// Copyright (c) 2013- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include #include #include #include "Common/CommonTypes.h" #include "Common/MemoryUtil.h" #include "Core/System.h" #include "GPU/GPU.h" #include "GPU/GPUCommon.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/Common/TextureScalerCommon.h" #include "GPU/Common/TextureShaderCommon.h" #include "GPU/Common/TextureReplacer.h" #include "GPU/Common/ImageCommon.h" #include "GPU/GPUDefinitions.h" class Draw2D; enum FramebufferNotification { NOTIFY_FB_CREATED, NOTIFY_FB_UPDATED, NOTIFY_FB_DESTROYED, }; // Changes more frequent than this will be considered "frequent" and prevent texture scaling. #define TEXCACHE_FRAME_CHANGE_FREQUENT 6 // Note: only used when hash backoff is disabled. #define TEXCACHE_FRAME_CHANGE_FREQUENT_REGAIN_TRUST 33 #define TEXCACHE_MAX_TEXELS_SCALED (256*256) // Per frame struct VirtualFramebuffer; class TextureReplacer; class ShaderManagerCommon; enum class TexDecodeFlags { EXPAND32 = 1, REVERSE_COLORS = 2, TO_CLUT8 = 4, }; ENUM_CLASS_BITOPS(TexDecodeFlags); namespace Draw { class DrawContext; class Texture; } namespace GPURecord { class Recorder; } // Used by D3D11 and Vulkan, could be used by modern GL struct SamplerCacheKey { union { uint64_t fullKey; struct { // These are 8.8 fixed point. int16_t maxLevel; int16_t minLevel; int16_t lodBias; bool mipEnable : 1; bool minFilt : 1; bool mipFilt : 1; bool magFilt : 1; bool sClamp : 1; bool tClamp : 1; bool aniso : 1; bool texture3d : 1; }; }; bool operator < (const SamplerCacheKey &other) const { return fullKey < other.fullKey; } void ToString(std::string *str) const { str->resize(sizeof(*this)); memcpy(&(*str)[0], this, sizeof(*this)); } void FromString(const std::string &str) { memcpy(this, &str[0], sizeof(*this)); } }; class GLRTexture; class VulkanTexture; // Allow the extra bits from the remasters for the purposes of this. inline int dimWidth(u16 dim) { return 1 << (dim & 0xFF); } inline int dimHeight(u16 dim) { return 1 << ((dim >> 8) & 0xFF); } // Enough information about a texture to match it to framebuffers. struct TextureDefinition { u32 addr; u16 bufw; u16 dim; GETextureFormat format; }; // Texture replacement state machine: // Call FindReplacement during PrepareBuild. // If replacedTexture gets set: If not found, -> STATUS_TO_REPLACE, otherwise directly -> STATUS_IS_SCALED. // If replacedTexture is null, leave it at null. // If replacedTexture is set in SetTexture and STATUS_IS_SCALED is not set, query status. If ready rebuild texture, which will set STATUS_IS_SCALED. // NOTE: These only handle textures loaded directly from PSP memory contents. // Framebuffer textures do not have entries, we bind the framebuffers directly. // At one point we might merge the concepts of framebuffers and textures, but that // moment is far away. // When hashing large textures, we optimize 512x512 down to 512x272 by default, since this // is commonly the only part accessed. If access is made above 272, we hash the entire // texture, and set this flag to allow scaling the texture just once for the new hash. enum class TexStatus : u16 { VIDEO = (1 << 0), // Free bit 1 ALPHA_SOLID = (1 << 2), // Has no alpha channel, or always solid (==1.0) alpha. MANY_CLUT_VARIANTS = (1 << 3), // Has multiple CLUT variants. RELIABLE = (1 << 4), // Hash will never change. This only really applies to the font texture. CLUT_RECHECK = (1 << 5), // Another texture with same addr had a hashfail. HASH_RECHECK = (1 << 6), // Hash failed, but addr is the same, so we want to check again next time. TO_SCALE = (1 << 7), // Pending texture scaling in a later frame. IS_SCALED_OR_REPLACED = (1 << 8), // Has been scaled already (ignored for replacement checks). TO_REPLACE = (1 << 9), // Pending texture replacement. IS_3D = (1 << 10), NO_MIPS = (1 << 11), // Has bad or unusable mipmap levels. FRAMEBUFFER_OVERLAP = (1 << 12), FORCE_REBUILD = (1 << 13), CLUT8_INDEXED = (1 << 14), // Decoded as plain CLUT8 indices instead of all the way to colors. CLUT_GPU = (1 << 15), }; ENUM_CLASS_BITOPS(TexStatus); // TODO: Shrink this struct. There is some fluff. struct TexCacheEntry { ~TexCacheEntry() { if (texturePtr || textureName || vkTex) Crash(); } // After marking STATUS_UNRELIABLE, if it stays the same this many frames we'll trust it again. const static int FRAMES_REGAIN_TRUST = 1000; // TexStatus enum flag combination. TexStatus status; GETextureFormat format; u8 maxLevel; u32 addr; u16 dim; u16 bufw; u16 maxSeenV; s16 numInvalidated; u32 fullhash; u32 cluthash; union { GLRTexture *textureName; void *texturePtr; VulkanTexture *vkTex; }; ReplacedTexture *replacedTexture; #ifdef _WIN32 void *textureView; // Used by D3D11 only for the shader resource view. We could also just point to a struct of the two, similar to VulkanTexture. #endif int lastFrame; int lastSyncDomain; TextureAlpha GetAlphaStatus() const { return (status & TexStatus::ALPHA_SOLID) ? TextureAlpha::Solid : TextureAlpha::Any; } void SetAlphaStatus(TextureAlpha newStatus) { if (newStatus == TextureAlpha::Solid) { status |= TexStatus::ALPHA_SOLID; } else { status &= ~TexStatus::ALPHA_SOLID; } } void SetAlphaStatus(TextureAlpha newStatus, int level) { // For non-level zero, only set more restrictive. if (newStatus == TextureAlpha::Any || level == 0) { SetAlphaStatus(newStatus); } } // This is the full size in RAM, not the half size we use sometimes as a "safe" underestimate. u32 SizeInRAM() const { return (textureBitsPerPixel[format] * bufw * dimHeight(dim)) / 8; } bool MatchesProperties(u16 dim2, u8 format2, u8 maxLevel2) const; u64 CacheKey() const; static u64 CacheKey(u32 addr, u8 format, u16 dim, u32 cluthash); u32 EstimateTexMemoryUsage() const; }; // TODO: Work on shrinking it further. static_assert(sizeof(TexCacheEntry) <= 72, "TexCacheEntry is too big"); std::string TexStatusToString(TexStatus status); // Can't be unordered_map, we use lower_bound ... although for some reason that (used to?) compiles on MSVC. // Would really like to replace this with DenseHashMap but can't as long as we need lower_bound. // Additionally, TexCacheEntry is not that big, maybe it's beneficial to remove the unique_ptr indirection. typedef std::map> TexCache; // Urgh. #ifdef IGNORE #undef IGNORE #endif struct FramebufferMatchInfo { int16_t xOffset; int16_t yOffset; bool reinterpret; GEBufferFormat reinterpretTo; }; struct AttachCandidate { VirtualFramebuffer *fb; FramebufferMatchInfo match; RasterChannel channel; int relevancy; std::string ToString() const; }; struct CLUTProperties { // True if the clut is just alpha values in the same order (RGBA4444-bit only.) bool clutAlphaLinear = false; u16 clutAlphaLinearColor; }; class FramebufferManagerCommon; struct BuildTexturePlan { // Inputs bool hardwareScaling = false; bool slowScaler = true; // Set if the PSP software specified an unusual mip chain, // such as the same size throughout, or anything else that doesn't divide by // two on each level. If this is set, we won't generate mips nor use any. // However, we still respect baseLevelSrc. bool badMipSizes; // Number of mip levels to load from PSP memory (or replacement). int levelsToLoad; // The number of levels in total to create. // If greater than maxLevelToLoad, the backend is expected to either generate // the missing levels, or limit itself to levelsToLoad levels. int levelsToCreate; // The maximum number of mips levels we can create for this texture. int maxPossibleLevels; // Load the 0-mip from this PSP texture level instead of 0. // If non-zero, we are only loading one level. int baseLevelSrc; // The scale factor of the final texture. int scaleFactor; // Whether it's a video texture or not. Some decisions might depend on this. bool isVideo; // Unscaled size of the 0-mip of the original texture. // Don't really need to have it here, but convenient. int w; int h; // Scaled (or replaced) size of the 0-mip of the final texture. int createW; int createH; // Used for 3D textures only. If not a 3D texture, will be 1. int depth; // The replacement for the texture. ReplacedTexture *replaced; // Need to only check once since it can change during the load! bool doReplace; bool saveTexture; // TODO: Expand32 should probably also be decided in PrepareBuildTexture. bool decodeToClut8; void GetMipSize(int level, int *w, int *h) const { if (doReplace) { replaced->GetSize(level, w, h); return; } if (depth == 1) { *w = createW >> level; *h = createH >> level; } else { // 3D texture, we look for layers instead of levels. *w = createW; *h = createH; } } }; class TextureCacheCommon { public: TextureCacheCommon(Draw::DrawContext *draw, Draw2D *draw2D); virtual ~TextureCacheCommon(); void LoadClut(u32 clutAddr, u32 loadBytes, GPURecord::Recorder *recorder); bool GetCurrentClutBuffer(GPUDebugBuffer &buffer); // This updates nextTexture_ / nextFramebufferTexture_, which is then used by ApplyTexture. // TODO: Return stuff directly instead of keeping state. TexCacheEntry *SetTexture(); void SetShaderManager(ShaderManagerCommon *sm) { shaderManager_ = sm; } void ApplyTexture(bool doBind, bool flatZ); bool SetOffsetTexture(u32 yOffset); void Invalidate(u32 addr, int size, GPUInvalidationType type); void InvalidateAll(GPUInvalidationType type); void ClearNextFrame(); const TextureShaderCache &GetTextureShaderCache() const { return textureShaderCache_; } virtual void ForgetLastTexture() = 0; virtual void Clear(bool delete_them); virtual void NotifyConfigChanged(); virtual void ApplySamplingParams(const SamplerCacheKey &key) = 0; // FramebufferManager keeps TextureCache updated about what regions of memory are being rendered to, // so that it can invalidate TexCacheEntries pointed at those addresses. void NotifyFramebuffer(VirtualFramebuffer *framebuffer, FramebufferNotification msg); void NotifyWriteFormattedFromMemory(u32 addr, int size, int width, GEBufferFormat fmt); int NumLoadedTextures() const { return (int)cache_.size(); } size_t NumSecondaryTextures() const { return (int)secondCache_.size(); } bool IsFakeMipmapChange() { return PSP_CoreParameter().compat.flags().FakeMipmapChange && gstate.getTexLevelMode() == GE_TEXLEVEL_MODE_CONST; } bool VideoIsPlaying() { return !videos_.empty(); } virtual bool GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level, bool *isFramebuffer) { return false; } virtual void StartFrame(); virtual void DeviceLost(); virtual void DeviceRestore(Draw::DrawContext *draw); // Accessors for the debugger. virtual void *GetNativeTextureView(const TexCacheEntry *entry, bool flat) const = 0; const TexCache &Cache() const { return cache_; } const TexCache &SecondCache() const { return secondCache_; } const size_t CacheSizeEstimate() const; const size_t SecondCacheSizeEstimate() const; struct VideoInfo { u32 addr; u32 size; int flips; }; const std::vector &Videos() const { return videos_; } // For the debugger const VirtualFramebuffer *NextFramebufferTexture() const { return nextFramebufferTexture_; } protected: bool PrepareBuildTexture(BuildTexturePlan &plan, TexCacheEntry *entry); virtual void BindTexture(TexCacheEntry *entry, bool flatZ) = 0; virtual void Unbind() = 0; virtual void ReleaseTexture(TexCacheEntry *entry, bool delete_them) = 0; void DeleteTexture(TexCache::iterator it); void Decimate(TexCacheEntry *exceptThisOne, bool forcePressure); // forcePressure defaults to false. void ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, GETextureFormat texFormat, RasterChannel channel); void ApplyTextureDepalFramebufferCLUT(TexCacheEntry *entry); void HandleTextureChange(TexCacheEntry *const entry, const char *reason, bool initialMatch, bool doDelete); virtual void BuildTexture(TexCacheEntry *const entry) = 0; virtual void UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple); // only overridden in GLES bool CheckFullHash(TexCacheEntry *entry, bool &doDelete); virtual void BindAsClutTexture(Draw::Texture *tex, bool smooth) {} TextureAlpha DecodeTextureLevel(u8 *out, int outPitch, GETextureFormat format, GEPaletteFormat clutformat, uint32_t texaddr, int level, int bufw, TexDecodeFlags flags); static void UnswizzleFromMem(u32 *dest, u32 destPitch, const u8 *texptr, u32 bufw, u32 height, u32 bytesPerPixel); TextureAlpha ReadIndexedTex(u8 *out, int outPitch, int level, const u8 *texptr, int bytesPerIndex, int bufw, bool reverseColors, bool expandTo32Bit); ReplacedTexture *FindReplacement(TexCacheEntry *entry, int *w, int *h, int *d); void PollReplacement(TexCacheEntry *entry, int *w, int *h, int *d); // Return value is mapData normally, but could be another buffer allocated with AllocateAlignedMemory. void LoadTextureLevel(TexCacheEntry &entry, uint8_t *mapData, size_t dataSize, int mapRowPitch, BuildTexturePlan &plan, int srcLevel, Draw::DataFormat dstFmt, TexDecodeFlags texDecFlags); // These need to be member functions just for IsVideo and Replacer. SamplerCacheKey GetSamplingParams(int maxLevel, const TexCacheEntry *entry, bool flatZ); SamplerCacheKey GetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight); void UpdateMaxSeenV(TexCacheEntry *entry, bool throughMode); void SetTextureFramebuffer(const AttachCandidate &candidate); bool GetCurrentFramebufferTextureDebug(GPUDebugBuffer &buffer, bool *isFramebuffer); virtual void BoundFramebufferTexture() {} bool IsVideo(u32 texaddr) const; static TextureAlpha CheckCLUTAlpha(const uint8_t *pixelData, GEPaletteFormat clutFmt, int w); static inline u32 QuickTexHash(TextureReplacer &replacer, u32 addr, int bufw, int w, int h, bool swizzled, GETextureFormat format, const TexCacheEntry *entry) { if (replacer.Enabled()) { return replacer.ComputeHash(addr, bufw, w, h, swizzled, format, entry->maxSeenV); } if (h == 512 && entry->maxSeenV < 512 && entry->maxSeenV != 0) { h = (int)entry->maxSeenV; } u32 sizeInRAM; if (swizzled) { // In swizzle mode, textures are stored in rectangular blocks with the height 8. // That means that for a 64x4 texture, like in issue #9308, we would only hash half of the texture! // In theory, we should make sure to only hash half of each block, but in reality it's not likely that // games are using that memory for anything else. So we'll just make sure to compute the full size to hash. // To do that, we just use the same calculation but round the height upwards to the nearest multiple of 8. sizeInRAM = (textureBitsPerPixel[format] * bufw * ((h + 7) & ~7)) >> 3; } else { sizeInRAM = (textureBitsPerPixel[format] * bufw * h) >> 3; } const u32 *checkp = (const u32 *)Memory::GetPointer(addr); gpuStats.perFrame.numTextureDataBytesHashed += sizeInRAM; if (Memory::IsValidAddress(addr + sizeInRAM)) { return StableQuickTexHash(checkp, sizeInRAM); } else { return 0; } } static inline u32 MiniHash(const u32 *ptr) { return ptr[0]; } Draw::DrawContext *draw_; Draw2D *draw2D_; TextureReplacer replacer_; TextureScalerCommon scaler_; FramebufferManagerCommon *framebufferManager_; TextureShaderCache textureShaderCache_; ClutTextureCache clutTextureCache_; ShaderManagerCommon *shaderManager_; bool clearCacheNextFrame_ = false; bool lowMemoryMode_ = false; int decimationCounter_; int texelsScaledThisFrame_ = 0; double replacementTimeThisFrame_ = 0; // Recomputed once per frame. Depends FPS and soon also config. double replacementFrameBudgetSeconds_ = 0.5 / 60.0; // The primary cache uses the texture address along with the clut hash as the key. TexCache cache_; // The secondary cache uses the texture hash and clut hash as the key. TexCache secondCache_; std::vector videos_; AlignedVector tmpTexBuf32_; AlignedVector tmpTexBufRearrange_; TexCacheEntry *nextTexture_ = nullptr; bool failedTexture_ = false; VirtualFramebuffer *nextFramebufferTexture_ = nullptr; RasterChannel nextFramebufferTextureChannel_ = RASTER_COLOR; u32 clutHash_ = 0; // Raw is where we keep the original bytes. Converted is where we swap colors if necessary. u32 *clutBufRaw_; u32 *clutBufConverted_; // This is the active one. u32 *clutBuf_; u32 clutLastFormat_ = 0xFFFFFFFF; u32 clutTotalBytes_ = 0; u32 clutMaxBytes_ = 0; u32 clutRenderAddress_ = 0xFFFFFFFF; u32 clutRenderOffset_; GEBufferFormat clutRenderFormat_; CLUTProperties clutProperties_; // Facilities for GPU depal of static textures. Draw::Framebuffer *dynamicClutTemp_ = nullptr; Draw::Framebuffer *dynamicClutFbo_ = nullptr; int standardScaleFactor_; int shaderScaleFactor_ = 0; const char *nextChangeReason_; bool nextNeedsRehash_; bool nextNeedsChange_; bool nextNeedsRebuild_; u32 *expandClut_; }; inline bool TexCacheEntry::MatchesProperties(u16 dim2, u8 format2, u8 maxLevel2) const { return dim == dim2 && format == format2 && maxLevel == maxLevel2; } inline u64 TexCacheEntry::CacheKey() const { return CacheKey(addr, format, dim, cluthash); } inline u64 TexCacheEntry::CacheKey(u32 addr, u8 format, u16 dim, u32 cluthash) { u64 cachekey = ((u64)(addr & 0x3FFFFFFF) << 32) | dim; bool hasClut = (format & 4) != 0; if (hasClut) { cachekey ^= cluthash; } return cachekey; }