int u1 = gstate_c.vertBounds.minU + gstate_c.curTextureXOffset; const int v1 = gstate_c.vertBounds.minV + gstate_c.curTextureYOffset; const int u2 = gstate_c.vertBounds.maxU + gstate_c.curTextureXOffset; const int v2 = gstate_c.vertBounds.maxV + gstate_c.curTextureYOffset; const float left = u1 * invHalfWidth - 1.0f + xoff; const float right = u2 * invHalfWidth - 1.0f + xoff; const float top = v1 * invHalfHeight - 1.0f + yoff; const float bottom = v2 * invHalfHeight - 1.0f + yoff; // Points are: BL, BR, TR, TL. verts[0].pos = Pos(left, bottom, -1.0f); verts[1].pos = Pos(right, bottom, -1.0f); verts[2].pos = Pos(right, top, -1.0f); verts[3].pos = 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; // TODO: Seems we should ditch the "1.0f - " const float uvbottom = v2 * invHeight; verts[0].uv = UV(uvleft, uvbottom); verts[1].uv = UV(uvright, uvbottom); verts[2].uv = UV(uvright, uvtop); verts[3].uv = UV(uvleft, uvtop); } shaderManager_->DirtyLastShader(); pD3Ddevice->SetPixelShader(pshader); pD3Ddevice->SetVertexShader(depalShaderCache_->GetDepalettizeVertexShader()); pD3Ddevice->SetVertexDeclaration(pFramebufferVertexDecl); pD3Ddevice->SetTexture(1, clutTexture); pD3Ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_POINT); pD3Ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_POINT); pD3Ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_NONE); framebufferManager_->BindFramebufferColor(0, framebuffer, BINDFBCOLOR_SKIP_COPY); pD3Ddevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); pD3Ddevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); pD3Ddevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); pD3Ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); pD3Ddevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE); pD3Ddevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA); pD3Ddevice->SetRenderState(D3DRS_ZENABLE, FALSE); pD3Ddevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); pD3Ddevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); pD3Ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); DXSetViewport(0, 0, framebuffer->renderWidth, framebuffer->renderHeight); HRESULT hr = pD3Ddevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, (3 + 2) * sizeof(float)); if (FAILED(hr)) { ERROR_LOG_REPORT(G3D, "Depal render failed: %08x", hr); } framebufferManager_->RebindFramebuffer(); fbo_bind_color_as_texture(depalFBO, 0); dxstate.Restore(); dxstate.viewport.restore(); framebufferManager_->RebindFramebuffer(); } else { framebufferManager_->BindFramebufferColor(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET); } SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight); lastBoundTexture = INVALID_TEX; } bool TextureCacheDX9::SetOffsetTexture(u32 offset) { if (g_Config.iRenderingMode != FB_BUFFERED_MODE) { return false; } u32 texaddr = gstate.getTextureAddress(0); if (!Memory::IsValidAddress(texaddr) || !Memory::IsValidAddress(texaddr + offset)) { return false; } const u16 dim = gstate.getTextureDimension(0); u64 cachekey = ((u64)(texaddr & 0x3FFFFFFF) << 32) | dim; TexCache::iterator iter = cache.find(cachekey); if (iter == cache.end()) { return false; } TexCacheEntry *entry = &iter->second; bool success = false; for (size_t i = 0, n = fbCache_.size(); i < n; ++i) { auto framebuffer = fbCache_[i]; if (AttachFramebuffer(entry, framebuffer->fb_address, framebuffer, offset)) { success = true; } } if (success && entry->framebuffer) { SetTextureFramebuffer(entry, entry->framebuffer); entry->lastFrame = gpuStats.numFlips; return true; } return false; } void TextureCacheDX9::SetTexture(bool force) { #ifdef DEBUG_TEXTURES if (SetDebugTexture()) { // A different texture was bound, let's rebind next time. lastBoundTexture = INVALID_TEX; return; } #endif if (force) { lastBoundTexture = INVALID_TEX; } u32 texaddr = gstate.getTextureAddress(0); if (!Memory::IsValidAddress(texaddr)) { // Bind a null texture and return. pD3Ddevice->SetTexture(0, NULL); lastBoundTexture = INVALID_TEX; return; } const u16 dim = gstate.getTextureDimension(0); int w = gstate.getTextureWidth(0); int h = gstate.getTextureHeight(0); GETextureFormat format = gstate.getTextureFormat(); if (format >= 11) { ERROR_LOG_REPORT(G3D, "Unknown texture format %i", format); // TODO: Better assumption? format = GE_TFMT_5650; } bool hasClut = gstate.isTextureFormatIndexed(); // Ignore uncached/kernel when caching. u64 cachekey = ((u64)(texaddr & 0x3FFFFFFF) << 32) | dim; u32 cluthash; if (hasClut) { if (clutLastFormat_ != gstate.clutformat) { // We update here because the clut format can be specified after the load. UpdateCurrentClut(gstate.getClutPaletteFormat(), gstate.getClutIndexStartPos(), gstate.isClutIndexSimple()); } cluthash = GetCurrentClutHash() ^ gstate.clutformat; cachekey ^= cluthash; } else { cluthash = 0; } int bufw = GetTextureBufw(0, texaddr, format); u8 maxLevel = gstate.getTextureMaxLevel(); u32 texhash = MiniHash((const u32 *)Memory::GetPointer(texaddr)); u32 fullhash = 0; TexCache::iterator iter = cache.find(cachekey); TexCacheEntry *entry = NULL; gstate_c.needShaderTexClamp = false; gstate_c.bgraTexture = true; gstate_c.skipDrawReason &= ~SKIPDRAW_BAD_FB_TEXTURE; bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; bool replaceImages = false; if (iter != cache.end()) { entry = &iter->second; // Validate the texture still matches the cache entry. bool match = entry->Matches(dim, format, maxLevel); const char *reason = "different params"; // Check for FBO - slow! if (entry->framebuffer) { if (match) { if (hasClut && clutRenderAddress_ != 0) { WARN_LOG_REPORT_ONCE(clutAndTexRender, G3D, "Using rendered texture with rendered CLUT: texfmt=%d, clutfmt=%d", gstate.getTextureFormat(), gstate.getClutPaletteFormat()); } SetTextureFramebuffer(entry, entry->framebuffer); entry->lastFrame = gpuStats.numFlips; return; } else { // Make sure we re-evaluate framebuffers. DetachFramebuffer(entry, texaddr, entry->framebuffer); reason = "detached framebuf"; match = false; } } bool rehash = entry->GetHashStatus() == TexCacheEntry::STATUS_UNRELIABLE; bool doDelete = true; // First let's see if another texture with the same address had a hashfail. if (entry->status & TexCacheEntry::STATUS_CLUT_RECHECK) { // Always rehash in this case, if one changed the rest all probably did. rehash = true; entry->status &= ~TexCacheEntry::STATUS_CLUT_RECHECK; } else if ((gstate_c.textureChanged & TEXCHANGE_UPDATED) == 0) { // Okay, just some parameter change - the data didn't change, no need to rehash. rehash = false; } if (match) { if (entry->lastFrame != gpuStats.numFlips) { u32 diff = gpuStats.numFlips - entry->lastFrame; entry->numFrames++; if (entry->framesUntilNextFullHash < diff) { // Exponential backoff up to 512 frames. Textures are often reused. if (entry->numFrames > 32) { // Also, try to add some "randomness" to avoid rehashing several textures the same frame. entry->framesUntilNextFullHash = std::min(512, entry->numFrames) + ((intptr_t)entry->texturePtr & 15); } else { entry->framesUntilNextFullHash = entry->numFrames; } rehash = true; } else { entry->framesUntilNextFullHash -= diff; } } // If it's not huge or has been invalidated many times, recheck the whole texture. if (entry->invalidHint > 180 || (entry->invalidHint > 15 && (dim >> 8) < 9 && (dim & 0xF) < 9)) { entry->invalidHint = 0; rehash = true; } bool hashFail = false; if (texhash != entry->hash) { fullhash = QuickTexHash(texaddr, bufw, w, h, format, entry); hashFail = true; rehash = false; } if (rehash && entry->GetHashStatus() != TexCacheEntry::STATUS_RELIABLE) { fullhash = QuickTexHash(texaddr, bufw, w, h, format, entry); if (fullhash != entry->fullhash) { hashFail = true; } else { if (g_Config.bTextureBackoffCache) { if (entry->GetHashStatus() != TexCacheEntry::STATUS_HASHING && entry->numFrames > TexCacheEntry::FRAMES_REGAIN_TRUST) { // Reset to STATUS_HASHING. entry->SetHashStatus(TexCacheEntry::STATUS_HASHING); entry->status &= ~TexCacheEntry::STATUS_CHANGE_FREQUENT; } } else if (entry->numFrames > TEXCACHE_FRAME_CHANGE_FREQUENT_REGAIN_TRUST) { entry->status &= ~TexCacheEntry::STATUS_CHANGE_FREQUENT; } } } if (hashFail) { match = false; reason = "hash fail"; entry->status |= TexCacheEntry::STATUS_UNRELIABLE; if (entry->numFrames < TEXCACHE_FRAME_CHANGE_FREQUENT) { entry->status |= TexCacheEntry::STATUS_CHANGE_FREQUENT; } entry->numFrames = 0; // Don't give up just yet. Let's try the secondary cache if it's been invalidated before. // If it's failed a bunch of times, then the second cache is just wasting time and VRAM. if (g_Config.bTextureSecondaryCache) { if (entry->numInvalidated > 2 && entry->numInvalidated < 128 && !lowMemoryMode_) { u64 secondKey = fullhash | (u64)cluthash << 32; TexCache::iterator secondIter = secondCache.find(secondKey); if (secondIter != secondCache.end()) { TexCacheEntry *secondEntry = &secondIter->second; if (secondEntry->Matches(dim, format, maxLevel)) { // Reset the numInvalidated value lower, we got a match. if (entry->numInvalidated > 8) { --entry->numInvalidated; } entry = secondEntry; match = true; } } else { secondKey = entry->fullhash | ((u64)entry->cluthash << 32); secondCacheSizeEstimate_ += EstimateTexMemoryUsage(entry); secondCache[secondKey] = *entry; doDelete = false; } } } } } if (match && (entry->status & TexCacheEntry::STATUS_TO_SCALE) && g_Config.iTexScalingLevel != 1 && texelsScaledThisFrame_ < TEXCACHE_MAX_TEXELS_SCALED) { if ((entry->status & TexCacheEntry::STATUS_CHANGE_FREQUENT) == 0) { // INFO_LOG(G3D, "Reloading texture to do the scaling we skipped.."); match = false; reason = "scaling"; } } if (match) { // TODO: Mark the entry reliable if it's been safe for long enough? //got one! entry->lastFrame = gpuStats.numFlips; LPDIRECT3DTEXTURE9 texture = DxTex(entry); if (texture != lastBoundTexture) { nextTexture_ = entry; gstate_c.textureFullAlpha = entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL; gstate_c.textureSimpleAlpha = entry->GetAlphaStatus() != TexCacheEntry::STATUS_ALPHA_UNKNOWN; } UpdateSamplingParams(*entry, false); VERBOSE_LOG(G3D, "Texture at %08x Found in Cache, applying", texaddr); return; //Done! } else { cacheSizeEstimate_ -= EstimateTexMemoryUsage(entry); entry->numInvalidated++; gpuStats.numTextureInvalidations++; DEBUG_LOG(G3D, "Texture different or overwritten, reloading at %08x: %s", texaddr, reason); if (doDelete) { if (entry->maxLevel == maxLevel && entry->dim == gstate.getTextureDimension(0) && entry->format == format && g_Config.iTexScalingLevel == 1) { // Actually, if size and number of levels match, let's try to avoid deleting and recreating. // Instead, let's use glTexSubImage to replace the images. replaceImages = true; } else { if (entry->texturePtr == lastBoundTexture) { lastBoundTexture = INVALID_TEX; } ReleaseTexture(entry); } } // Clear the reliable bit if set. if (entry->GetHashStatus() == TexCacheEntry::STATUS_RELIABLE) { entry->SetHashStatus(TexCacheEntry::STATUS_HASHING); } // Also, mark any textures with the same address but different clut. They need rechecking. if (cluthash != 0) { const u64 cachekeyMin = (u64)(texaddr & 0x3FFFFFFF) << 32; const u64 cachekeyMax = cachekeyMin + (1ULL << 32); for (auto it = cache.lower_bound(cachekeyMin), end = cache.upper_bound(cachekeyMax); it != end; ++it) { if (it->second.cluthash != cluthash) { it->second.status |= TexCacheEntry::STATUS_CLUT_RECHECK; } } } } } else { VERBOSE_LOG(G3D, "No texture in cache, decoding..."); TexCacheEntry entryNew = {0}; cache[cachekey] = entryNew; if (hasClut && clutRenderAddress_ != 0) { WARN_LOG_REPORT_ONCE(clutUseRender, G3D, "Using texture with rendered CLUT: texfmt=%d, clutfmt=%d", gstate.getTextureFormat(), gstate.getClutPaletteFormat()); } entry = &cache[cachekey]; if (g_Config.bTextureBackoffCache) { entry->status = TexCacheEntry::STATUS_HASHING; } else { entry->status = TexCacheEntry::STATUS_UNRELIABLE; } } if ((bufw == 0 || (gstate.texbufwidth[0] & 0xf800) != 0) && texaddr >= PSP_GetKernelMemoryEnd()) { ERROR_LOG_REPORT(G3D, "Texture with unexpected bufw (full=%d)", gstate.texbufwidth[0] & 0xffff); } // We have to decode it, let's setup the cache entry first. entry->addr = texaddr; entry->hash = texhash; entry->format = format; entry->lastFrame = gpuStats.numFlips; entry->framebuffer = 0; entry->maxLevel = maxLevel; entry->lodBias = 0.0f; entry->dim = dim; entry->bufw = bufw; // This would overestimate the size in many case so we underestimate instead // to avoid excessive clearing caused by cache invalidations. entry->sizeInRAM = (textureBitsPerPixel[format] * bufw * h / 2) / 8; entry->fullhash = fullhash == 0 ? QuickTexHash(texaddr, bufw, w, h, format, entry) : fullhash; entry->cluthash = cluthash; entry->status &= ~TexCacheEntry::STATUS_ALPHA_MASK; gstate_c.curTextureWidth = w; gstate_c.curTextureHeight = h; // For the estimate, we assume cluts always point to 8888 for simplicity. cacheSizeEstimate_ += EstimateTexMemoryUsage(entry); // TODO: If a framebuffer is attached here, might end up with a bad entry.texture. // Should just always create one here or something (like GLES.) // Before we go reading the texture from memory, let's check for render-to-texture. for (size_t i = 0, n = fbCache_.size(); i < n; ++i) { auto framebuffer = fbCache_[i]; AttachFramebuffer(entry, framebuffer->fb_address, framebuffer); } // If we ended up with a framebuffer, attach it - no texture decoding needed. if (entry->framebuffer) { SetTextureFramebuffer(entry, entry->framebuffer); entry->lastFrame = gpuStats.numFlips; return; } // Adjust maxLevel to actually present levels.. bool badMipSizes = false; for (u32 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 (i > 0) { int tw = gstate.getTextureWidth(i); int th = gstate.getTextureHeight(i); if (tw != 1 && tw != (gstate.getTextureWidth(i - 1) >> 1)) badMipSizes = true; else if (th != 1 && th != (gstate.getTextureHeight(i - 1) >> 1)) badMipSizes = true; } } // In addition, simply don't load more than level 0 if g_Config.bMipMap is false. if (!g_Config.bMipMap) { maxLevel = 0; } // If GLES3 is available, we can preallocate the storage, which makes texture loading more efficient. D3DFORMAT dstFmt = GetDestFormat(format, gstate.getClutPaletteFormat()); int scaleFactor; // Auto-texture scale upto 5x rendering resolution if (g_Config.iTexScalingLevel == 0) { scaleFactor = g_Config.iInternalResolution; if (scaleFactor == 0) { scaleFactor = (PSP_CoreParameter().renderWidth + 479) / 480; } scaleFactor = std::min(4, scaleFactor); if (scaleFactor == 3) { scaleFactor = 2; } } else { scaleFactor = g_Config.iTexScalingLevel; } // 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); } // Don't scale the PPGe texture. if (entry->addr > 0x05000000 && entry->addr < 0x08800000) scaleFactor = 1; if ((entry->status & TexCacheEntry::STATUS_CHANGE_FREQUENT) != 0) { // 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; texelsScaledThisFrame_ += w * h; } } if (replaceImages) { // Make sure it's not currently set. pD3Ddevice->SetTexture(0, NULL); } // Seems to cause problems in Tactics Ogre. if (badMipSizes) { maxLevel = 0; } LoadTextureLevel(*entry, 0, maxLevel, replaceImages, scaleFactor, dstFmt); LPDIRECT3DTEXTURE9 &texture = DxTex(entry); if (!texture) { return; } // Mipmapping is only enabled when texture scaling is disabled. if (maxLevel > 0 && scaleFactor == 1) { for (u32 i = 1; i <= maxLevel; i++) { LoadTextureLevel(*entry, i, maxLevel, replaceImages, scaleFactor, dstFmt); } } gstate_c.textureFullAlpha = entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL; gstate_c.textureSimpleAlpha = entry->GetAlphaStatus() != TexCacheEntry::STATUS_ALPHA_UNKNOWN; nextTexture_ = entry; UpdateSamplingParams(*nextTexture_, true); } D3DFORMAT TextureCacheDX9::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 D3DFMT_A4R4G4B4; case GE_TFMT_5551: return D3DFMT_A1R5G5B5; case GE_TFMT_5650: return D3DFMT_R5G6B5; case GE_TFMT_8888: case GE_TFMT_DXT1: case GE_TFMT_DXT3: case GE_TFMT_DXT5: default: return D3DFMT_A8R8G8B8; } } void *TextureCacheDX9::DecodeTextureLevel(GETextureFormat format, GEPaletteFormat clutformat, int level, u32 &texByteAlign, u32 &dstFmt, int *bufwout) { void *finalBuf = NULL; u32 texaddr = gstate.getTextureAddress(level); bool swizzled = gstate.isTextureSwizzled(); if ((texaddr & 0x00600000) != 0 && Memory::IsVRAMAddress(texaddr)) { // This means it's in a mirror, possibly a swizzled mirror. Let's report. WARN_LOG_REPORT_ONCE(texmirror, G3D, "Decoding texture from VRAM mirror at %08x swizzle=%d", texaddr, swizzled ? 1 : 0); if ((texaddr & 0x00200000) == 0x00200000) { // Technically 2 and 6 are slightly different, but this is better than nothing probably. swizzled = !swizzled; } // Note that (texaddr & 0x00600000) == 0x00600000 is very likely to be depth texturing. } int bufw = GetTextureBufw(level, texaddr, format); if (bufwout) *bufwout = bufw; int w = gstate.getTextureWidth(level); int h = gstate.getTextureHeight(level); const u8 *texptr = Memory::GetPointer(texaddr); switch (format) { case GE_TFMT_CLUT4: { const bool mipmapShareClut = gstate.isClutSharedForMipmaps(); const int clutSharingOffset = mipmapShareClut ? 0 : level * 16; switch (clutformat) { case GE_CMODE_16BIT_BGR5650: case GE_CMODE_16BIT_ABGR5551: case GE_CMODE_16BIT_ABGR4444: { tmpTexBuf16.resize(std::max(bufw, w) * h); tmpTexBufRearrange.resize(std::max(bufw, w) * h); const u16 *clut = GetCurrentClut() + clutSharingOffset; texByteAlign = 2; if (!swizzled) { if (clutAlphaLinear_ && mipmapShareClut) { DeIndexTexture4Optimal(tmpTexBuf16.data(), texptr, bufw * h, clutAlphaLinearColor_); } else { DeIndexTexture4(tmpTexBuf16.data(), texptr, bufw * h, clut); } } else { tmpTexBuf32.resize(std::max(bufw, w) * h); UnswizzleFromMem(texptr, bufw, h, 0); if (clutAlphaLinear_ && mipmapShareClut) { DeIndexTexture4Optimal(tmpTexBuf16.data(), (const u8 *)tmpTexBuf32.data(), bufw * h, clutAlphaLinearColor_); } else { DeIndexTexture4(tmpTexBuf16.data(), (const u8 *)tmpTexBuf32.data(), bufw * h, clut); } } finalBuf = tmpTexBuf16.data(); } break; case GE_CMODE_32BIT_ABGR8888: { tmpTexBuf32.resize(std::max(bufw, w) * h); tmpTexBufRearrange.resize(std::max(bufw, w) * h); const u32 *clut = GetCurrentClut() + clutSharingOffset; if (!swizzled) { DeIndexTexture4(tmpTexBuf32.data(), texptr, bufw * h, clut); finalBuf = tmpTexBuf32.data(); } else { UnswizzleFromMem(texptr, bufw, h, 0); // Let's reuse tmpTexBuf16, just need double the space. tmpTexBuf16.resize(std::max(bufw, w) * h * 2); DeIndexTexture4((u32 *)tmpTexBuf16.data(), (u8 *)tmpTexBuf32.data(), bufw * h, clut); finalBuf = tmpTexBuf16.data(); } } break; default: ERROR_LOG_REPORT(G3D, "Unknown CLUT4 texture mode %d", gstate.getClutPaletteFormat()); return NULL; } } break; case GE_TFMT_CLUT8: texByteAlign = texByteAlignMap[gstate.getClutPaletteFormat()]; finalBuf = ReadIndexedTex(level, texptr, 1, dstFmt, bufw); break; case GE_TFMT_CLUT16: texByteAlign = texByteAlignMap[gstate.getClutPaletteFormat()]; finalBuf = ReadIndexedTex(level, texptr, 2, dstFmt, bufw); break; case GE_TFMT_CLUT32: texByteAlign = texByteAlignMap[gstate.getClutPaletteFormat()]; finalBuf = ReadIndexedTex(level, texptr, 4, dstFmt, bufw); break; case GE_TFMT_4444: case GE_TFMT_5551: case GE_TFMT_5650: texByteAlign = 2; if (!swizzled) { int len = std::max(bufw, w) * h; tmpTexBuf16.resize(len); tmpTexBufRearrange.resize(len); Memory::MemcpyUnchecked(tmpTexBuf16.data(), texaddr, len * sizeof(u16)); finalBuf = tmpTexBuf16.data(); } else { tmpTexBuf32.resize(std::max(bufw, w) * h); finalBuf = UnswizzleFromMem(texptr, bufw, h, 2); } break; case GE_TFMT_8888: if (!swizzled) { // Special case: if we don't need to deal with packing, we don't need to copy. //if (w == bufw) { // finalBuf = Memory::GetPointer(texaddr); //} else { int len = bufw * h; tmpTexBuf32.resize(std::max(bufw, w) * h); tmpTexBufRearrange.resize(std::max(bufw, w) * h); Memory::MemcpyUnchecked(tmpTexBuf32.data(), texaddr, len * sizeof(u32)); finalBuf = tmpTexBuf32.data(); } } else { tmpTexBuf32.resize(std::max(bufw, w) * h); finalBuf = UnswizzleFromMem(texptr, bufw, h, 4); } break; case GE_TFMT_DXT1: { int minw = std::min(bufw, w); tmpTexBuf32.resize(std::max(bufw, w) * h); tmpTexBufRearrange.resize(std::max(bufw, w) * h); u32 *dst = tmpTexBuf32.data(); DXT1Block *src = (DXT1Block*)texptr; for (int y = 0; y < h; y += 4) { u32 blockIndex = (y / 4) * (bufw / 4); for (int x = 0; x < minw; x += 4) { DecodeDXT1Block(dst + bufw * y + x, src + blockIndex, bufw); blockIndex++; } } finalBuf = tmpTexBuf32.data(); w = (w + 3) & ~3; } break; case GE_TFMT_DXT3: { int minw = std::min(bufw, w); tmpTexBuf32.resize(std::max(bufw, w) * h); tmpTexBufRearrange.resize(std::max(bufw, w) * h); u32 *dst = tmpTexBuf32.data(); DXT3Block *src = (DXT3Block*)texptr; for (int y = 0; y < h; y += 4) { u32 blockIndex = (y / 4) * (bufw / 4); for (int x = 0; x < minw; x += 4) { DecodeDXT3Block(dst + bufw * y + x, src + blockIndex, bufw); blockIndex++; } } w = (w + 3) & ~3; finalBuf = tmpTexBuf32.data(); } break; case GE_TFMT_DXT5: { int minw = std::min(bufw, w); tmpTexBuf32.resize(std::max(bufw, w) * h); tmpTexBufRearrange.resize(std::max(bufw, w) * h); u32 *dst = tmpTexBuf32.data(); DXT5Block *src = (DXT5Block*)texptr; for (int y = 0; y < h; y += 4) { u32 blockIndex = (y / 4) * (bufw / 4); for (int x = 0; x < minw; x += 4) { DecodeDXT5Block(dst + bufw * y + x, src + blockIndex, bufw); blockIndex++; } } w = (w + 3) & ~3; finalBuf = tmpTexBuf32.data(); } break; default: ERROR_LOG_REPORT(G3D, "Unknown Texture Format %d!!!", format); return NULL; } if (!finalBuf) { ERROR_LOG_REPORT(G3D, "NO finalbuf! Will crash!"); } if (w != bufw) { int pixelSize; switch (dstFmt) { case D3DFMT_A4R4G4B4: case D3DFMT_A1R5G5B5: case D3DFMT_R5G6B5: pixelSize = 2; break; default: pixelSize = 4; break; } // Need to rearrange the buffer to simulate GL_UNPACK_ROW_LENGTH etc. int inRowBytes = bufw * pixelSize; int outRowBytes = w * pixelSize; const u8 *read = (const u8 *)finalBuf; u8 *write = 0; if (w > bufw) { write = (u8 *)tmpTexBufRearrange.data(); finalBuf = tmpTexBufRearrange.data(); } else { write = (u8 *)finalBuf; } for (int y = 0; y < h; y++) { memmove(write, read, outRowBytes); read += inRowBytes; write += outRowBytes; } } return finalBuf; } TextureCacheDX9::TexCacheEntry::Status TextureCacheDX9::CheckAlpha(const u32 *pixelData, u32 dstFmt, int stride, int w, int h) { CheckAlphaResult res; switch (dstFmt) { case D3DFMT_A4R4G4B4: res = CheckAlphaRGBA4444Basic(pixelData, stride, w, h); break; case D3DFMT_A1R5G5B5: res = CheckAlphaRGBA5551Basic(pixelData, stride, w, h); break; case D3DFMT_R5G6B5: // Never has any alpha. res = CHECKALPHA_FULL; break; default: res = CheckAlphaRGBA8888Basic(pixelData, stride, w, h); break; } return (TexCacheEntry::Status)res; } static inline void copyTexture(int xoffset, int yoffset, int w, int h, int pitch, int srcfmt, int fmt, void * pSrc, void * pDst) { int y; switch(fmt) { case D3DFMT_R5G6B5: case D3DFMT_A4R4G4B4: case D3DFMT_A1R5G5B5: for(y = 0; y < h; y++) { const u16 *src = (const u16 *)((u8*)pSrc + (w*2) * y); u16 *dst = (u16*)((u8*)pDst + pitch * y); memcpy(dst, src, w * sizeof(u16)); } break; // 32 bit texture case D3DFMT_A8R8G8B8: for(y = 0; y < h; y++) { const u32 *src = (const u32 *)((u8*)pSrc + (w*4) * y); u32 *dst = (u32*)((u8*)pDst + pitch * y); memcpy(dst, src, w * sizeof(u32)); } break; } } void TextureCacheDX9::LoadTextureLevel(TexCacheEntry &entry, int level, int maxLevel, bool replaceImages, int scaleFactor, u32 dstFmt) { // TODO: only do this once u32 texByteAlign = 1; GEPaletteFormat clutformat = gstate.getClutPaletteFormat(); int bufw; void *finalBuf = DecodeTextureLevel(GETextureFormat(entry.format), clutformat, level, texByteAlign, dstFmt, &bufw); if (finalBuf == NULL) { return; } int w = gstate.getTextureWidth(level); int h = gstate.getTextureHeight(level); gpuStats.numTexturesDecoded++; u32 *pixelData = (u32 *)finalBuf; if (scaleFactor > 1 && (entry.status & TexCacheEntry::STATUS_CHANGE_FREQUENT) == 0) scaler.Scale(pixelData, dstFmt, w, h, scaleFactor); if ((entry.status & TexCacheEntry::STATUS_CHANGE_FREQUENT) == 0) { TexCacheEntry::Status alphaStatus = CheckAlpha(pixelData, dstFmt, w, w, h); entry.SetAlphaStatus(alphaStatus, level); } else { entry.SetAlphaStatus(TexCacheEntry::STATUS_ALPHA_UNKNOWN); } LPDIRECT3DTEXTURE9 &texture = DxTex(&entry); if (level == 0 && (!replaceImages || texture == nullptr)) { // Create texture D3DPOOL pool = D3DPOOL_MANAGED; int usage = 0; if (pD3DdeviceEx) { pool = D3DPOOL_DEFAULT; usage = D3DUSAGE_DYNAMIC; // TODO: Switch to using a staging texture? } int levels = scaleFactor == 1 ? maxLevel + 1 : 1; HRESULT hr = pD3Ddevice->CreateTexture(w, h, levels, usage, (D3DFORMAT)D3DFMT(dstFmt), pool, &texture, NULL); if (FAILED(hr)) { INFO_LOG(G3D, "Failed to create D3D texture"); ReleaseTexture(&entry); return; } } D3DLOCKED_RECT rect; texture->LockRect(level, &rect, NULL, 0); copyTexture(0, 0, w, h, rect.Pitch, entry.format, dstFmt, pixelData, rect.pBits); texture->UnlockRect(level); } bool TextureCacheDX9::DecodeTexture(u8 *output, const GPUgstate &state) { OutputDebugStringA("TextureCache::DecodeTexture : FixMe\r\n"); return true; } };