// Copyright (C) 2003 Dolphin 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. // 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 SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include #include "Globals.h" #include "Statistics.h" #include "MemoryUtil.h" #include "Hash.h" #include "CommonPaths.h" #include "FileUtil.h" #include "D3DBase.h" #include "D3DTexture.h" #include "D3DUtil.h" #include "FBManager.h" #include "PixelShaderCache.h" #include "PixelShaderManager.h" #include "VertexShaderManager.h" #include "VertexShaderCache.h" #include "Render.h" #include "TextureDecoder.h" #include "TextureCache.h" #include "HiresTextures.h" ID3D11BlendState* efbcopyblendstate = NULL; ID3D11RasterizerState* efbcopyraststate = NULL; ID3D11DepthStencilState* efbcopydepthstate = NULL; ID3D11Buffer* efbcopycbuf[20] = { NULL }; u8* TextureCache::temp = NULL; TextureCache::TexCache TextureCache::textures; extern int frameCount; #define TEMP_SIZE (1024*1024*4) #define TEXTURE_KILL_THRESHOLD 200 void TextureCache::TCacheEntry::Destroy(bool shutdown) { SAFE_RELEASE(texture); if (!isRenderTarget && !shutdown && !g_ActiveConfig.bSafeTextureCache) { u32* ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr); if (ptr && *ptr == hash) *ptr = oldpixel; } } void TextureCache::Init() { HRESULT hr; temp = (u8*)AllocateMemoryPages(TEMP_SIZE); TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter); HiresTextures::Init(globals->unique_id); D3D11_BLEND_DESC blenddesc; blenddesc.AlphaToCoverageEnable = FALSE; blenddesc.IndependentBlendEnable = FALSE; blenddesc.RenderTarget[0].BlendEnable = FALSE; blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; hr = D3D::device->CreateBlendState(&blenddesc, &efbcopyblendstate); CHECK(hr==S_OK, "Create blend state for TextureCache::CopyRenderTargetToTexture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyblendstate, "blend state used in TextureCache::CopyRenderTargetToTexture"); D3D11_DEPTH_STENCIL_DESC depthdesc; depthdesc.DepthEnable = FALSE; depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; depthdesc.DepthFunc = D3D11_COMPARISON_LESS; depthdesc.StencilEnable = FALSE; depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; hr = D3D::device->CreateDepthStencilState(&depthdesc, &efbcopydepthstate); CHECK(hr==S_OK, "Create depth state for TextureCache::CopyRenderTargetToTexture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopydepthstate, "depth stencil state used in TextureCache::CopyRenderTargetToTexture"); D3D11_RASTERIZER_DESC rastdesc; rastdesc.CullMode = D3D11_CULL_NONE; rastdesc.FillMode = D3D11_FILL_SOLID; rastdesc.FrontCounterClockwise = false; rastdesc.DepthBias = false; rastdesc.DepthBiasClamp = 0; rastdesc.SlopeScaledDepthBias = 0; rastdesc.DepthClipEnable = false; rastdesc.ScissorEnable = false; rastdesc.MultisampleEnable = false; rastdesc.AntialiasedLineEnable = false; hr = D3D::device->CreateRasterizerState(&rastdesc, &efbcopyraststate); CHECK(hr==S_OK, "Create rasterizer state for TextureCache::CopyRenderTargetToTexture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyraststate, "rasterizer state used in TextureCache::CopyRenderTargetToTexture"); } void TextureCache::Invalidate(bool shutdown) { for (TexCache::iterator iter = textures.begin(); iter != textures.end(); ++iter) iter->second.Destroy(shutdown); textures.clear(); HiresTextures::Shutdown(); } void TextureCache::InvalidateRange(u32 start_address, u32 size) { TexCache::iterator iter = textures.begin(); while (iter != textures.end()) { if (iter->second.IntersectsMemoryRange(start_address, size)) { iter->second.Destroy(false); textures.erase(iter++); } else { ++iter; } } } bool TextureCache::TCacheEntry::IntersectsMemoryRange(u32 range_address, u32 range_size) { if (addr + size_in_bytes < range_address) return false; if (addr >= range_address + range_size) return false; return true; } void TextureCache::Shutdown() { Invalidate(true); FreeMemoryPages(temp, TEMP_SIZE); temp = NULL; SAFE_RELEASE(efbcopyblendstate); SAFE_RELEASE(efbcopyraststate); SAFE_RELEASE(efbcopydepthstate); for (unsigned int k = 0; k < 20;k++) SAFE_RELEASE(efbcopycbuf[k]); } void TextureCache::Cleanup() { TexCache::iterator iter = textures.begin(); while (iter != textures.end()) { if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second.frameCount) { iter->second.Destroy(false); iter = textures.erase(iter); } else { ++iter; } } } // returns the exponent of the smallest power of two which is greater than val unsigned int GetPow2(unsigned int val) { unsigned int ret = 0; for (;val;val>>=1) ret++; return ret; } TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, unsigned int width, unsigned int height, unsigned int tex_format, unsigned int tlutaddr, unsigned int tlutfmt, bool UseNativeMips, unsigned int maxlevel) { if (address == 0) return NULL; u8* ptr = g_VideoInitialize.pGetMemoryPointer(address); unsigned int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1; // TexelSizeInNibbles(format)*width*height/16; unsigned int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1; // TexelSizeInNibbles(format)*width*height/16; unsigned int bsdepth = TexDecoder_GetTexelSizeInNibbles(tex_format); unsigned int expandedWidth = (width + bsw) & (~bsw); unsigned int expandedHeight = (height + bsh) & (~bsh); u64 hash_value; u32 texID = address; u64 texHash; u32 FullFormat = tex_format; if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2)) u32 FullFormat = (tex_format | (tlutfmt << 16)); // hires textures and texture dumping not supported, yet if (g_ActiveConfig.bSafeTextureCache/* || g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures*/) { texHash = GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples); if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2)) { // WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up) // tlut size can be up to 32768B (GX_TF_C14X2) but Safer == Slower. // This trick (to change the texID depending on the TLUT addr) is a trick to get around // an issue with metroid prime's fonts, where it has multiple sets of fonts on top of // each other stored in a single texture, and uses the palette to make different characters // visible or invisible. Thus, unless we want to recreate the textures for every drawn character, // we must make sure that texture with different tluts get different IDs. u64 tlutHash = GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples); texHash ^= tlutHash; if (g_ActiveConfig.bSafeTextureCache) { texID = texID ^ ((u32)(tlutHash & 0xFFFFFFFF)) ^ ((u32)((tlutHash >> 32) & 0xFFFFFFFF)); } } if (g_ActiveConfig.bSafeTextureCache) hash_value = texHash; } bool skip_texture_create = false; TexCache::iterator iter = textures.find(texID); if (iter != textures.end()) { TCacheEntry &entry = iter->second; if (!g_ActiveConfig.bSafeTextureCache) hash_value = ((u32*)ptr)[0]; // TODO: Is the (entry.MipLevels == maxlevel) check needed? if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash) && FullFormat == entry.fmt && entry.MipLevels == maxlevel)) { entry.frameCount = frameCount; D3D::gfxstate->SetShaderResource(stage, entry.texture->GetSRV()); return &entry; } else { // Let's reload the new texture data into the same texture, // instead of destroying it and having to create a new one. // Might speed up movie playback very, very slightly. // TODO: Is the (entry.MipLevels < maxlevel) check needed? if (width == entry.w && height==entry.h && FullFormat == entry.fmt && entry.MipLevels < maxlevel) { skip_texture_create = true; } else { entry.Destroy(false); textures.erase(iter); } } } // make an entry in the table TCacheEntry& entry = textures[texID]; PC_TexFormat pcfmt = PC_TEX_FMT_NONE; pcfmt = TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt, true); entry.oldpixel = ((u32*)ptr)[0]; if (g_ActiveConfig.bSafeTextureCache) entry.hash = hash_value; else entry.hash = ((u32*)ptr)[0] = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF); bool isPow2 = !((width & (width - 1)) || (height & (height - 1))); unsigned int TexLevels = (isPow2 && UseNativeMips && maxlevel) ? GetPow2(max(width, height)) : ((isPow2)? 0 : 1); if (TexLevels > (maxlevel + 1) && maxlevel) TexLevels = maxlevel + 1; D3D11_USAGE usage = (TexLevels == 1) ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT; if (!skip_texture_create) { // TODO: A little more verbosity in the debug names would be quite helpful.. D3D11_CPU_ACCESS_FLAG cpu_access = (TexLevels == 1) ? D3D11_CPU_ACCESS_WRITE : (D3D11_CPU_ACCESS_FLAG)0; ID3D11Texture2D* pTexture = NULL; HRESULT hr; D3D11_SUBRESOURCE_DATA data; data.pSysMem = temp; data.SysMemPitch = 4*expandedWidth; D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, TexLevels, D3D11_BIND_SHADER_RESOURCE, usage, cpu_access); hr = D3D::device->CreateTexture2D(&texdesc, (TexLevels==1)?&data:NULL, &pTexture); CHECK(hr==S_OK, "Create texture of the TextureCache"); entry.texture = new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE); CHECK(entry.texture!=NULL, "Create texture of the TextureCache"); D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetTex(), "a texture of the TextureCache"); D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetSRV(), "shader resource view of a texture of the TextureCache"); SAFE_RELEASE(pTexture); if (TexLevels != 1) D3D::ReplaceRGBATexture2D(entry.texture->GetTex(), temp, width, height, expandedWidth, 0, usage); } else { D3D::ReplaceRGBATexture2D(entry.texture->GetTex(), temp, width, height, expandedWidth, 0, usage); } entry.addr = address; entry.size_in_bytes = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format); entry.isRenderTarget = false; entry.isNonPow2 = false; entry.MipLevels = maxlevel; if (TexLevels == 0) PD3DX11FilterTexture(D3D::context, entry.texture->GetTex(), 0, D3DX11_DEFAULT); else if (TexLevels > 1 && pcfmt != PC_TEX_FMT_NONE) { unsigned int level = 1; unsigned int mipWidth = (width + 1) >> 1; unsigned int mipHeight = (height + 1) >> 1; ptr += entry.size_in_bytes; while ((mipHeight || mipWidth) && (level < TexLevels)) { unsigned int currentWidth = (mipWidth > 0) ? mipWidth : 1; unsigned int currentHeight = (mipHeight > 0) ? mipHeight : 1; expandedWidth = (currentWidth + bsw) & (~bsw); expandedHeight = (currentHeight + bsh) & (~bsh); TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt, true); D3D::ReplaceRGBATexture2D(entry.texture->GetTex(), temp, currentWidth, currentHeight, expandedWidth, level, usage); u32 size = (max(mipWidth, bsw) * max(mipHeight, bsh) * bsdepth) >> 1; ptr += size; mipWidth >>= 1; mipHeight >>= 1; level++; } } entry.frameCount = frameCount; entry.w = width; entry.h = height; entry.fmt = FullFormat; INCSTAT(stats.numTexturesCreated); SETSTAT(stats.numTexturesAlive, (int)textures.size()); D3D::gfxstate->SetShaderResource(stage, entry.texture->GetSRV()); return &entry; } void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, unsigned int bScaleByHalf, const EFBRectangle &source_rect) { int efb_w = source_rect.GetWidth(); int efb_h = source_rect.GetHeight(); int tex_w = (abs(source_rect.GetWidth()) >> bScaleByHalf); int tex_h = (abs(source_rect.GetHeight()) >> bScaleByHalf); int Scaledtex_w = (g_ActiveConfig.bCopyEFBScaled) ? ((int)(Renderer::GetTargetScaleX() * tex_w)) : tex_w; int Scaledtex_h = (g_ActiveConfig.bCopyEFBScaled) ? ((int)(Renderer::GetTargetScaleY() * tex_h)) : tex_h; TexCache::iterator iter; D3DTexture2D* tex = NULL; iter = textures.find(address); if (iter != textures.end()) { if (iter->second.isRenderTarget && iter->second.Scaledw == Scaledtex_w && iter->second.Scaledh == Scaledtex_h) { tex = iter->second.texture; iter->second.frameCount = frameCount; } else { // remove it and recreate it as a render target SAFE_RELEASE(iter->second.texture); textures.erase(iter); } } if (!tex) { TCacheEntry entry; entry.isRenderTarget = true; entry.hash = 0; entry.frameCount = frameCount; entry.w = tex_w; entry.h = tex_h; entry.Scaledw = Scaledtex_w; entry.Scaledh = Scaledtex_h; entry.fmt = copyfmt; entry.isNonPow2 = true; entry.texture = D3DTexture2D::Create(Scaledtex_w, Scaledtex_h, (D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET|(int)D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM); if (entry.texture == NULL) PanicAlert("CopyRenderTargetToTexture failed to create entry.texture at %s %d\n", __FILE__, __LINE__); textures[address] = entry; tex = entry.texture; } float colmat[20]= {0.0f}; // last four floats for fConstAdd unsigned int cbufid = (unsigned int)-1; // TODO: Move this to TextureCache::Init() if (bFromZBuffer) { switch(copyfmt) { case 0: // Z4 case 1: // Z8 colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f; cbufid = 12; break; case 3: // Z16 //? colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f; cbufid = 13; break; case 11: // Z16 (reverse order) colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f; cbufid = 14; break; case 6: // Z24X8 colmat[0] = colmat[5] = colmat[10] = 1.0f; cbufid = 15; break; case 9: // Z8M colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f; cbufid = 16; break; case 10: // Z8L colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f; cbufid = 17; break; case 12: // Z16L colmat[2] = colmat[6] = colmat[10] = colmat[13] = 1.0f; cbufid = 18; break; default: ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", copyfmt); colmat[2] = colmat[5] = colmat[8] = 1.0f; cbufid = 19; break; } } else if (bIsIntensityFmt) { colmat[16] = colmat[17] = colmat[18] = 16.0f/255.0f; switch (copyfmt) { case 0: // I4 case 1: // I8 case 2: // IA4 case 3: // IA8 // TODO - verify these coefficients colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f; colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f; colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f; if (copyfmt < 2) { colmat[19] = 16.0f / 255.0f; colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f; cbufid = 0; } else// alpha { colmat[15] = 1; cbufid = 1; } break; default: ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%x", copyfmt); colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; break; } } else { switch (copyfmt) { case 0: // R4 case 8: // R8 colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1; cbufid = 2; break; case 2: // RA4 case 3: // RA8 colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1; cbufid = 3; break; case 7: // A8 colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1; cbufid = 4; break; case 9: // G8 colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1; cbufid = 5; break; case 10: // B8 colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1; cbufid = 6; break; case 11: // RG8 colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1; cbufid = 7; break; case 12: // GB8 colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1; cbufid = 8; break; case 4: // RGB565 colmat[0] = colmat[5] = colmat[10] = 1; colmat[19] = 1; // set alpha to 1 cbufid = 9; break; case 5: // RGB5A3 case 6: // RGBA8 colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; cbufid = 10; break; default: ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", copyfmt); colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1; cbufid = 11; break; } } Renderer::ResetAPIState(); // reset any game specific settings // stretch picture with increased internal resolution D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)Scaledtex_w, (float)Scaledtex_h); D3D::context->RSSetViewports(1, &vp); D3D11_RECT destrect = CD3D11_RECT(0, 0, Scaledtex_w, Scaledtex_h); // set transformation if (efbcopycbuf[cbufid] == NULL) { D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20*sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT); D3D11_SUBRESOURCE_DATA data; data.pSysMem = colmat; HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &efbcopycbuf[cbufid]); CHECK(hr==S_OK, "Create efb copy constant buffer %d", cbufid); D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid], "a constant buffer used in TextureCache::CopyRenderTargetToTexture"); } D3D::context->PSSetConstantBuffers(0, 1, &efbcopycbuf[cbufid]); TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect); D3D11_RECT sourcerect = CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom); // Use linear filtering if (bScaleByHalf), use point filtering otherwise if (bScaleByHalf) D3D::SetLinearCopySampler(); else D3D::SetPointCopySampler(); D3D::stateman->PushBlendState(efbcopyblendstate); D3D::stateman->PushRasterizerState(efbcopyraststate); D3D::stateman->PushDepthState(efbcopydepthstate); D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), NULL); D3D::drawShadedTexQuad( (bFromZBuffer) ? FBManager.GetEFBDepthTexture()->GetSRV() : FBManager.GetEFBColorTexture()->GetSRV(), &sourcerect, Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), (bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV()); D3D::stateman->PopBlendState(); D3D::stateman->PopDepthState(); D3D::stateman->PopRasterizerState(); Renderer::RestoreAPIState(); }