Files
ppsspp/GPU/GLES/TextureCacheGLES.cpp
T
Henrik Rydgård 08eaf7665c Fix race condition in replacement texture loading
The texture could become valid during the load, causing an inconsistent
state within the texture loading. So can only check for valid-ness once.
2022-08-30 12:52:31 +02:00

448 lines
15 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include <cstring>
#include "ext/xxhash.h"
#include "Common/Common.h"
#include "Common/Data/Convert/ColorConv.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Math/math_util.h"
#include "Common/Profiler/Profiler.h"
#include "Common/GPU/OpenGL/GLRenderManager.h"
#include "Common/TimeUtil.h"
#include "Core/Config.h"
#include "Core/Host.h"
#include "Core/MemMap.h"
#include "Core/Reporting.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/GLES/TextureCacheGLES.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/Common/FragmentShaderGenerator.h"
#include "GPU/Common/TextureShaderCommon.h"
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/Common/TextureDecoder.h"
#ifdef _M_SSE
#include <emmintrin.h>
#endif
TextureCacheGLES::TextureCacheGLES(Draw::DrawContext *draw, Draw2D *draw2D)
: TextureCacheCommon(draw, draw2D) {
render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
nextTexture_ = nullptr;
}
TextureCacheGLES::~TextureCacheGLES() {
Clear(true);
}
void TextureCacheGLES::SetFramebufferManager(FramebufferManagerGLES *fbManager) {
framebufferManagerGL_ = fbManager;
framebufferManager_ = fbManager;
}
void TextureCacheGLES::ReleaseTexture(TexCacheEntry *entry, bool delete_them) {
if (delete_them) {
if (entry->textureName) {
render_->DeleteTexture(entry->textureName);
}
}
entry->textureName = nullptr;
}
void TextureCacheGLES::Clear(bool delete_them) {
TextureCacheCommon::Clear(delete_them);
}
Draw::DataFormat getClutDestFormat(GEPaletteFormat format) {
switch (format) {
case GE_CMODE_16BIT_ABGR4444:
return Draw::DataFormat::R4G4B4A4_UNORM_PACK16;
case GE_CMODE_16BIT_ABGR5551:
return Draw::DataFormat::R5G5B5A1_UNORM_PACK16;
case GE_CMODE_16BIT_BGR5650:
return Draw::DataFormat::R5G6B5_UNORM_PACK16;
case GE_CMODE_32BIT_ABGR8888:
return Draw::DataFormat::R8G8B8A8_UNORM;
}
return Draw::DataFormat::UNDEFINED;
}
static const GLuint MinFiltGL[8] = {
GL_NEAREST,
GL_LINEAR,
GL_NEAREST,
GL_LINEAR,
GL_NEAREST_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_LINEAR_MIPMAP_LINEAR,
};
static const GLuint MagFiltGL[2] = {
GL_NEAREST,
GL_LINEAR
};
void TextureCacheGLES::ApplySamplingParams(const SamplerCacheKey &key) {
if (gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
float minLod = (float)key.minLevel / 256.0f;
float maxLod = (float)key.maxLevel / 256.0f;
float lodBias = (float)key.lodBias / 256.0f;
render_->SetTextureLod(0, minLod, maxLod, lodBias);
}
float aniso = 0.0f;
int minKey = ((int)key.mipEnable << 2) | ((int)key.mipFilt << 1) | ((int)key.minFilt);
render_->SetTextureSampler(0,
key.sClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT, key.tClamp ? GL_CLAMP_TO_EDGE : GL_REPEAT,
key.magFilt ? GL_LINEAR : GL_NEAREST, MinFiltGL[minKey], aniso);
}
static void ConvertColors(void *dstBuf, const void *srcBuf, Draw::DataFormat dstFmt, int numPixels) {
const u32 *src = (const u32 *)srcBuf;
u32 *dst = (u32 *)dstBuf;
switch (dstFmt) {
case Draw::DataFormat::R4G4B4A4_UNORM_PACK16:
ConvertRGBA4444ToABGR4444((u16 *)dst, (const u16 *)src, numPixels);
break;
// Final Fantasy 2 uses this heavily in animated textures.
case Draw::DataFormat::R5G5B5A1_UNORM_PACK16:
ConvertRGBA5551ToABGR1555((u16 *)dst, (const u16 *)src, numPixels);
break;
case Draw::DataFormat::R5G6B5_UNORM_PACK16:
ConvertRGB565ToBGR565((u16 *)dst, (const u16 *)src, numPixels);
break;
default:
// No need to convert RGBA8888, right order already
if (dst != src)
memcpy(dst, src, numPixels * sizeof(u32));
break;
}
}
void TextureCacheGLES::StartFrame() {
TextureCacheCommon::StartFrame();
InvalidateLastTexture();
timesInvalidatedAllThisFrame_ = 0;
replacementTimeThisFrame_ = 0.0;
GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
if (!lowMemoryMode_ && renderManager->SawOutOfMemory()) {
lowMemoryMode_ = true;
decimationCounter_ = 0;
auto err = GetI18NCategory("Error");
if (standardScaleFactor_ > 1) {
host->NotifyUserMessage(err->T("Warning: Video memory FULL, reducing upscaling and switching to slow caching mode"), 2.0f);
} else {
host->NotifyUserMessage(err->T("Warning: Video memory FULL, switching to slow caching mode"), 2.0f);
}
}
if (texelsScaledThisFrame_) {
VERBOSE_LOG(G3D, "Scaled %i texels", texelsScaledThisFrame_);
}
texelsScaledThisFrame_ = 0;
if (clearCacheNextFrame_) {
Clear(true);
clearCacheNextFrame_ = false;
} else {
Decimate();
}
}
void TextureCacheGLES::UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) {
const u32 clutBaseBytes = clutFormat == GE_CMODE_32BIT_ABGR8888 ? (clutBase * sizeof(u32)) : (clutBase * sizeof(u16));
// Technically, these extra bytes weren't loaded, but hopefully it was loaded earlier.
// If not, we're going to hash random data, which hopefully doesn't cause a performance issue.
//
// TODO: Actually, this seems like a hack. The game can upload part of a CLUT and reference other data.
// clutTotalBytes_ is the last amount uploaded. We should hash clutMaxBytes_, but this will often hash
// unrelated old entries for small palettes.
// Adding clutBaseBytes may just be mitigating this for some usage patterns.
const u32 clutExtendedBytes = std::min(clutTotalBytes_ + clutBaseBytes, clutMaxBytes_);
if (replacer_.Enabled())
clutHash_ = XXH32((const char *)clutBufRaw_, clutExtendedBytes, 0xC0108888);
else
clutHash_ = XXH3_64bits((const char *)clutBufRaw_, clutExtendedBytes) & 0xFFFFFFFF;
// Avoid a copy when we don't need to convert colors.
if (clutFormat != GE_CMODE_32BIT_ABGR8888) {
const int numColors = clutFormat == GE_CMODE_32BIT_ABGR8888 ? (clutMaxBytes_ / sizeof(u32)) : (clutMaxBytes_ / sizeof(u16));
ConvertColors(clutBufConverted_, clutBufRaw_, getClutDestFormat(clutFormat), numColors);
clutBuf_ = clutBufConverted_;
} else {
clutBuf_ = clutBufRaw_;
}
// Special optimization: fonts typically draw clut4 with just alpha values in a single color.
clutAlphaLinear_ = false;
clutAlphaLinearColor_ = 0;
if (clutFormat == GE_CMODE_16BIT_ABGR4444 && clutIndexIsSimple) {
const u16_le *clut = GetCurrentClut<u16_le>();
clutAlphaLinear_ = true;
clutAlphaLinearColor_ = clut[15] & 0xFFF0;
for (int i = 0; i < 16; ++i) {
u16 step = clutAlphaLinearColor_ | i;
if (clut[i] != step) {
clutAlphaLinear_ = false;
break;
}
}
}
clutLastFormat_ = gstate.clutformat;
}
void TextureCacheGLES::BindTexture(TexCacheEntry *entry) {
if (!entry) {
render_->BindTexture(0, nullptr);
lastBoundTexture = nullptr;
return;
}
if (entry->textureName != lastBoundTexture) {
render_->BindTexture(0, entry->textureName);
lastBoundTexture = entry->textureName;
}
int maxLevel = (entry->status & TexCacheEntry::STATUS_NO_MIPS) ? 0 : entry->maxLevel;
SamplerCacheKey samplerKey = GetSamplingParams(maxLevel, entry);
ApplySamplingParams(samplerKey);
gstate_c.SetUseShaderDepal(false, false);
}
void TextureCacheGLES::Unbind() {
render_->BindTexture(TEX_SLOT_PSP_TEXTURE, nullptr);
InvalidateLastTexture();
}
void TextureCacheGLES::BindAsClutTexture(Draw::Texture *tex, bool smooth) {
GLRTexture *glrTex = (GLRTexture *)draw_->GetNativeObject(Draw::NativeObject::TEXTURE_VIEW, tex);
render_->BindTexture(TEX_SLOT_CLUT, glrTex);
render_->SetTextureSampler(TEX_SLOT_CLUT, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, smooth ? GL_LINEAR : GL_NEAREST, smooth ? GL_LINEAR : GL_NEAREST, 0.0f);
}
void TextureCacheGLES::BuildTexture(TexCacheEntry *const entry) {
BuildTexturePlan plan;
if (!PrepareBuildTexture(plan, entry)) {
// We're screwed?
return;
}
_assert_(!entry->textureName);
// GLES2 doesn't have support for a "Max lod" which is critical as PSP games often
// don't specify mips all the way down. As a result, we either need to manually generate
// the bottom few levels or rely on OpenGL's autogen mipmaps instead, which might not
// be as good quality as the game's own (might even be better in some cases though).
int tw = plan.w;
int th = plan.h;
Draw::DataFormat dstFmt = GetDestFormat(GETextureFormat(entry->format), gstate.getClutPaletteFormat());
if (plan.replaced->GetSize(plan.baseLevelSrc, tw, th)) {
dstFmt = plan.replaced->Format(plan.baseLevelSrc);
} else if (plan.scaleFactor > 1) {
tw *= plan.scaleFactor;
th *= plan.scaleFactor;
dstFmt = Draw::DataFormat::R8G8B8A8_UNORM;
}
if (plan.depth == 1) {
entry->textureName = render_->CreateTexture(GL_TEXTURE_2D, tw, tw, 1, plan.levelsToCreate);
} else {
entry->textureName = render_->CreateTexture(GL_TEXTURE_3D, tw, tw, plan.depth, 1);
}
// Apply some additional compatibility checks.
if (plan.levelsToLoad > 1) {
// Avoid PowerVR driver bug
if (plan.w > 1 && plan.h > 1 && !(plan.h > plan.w && draw_->GetBugs().Has(Draw::Bugs::PVR_GENMIPMAP_HEIGHT_GREATER))) { // Really! only seems to fail if height > width
// It's ok to generate mipmaps beyond the loaded levels.
} else {
plan.levelsToCreate = plan.levelsToLoad;
}
}
if (!gstate_c.Supports(GPU_SUPPORTS_TEXTURE_LOD_CONTROL)) {
// If the mip chain is not full..
if (plan.levelsToCreate != plan.maxPossibleLevels) {
// We need to avoid creating mips at all, or generate them all - can't be incomplete
// on this hardware (strict OpenGL rules).
plan.levelsToCreate = 1;
plan.levelsToLoad = 1;
entry->status |= TexCacheEntry::STATUS_NO_MIPS;
}
}
if (plan.depth == 1) {
for (int i = 0; i < plan.levelsToLoad; i++) {
int srcLevel = i == 0 ? plan.baseLevelSrc : i;
int mipWidth;
int mipHeight;
plan.GetMipSize(i, &mipWidth, &mipHeight);
u8 *data = nullptr;
int stride = 0;
int bpp;
if (plan.replaceValid) {
bpp = (int)Draw::DataFormatSizeInBytes(plan.replaced->Format(srcLevel));
} else {
if (plan.scaleFactor > 1) {
bpp = 4;
} else {
bpp = dstFmt == Draw::DataFormat::R8G8B8A8_UNORM ? 4 : 2;
}
}
stride = mipWidth * bpp;
data = (u8 *)AllocateAlignedMemory(stride * mipHeight, 16);
if (!data) {
ERROR_LOG(G3D, "Ran out of RAM trying to allocate a temporary texture upload buffer (%dx%d)", mipWidth, mipHeight);
return;
}
LoadTextureLevel(*entry, data, stride, *plan.replaced, srcLevel, plan.scaleFactor, dstFmt, true);
// NOTE: TextureImage takes ownership of data, so we don't free it afterwards.
render_->TextureImage(entry->textureName, i, mipWidth, mipHeight, 1, dstFmt, data, GLRAllocType::ALIGNED);
}
bool genMips = plan.levelsToCreate > plan.levelsToLoad;
render_->FinalizeTexture(entry->textureName, plan.levelsToLoad, genMips);
} else {
int bpp = dstFmt == Draw::DataFormat::R8G8B8A8_UNORM ? 4 : 2;
int stride = bpp * (plan.w * plan.scaleFactor);
int levelStride = stride * (plan.h * plan.scaleFactor);
u8 *data = (u8 *)AllocateAlignedMemory(levelStride * plan.depth, 16);
memset(data, 0, levelStride * plan.depth);
u8 *p = data;
for (int i = 0; i < plan.depth; i++) {
LoadTextureLevel(*entry, p, stride, *plan.replaced, i, plan.scaleFactor, dstFmt, true);
p += levelStride;
}
render_->TextureImage(entry->textureName, 0, plan.w * plan.scaleFactor, plan.h * plan.scaleFactor, plan.depth, dstFmt, data, GLRAllocType::ALIGNED);
// Signal that we support depth textures so use it as one.
entry->status |= TexCacheEntry::STATUS_3D;
render_->FinalizeTexture(entry->textureName, 1, false);
}
if (plan.replaceValid) {
entry->SetAlphaStatus(TexCacheEntry::TexStatus(plan.replaced->AlphaStatus()));
}
}
Draw::DataFormat TextureCacheGLES::GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const {
switch (format) {
case GE_TFMT_CLUT4:
case GE_TFMT_CLUT8:
case GE_TFMT_CLUT16:
case GE_TFMT_CLUT32:
return getClutDestFormat(clutFormat);
case GE_TFMT_4444:
return Draw::DataFormat::R4G4B4A4_UNORM_PACK16;
case GE_TFMT_5551:
return Draw::DataFormat::R5G5B5A1_UNORM_PACK16;
case GE_TFMT_5650:
return Draw::DataFormat::R5G6B5_UNORM_PACK16;
case GE_TFMT_8888:
case GE_TFMT_DXT1:
case GE_TFMT_DXT3:
case GE_TFMT_DXT5:
default:
return Draw::DataFormat::R8G8B8A8_UNORM;
}
}
bool TextureCacheGLES::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) {
InvalidateLastTexture();
SetTexture();
if (!nextTexture_) {
if (nextFramebufferTexture_) {
VirtualFramebuffer *vfb = nextFramebufferTexture_;
buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, false);
bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth, "GetCurrentTextureDebug");
// Vulkan requires us to re-apply all dynamic state for each command buffer, and the above will cause us to start a new cmdbuf.
// So let's dirty the things that are involved in Vulkan dynamic state. Readbacks are not frequent so this won't hurt other backends.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE);
// We may have blitted to a temp FBO.
framebufferManager_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
if (!retval)
ERROR_LOG(G3D, "Failed to get debug texture: copy to memory failed");
return retval;
} else {
ERROR_LOG(G3D, "Failed to get debug texture: no texture set");
return false;
}
}
// Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer.
TexCacheEntry *entry = nextTexture_;
// We might need a render pass to set the sampling params, unfortunately. Otherwise BuildTexture may crash.
framebufferManagerGL_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
ApplyTexture();
GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
// Not a framebuffer, so let's assume these are right.
// TODO: But they may definitely not be, if the texture was scaled.
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
bool result = entry->textureName != nullptr;
if (result) {
buffer.Allocate(w, h, GE_FORMAT_8888, false);
renderManager->CopyImageToMemorySync(entry->textureName, level, 0, 0, w, h, Draw::DataFormat::R8G8B8A8_UNORM, (uint8_t *)buffer.GetData(), w, "GetCurrentTextureDebug");
} else {
ERROR_LOG(G3D, "Failed to get debug texture: texture is null");
}
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
framebufferManager_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
return result;
}
void TextureCacheGLES::DeviceLost() {
textureShaderCache_->DeviceLost();
Clear(false);
draw_ = nullptr;
render_ = nullptr;
}
void TextureCacheGLES::DeviceRestore(Draw::DrawContext *draw) {
draw_ = draw;
render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
textureShaderCache_->DeviceRestore(draw);
}