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