Merge pull request #13420 from hrydgard/framebuffer-simplify

Framebuffer manager refactor: Don't cache framebuffer information in TexCacheEntry
This commit is contained in:
Henrik Rydgård 2020-09-13 16:40:17 +02:00 committed by GitHub
commit a6084f6fee
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18 changed files with 298 additions and 563 deletions

View file

@ -49,24 +49,12 @@ namespace Draw {
class VulkanFBO;
struct VirtualFramebuffer {
int last_frame_used;
int last_frame_attached;
int last_frame_render;
int last_frame_displayed;
int last_frame_clut;
int last_frame_failed;
int last_frame_depth_updated;
int last_frame_depth_render;
u32 clutUpdatedBytes;
bool memoryUpdated;
bool firstFrameSaved;
u32 fb_address;
u32 z_address; // If 0, it's a "RAM" framebuffer.
int fb_stride;
int z_stride;
// There's also a top left of the drawing region, but meh...
GEBufferFormat format; // virtual, right now they are all RGBA8888
// width/height: The detected size of the current framebuffer, in original PSP pixels.
u16 width;
@ -89,8 +77,6 @@ struct VirtualFramebuffer {
u16 newHeight;
int lastFrameNewSize;
GEBufferFormat format; // virtual, right now they are all RGBA8888
// TODO: Handle fbo and colorDepth better.
u8 colorDepth;
Draw::Framebuffer *fbo;
@ -103,6 +89,18 @@ struct VirtualFramebuffer {
bool dirtyAfterDisplay;
bool reallyDirtyAfterDisplay; // takes frame skipping into account
int last_frame_used;
int last_frame_attached;
int last_frame_render;
int last_frame_displayed;
int last_frame_clut;
int last_frame_failed;
int last_frame_depth_updated;
int last_frame_depth_render;
u32 clutUpdatedBytes;
bool memoryUpdated;
bool firstFrameSaved;
};
struct FramebufferHeuristicParams {
@ -313,6 +311,10 @@ public:
virtual bool GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer);
virtual bool GetOutputFramebuffer(GPUDebugBuffer &buffer);
const std::vector<VirtualFramebuffer *> &Framebuffers() {
return vfbs_;
}
protected:
virtual void PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h);
void SetViewport2D(int x, int y, int w, int h);
@ -354,7 +356,7 @@ protected:
void UpdateFramebufUsage(VirtualFramebuffer *vfb);
void SetColorUpdated(VirtualFramebuffer *dstBuffer, int skipDrawReason) {
static void SetColorUpdated(VirtualFramebuffer *dstBuffer, int skipDrawReason) {
dstBuffer->memoryUpdated = false;
dstBuffer->clutUpdatedBytes = 0;
dstBuffer->dirtyAfterDisplay = true;

View file

@ -99,12 +99,9 @@ inline int dimHeight(u16 dim) {
// TODO
TextureCacheCommon::TextureCacheCommon(Draw::DrawContext *draw)
: draw_(draw),
clearCacheNextFrame_(false),
lowMemoryMode_(false),
texelsScaledThisFrame_(0),
cacheSizeEstimate_(0),
secondCacheSizeEstimate_(0),
nextTexture_(nullptr),
clutLastFormat_(0xFFFFFFFF),
clutTotalBytes_(0),
clutMaxBytes_(0),
@ -134,18 +131,6 @@ TextureCacheCommon::~TextureCacheCommon() {
FreeAlignedMemory(clutBufRaw_);
}
int TextureCacheCommon::AttachedDrawingHeight() {
if (nextTexture_) {
if (nextTexture_->framebuffer) {
return nextTexture_->framebuffer->height;
}
u16 dim = nextTexture_->dim;
const u8 dimY = dim >> 8;
return 1 << dimY;
}
return 0;
}
// Produces a signed 1.23.8 value.
static int TexLog2(float delta) {
union FloatBits {
@ -262,10 +247,6 @@ void TextureCacheCommon::UpdateSamplingParams(TexCacheEntry &entry, SamplerCache
break;
}
}
if (entry.framebuffer) {
WARN_LOG_REPORT_ONCE(wrongFramebufAttach, G3D, "Framebuffer still attached in UpdateSamplingParams()?");
}
}
void TextureCacheCommon::UpdateMaxSeenV(TexCacheEntry *entry, bool throughMode) {
@ -314,16 +295,7 @@ void TextureCacheCommon::UpdateMaxSeenV(TexCacheEntry *entry, bool throughMode)
}
}
void TextureCacheCommon::SetTexture(bool force) {
#ifdef DEBUG_TEXTURES
if (SetDebugTexture()) {
// A different texture was bound, let's rebind next time.
InvalidateLastTexture();
return;
}
#endif
TexCacheEntry *TextureCacheCommon::SetTexture(bool force) {
if (force) {
InvalidateLastTexture();
}
@ -335,7 +307,7 @@ void TextureCacheCommon::SetTexture(bool force) {
if (!Memory::IsValidAddress(texaddr)) {
// Bind a null texture and return.
Unbind();
return;
return nullptr;
}
const u16 dim = gstate.getTextureDimension(level);
@ -386,21 +358,10 @@ void TextureCacheCommon::SetTexture(bool force) {
bool match = entry->Matches(dim, format, maxLevel);
const char *reason = "different params";
// Check for FBO - slow!
if (entry->framebuffer) {
if (match) {
if (hasClut && clutRenderAddress_ != 0xFFFFFFFF) {
WARN_LOG_REPORT_ONCE(clutAndTexRender, G3D, "Using rendered texture with rendered CLUT: texfmt=%d, clutfmt=%d", gstate.getTextureFormat(), gstate.getClutPaletteFormat());
}
SetTextureFramebuffer(entry, entry->framebuffer);
return;
} else {
// Make sure we re-evaluate framebuffers.
DetachFramebuffer(entry, texaddr, entry->framebuffer, (entry->status & TexCacheEntry::STATUS_DEPTH) ? NOTIFY_FB_DEPTH : NOTIFY_FB_COLOR);
reason = "detached framebuf";
match = false;
}
// Check for FBO changes.
if (entry->status & TexCacheEntry::STATUS_FRAMEBUFFER_OVERLAP) {
// Fall through to the end where we'll delete the entry if there's a framebuffer.
match = false;
}
bool rehash = entry->GetHashStatus() == TexCacheEntry::STATUS_UNRELIABLE;
@ -463,7 +424,7 @@ void TextureCacheCommon::SetTexture(bool force) {
if (match) {
// TODO: Mark the entry reliable if it's been safe for long enough?
//got one!
// got one!
gstate_c.curTextureWidth = w;
gstate_c.curTextureHeight = h;
if (rehash) {
@ -479,14 +440,39 @@ void TextureCacheCommon::SetTexture(bool force) {
// Might need a rebuild if the hash fails, but that will be set later.
nextNeedsRebuild_ = false;
VERBOSE_LOG(G3D, "Texture at %08x Found in Cache, applying", texaddr);
return; //Done!
return entry; //Done!
} else {
// Wasn't a match, we will rebuild.
nextChangeReason_ = reason;
nextNeedsChange_ = true;
// Fall through to the rebuild case.
}
} else {
VERBOSE_LOG(G3D, "No texture in cache, decoding...");
}
// No texture found, or changed (depending on entry).
// Check for framebuffers.
TextureDefinition def{};
def.addr = texaddr;
def.dim = dim;
def.format = format;
def.bufw = bufw;
std::vector<AttachCandidate> candidates = GetFramebufferCandidates(def, 0);
if (candidates.size() > 0) {
int index = GetBestCandidateIndex(candidates);
if (index != -1) {
nextTexture_ = nullptr;
nextNeedsRebuild_ = false;
SetTextureFramebuffer(candidates[index]);
return nullptr;
}
}
// Didn't match a framebuffer, keep going.
if (!entry) {
VERBOSE_LOG(G3D, "No texture in cache for %08x, decoding...", texaddr);
TexCacheEntry *entryNew = new TexCacheEntry{};
cache_[cachekey].reset(entryNew);
@ -539,102 +525,80 @@ void TextureCacheCommon::SetTexture(bool force) {
gstate_c.curTextureWidth = w;
gstate_c.curTextureHeight = h;
// Before we go reading the texture from memory, let's check for render-to-texture.
// We must do this early so we have the right w/h.
entry->framebuffer = nullptr;
if (Memory::IsDepthTexVRAMAddress(texaddr)) {
entry->status |= TexCacheEntry::STATUS_DEPTH;
}
AttachFramebufferToEntry(entry, 0);
// If we ended up with a framebuffer, attach it - no texture decoding needed.
if (entry->framebuffer) {
SetTextureFramebuffer(entry, entry->framebuffer);
}
nextTexture_ = entry;
nextNeedsRehash_ = entry->framebuffer == nullptr;
nextNeedsRehash_ = false;
// We still need to rebuild, to allocate a texture. But we'll bail early.
nextNeedsRebuild_ = true;
return entry;
}
bool TextureCacheCommon::AttachFramebufferToEntry(TexCacheEntry *entry, u32 texAddrOffset) {
std::vector<AttachCandidate> TextureCacheCommon::GetFramebufferCandidates(const TextureDefinition &entry, u32 texAddrOffset) {
gpuStats.numFramebufferEvaluations++;
bool success = false;
bool anyIgnores = false;
std::vector<AttachCandidate> candidates;
std::vector<AttachCandidate> detaches;
FramebufferNotificationChannel channel = (entry->status & TexCacheEntry::STATUS_DEPTH) ? NOTIFY_FB_DEPTH : NOTIFY_FB_COLOR;
for (size_t i = 0, n = fbCache_.size(); i < n; ++i) {
auto framebuffer = fbCache_[i];
uint32_t fb_addr = channel == NOTIFY_FB_DEPTH ? framebuffer->z_address : framebuffer->fb_address;
FramebufferMatchInfo match = MatchFramebuffer(entry, fb_addr, framebuffer, texAddrOffset, channel);
if (match.match == FramebufferMatch::IGNORE) {
anyIgnores = true;
} else if (match.match == FramebufferMatch::NO_MATCH) {
detaches.push_back(AttachCandidate{ match, entry, framebuffer, channel });
} else {
FramebufferNotificationChannel channel = Memory::IsDepthTexVRAMAddress(entry.addr) ? FramebufferNotificationChannel::NOTIFY_FB_DEPTH : FramebufferNotificationChannel::NOTIFY_FB_COLOR;
auto framebuffers = framebufferManager_->Framebuffers();
for (size_t i = 0, n = framebuffers.size(); i < n; ++i) {
auto framebuffer = framebuffers[i];
FramebufferMatchInfo match = MatchFramebuffer(entry, framebuffer, texAddrOffset, channel);
switch (match.match) {
case FramebufferMatch::VALID:
candidates.push_back(AttachCandidate{ match, entry, framebuffer, channel });
break;
default:
break;
}
}
// If this is set, we want to defer the decision, apparently.
if (!anyIgnores) {
// If not set, always detach. They may affect inexact matches.
for (AttachCandidate &candidate : detaches) {
DetachFramebuffer(entry, entry->addr, candidate.fb, channel);
}
}
if (!candidates.size()) {
// No candidates at all.
return false;
}
if (candidates.size() > 1) {
bool depth = channel == FramebufferNotificationChannel::NOTIFY_FB_DEPTH;
WARN_LOG_REPORT_ONCE(multifbcandidate, G3D, "AttachFramebufferToEntry(%s): Multiple (%d) candidate framebuffers. texaddr: %08x offset: %d (%dx%d stride %d, %s)",
depth ? "DEPTH" : "COLOR", (int)candidates.size(), entry->addr, texAddrOffset, dimWidth(entry->dim), dimHeight(entry->dim), entry->bufw, GeTextureFormatToString((GETextureFormat)entry->format));
WARN_LOG_REPORT_ONCE(multifbcandidate, G3D, "GetFramebufferCandidates(%s): Multiple (%d) candidate framebuffers. texaddr: %08x offset: %d (%dx%d stride %d, %s)",
depth ? "DEPTH" : "COLOR", (int)candidates.size(), entry.addr, texAddrOffset, dimWidth(entry.dim), dimHeight(entry.dim), entry.bufw, GeTextureFormatToString(entry.format));
}
return AttachBestCandidate(candidates);
return candidates;
}
bool TextureCacheCommon::AttachBestCandidate(const std::vector<AttachCandidate> &candidates) {
int TextureCacheCommon::GetBestCandidateIndex(const std::vector<AttachCandidate> &candidates) {
_dbg_assert_(!candidates.empty());
if (candidates.size() == 1) {
VirtualFramebuffer *framebuffer = candidates[0].fb;
return ApplyFramebufferMatch(candidates[0].match, candidates[0].entry, framebuffer->fb_address, framebuffer, candidates[0].channel);
return 0;
}
// OK, multiple possible candidates. Will need to figure out which one is the most relevant.
int bestRelevancy = -1;
int bestIndex = -1;
// TODO: Instead of scores, we probably want to use std::min_element to pick the top element, using
// a comparison function.
for (int i = 0; i < (int)candidates.size(); i++) {
const AttachCandidate &candidate = candidates[i];
int relevancy = 0;
switch (candidate.match.match) {
case FramebufferMatch::VALID:
case FramebufferMatch::VALID_DEPAL:
relevancy += 1000;
break;
case FramebufferMatch::INEXACT:
relevancy += 100;
break;
}
// Bonus point for matching stride.
if (candidate.channel == NOTIFY_FB_COLOR && candidate.fb->fb_stride == candidate.entry->bufw) {
relevancy += 10;
if (candidate.channel == NOTIFY_FB_COLOR && candidate.fb->fb_stride == candidate.entry.bufw) {
relevancy += 100;
}
// Bonus points for no offset.
if (candidate.match.xOffset == 0 && candidate.match.yOffset == 0) {
relevancy += 9;
relevancy += 10;
}
if (candidate.channel == NOTIFY_FB_COLOR && candidate.fb->last_frame_render == gpuStats.numFlips) {
relevancy += 5;
} else if (candidate.channel == NOTIFY_FB_DEPTH && candidate.fb->last_frame_depth_render == gpuStats.numFlips) {
relevancy += 5;
}
if (relevancy > bestRelevancy) {
@ -643,8 +607,7 @@ bool TextureCacheCommon::AttachBestCandidate(const std::vector<AttachCandidate>
}
}
VirtualFramebuffer *framebuffer = candidates[bestIndex].fb;
return ApplyFramebufferMatch(candidates[bestIndex].match, candidates[bestIndex].entry, framebuffer->fb_address, framebuffer, candidates[bestIndex].channel);
return bestIndex;
}
// Removes old textures.
@ -765,25 +728,14 @@ void TextureCacheCommon::NotifyFramebuffer(u32 address, VirtualFramebuffer *fram
// Try to match the new framebuffer to existing textures.
// Backwards from the "usual" texturing case so can't share a utility function.
// Ensure it's in the framebuffer cache.
if (std::find(fbCache_.begin(), fbCache_.end(), framebuffer) == fbCache_.end()) {
// TODO: This is kind of silly. We should probably simply share this list of framebuffers
// with the framebuffer manager.
WARN_LOG(G3D, "TextureCache got info about new framebuffer, at %08x", address);
fbCache_.push_back(framebuffer);
}
std::vector<AttachCandidate> candidates;
// TODO: Rework this to not try to "apply" all matches, only the best one.
if (channel == FramebufferNotificationChannel::NOTIFY_FB_COLOR) {
// Color - no need to look in the mirrors.
for (auto it = cache_.lower_bound(cacheKey), end = cache_.upper_bound(cacheKeyEnd); it != end; ++it) {
TexCacheEntry *entry = it->second.get();
FramebufferMatchInfo match = MatchFramebuffer(entry, addr, framebuffer, 0, channel);
if (match.match != FramebufferMatch::IGNORE && match.match != FramebufferMatch::NO_MATCH) {
candidates.push_back(AttachCandidate{ match, entry, framebuffer, channel });
}
// Just mark them all dirty somehow.
it->second->status |= TexCacheEntry::STATUS_FRAMEBUFFER_OVERLAP;
}
} else {
// Depth. Just look in the mirrors.
@ -791,137 +743,25 @@ void TextureCacheCommon::NotifyFramebuffer(u32 address, VirtualFramebuffer *fram
const u64 mirrorlessKey = it->first & ~0x0060000000000000ULL;
// Let's still make sure it's in the cache range.
if (mirrorlessKey >= cacheKey && mirrorlessKey <= cacheKeyEnd) {
TexCacheEntry *entry = it->second.get();
FramebufferMatchInfo match = MatchFramebuffer(entry, addr, framebuffer, 0, channel);
if (match.match != FramebufferMatch::IGNORE && match.match != FramebufferMatch::NO_MATCH) {
candidates.push_back(AttachCandidate{ match, entry, framebuffer, channel });
}
// Just mark them all dirty somehow.
it->second->status |= TexCacheEntry::STATUS_FRAMEBUFFER_OVERLAP;
}
}
}
if (!candidates.empty()) {
// There can actually be multiple ones to update here! This can be the case where two textures point to different framebuffers that share depth buffers.
// So we have no choice but to run all the matches.
for (int i = 0; i < (int)candidates.size(); i++) {
ApplyFramebufferMatch(candidates[i].match, candidates[i].entry, framebuffer->fb_address, framebuffer, candidates[i].channel);
}
}
break;
}
case NOTIFY_FB_DESTROYED:
fbCache_.erase(std::remove(fbCache_.begin(), fbCache_.end(), framebuffer), fbCache_.end());
// We may have an offset texture attached. So we use fbTexInfo as a guide.
// We're not likely to have many attached framebuffers.
for (auto it = fbTexInfo_.begin(); it != fbTexInfo_.end(); ) {
u64 cachekey = it->first;
// We might erase, so move to the next one already (which won't become invalid.)
++it;
DetachFramebuffer(cache_[cachekey].get(), addr, framebuffer, channel);
}
break;
}
}
void TextureCacheCommon::AttachFramebufferValid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const FramebufferMatchInfo &fbInfo, FramebufferNotificationChannel channel) {
_dbg_assert_((fbInfo.match == FramebufferMatch::VALID) || (fbInfo.match == FramebufferMatch::VALID_DEPAL));
const u64 cachekey = entry->CacheKey();
const bool hasInvalidFramebuffer = entry->framebuffer == nullptr || entry->invalidHint == -1;
const bool hasOlderFramebuffer = entry->framebuffer != nullptr && entry->framebuffer->last_frame_render < framebuffer->last_frame_render;
bool hasFartherFramebuffer = false;
if (!hasInvalidFramebuffer && !hasOlderFramebuffer) {
// If it's valid, but the offset is greater, then we still win.
// TODO: This check should probably be moved to MatchFramebuffer somehow.
if (fbTexInfo_[cachekey].yOffset == fbInfo.yOffset)
hasFartherFramebuffer = fbTexInfo_[cachekey].xOffset > fbInfo.xOffset;
else
hasFartherFramebuffer = fbTexInfo_[cachekey].yOffset > fbInfo.yOffset;
}
if (hasInvalidFramebuffer || hasOlderFramebuffer || hasFartherFramebuffer) {
if (entry->framebuffer == nullptr) {
cacheSizeEstimate_ -= EstimateTexMemoryUsage(entry);
}
ReleaseTexture(entry, true);
entry->framebuffer = framebuffer;
entry->invalidHint = 0;
entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
entry->maxLevel = 0;
fbTexInfo_[cachekey] = fbInfo;
framebuffer->last_frame_attached = gpuStats.numFlips;
GPUDebug::NotifyTextureAttachment(entry->addr);
} else if (entry->framebuffer == framebuffer) {
framebuffer->last_frame_attached = gpuStats.numFlips;
}
}
void TextureCacheCommon::AttachFramebufferInexact(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const FramebufferMatchInfo &fbInfo, FramebufferNotificationChannel channel) {
_dbg_assert_(fbInfo.match == FramebufferMatch::INEXACT);
const u64 cachekey = entry->CacheKey();
if (entry->framebuffer == nullptr || entry->framebuffer == framebuffer) {
if (entry->framebuffer == nullptr) {
cacheSizeEstimate_ -= EstimateTexMemoryUsage(entry);
}
ReleaseTexture(entry, true);
entry->framebuffer = framebuffer;
entry->invalidHint = -1;
entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
entry->maxLevel = 0;
fbTexInfo_[cachekey] = fbInfo;
GPUDebug::NotifyTextureAttachment(entry->addr);
}
}
void TextureCacheCommon::DetachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, FramebufferNotificationChannel channel) {
if (entry->framebuffer == framebuffer) {
const u64 cachekey = entry->CacheKey();
cacheSizeEstimate_ += EstimateTexMemoryUsage(entry);
entry->framebuffer = nullptr;
// Force recreate the texture in case we had one before and the hash matches.
// Otherwise we never recreate the texture.
entry->status |= TexCacheEntry::STATUS_FORCE_REBUILD;
fbTexInfo_.erase(cachekey);
GPUDebug::NotifyTextureAttachment(entry->addr);
InvalidateLastTexture(entry);
}
}
bool TextureCacheCommon::ApplyFramebufferMatch(FramebufferMatchInfo match, TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, FramebufferNotificationChannel channel) {
// There were five possible outcomes of the old ApplyFramebuffer, these have been
// mapped to the FramebufferMatch enum, and we handle them the same old ways here.
switch (match.match) {
case FramebufferMatch::VALID:
AttachFramebufferValid(entry, framebuffer, match, channel);
return true;
case FramebufferMatch::VALID_DEPAL:
AttachFramebufferValid(entry, framebuffer, match, channel);
entry->status |= TexCacheEntry::STATUS_DEPALETTIZE;
return true;
case FramebufferMatch::INEXACT:
AttachFramebufferInexact(entry, framebuffer, match, channel);
return true;
case FramebufferMatch::NO_MATCH:
DetachFramebuffer(entry, address, framebuffer, channel);
return false;
case FramebufferMatch::IGNORE:
// The purpose of this seems to be to delay a decision to the next frame.
default:
return false;
}
}
FramebufferMatchInfo TextureCacheCommon::MatchFramebuffer(TexCacheEntry *entry, u32 fb_address, VirtualFramebuffer *framebuffer, u32 texaddrOffset, FramebufferNotificationChannel channel) const {
FramebufferMatchInfo TextureCacheCommon::MatchFramebuffer(
const TextureDefinition &entry,
VirtualFramebuffer *framebuffer, u32 texaddrOffset, FramebufferNotificationChannel channel) const {
static const u32 MAX_SUBAREA_Y_OFFSET_SAFE = 32;
const u32 mirrorMask = 0x00600000;
uint32_t fb_address = channel == NOTIFY_FB_DEPTH ? framebuffer->z_address : framebuffer->fb_address;
u32 addr = fb_address & 0x3FFFFFFF;
u32 texaddr = entry->addr + texaddrOffset;
u32 texaddr = entry.addr + texaddrOffset;
bool texInVRAM = Memory::IsVRAMAddress(texaddr);
bool fbInVRAM = Memory::IsVRAMAddress(fb_address);
@ -932,25 +772,26 @@ FramebufferMatchInfo TextureCacheCommon::MatchFramebuffer(TexCacheEntry *entry,
}
if (texInVRAM) {
const u32 mirrorMask = 0x00600000;
// This bit controls swizzle. The swizzles at 0x00200000 and 0x00600000 are designed
// to perfectly match reading depth as color (which one to use I think might be related
// to the bpp of the color format used when rendering to it).
// It's fairly unlikely that games would screw this up since the result will be garbage so
// we use it to filter out unlikely matches.
switch (entry->addr & mirrorMask) {
switch (entry.addr & mirrorMask) {
case 0x00000000:
case 0x00400000:
// Don't match the depth channel with these addresses when texturing.
if (channel == FramebufferNotificationChannel::NOTIFY_FB_DEPTH) {
// God of War: If we actively detach here, the shadows disappear.
return FramebufferMatchInfo{ FramebufferMatch::IGNORE };
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
}
break;
case 0x00200000:
case 0x00600000:
// Don't match the color channel with these addresses when texturing.
if (channel == FramebufferNotificationChannel::NOTIFY_FB_COLOR) {
return FramebufferMatchInfo{ FramebufferMatch::IGNORE };
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
}
break;
}
@ -960,30 +801,21 @@ FramebufferMatchInfo TextureCacheCommon::MatchFramebuffer(TexCacheEntry *entry,
}
const bool noOffset = texaddr == addr;
const bool exactMatch = noOffset && entry->format < 4 && channel == NOTIFY_FB_COLOR;
const u32 w = 1 << ((entry->dim >> 0) & 0xf);
const u32 h = 1 << ((entry->dim >> 8) & 0xf);
const bool exactMatch = noOffset && entry.format < 4 && channel == NOTIFY_FB_COLOR;
const u32 w = 1 << ((entry.dim >> 0) & 0xf);
const u32 h = 1 << ((entry.dim >> 8) & 0xf);
// 512 on a 272 framebuffer is sane, so let's be lenient.
const u32 minSubareaHeight = h / 4;
// If they match "exactly", it's non-CLUT and from the top left.
if (exactMatch) {
if (framebuffer->fb_stride != entry->bufw) {
WARN_LOG_ONCE(diffStrides1, G3D, "Texturing from framebuffer with different strides %d != %d", entry->bufw, framebuffer->fb_stride);
if (framebuffer->fb_stride != entry.bufw) {
WARN_LOG_ONCE(diffStrides1, G3D, "Texturing from framebuffer with different strides %d != %d", entry.bufw, framebuffer->fb_stride);
}
// NOTE: This check is okay because the first texture formats are the same as the buffer formats.
if (entry->format != (GETextureFormat)framebuffer->format) {
WARN_LOG_ONCE(diffFormat1, G3D, "Texturing from framebuffer with different formats %s != %s", GeTextureFormatToString((GETextureFormat)entry->format), GeBufferFormatToString(framebuffer->format));
// Let's avoid using it when we know the format is wrong. May be a video/etc. updating memory.
// However, some games use a different format to clear the buffer.
if (framebuffer->last_frame_attached + 1 < gpuStats.numFlips) {
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
} else {
// TODO: This is a weird outcome. The purpose seems to be to delay
// a decision to the next frame.
// Should really try to map it to something else.
return FramebufferMatchInfo{ FramebufferMatch::IGNORE };
}
if (entry.format != (GETextureFormat)framebuffer->format) {
WARN_LOG_ONCE(diffFormat1, G3D, "Texturing from framebuffer with different formats %s != %s", GeTextureFormatToString(entry.format), GeBufferFormatToString(framebuffer->format));
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
} else {
return FramebufferMatchInfo{ FramebufferMatch::VALID };
}
@ -995,21 +827,21 @@ FramebufferMatchInfo TextureCacheCommon::MatchFramebuffer(TexCacheEntry *entry,
// Check works for D16 too (???)
const bool matchingClutFormat =
(channel != NOTIFY_FB_COLOR && entry->format == GE_TFMT_CLUT16) ||
(channel == NOTIFY_FB_COLOR && framebuffer->format == GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT32) ||
(channel == NOTIFY_FB_COLOR && framebuffer->format != GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT16);
(channel != NOTIFY_FB_COLOR && entry.format == GE_TFMT_CLUT16) ||
(channel == NOTIFY_FB_COLOR && framebuffer->format == GE_FORMAT_8888 && entry.format == GE_TFMT_CLUT32) ||
(channel == NOTIFY_FB_COLOR && framebuffer->format != GE_FORMAT_8888 && entry.format == GE_TFMT_CLUT16);
const bool clutFormat = IsClutFormat((GETextureFormat)(entry->format));
const bool clutFormat = IsClutFormat((GETextureFormat)(entry.format));
// To avoid ruining git blame, kept the same name as the old struct.
FramebufferMatchInfo fbInfo{ FramebufferMatch::VALID };
const u32 bitOffset = (texaddr - addr) * 8;
if (bitOffset != 0) {
const u32 pixelOffset = bitOffset / std::max(1U, (u32)textureBitsPerPixel[entry->format]);
const u32 pixelOffset = bitOffset / std::max(1U, (u32)textureBitsPerPixel[entry.format]);
fbInfo.yOffset = entry->bufw == 0 ? 0 : pixelOffset / entry->bufw;
fbInfo.xOffset = entry->bufw == 0 ? 0 : pixelOffset % entry->bufw;
fbInfo.yOffset = entry.bufw == 0 ? 0 : pixelOffset / entry.bufw;
fbInfo.xOffset = entry.bufw == 0 ? 0 : pixelOffset % entry.bufw;
}
if (fbInfo.yOffset + minSubareaHeight >= framebuffer->height) {
@ -1017,9 +849,9 @@ FramebufferMatchInfo TextureCacheCommon::MatchFramebuffer(TexCacheEntry *entry,
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
}
if (framebuffer->fb_stride != entry->bufw) {
if (framebuffer->fb_stride != entry.bufw) {
if (noOffset) {
WARN_LOG_ONCE(diffStrides2, G3D, "Texturing from framebuffer (matching_clut=%s) different strides %d != %d", matchingClutFormat ? "yes" : "no", entry->bufw, framebuffer->fb_stride);
WARN_LOG_ONCE(diffStrides2, G3D, "Texturing from framebuffer (matching_clut=%s) different strides %d != %d", matchingClutFormat ? "yes" : "no", entry.bufw, framebuffer->fb_stride);
// Continue on with other checks.
// Not actually sure why we even try here. There's no way it'll go well if the strides are different.
} else {
@ -1047,41 +879,39 @@ FramebufferMatchInfo TextureCacheCommon::MatchFramebuffer(TexCacheEntry *entry,
if (!noOffset) {
WARN_LOG_ONCE(subareaClut, G3D, "Texturing from framebuffer using CLUT with offset at %08x +%dx%d", fb_address, fbInfo.xOffset, fbInfo.yOffset);
}
fbInfo.match = FramebufferMatch::VALID_DEPAL;
fbInfo.match = FramebufferMatch::VALID; // We check the format again later, no need to return a special value here.
return fbInfo;
} else if (IsClutFormat((GETextureFormat)(entry->format)) || IsDXTFormat((GETextureFormat)(entry->format))) {
WARN_LOG_ONCE(fourEightBit, G3D, "%s format not supported when texturing from framebuffer of format %s", GeTextureFormatToString((GETextureFormat)entry->format), GeBufferFormatToString(framebuffer->format));
} else if (IsClutFormat((GETextureFormat)(entry.format)) || IsDXTFormat((GETextureFormat)(entry.format))) {
WARN_LOG_ONCE(fourEightBit, G3D, "%s format not supported when texturing from framebuffer of format %s", GeTextureFormatToString(entry.format), GeBufferFormatToString(framebuffer->format));
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
}
// This is either normal or we failed to generate a shader to depalettize
if (framebuffer->format == entry->format || matchingClutFormat) {
if (framebuffer->format != entry->format) {
if (framebuffer->format == entry.format || matchingClutFormat) {
if (framebuffer->format != entry.format) {
WARN_LOG_ONCE(diffFormat2, G3D, "Texturing from framebuffer with different formats %s != %s at %08x",
GeTextureFormatToString((GETextureFormat)entry->format), GeBufferFormatToString(framebuffer->format), fb_address);
return fbInfo; // Valid!
GeTextureFormatToString(entry.format), GeBufferFormatToString(framebuffer->format), fb_address);
return fbInfo;
} else {
WARN_LOG_ONCE(subarea, G3D, "Render to area containing texture at %08x +%dx%d", fb_address, fbInfo.xOffset, fbInfo.yOffset);
// If we return VALID here, God of War Ghost of Sparta/Chains of Olympus will be missing some special effect according to an old comment.
fbInfo.match = FramebufferMatch::INEXACT;
WARN_LOG_ONCE(subarea, G3D, "Texturing from framebuffer at %08x +%dx%d", fb_address, fbInfo.xOffset, fbInfo.yOffset);
return fbInfo;
}
} else {
WARN_LOG_ONCE(diffFormat2, G3D, "Texturing from framebuffer with incompatible format %s != %s at %08x",
GeTextureFormatToString((GETextureFormat)entry->format), GeBufferFormatToString(framebuffer->format), fb_address);
GeTextureFormatToString(entry.format), GeBufferFormatToString(framebuffer->format), fb_address);
return FramebufferMatchInfo{ FramebufferMatch::NO_MATCH };
}
}
}
void TextureCacheCommon::SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
void TextureCacheCommon::SetTextureFramebuffer(const AttachCandidate &candidate) {
VirtualFramebuffer *framebuffer = candidate.fb;
FramebufferMatchInfo fbInfo = candidate.match;
_dbg_assert_msg_(framebuffer != nullptr, "Framebuffer must not be null.");
framebuffer->usageFlags |= FB_USAGE_TEXTURE;
if (framebufferManager_->UseBufferedRendering()) {
const u64 cachekey = entry->CacheKey();
const auto &fbInfo = fbTexInfo_[cachekey];
// Keep the framebuffer alive.
framebuffer->last_frame_used = gpuStats.numFlips;
@ -1103,7 +933,8 @@ void TextureCacheCommon::SetTextureFramebuffer(TexCacheEntry *entry, VirtualFram
gstate_c.SetNeedShaderTexclamp(true);
}
nextTexture_ = entry;
nextTexture_ = nullptr;
nextFramebufferTexture_ = framebuffer;
} else {
if (framebuffer->fbo) {
framebuffer->fbo->Release();
@ -1118,6 +949,7 @@ void TextureCacheCommon::SetTextureFramebuffer(TexCacheEntry *entry, VirtualFram
nextNeedsRebuild_ = false;
}
// Only looks for framebuffers.
bool TextureCacheCommon::SetOffsetTexture(u32 yOffset) {
if (!framebufferManager_->UseBufferedRendering()) {
return false;
@ -1132,22 +964,20 @@ bool TextureCacheCommon::SetOffsetTexture(u32 yOffset) {
return false;
}
const u16 dim = gstate.getTextureDimension(0);
u64 cachekey = TexCacheEntry::CacheKey(texaddr, fmt, dim, 0);
TexCache::iterator iter = cache_.find(cachekey);
if (iter == cache_.end()) {
return false;
TextureDefinition def;
def.addr = texaddr;
def.format = fmt;
def.bufw = GetTextureBufw(0, texaddr, fmt);
def.dim = gstate.getTextureDimension(0);
std::vector<AttachCandidate> candidates = GetFramebufferCandidates(def, texaddrOffset);
if (candidates.size() > 0) {
int index = GetBestCandidateIndex(candidates);
if (index != -1) {
SetTextureFramebuffer(candidates[index]);
return true;
}
}
TexCacheEntry *entry = iter->second.get();
bool success = AttachFramebufferToEntry(entry, texaddrOffset);
if (success && entry->framebuffer) {
// This will not apply the texture immediately.
SetTextureFramebuffer(entry, entry->framebuffer);
return true;
}
return false;
}
@ -1205,8 +1035,9 @@ void TextureCacheCommon::LoadClut(u32 clutAddr, u32 loadBytes) {
static const u32 MAX_CLUT_OFFSET = 4096;
clutRenderOffset_ = MAX_CLUT_OFFSET;
for (size_t i = 0, n = fbCache_.size(); i < n; ++i) {
auto framebuffer = fbCache_[i];
auto framebuffers = framebufferManager_->Framebuffers();
for (size_t i = 0, n = framebuffers.size(); i < n; ++i) {
auto framebuffer = framebuffers[i];
const u32 fb_address = framebuffer->fb_address & 0x3FFFFFFF;
const u32 bpp = framebuffer->drawnFormat == GE_FORMAT_8888 ? 4 : 2;
u32 offset = clutFramebufAddr - fb_address;
@ -1716,8 +1547,15 @@ void TextureCacheCommon::ReadIndexedTex(u8 *out, int outPitch, int level, const
void TextureCacheCommon::ApplyTexture() {
TexCacheEntry *entry = nextTexture_;
if (entry == nullptr) {
// Maybe we bound a framebuffer?
if (nextFramebufferTexture_) {
bool depth = Memory::IsDepthTexVRAMAddress(gstate.getTextureAddress(0));
ApplyTextureFramebuffer(nextFramebufferTexture_, gstate.getTextureFormat(), depth ? NOTIFY_FB_DEPTH : NOTIFY_FB_COLOR);
nextFramebufferTexture_ = nullptr;
}
return;
}
nextTexture_ = nullptr;
UpdateMaxSeenV(entry, gstate.isModeThrough());
@ -1767,12 +1605,8 @@ void TextureCacheCommon::ApplyTexture() {
}
entry->lastFrame = gpuStats.numFlips;
if (entry->framebuffer) {
ApplyTextureFramebuffer(entry, entry->framebuffer);
} else {
BindTexture(entry);
gstate_c.SetTextureFullAlpha(entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL);
}
BindTexture(entry);
gstate_c.SetTextureFullAlpha(entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL);
}
void TextureCacheCommon::Clear(bool delete_them) {
@ -1791,16 +1625,11 @@ void TextureCacheCommon::Clear(bool delete_them) {
cacheSizeEstimate_ = 0;
secondCacheSizeEstimate_ = 0;
}
fbTexInfo_.clear();
videos_.clear();
}
void TextureCacheCommon::DeleteTexture(TexCache::iterator it) {
ReleaseTexture(it->second.get(), true);
auto fbInfo = fbTexInfo_.find(it->first);
if (fbInfo != fbTexInfo_.end()) {
fbTexInfo_.erase(fbInfo);
}
cacheSizeEstimate_ -= EstimateTexMemoryUsage(it->second.get());
cache_.erase(it);
}
@ -1929,7 +1758,7 @@ void TextureCacheCommon::Invalidate(u32 addr, int size, GPUInvalidationType type
}
}
iter->second->framesUntilNextFullHash = 0;
} else if (!iter->second->framebuffer) {
} else {
iter->second->invalidHint++;
}
}
@ -1951,9 +1780,7 @@ void TextureCacheCommon::InvalidateAll(GPUInvalidationType /*unused*/) {
if (iter->second->GetHashStatus() == TexCacheEntry::STATUS_RELIABLE) {
iter->second->SetHashStatus(TexCacheEntry::STATUS_HASHING);
}
if (!iter->second->framebuffer) {
iter->second->invalidHint++;
}
iter->second->invalidHint++;
}
}

View file

@ -93,7 +93,19 @@ struct SamplerCacheKey {
class GLRTexture;
class VulkanTexture;
// Enough information about a texture to match it to framebuffers.
struct TextureDefinition {
u32 addr;
GETextureFormat format;
u32 dim;
u32 bufw;
};
// TODO: Shrink this struct. There is some fluff.
// NOTE: These only handle textures loaded directly from PSP memory contents.
// Framebuffer textures do not have entries, we bind the framebuffers directly.
struct TexCacheEntry {
~TexCacheEntry() {
if (texturePtr || textureName || vkTex)
@ -115,7 +127,6 @@ struct TexCacheEntry {
STATUS_CLUT_VARIANTS = 0x08, // Has multiple CLUT variants.
STATUS_CHANGE_FREQUENT = 0x10, // Changes often (less than 6 frames in between.)
STATUS_CLUT_RECHECK = 0x20, // Another texture with same addr had a hashfail.
STATUS_DEPALETTIZE = 0x40, // Needs to go through a depalettize pass.
STATUS_TO_SCALE = 0x80, // Pending texture scaling in a later frame.
STATUS_IS_SCALED = 0x100, // Has been scaled (can't be replaceImages'd.)
// When hashing large textures, we optimize 512x512 down to 512x272 by default, since this
@ -125,7 +136,8 @@ struct TexCacheEntry {
STATUS_BAD_MIPS = 0x400, // Has bad or unusable mipmap levels.
STATUS_DEPTH = 0x800,
STATUS_FRAMEBUFFER_OVERLAP = 0x800,
STATUS_FORCE_REBUILD = 0x1000,
};
@ -134,7 +146,6 @@ struct TexCacheEntry {
u32 addr;
u32 hash;
VirtualFramebuffer *framebuffer; // if null, not sourced from an FBO. TODO: Collapse into texturePtr
u32 sizeInRAM; // Could be computed
u8 format; // GeTextureFormat
u8 maxLevel;
@ -181,8 +192,7 @@ struct TexCacheEntry {
static u64 CacheKey(u32 addr, u8 format, u16 dim, u32 cluthash);
};
class FramebufferManagerCommon;
// Can't be unordered_map, we use lower_bound ... although for some reason that compiles on MSVC.
// 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.
typedef std::map<u64, std::unique_ptr<TexCacheEntry>> TexCache;
@ -195,17 +205,10 @@ typedef std::map<u64, std::unique_ptr<TexCacheEntry>> TexCache;
enum class FramebufferMatch {
// Valid, exact match.
VALID = 0,
// Valid match that is exact after depal.
VALID_DEPAL,
// Inexact match (such as wrong fmt or at a questionable offset.)
INEXACT,
// Not a match, remove if currently attached.
NO_MATCH,
// Not a match, but don't remove yet. Used to avoid deatching depth mismatch.
IGNORE,
};
// Separate to keep main texture cache size down.
struct FramebufferMatchInfo {
FramebufferMatch match;
u32 xOffset;
@ -214,11 +217,13 @@ struct FramebufferMatchInfo {
struct AttachCandidate {
FramebufferMatchInfo match;
TexCacheEntry *entry;
TextureDefinition entry;
VirtualFramebuffer *fb;
FramebufferNotificationChannel channel;
};
class FramebufferManagerCommon;
class TextureCacheCommon {
public:
TextureCacheCommon(Draw::DrawContext *draw);
@ -227,7 +232,7 @@ public:
void LoadClut(u32 clutAddr, u32 loadBytes);
bool GetCurrentClutBuffer(GPUDebugBuffer &buffer);
void SetTexture(bool force = false);
TexCacheEntry *SetTexture(bool force = false);
void ApplyTexture();
bool SetOffsetTexture(u32 yOffset);
void Invalidate(u32 addr, int size, GPUInvalidationType type);
@ -237,13 +242,12 @@ public:
virtual void ForgetLastTexture() = 0;
virtual void InvalidateLastTexture(TexCacheEntry *entry = nullptr) = 0;
virtual void Clear(bool delete_them);
// FramebufferManager keeps TextureCache updated about what regions of memory are being rendered to.
void NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffer, FramebufferNotification msg, FramebufferNotificationChannel channel);
virtual void NotifyConfigChanged();
void NotifyVideoUpload(u32 addr, int size, int width, GEBufferFormat fmt);
int AttachedDrawingHeight();
// 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(u32 address, VirtualFramebuffer *framebuffer, FramebufferNotification msg, FramebufferNotificationChannel channel);
void NotifyVideoUpload(u32 addr, int size, int width, GEBufferFormat fmt);
size_t NumLoadedTextures() const {
return cache_.size();
@ -264,7 +268,8 @@ protected:
void DeleteTexture(TexCache::iterator it);
void Decimate(bool forcePressure = false);
virtual void ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) = 0;
virtual void ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, GETextureFormat texFormat, FramebufferNotificationChannel channel) = 0;
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) = 0;
@ -284,19 +289,12 @@ protected:
void UpdateSamplingParams(TexCacheEntry &entry, SamplerCacheKey &key); // Used by D3D11 and Vulkan.
void UpdateMaxSeenV(TexCacheEntry *entry, bool throughMode);
FramebufferMatchInfo MatchFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, u32 texaddrOffset, FramebufferNotificationChannel channel) const;
FramebufferMatchInfo MatchFramebuffer(const TextureDefinition &entry, VirtualFramebuffer *framebuffer, u32 texaddrOffset, FramebufferNotificationChannel channel) const;
bool AttachFramebufferToEntry(TexCacheEntry *entry, u32 texAddrOffset);
std::vector<AttachCandidate> GetFramebufferCandidates(const TextureDefinition &entry, u32 texAddrOffset);
int GetBestCandidateIndex(const std::vector<AttachCandidate> &candidates);
// Temporary utility during conversion
bool ApplyFramebufferMatch(FramebufferMatchInfo match, TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, FramebufferNotificationChannel channel);
bool AttachBestCandidate(const std::vector<AttachCandidate> &candidates);
void AttachFramebufferValid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const FramebufferMatchInfo &fbInfo, FramebufferNotificationChannel channel);
void AttachFramebufferInexact(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const FramebufferMatchInfo &fbInfo, FramebufferNotificationChannel channel);
void DetachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, FramebufferNotificationChannel channel);
void SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer);
void SetTextureFramebuffer(const AttachCandidate &candidate);
void DecimateVideos();
@ -327,8 +325,8 @@ protected:
TextureReplacer replacer_;
FramebufferManagerCommon *framebufferManager_;
bool clearCacheNextFrame_;
bool lowMemoryMode_;
bool clearCacheNextFrame_ = false;
bool lowMemoryMode_ = false;
int decimationCounter_;
int texelsScaledThisFrame_;
@ -340,15 +338,13 @@ protected:
TexCache secondCache_;
u32 secondCacheSizeEstimate_;
std::vector<VirtualFramebuffer *> fbCache_;
std::map<u64, FramebufferMatchInfo> fbTexInfo_;
std::map<u32, int> videos_;
SimpleBuf<u32> tmpTexBuf32_;
SimpleBuf<u32> tmpTexBufRearrange_;
TexCacheEntry *nextTexture_;
TexCacheEntry *nextTexture_ = nullptr;
VirtualFramebuffer *nextFramebufferTexture_ = nullptr;
u32 clutHash_ = 0;

View file

@ -308,14 +308,13 @@ void GPU_D3D11::GetStats(char *buffer, size_t bufsize) {
float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f;
snprintf(buffer, bufsize - 1,
"DL processing time: %0.2f ms\n"
"Draw calls: %i, flushes %i, clears %i\n"
"Cached Draw calls: %i\n"
"Draw calls: %i, flushes %i, clears %i (cached: %d)\n"
"Num Tracked Vertex Arrays: %i\n"
"GPU cycles executed: %d (%f per vertex)\n"
"Commands per call level: %i %i %i %i\n"
"Vertices submitted: %i\n"
"Cached, Uncached Vertices Drawn: %i, %i\n"
"FBOs active: %i\n"
"FBOs active: %i (evaluations: %d)\n"
"Textures active: %i, decoded: %i invalidated: %i\n"
"Readbacks: %d, uploads: %d\n"
"Vertex, Fragment shaders loaded: %i, %i\n",
@ -332,6 +331,7 @@ void GPU_D3D11::GetStats(char *buffer, size_t bufsize) {
gpuStats.numCachedVertsDrawn,
gpuStats.numUncachedVertsDrawn,
(int)framebufferManagerD3D11_->NumVFBs(),
gpuStats.numFramebufferEvaluations,
(int)textureCacheD3D11_->NumLoadedTextures(),
gpuStats.numTexturesDecoded,
gpuStats.numTextureInvalidations,

View file

@ -378,10 +378,11 @@ protected:
int renderH_;
};
void TextureCacheD3D11::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
void TextureCacheD3D11::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, GETextureFormat texFormat, FramebufferNotificationChannel channel) {
ID3D11PixelShader *pshader = nullptr;
uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) {
bool need_depalettize = IsClutFormat(texFormat);
if (need_depalettize && !g_Config.bDisableSlowFramebufEffects) {
pshader = depalShaderCache_->GetDepalettizePixelShader(clutMode, framebuffer->drawnFormat);
}
@ -421,8 +422,6 @@ void TextureCacheD3D11::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFra
TexCacheEntry::TexStatus alphaStatus = CheckAlpha(clutBuf_, GetClutDestFormatD3D11(clutFormat), clutTotalColors, clutTotalColors, 1);
gstate_c.SetTextureFullAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL);
} else {
entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
framebufferManagerD3D11_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
gstate_c.SetTextureFullAlpha(gstate.getTextureFormat() == GE_TFMT_5650);
@ -432,7 +431,6 @@ void TextureCacheD3D11::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFra
SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight, samplerKey);
ID3D11SamplerState *state = samplerCache_.GetOrCreateSampler(device_, samplerKey);
context_->PSSetSamplers(0, 1, &state);
InvalidateLastTexture();
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE);
}
@ -444,14 +442,6 @@ void TextureCacheD3D11::BuildTexture(TexCacheEntry *const entry) {
// For the estimate, we assume cluts always point to 8888 for simplicity.
cacheSizeEstimate_ += EstimateTexMemoryUsage(entry);
// TODO: If a framebuffer is attached here, might end up with a bad entry.texture.
// Should just always create one here or something (like GLES.)
if (entry->framebuffer) {
// Nothing else to do here.
return;
}
if ((entry->bufw == 0 || (gstate.texbufwidth[0] & 0xf800) != 0) && entry->addr >= PSP_GetKernelMemoryEnd()) {
ERROR_LOG_REPORT(G3D, "Texture with unexpected bufw (full=%d)", gstate.texbufwidth[0] & 0xffff);
// Proceeding here can cause a crash.
@ -772,26 +762,26 @@ void TextureCacheD3D11::LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &
bool TextureCacheD3D11::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) {
SetTexture(false);
if (!nextTexture_)
return false;
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");
return retval;
} else {
return false;
}
}
// Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer.
TexCacheEntry *entry = nextTexture_;
ApplyTexture();
// TODO: Centralize.
if (entry->framebuffer) {
VirtualFramebuffer *vfb = entry->framebuffer;
buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, false);
bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth, "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");
return retval;
}
ID3D11Texture2D *texture = (ID3D11Texture2D *)entry->texturePtr;
if (!texture)
return false;

View file

@ -74,7 +74,7 @@ private:
TexCacheEntry::TexStatus CheckAlpha(const u32 *pixelData, u32 dstFmt, int stride, int w, int h);
void UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) override;
void ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) override;
void ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, GETextureFormat texFormat, FramebufferNotificationChannel channel) override;
void BuildTexture(TexCacheEntry *const entry) override;
ID3D11Device *device_;

View file

@ -347,14 +347,13 @@ void GPU_DX9::GetStats(char *buffer, size_t bufsize) {
float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f;
snprintf(buffer, bufsize - 1,
"DL processing time: %0.2f ms\n"
"Draw calls: %i, flushes %i, clears %i\n"
"Cached Draw calls: %i\n"
"Draw calls: %i, flushes %i, clears %i (cached: %d)\n"
"Num Tracked Vertex Arrays: %i\n"
"GPU cycles executed: %d (%f per vertex)\n"
"Commands per call level: %i %i %i %i\n"
"Vertices submitted: %i\n"
"Cached, Uncached Vertices Drawn: %i, %i\n"
"FBOs active: %i\n"
"FBOs active: %i (evaluations: %d)\n"
"Textures active: %i, decoded: %i invalidated: %i\n"
"Readbacks: %d, uploads: %d\n"
"Vertex, Fragment shaders loaded: %i, %i\n",
@ -371,6 +370,7 @@ void GPU_DX9::GetStats(char *buffer, size_t bufsize) {
gpuStats.numCachedVertsDrawn,
gpuStats.numUncachedVertsDrawn,
(int)framebufferManagerDX9_->NumVFBs(),
gpuStats.numFramebufferEvaluations,
(int)textureCacheDX9_->NumLoadedTextures(),
gpuStats.numTexturesDecoded,
gpuStats.numTextureInvalidations,

View file

@ -416,10 +416,11 @@ protected:
int renderH_;
};
void TextureCacheDX9::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
void TextureCacheDX9::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, GETextureFormat texFormat, FramebufferNotificationChannel channel) {
LPDIRECT3DPIXELSHADER9 pshader = nullptr;
uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) {
bool need_depalettize = IsClutFormat(texFormat);
if (need_depalettize && !g_Config.bDisableSlowFramebufEffects) {
pshader = depalShaderCache_->GetDepalettizePixelShader(clutMode, framebuffer->drawnFormat);
}
@ -460,8 +461,6 @@ void TextureCacheDX9::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFrame
TexCacheEntry::TexStatus alphaStatus = CheckAlpha(clutBuf_, getClutDestFormat(clutFormat), clutTotalColors, clutTotalColors, 1);
gstate_c.SetTextureFullAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL);
} else {
entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
framebufferManagerDX9_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
gstate_c.SetTextureFullAlpha(gstate.getTextureFormat() == GE_TFMT_5650);
@ -469,8 +468,6 @@ void TextureCacheDX9::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFrame
framebufferManagerDX9_->RebindFramebuffer("RebindFramebuffer - ApplyTextureFromFramebuffer");
SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight);
InvalidateLastTexture();
}
void TextureCacheDX9::BuildTexture(TexCacheEntry *const entry) {
@ -479,14 +476,6 @@ void TextureCacheDX9::BuildTexture(TexCacheEntry *const entry) {
// For the estimate, we assume cluts always point to 8888 for simplicity.
cacheSizeEstimate_ += EstimateTexMemoryUsage(entry);
// TODO: If a framebuffer is attached here, might end up with a bad entry.texture.
// Should just always create one here or something (like GLES.)
if (entry->framebuffer) {
// Nothing else to do here.
return;
}
if ((entry->bufw == 0 || (gstate.texbufwidth[0] & 0xf800) != 0) && entry->addr >= PSP_GetKernelMemoryEnd()) {
ERROR_LOG_REPORT(G3D, "Texture with unexpected bufw (full=%d)", gstate.texbufwidth[0] & 0xffff);
// Proceeding here can cause a crash.

View file

@ -68,7 +68,7 @@ private:
TexCacheEntry::TexStatus CheckAlpha(const u32 *pixelData, u32 dstFmt, int stride, int w, int h);
void UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) override;
void ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) override;
void ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, GETextureFormat texFormat, FramebufferNotificationChannel channel) override;
void BuildTexture(TexCacheEntry *const entry) override;
LPDIRECT3DTEXTURE9 &DxTex(TexCacheEntry *entry) {

View file

@ -454,14 +454,13 @@ void GPU_GLES::GetStats(char *buffer, size_t bufsize) {
float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f;
snprintf(buffer, bufsize - 1,
"DL processing time: %0.2f ms\n"
"Draw calls: %i, flushes %i, clears %i\n"
"Cached Draw calls: %i\n"
"Draw calls: %i, flushes %i, clears %i (cached: %d)\n"
"Num Tracked Vertex Arrays: %i\n"
"GPU cycles executed: %d (%f per vertex)\n"
"Commands per call level: %i %i %i %i\n"
"Vertices submitted: %i\n"
"Cached, Uncached Vertices Drawn: %i, %i\n"
"FBOs active: %i\n"
"FBOs active: %i (evaluations: %d)\n"
"Textures active: %i, decoded: %i invalidated: %i\n"
"Readbacks: %d, uploads: %d\n"
"Vertex, Fragment, Programs loaded: %i, %i, %i\n",
@ -478,6 +477,7 @@ void GPU_GLES::GetStats(char *buffer, size_t bufsize) {
gpuStats.numCachedVertsDrawn,
gpuStats.numUncachedVertsDrawn,
(int)framebufferManagerGL_->NumVFBs(),
gpuStats.numFramebufferEvaluations,
(int)textureCacheGL_->NumLoadedTextures(),
gpuStats.numTexturesDecoded,
gpuStats.numTextureInvalidations,

View file

@ -282,48 +282,6 @@ void TextureCacheGLES::UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBas
clutLastFormat_ = gstate.clutformat;
}
// #define DEBUG_TEXTURES
#ifdef DEBUG_TEXTURES
bool SetDebugTexture() {
static const int highlightFrames = 30;
static int numTextures = 0;
static int lastFrames = 0;
static int mostTextures = 1;
if (lastFrames != gpuStats.numFlips) {
mostTextures = std::max(mostTextures, numTextures);
numTextures = 0;
lastFrames = gpuStats.numFlips;
}
static GLuint solidTexture = 0;
bool changed = false;
if (((gpuStats.numFlips / highlightFrames) % mostTextures) == numTextures) {
if (gpuStats.numFlips % highlightFrames == 0) {
NOTICE_LOG(G3D, "Highlighting texture # %d / %d", numTextures, mostTextures);
}
static const u32 solidTextureData[] = {0x99AA99FF};
if (solidTexture == 0) {
glGenTextures(1, &solidTexture);
glBindTexture(GL_TEXTURE_2D, solidTexture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, solidTextureData);
} else {
glBindTexture(GL_TEXTURE_2D, solidTexture);
}
changed = true;
}
++numTextures;
return changed;
}
#endif
void TextureCacheGLES::BindTexture(TexCacheEntry *entry) {
if (entry->textureName != lastBoundTexture) {
render_->BindTexture(0, entry->textureName);
@ -441,15 +399,16 @@ protected:
int renderH_;
};
void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
void TextureCacheGLES::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, GETextureFormat texFormat, FramebufferNotificationChannel channel) {
DepalShader *depal = nullptr;
uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
bool need_depalettize = IsClutFormat(texFormat);
bool useShaderDepal = framebufferManager_->GetCurrentRenderVFB() != framebuffer && gstate_c.Supports(GPU_SUPPORTS_GLSL_ES_300);
if (!gstate_c.Supports(GPU_SUPPORTS_32BIT_INT_FSHADER)) {
useShaderDepal = false;
}
if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) {
if (need_depalettize && !g_Config.bDisableSlowFramebufEffects) {
if (useShaderDepal) {
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
GLRTexture *clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_);
@ -500,8 +459,6 @@ void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFram
TexCacheEntry::TexStatus alphaStatus = CheckAlpha((const uint8_t *)clutBuf_, getClutDestFormat(clutFormat), clutTotalColors, clutTotalColors, 1);
gstate_c.SetTextureFullAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL);
} else {
entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
framebufferManagerGL_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
gstate_c.SetTextureFullAlpha(gstate.getTextureFormat() == GE_TFMT_5650);
@ -510,8 +467,6 @@ void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFram
framebufferManagerGL_->RebindFramebuffer("ApplyTextureFramebuffer");
SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight, false);
InvalidateLastTexture();
// Since we started/ended render passes, might need these.
gstate_c.Dirty(DIRTY_BLEND_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE);
}
@ -541,11 +496,6 @@ void TextureCacheGLES::BuildTexture(TexCacheEntry *const entry) {
// For the estimate, we assume cluts always point to 8888 for simplicity.
cacheSizeEstimate_ += EstimateTexMemoryUsage(entry);
if (entry->framebuffer) {
// Nothing else to do here.
return;
}
// Always generate a texture name unless it's a framebuffer, we might need it if the texture is replaced later.
if (!entry->textureName) {
entry->textureName = render_->CreateTexture(GL_TEXTURE_2D);
@ -829,8 +779,22 @@ bool TextureCacheGLES::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level)
SetTexture(true);
if (!nextTexture_) {
ERROR_LOG(G3D, "Failed to get debug texture: no texture set");
return false;
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.
@ -839,21 +803,6 @@ bool TextureCacheGLES::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level)
framebufferManagerGL_->RebindFramebuffer("RebindFramebuffer - GetCurrentTextureDebug");
ApplyTexture();
// TODO: Centralize?
if (entry->framebuffer) {
VirtualFramebuffer *vfb = entry->framebuffer;
buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, false);
bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth, "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;
}
GLRenderManager *renderManager = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
// Not a framebuffer, so let's assume these are right.

View file

@ -81,7 +81,7 @@ private:
TexCacheEntry::TexStatus CheckAlpha(const uint8_t *pixelData, Draw::DataFormat dstFmt, int stride, int w, int h);
void UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) override;
void ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) override;
void ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, GETextureFormat texFormat, FramebufferNotificationChannel channel) override;
void BuildTexture(TexCacheEntry *const entry) override;

View file

@ -67,6 +67,7 @@ struct GPUStatistics {
numShaderSwitches = 0;
numFlushes = 0;
numTexturesDecoded = 0;
numFramebufferEvaluations = 0;
numReadbacks = 0;
numUploads = 0;
numClears = 0;
@ -88,6 +89,7 @@ struct GPUStatistics {
int numTextureSwitches;
int numShaderSwitches;
int numTexturesDecoded;
int numFramebufferEvaluations;
int numReadbacks;
int numUploads;
int numClears;

View file

@ -558,14 +558,13 @@ void GPU_Vulkan::GetStats(char *buffer, size_t bufsize) {
float vertexAverageCycles = gpuStats.numVertsSubmitted > 0 ? (float)gpuStats.vertexGPUCycles / (float)gpuStats.numVertsSubmitted : 0.0f;
snprintf(buffer, bufsize - 1,
"DL processing time: %0.2f ms\n"
"Draw calls: %i, flushes %i, clears %i\n"
"Cached Draw calls: %i\n"
"Draw calls: %i, flushes %i, clears %i (cached: %d)\n"
"Num Tracked Vertex Arrays: %i\n"
"GPU cycles executed: %d (%f per vertex)\n"
"Commands per call level: %i %i %i %i\n"
"Vertices submitted: %i\n"
"Cached, Uncached Vertices Drawn: %i, %i\n"
"FBOs active: %i\n"
"FBOs active: %i (evaluations: %d)\n"
"Textures active: %i, decoded: %i invalidated: %i\n"
"Readbacks: %d, uploads: %d\n"
"Vertex, Fragment, Pipelines loaded: %i, %i, %i\n"
@ -584,6 +583,7 @@ void GPU_Vulkan::GetStats(char *buffer, size_t bufsize) {
gpuStats.numCachedVertsDrawn,
gpuStats.numUncachedVertsDrawn,
(int)framebufferManager_->NumVFBs(),
gpuStats.numFramebufferEvaluations,
(int)textureCacheVulkan_->NumLoadedTextures(),
gpuStats.numTexturesDecoded,
gpuStats.numTextureInvalidations,

View file

@ -554,7 +554,7 @@ void TextureCacheVulkan::Unbind() {
InvalidateLastTexture();
}
void TextureCacheVulkan::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) {
void TextureCacheVulkan::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, GETextureFormat texFormat, FramebufferNotificationChannel channel) {
SamplerCacheKey samplerKey{};
SetFramebufferSamplingParams(framebuffer->bufferWidth, framebuffer->bufferHeight, samplerKey);
@ -562,10 +562,12 @@ void TextureCacheVulkan::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFr
uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
bool expand32 = !gstate_c.Supports(GPU_SUPPORTS_16BIT_FORMATS);
bool depth = (entry->status & TexCacheEntry::STATUS_DEPTH) != 0;
bool depth = channel == NOTIFY_FB_DEPTH;
bool useShaderDepal = framebufferManager_->GetCurrentRenderVFB() != framebuffer && !depth;
if ((entry->status & TexCacheEntry::STATUS_DEPALETTIZE) && !g_Config.bDisableSlowFramebufEffects) {
bool need_depalettize = IsClutFormat(texFormat);
if (need_depalettize && !g_Config.bDisableSlowFramebufEffects) {
if (useShaderDepal) {
depalShaderCache_->SetPushBuffer(drawEngine_->GetPushBufferForTextureData());
const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
@ -584,7 +586,6 @@ void TextureCacheVulkan::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFr
TexCacheEntry::TexStatus alphaStatus = CheckAlpha(clutBuf_, getClutDestFormatVulkan(clutFormat), clutTotalColors, clutTotalColors, 1);
gstate_c.SetTextureFullAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL);
curSampler_ = samplerCache_.GetOrCreateSampler(samplerKey);
InvalidateLastTexture(entry);
imageView_ = framebufferManagerVulkan_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
return;
} else {
@ -694,16 +695,14 @@ void TextureCacheVulkan::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFr
// Since we may have switched render targets, we need to re-set depth/stencil etc states.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE);
} else {
entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
imageView_ = framebufferManagerVulkan_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
drawEngine_->SetDepalTexture(VK_NULL_HANDLE);
gstate_c.SetUseShaderDepal(false);
gstate_c.SetTextureFullAlpha(gstate.getTextureFormat() == GE_TFMT_5650);
}
curSampler_ = samplerCache_.GetOrCreateSampler(samplerKey);
InvalidateLastTexture(entry);
}
ReplacedTextureFormat FromVulkanFormat(VkFormat fmt) {
@ -730,11 +729,6 @@ void TextureCacheVulkan::BuildTexture(TexCacheEntry *const entry) {
// For the estimate, we assume cluts always point to 8888 for simplicity.
cacheSizeEstimate_ += EstimateTexMemoryUsage(entry);
if (entry->framebuffer) {
// Nothing else to do here.
return;
}
if ((entry->bufw == 0 || (gstate.texbufwidth[0] & 0xf800) != 0) && entry->addr >= PSP_GetKernelMemoryEnd()) {
ERROR_LOG_REPORT(G3D, "Texture with unexpected bufw (full=%d)", gstate.texbufwidth[0] & 0xffff);
// Proceeding here can cause a crash.
@ -1007,16 +1001,9 @@ void TextureCacheVulkan::BuildTexture(TexCacheEntry *const entry) {
entry->vkTex->UploadMip(cmdInit, i, mipWidth, mipHeight, localBuf, localOffset, stride / bpp);
} else {
// Don't even try to read depth data.
if (entry->status & TexCacheEntry::STATUS_DEPTH) {
// Clear with a warning value (hot pink). This should not be seen - means we missed matching a framebuffer
// that a game rendered depth to.
entry->vkTex->ClearMip(cmdInit, i, 0xFFFF00FF);
} else {
data = drawEngine_->GetPushBufferForTextureData()->PushAligned(size, &bufferOffset, &texBuf, pushAlignment);
LoadTextureLevel(*entry, (uint8_t *)data, stride, i, scaleFactor, dstFmt);
entry->vkTex->UploadMip(cmdInit, i, mipWidth, mipHeight, texBuf, bufferOffset, stride / bpp);
}
data = drawEngine_->GetPushBufferForTextureData()->PushAligned(size, &bufferOffset, &texBuf, pushAlignment);
LoadTextureLevel(*entry, (uint8_t *)data, stride, i, scaleFactor, dstFmt);
entry->vkTex->UploadMip(cmdInit, i, mipWidth, mipHeight, texBuf, bufferOffset, stride / bpp);
}
}
if (replacer_.Enabled()) {
@ -1153,26 +1140,26 @@ void TextureCacheVulkan::LoadTextureLevel(TexCacheEntry &entry, uint8_t *writePt
bool TextureCacheVulkan::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) {
SetTexture(false);
if (!nextTexture_)
return false;
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");
return retval;
} else {
return false;
}
}
// Apply texture may need to rebuild the texture if we're about to render, or bind a framebuffer.
TexCacheEntry *entry = nextTexture_;
ApplyTexture();
// TODO: Centralize?
if (entry->framebuffer) {
VirtualFramebuffer *vfb = entry->framebuffer;
buffer.Allocate(vfb->bufferWidth, vfb->bufferHeight, GPU_DBG_FORMAT_8888, false);
bool retval = draw_->CopyFramebufferToMemorySync(vfb->fbo, Draw::FB_COLOR_BIT, 0, 0, vfb->bufferWidth, vfb->bufferHeight, Draw::DataFormat::R8G8B8A8_UNORM, buffer.GetData(), vfb->bufferWidth, "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");
return retval;
}
if (!entry->vkTex)
return false;
VulkanTexture *texture = entry->vkTex;

View file

@ -122,7 +122,7 @@ private:
TexCacheEntry::TexStatus CheckAlpha(const u32 *pixelData, VkFormat dstFmt, int stride, int w, int h);
void UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) override;
void ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) override;
void ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, GETextureFormat texFormat, FramebufferNotificationChannel channel) override;
void BuildTexture(TexCacheEntry *const entry) override;
void CompileScalingShader();

View file

@ -111,13 +111,15 @@ MediaParam defaultAudioParam = { 44100, 2, 16, MFAudioFormat_PCM };
HRESULT GetDefaultStride(IMFMediaType *pType, LONG *plStride);
ReaderCallback::ReaderCallback(WindowsCaptureDevice *device): img_convert_ctx(nullptr), resample_ctx(nullptr){
this->device = device;
}
ReaderCallback::ReaderCallback(WindowsCaptureDevice *_device) : device(_device) {}
ReaderCallback::~ReaderCallback() {
sws_freeContext(img_convert_ctx);
swr_free(&resample_ctx);
if (img_convert_ctx) {
sws_freeContext(img_convert_ctx);
}
if (resample_ctx) {
swr_free(&resample_ctx);
}
}
HRESULT ReaderCallback::QueryInterface(REFIID riid, void** ppv)
@ -439,20 +441,10 @@ u32 ReaderCallback::doResample(u8 **dst, u32 &dstSampleRate, u32 &dstChannels, u
return av_samples_get_buffer_size(nullptr, dstChannels, outSamplesCount, AV_SAMPLE_FMT_S16, 0);
}
WindowsCaptureDevice::WindowsCaptureDevice(CAPTUREDEVIDE_TYPE type) :
type(type),
m_pCallback(nullptr),
m_pSource(nullptr),
m_pReader(nullptr),
imageRGB(nullptr),
imageJpeg(nullptr),
imgJpegSize(0),
resampleBuf(nullptr),
resampleBufSize(0),
rawAudioBuf(nullptr),
WindowsCaptureDevice::WindowsCaptureDevice(CAPTUREDEVIDE_TYPE _type) :
type(_type),
error(CAPTUREDEVIDE_ERROR_NO_ERROR),
errorMessage(""),
isDeviceChanged(false),
state(CAPTUREDEVIDE_STATE::UNINITIALIZED) {
param = { 0 };
deviceParam = { 0 };
@ -482,6 +474,7 @@ WindowsCaptureDevice::~WindowsCaptureDevice() {
break;
}
}
void WindowsCaptureDevice::CheckDevices() {
isDeviceChanged = true;
}

View file

@ -171,8 +171,8 @@ public:
protected:
WindowsCaptureDevice *device;
SwsContext *img_convert_ctx;
SwrContext *resample_ctx;
SwsContext *img_convert_ctx = nullptr;
SwrContext *resample_ctx = nullptr;
};
class WindowsCaptureDevice {
@ -222,12 +222,12 @@ protected:
CAPTUREDEVIDE_ERROR error;
std::string errorMessage;
bool isDeviceChanged;
bool isDeviceChanged = false;
// MF interface.
ReaderCallback *m_pCallback;
IMFSourceReader *m_pReader;
IMFMediaSource *m_pSource;
ReaderCallback *m_pCallback = nullptr;
IMFSourceReader *m_pReader = nullptr;
IMFMediaSource *m_pSource = nullptr;
// Message loop.
std::mutex mutex;
@ -241,15 +241,15 @@ protected:
std::mutex paramMutex;
// Camera only
unsigned char *imageRGB;
int imgRGBLineSizes[4];
unsigned char *imageJpeg;
int imgJpegSize;
unsigned char *imageRGB = nullptr;
int imgRGBLineSizes[4]{};
unsigned char *imageJpeg = nullptr;
int imgJpegSize = 0;
//Microphone only
u8 *resampleBuf;
u32 resampleBufSize;
QueueBuf *rawAudioBuf;
u8 *resampleBuf = nullptr;
u32 resampleBufSize = 0;
QueueBuf *rawAudioBuf = nullptr;
};
extern WindowsCaptureDevice *winCamera;