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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer_cache.cpp699
1 files changed, 661 insertions, 38 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
index 1323c12e4..55c2fb283 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
@@ -2,8 +2,9 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
-#include <memory>
+#include <unordered_set>
+#include "common/emu_window.h"
#include "common/hash.h"
#include "common/math_util.h"
#include "common/microprofile.h"
@@ -12,71 +13,693 @@
#include "core/memory.h"
#include "video_core/debug_utils/debug_utils.h"
+#include "video_core/pica_state.h"
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/pica_to_gl.h"
+#include "video_core/utils.h"
+#include "video_core/video_core.h"
+
+struct FormatTuple {
+ GLint internal_format;
+ GLenum format;
+ GLenum type;
+};
+
+static const std::array<FormatTuple, 5> fb_format_tuples = {{
+ { GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8 }, // RGBA8
+ { GL_RGB8, GL_BGR, GL_UNSIGNED_BYTE }, // RGB8
+ { GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1 }, // RGB5A1
+ { GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 }, // RGB565
+ { GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 }, // RGBA4
+}};
+
+static const std::array<FormatTuple, 4> depth_format_tuples = {{
+ { GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT }, // D16
+ {},
+ { GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT }, // D24
+ { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8 }, // D24S8
+}};
+
+RasterizerCacheOpenGL::RasterizerCacheOpenGL() {
+ transfer_framebuffers[0].Create();
+ transfer_framebuffers[1].Create();
+}
RasterizerCacheOpenGL::~RasterizerCacheOpenGL() {
- InvalidateAll();
+ FlushAll();
}
-MICROPROFILE_DEFINE(OpenGL_TextureUpload, "OpenGL", "Texture Upload", MP_RGB(128, 64, 192));
+static void MortonCopyPixels(CachedSurface::PixelFormat pixel_format, u32 width, u32 height, u32 bytes_per_pixel, u32 gl_bytes_per_pixel, u8* morton_data, u8* gl_data, bool morton_to_gl) {
+ using PixelFormat = CachedSurface::PixelFormat;
+
+ u8* data_ptrs[2];
+ u32 depth_stencil_shifts[2] = {24, 8};
-void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::DebugUtils::TextureInfo& info) {
- const auto cached_texture = texture_cache.find(info.physical_address);
+ if (morton_to_gl) {
+ std::swap(depth_stencil_shifts[0], depth_stencil_shifts[1]);
+ }
+
+ if (pixel_format == PixelFormat::D24S8) {
+ for (unsigned y = 0; y < height; ++y) {
+ for (unsigned x = 0; x < width; ++x) {
+ const u32 coarse_y = y & ~7;
+ u32 morton_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * width * bytes_per_pixel;
+ u32 gl_pixel_index = (x + (height - 1 - y) * width) * gl_bytes_per_pixel;
+
+ data_ptrs[morton_to_gl] = morton_data + morton_offset;
+ data_ptrs[!morton_to_gl] = &gl_data[gl_pixel_index];
- if (cached_texture != texture_cache.end()) {
- state.texture_units[texture_unit].texture_2d = cached_texture->second->texture.handle;
- state.Apply();
+ // Swap depth and stencil value ordering since 3DS does not match OpenGL
+ u32 depth_stencil;
+ memcpy(&depth_stencil, data_ptrs[1], sizeof(u32));
+ depth_stencil = (depth_stencil << depth_stencil_shifts[0]) | (depth_stencil >> depth_stencil_shifts[1]);
+
+ memcpy(data_ptrs[0], &depth_stencil, sizeof(u32));
+ }
+ }
} else {
- MICROPROFILE_SCOPE(OpenGL_TextureUpload);
+ for (unsigned y = 0; y < height; ++y) {
+ for (unsigned x = 0; x < width; ++x) {
+ const u32 coarse_y = y & ~7;
+ u32 morton_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * width * bytes_per_pixel;
+ u32 gl_pixel_index = (x + (height - 1 - y) * width) * gl_bytes_per_pixel;
+
+ data_ptrs[morton_to_gl] = morton_data + morton_offset;
+ data_ptrs[!morton_to_gl] = &gl_data[gl_pixel_index];
+
+ memcpy(data_ptrs[0], data_ptrs[1], bytes_per_pixel);
+ }
+ }
+ }
+}
+
+bool RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex, CachedSurface::SurfaceType type, const MathUtil::Rectangle<int>& src_rect, const MathUtil::Rectangle<int>& dst_rect) {
+ using SurfaceType = CachedSurface::SurfaceType;
+
+ OpenGLState cur_state = OpenGLState::GetCurState();
+
+ // Make sure textures aren't bound to texture units, since going to bind them to framebuffer components
+ OpenGLState::ResetTexture(src_tex);
+ OpenGLState::ResetTexture(dst_tex);
+
+ // Keep track of previous framebuffer bindings
+ GLuint old_fbs[2] = { cur_state.draw.read_framebuffer, cur_state.draw.draw_framebuffer };
+ cur_state.draw.read_framebuffer = transfer_framebuffers[0].handle;
+ cur_state.draw.draw_framebuffer = transfer_framebuffers[1].handle;
+ cur_state.Apply();
+
+ u32 buffers = 0;
+
+ if (type == SurfaceType::Color || type == SurfaceType::Texture) {
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, src_tex, 0);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
+
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex, 0);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
+
+ buffers = GL_COLOR_BUFFER_BIT;
+ } else if (type == SurfaceType::Depth) {
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, src_tex, 0);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
+
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_tex, 0);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
+
+ buffers = GL_DEPTH_BUFFER_BIT;
+ } else if (type == SurfaceType::DepthStencil) {
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, src_tex, 0);
+
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, dst_tex, 0);
+
+ buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
+ }
+
+ if (OpenGLState::CheckFBStatus(GL_READ_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+ return false;
+ }
+
+ if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+ return false;
+ }
+
+ glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
+ dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom,
+ buffers, buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
+
+ // Restore previous framebuffer bindings
+ cur_state.draw.read_framebuffer = old_fbs[0];
+ cur_state.draw.draw_framebuffer = old_fbs[1];
+ cur_state.Apply();
+
+ return true;
+}
+
+bool RasterizerCacheOpenGL::TryBlitSurfaces(CachedSurface* src_surface, const MathUtil::Rectangle<int>& src_rect, CachedSurface* dst_surface, const MathUtil::Rectangle<int>& dst_rect) {
+ using SurfaceType = CachedSurface::SurfaceType;
+
+ if (!CachedSurface::CheckFormatsBlittable(src_surface->pixel_format, dst_surface->pixel_format)) {
+ return false;
+ }
+
+ return BlitTextures(src_surface->texture.handle, dst_surface->texture.handle, CachedSurface::GetFormatType(src_surface->pixel_format), src_rect, dst_rect);
+}
+
+static void AllocateSurfaceTexture(GLuint texture, CachedSurface::PixelFormat pixel_format, u32 width, u32 height) {
+ // Allocate an uninitialized texture of appropriate size and format for the surface
+ using SurfaceType = CachedSurface::SurfaceType;
+
+ OpenGLState cur_state = OpenGLState::GetCurState();
+
+ // Keep track of previous texture bindings
+ GLuint old_tex = cur_state.texture_units[0].texture_2d;
+ cur_state.texture_units[0].texture_2d = texture;
+ cur_state.Apply();
+ glActiveTexture(GL_TEXTURE0);
+
+ SurfaceType type = CachedSurface::GetFormatType(pixel_format);
+
+ FormatTuple tuple;
+ if (type == SurfaceType::Color) {
+ ASSERT((size_t)pixel_format < fb_format_tuples.size());
+ tuple = fb_format_tuples[(unsigned int)pixel_format];
+ } else if (type == SurfaceType::Depth || type == SurfaceType::DepthStencil) {
+ size_t tuple_idx = (size_t)pixel_format - 14;
+ ASSERT(tuple_idx < depth_format_tuples.size());
+ tuple = depth_format_tuples[tuple_idx];
+ } else {
+ tuple = { GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE };
+ }
+
+ glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, width, height, 0,
+ tuple.format, tuple.type, nullptr);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ // Restore previous texture bindings
+ cur_state.texture_units[0].texture_2d = old_tex;
+ cur_state.Apply();
+}
+
+MICROPROFILE_DEFINE(OpenGL_SurfaceUpload, "OpenGL", "Surface Upload", MP_RGB(128, 64, 192));
+CachedSurface* RasterizerCacheOpenGL::GetSurface(const CachedSurface& params, bool match_res_scale, bool load_if_create) {
+ using PixelFormat = CachedSurface::PixelFormat;
+ using SurfaceType = CachedSurface::SurfaceType;
+
+ if (params.addr == 0) {
+ return nullptr;
+ }
+
+ u32 params_size = params.width * params.height * CachedSurface::GetFormatBpp(params.pixel_format) / 8;
+
+ // Check for an exact match in existing surfaces
+ CachedSurface* best_exact_surface = nullptr;
+ float exact_surface_goodness = -1.f;
+
+ auto surface_interval = boost::icl::interval<PAddr>::right_open(params.addr, params.addr + params_size);
+ auto range = surface_cache.equal_range(surface_interval);
+ for (auto it = range.first; it != range.second; ++it) {
+ for (auto it2 = it->second.begin(); it2 != it->second.end(); ++it2) {
+ CachedSurface* surface = it2->get();
+
+ // Check if the request matches the surface exactly
+ if (params.addr == surface->addr &&
+ params.width == surface->width && params.height == surface->height &&
+ params.pixel_format == surface->pixel_format)
+ {
+ // Make sure optional param-matching criteria are fulfilled
+ bool tiling_match = (params.is_tiled == surface->is_tiled);
+ bool res_scale_match = (params.res_scale_width == surface->res_scale_width && params.res_scale_height == surface->res_scale_height);
+ if (!match_res_scale || res_scale_match) {
+ // Prioritize same-tiling and highest resolution surfaces
+ float match_goodness = (float)tiling_match + surface->res_scale_width * surface->res_scale_height;
+ if (match_goodness > exact_surface_goodness || surface->dirty) {
+ exact_surface_goodness = match_goodness;
+ best_exact_surface = surface;
+ }
+ }
+ }
+ }
+ }
+
+ // Return the best exact surface if found
+ if (best_exact_surface != nullptr) {
+ return best_exact_surface;
+ }
+
+ // No matching surfaces found, so create a new one
+ u8* texture_src_data = Memory::GetPhysicalPointer(params.addr);
+ if (texture_src_data == nullptr) {
+ return nullptr;
+ }
+
+ MICROPROFILE_SCOPE(OpenGL_SurfaceUpload);
+
+ std::shared_ptr<CachedSurface> new_surface = std::make_shared<CachedSurface>();
+
+ new_surface->addr = params.addr;
+ new_surface->size = params_size;
+
+ new_surface->texture.Create();
+ new_surface->width = params.width;
+ new_surface->height = params.height;
+ new_surface->stride = params.stride;
+ new_surface->res_scale_width = params.res_scale_width;
+ new_surface->res_scale_height = params.res_scale_height;
+
+ new_surface->is_tiled = params.is_tiled;
+ new_surface->pixel_format = params.pixel_format;
+ new_surface->dirty = false;
+
+ if (!load_if_create) {
+ // Don't load any data; just allocate the surface's texture
+ AllocateSurfaceTexture(new_surface->texture.handle, new_surface->pixel_format, new_surface->GetScaledWidth(), new_surface->GetScaledHeight());
+ } else {
+ // TODO: Consider attempting subrect match in existing surfaces and direct blit here instead of memory upload below if that's a common scenario in some game
+
+ Memory::RasterizerFlushRegion(params.addr, params_size);
+
+ // Load data from memory to the new surface
+ OpenGLState cur_state = OpenGLState::GetCurState();
+
+ GLuint old_tex = cur_state.texture_units[0].texture_2d;
+ cur_state.texture_units[0].texture_2d = new_surface->texture.handle;
+ cur_state.Apply();
+ glActiveTexture(GL_TEXTURE0);
+
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)new_surface->stride);
+ if (!new_surface->is_tiled) {
+ // TODO: Ensure this will always be a color format, not a depth or other format
+ ASSERT((size_t)new_surface->pixel_format < fb_format_tuples.size());
+ const FormatTuple& tuple = fb_format_tuples[(unsigned int)params.pixel_format];
+
+ glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, params.width, params.height, 0,
+ tuple.format, tuple.type, texture_src_data);
+ } else {
+ SurfaceType type = CachedSurface::GetFormatType(new_surface->pixel_format);
+ if (type != SurfaceType::Depth && type != SurfaceType::DepthStencil) {
+ FormatTuple tuple;
+ if ((size_t)params.pixel_format < fb_format_tuples.size()) {
+ tuple = fb_format_tuples[(unsigned int)params.pixel_format];
+ } else {
+ // Texture
+ tuple = { GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE };
+ }
+
+ std::vector<Math::Vec4<u8>> tex_buffer(params.width * params.height);
+
+ Pica::DebugUtils::TextureInfo tex_info;
+ tex_info.width = params.width;
+ tex_info.height = params.height;
+ tex_info.stride = params.width * CachedSurface::GetFormatBpp(params.pixel_format) / 8;
+ tex_info.format = (Pica::Regs::TextureFormat)params.pixel_format;
+ tex_info.physical_address = params.addr;
+
+ for (unsigned y = 0; y < params.height; ++y) {
+ for (unsigned x = 0; x < params.width; ++x) {
+ tex_buffer[x + params.width * y] = Pica::DebugUtils::LookupTexture(texture_src_data, x, params.height - 1 - y, tex_info);
+ }
+ }
+
+ glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, params.width, params.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer.data());
+ } else {
+ // Depth/Stencil formats need special treatment since they aren't sampleable using LookupTexture and can't use RGBA format
+ size_t tuple_idx = (size_t)params.pixel_format - 14;
+ ASSERT(tuple_idx < depth_format_tuples.size());
+ const FormatTuple& tuple = depth_format_tuples[tuple_idx];
+
+ u32 bytes_per_pixel = CachedSurface::GetFormatBpp(params.pixel_format) / 8;
+
+ // OpenGL needs 4 bpp alignment for D24 since using GL_UNSIGNED_INT as type
+ bool use_4bpp = (params.pixel_format == PixelFormat::D24);
+
+ u32 gl_bytes_per_pixel = use_4bpp ? 4 : bytes_per_pixel;
+
+ std::vector<u8> temp_fb_depth_buffer(params.width * params.height * gl_bytes_per_pixel);
+
+ u8* temp_fb_depth_buffer_ptr = use_4bpp ? temp_fb_depth_buffer.data() + 1 : temp_fb_depth_buffer.data();
+
+ MortonCopyPixels(params.pixel_format, params.width, params.height, bytes_per_pixel, gl_bytes_per_pixel, texture_src_data, temp_fb_depth_buffer_ptr, true);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, params.width, params.height, 0,
+ tuple.format, tuple.type, temp_fb_depth_buffer.data());
+ }
+ }
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- std::unique_ptr<CachedTexture> new_texture = std::make_unique<CachedTexture>();
+ // If not 1x scale, blit 1x texture to a new scaled texture and replace texture in surface
+ if (new_surface->res_scale_width != 1.f || new_surface->res_scale_height != 1.f) {
+ OGLTexture scaled_texture;
+ scaled_texture.Create();
- new_texture->texture.Create();
- state.texture_units[texture_unit].texture_2d = new_texture->texture.handle;
- state.Apply();
- glActiveTexture(GL_TEXTURE0 + texture_unit);
+ AllocateSurfaceTexture(scaled_texture.handle, new_surface->pixel_format, new_surface->GetScaledWidth(), new_surface->GetScaledHeight());
+ BlitTextures(new_surface->texture.handle, scaled_texture.handle, CachedSurface::GetFormatType(new_surface->pixel_format),
+ MathUtil::Rectangle<int>(0, 0, new_surface->width, new_surface->height),
+ MathUtil::Rectangle<int>(0, 0, new_surface->GetScaledWidth(), new_surface->GetScaledHeight()));
- u8* texture_src_data = Memory::GetPhysicalPointer(info.physical_address);
+ new_surface->texture.Release();
+ new_surface->texture.handle = scaled_texture.handle;
+ scaled_texture.handle = 0;
+ cur_state.texture_units[0].texture_2d = new_surface->texture.handle;
+ cur_state.Apply();
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ cur_state.texture_units[0].texture_2d = old_tex;
+ cur_state.Apply();
+ }
+
+ Memory::RasterizerMarkRegionCached(new_surface->addr, new_surface->size, 1);
+ surface_cache.add(std::make_pair(boost::icl::interval<PAddr>::right_open(new_surface->addr, new_surface->addr + new_surface->size), std::set<std::shared_ptr<CachedSurface>>({ new_surface })));
+ return new_surface.get();
+}
- new_texture->width = info.width;
- new_texture->height = info.height;
- new_texture->size = info.stride * info.height;
- new_texture->addr = info.physical_address;
- new_texture->hash = Common::ComputeHash64(texture_src_data, new_texture->size);
+CachedSurface* RasterizerCacheOpenGL::GetSurfaceRect(const CachedSurface& params, bool match_res_scale, bool load_if_create, MathUtil::Rectangle<int>& out_rect) {
+ if (params.addr == 0) {
+ return nullptr;
+ }
+
+ u32 total_pixels = params.width * params.height;
+ u32 params_size = total_pixels * CachedSurface::GetFormatBpp(params.pixel_format) / 8;
+
+ // Attempt to find encompassing surfaces
+ CachedSurface* best_subrect_surface = nullptr;
+ float subrect_surface_goodness = -1.f;
- std::unique_ptr<Math::Vec4<u8>[]> temp_texture_buffer_rgba(new Math::Vec4<u8>[info.width * info.height]);
+ auto surface_interval = boost::icl::interval<PAddr>::right_open(params.addr, params.addr + params_size);
+ auto cache_upper_bound = surface_cache.upper_bound(surface_interval);
+ for (auto it = surface_cache.lower_bound(surface_interval); it != cache_upper_bound; ++it) {
+ for (auto it2 = it->second.begin(); it2 != it->second.end(); ++it2) {
+ CachedSurface* surface = it2->get();
- for (int y = 0; y < info.height; ++y) {
- for (int x = 0; x < info.width; ++x) {
- temp_texture_buffer_rgba[x + info.width * y] = Pica::DebugUtils::LookupTexture(texture_src_data, x, info.height - 1 - y, info);
+ // Check if the request is contained in the surface
+ if (params.addr >= surface->addr &&
+ params.addr + params_size - 1 <= surface->addr + surface->size - 1 &&
+ params.pixel_format == surface->pixel_format)
+ {
+ // Make sure optional param-matching criteria are fulfilled
+ bool tiling_match = (params.is_tiled == surface->is_tiled);
+ bool res_scale_match = (params.res_scale_width == surface->res_scale_width && params.res_scale_height == surface->res_scale_height);
+ if (!match_res_scale || res_scale_match) {
+ // Prioritize same-tiling and highest resolution surfaces
+ float match_goodness = (float)tiling_match + surface->res_scale_width * surface->res_scale_height;
+ if (match_goodness > subrect_surface_goodness || surface->dirty) {
+ subrect_surface_goodness = match_goodness;
+ best_subrect_surface = surface;
+ }
+ }
}
}
+ }
+
+ // Return the best subrect surface if found
+ if (best_subrect_surface != nullptr) {
+ unsigned int bytes_per_pixel = (CachedSurface::GetFormatBpp(best_subrect_surface->pixel_format) / 8);
+
+ int x0, y0;
+
+ if (!params.is_tiled) {
+ u32 begin_pixel_index = (params.addr - best_subrect_surface->addr) / bytes_per_pixel;
+ x0 = begin_pixel_index % best_subrect_surface->width;
+ y0 = begin_pixel_index / best_subrect_surface->width;
+
+ out_rect = MathUtil::Rectangle<int>(x0, y0, x0 + params.width, y0 + params.height);
+ } else {
+ u32 bytes_per_tile = 8 * 8 * bytes_per_pixel;
+ u32 tiles_per_row = best_subrect_surface->width / 8;
+
+ u32 begin_tile_index = (params.addr - best_subrect_surface->addr) / bytes_per_tile;
+ x0 = begin_tile_index % tiles_per_row * 8;
+ y0 = begin_tile_index / tiles_per_row * 8;
+
+ // Tiled surfaces are flipped vertically in the rasterizer vs. 3DS memory.
+ out_rect = MathUtil::Rectangle<int>(x0, best_subrect_surface->height - y0, x0 + params.width, best_subrect_surface->height - (y0 + params.height));
+ }
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, info.width, info.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp_texture_buffer_rgba.get());
+ out_rect.left = (int)(out_rect.left * best_subrect_surface->res_scale_width);
+ out_rect.right = (int)(out_rect.right * best_subrect_surface->res_scale_width);
+ out_rect.top = (int)(out_rect.top * best_subrect_surface->res_scale_height);
+ out_rect.bottom = (int)(out_rect.bottom * best_subrect_surface->res_scale_height);
- texture_cache.emplace(info.physical_address, std::move(new_texture));
+ return best_subrect_surface;
}
+
+ // No subrect found - create and return a new surface
+ if (!params.is_tiled) {
+ out_rect = MathUtil::Rectangle<int>(0, 0, (int)(params.width * params.res_scale_width), (int)(params.height * params.res_scale_height));
+ } else {
+ out_rect = MathUtil::Rectangle<int>(0, (int)(params.height * params.res_scale_height), (int)(params.width * params.res_scale_width), 0);
+ }
+
+ return GetSurface(params, match_res_scale, load_if_create);
+}
+
+CachedSurface* RasterizerCacheOpenGL::GetTextureSurface(const Pica::Regs::FullTextureConfig& config) {
+ Pica::DebugUtils::TextureInfo info = Pica::DebugUtils::TextureInfo::FromPicaRegister(config.config, config.format);
+
+ CachedSurface params;
+ params.addr = info.physical_address;
+ params.width = info.width;
+ params.height = info.height;
+ params.is_tiled = true;
+ params.pixel_format = CachedSurface::PixelFormatFromTextureFormat(info.format);
+ return GetSurface(params, false, true);
}
-void RasterizerCacheOpenGL::InvalidateInRange(PAddr addr, u32 size, bool ignore_hash) {
- // TODO: Optimize by also inserting upper bound (addr + size) of each texture into the same map and also narrow using lower_bound
- auto cache_upper_bound = texture_cache.upper_bound(addr + size);
+std::tuple<CachedSurface*, CachedSurface*, MathUtil::Rectangle<int>> RasterizerCacheOpenGL::GetFramebufferSurfaces(const Pica::Regs::FramebufferConfig& config) {
+ const auto& regs = Pica::g_state.regs;
+
+ // Make sur that framebuffers don't overlap if both color and depth are being used
+ u32 fb_area = config.GetWidth() * config.GetHeight();
+ bool framebuffers_overlap = config.GetColorBufferPhysicalAddress() != 0 &&
+ config.GetDepthBufferPhysicalAddress() != 0 &&
+ MathUtil::IntervalsIntersect(config.GetColorBufferPhysicalAddress(), fb_area * GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(config.color_format.Value())),
+ config.GetDepthBufferPhysicalAddress(), fb_area * Pica::Regs::BytesPerDepthPixel(config.depth_format));
+ bool using_color_fb = config.GetColorBufferPhysicalAddress() != 0;
+ bool using_depth_fb = config.GetDepthBufferPhysicalAddress() != 0 && (regs.output_merger.depth_test_enable || regs.output_merger.depth_write_enable || !framebuffers_overlap);
+
+ if (framebuffers_overlap && using_color_fb && using_depth_fb) {
+ LOG_CRITICAL(Render_OpenGL, "Color and depth framebuffer memory regions overlap; overlapping framebuffers not supported!");
+ using_depth_fb = false;
+ }
+
+ // get color and depth surfaces
+ CachedSurface color_params;
+ CachedSurface depth_params;
+ color_params.width = depth_params.width = config.GetWidth();
+ color_params.height = depth_params.height = config.GetHeight();
+ color_params.is_tiled = depth_params.is_tiled = true;
+ if (VideoCore::g_scaled_resolution_enabled) {
+ auto layout = VideoCore::g_emu_window->GetFramebufferLayout();
+
+ // Assume same scaling factor for top and bottom screens
+ color_params.res_scale_width = depth_params.res_scale_width = (float)layout.top_screen.GetWidth() / VideoCore::kScreenTopWidth;
+ color_params.res_scale_height = depth_params.res_scale_height = (float)layout.top_screen.GetHeight() / VideoCore::kScreenTopHeight;
+ }
+
+ color_params.addr = config.GetColorBufferPhysicalAddress();
+ color_params.pixel_format = CachedSurface::PixelFormatFromColorFormat(config.color_format);
+
+ depth_params.addr = config.GetDepthBufferPhysicalAddress();
+ depth_params.pixel_format = CachedSurface::PixelFormatFromDepthFormat(config.depth_format);
+
+ MathUtil::Rectangle<int> color_rect;
+ CachedSurface* color_surface = using_color_fb ? GetSurfaceRect(color_params, true, true, color_rect) : nullptr;
+
+ MathUtil::Rectangle<int> depth_rect;
+ CachedSurface* depth_surface = using_depth_fb ? GetSurfaceRect(depth_params, true, true, depth_rect) : nullptr;
+
+ // Sanity check to make sure found surfaces aren't the same
+ if (using_depth_fb && using_color_fb && color_surface == depth_surface) {
+ LOG_CRITICAL(Render_OpenGL, "Color and depth framebuffer surfaces overlap; overlapping surfaces not supported!");
+ using_depth_fb = false;
+ depth_surface = nullptr;
+ }
+
+ MathUtil::Rectangle<int> rect;
- for (auto it = texture_cache.begin(); it != cache_upper_bound;) {
- const auto& info = *it->second;
+ if (color_surface != nullptr && depth_surface != nullptr && (depth_rect.left != color_rect.left || depth_rect.top != color_rect.top)) {
+ // Can't specify separate color and depth viewport offsets in OpenGL, so re-zero both if they don't match
+ if (color_rect.left != 0 || color_rect.top != 0) {
+ color_surface = GetSurface(color_params, true, true);
+ }
- // Flush the texture only if the memory region intersects and a change is detected
- if (MathUtil::IntervalsIntersect(addr, size, info.addr, info.size) &&
- (ignore_hash || info.hash != Common::ComputeHash64(Memory::GetPhysicalPointer(info.addr), info.size))) {
+ if (depth_rect.left != 0 || depth_rect.top != 0) {
+ depth_surface = GetSurface(depth_params, true, true);
+ }
- it = texture_cache.erase(it);
+ if (!color_surface->is_tiled) {
+ rect = MathUtil::Rectangle<int>(0, 0, (int)(color_params.width * color_params.res_scale_width), (int)(color_params.height * color_params.res_scale_height));
} else {
- ++it;
+ rect = MathUtil::Rectangle<int>(0, (int)(color_params.height * color_params.res_scale_height), (int)(color_params.width * color_params.res_scale_width), 0);
}
+ } else if (color_surface != nullptr) {
+ rect = color_rect;
+ } else if (depth_surface != nullptr) {
+ rect = depth_rect;
+ } else {
+ rect = MathUtil::Rectangle<int>(0, 0, 0, 0);
}
+
+ return std::make_tuple(color_surface, depth_surface, rect);
}
-void RasterizerCacheOpenGL::InvalidateAll() {
- texture_cache.clear();
+CachedSurface* RasterizerCacheOpenGL::TryGetFillSurface(const GPU::Regs::MemoryFillConfig& config) {
+ auto surface_interval = boost::icl::interval<PAddr>::right_open(config.GetStartAddress(), config.GetEndAddress());
+ auto range = surface_cache.equal_range(surface_interval);
+ for (auto it = range.first; it != range.second; ++it) {
+ for (auto it2 = it->second.begin(); it2 != it->second.end(); ++it2) {
+ int bits_per_value = 0;
+ if (config.fill_24bit) {
+ bits_per_value = 24;
+ } else if (config.fill_32bit) {
+ bits_per_value = 32;
+ } else {
+ bits_per_value = 16;
+ }
+
+ CachedSurface* surface = it2->get();
+
+ if (surface->addr == config.GetStartAddress() &&
+ CachedSurface::GetFormatBpp(surface->pixel_format) == bits_per_value &&
+ (surface->width * surface->height * CachedSurface::GetFormatBpp(surface->pixel_format) / 8) == (config.GetEndAddress() - config.GetStartAddress()))
+ {
+ return surface;
+ }
+ }
+ }
+
+ return nullptr;
+}
+
+MICROPROFILE_DEFINE(OpenGL_SurfaceDownload, "OpenGL", "Surface Download", MP_RGB(128, 192, 64));
+void RasterizerCacheOpenGL::FlushSurface(CachedSurface* surface) {
+ using PixelFormat = CachedSurface::PixelFormat;
+ using SurfaceType = CachedSurface::SurfaceType;
+
+ if (!surface->dirty) {
+ return;
+ }
+
+ MICROPROFILE_SCOPE(OpenGL_SurfaceDownload);
+
+ u8* dst_buffer = Memory::GetPhysicalPointer(surface->addr);
+ if (dst_buffer == nullptr) {
+ return;
+ }
+
+ OpenGLState cur_state = OpenGLState::GetCurState();
+ GLuint old_tex = cur_state.texture_units[0].texture_2d;
+
+ OGLTexture unscaled_tex;
+ GLuint texture_to_flush = surface->texture.handle;
+
+ // If not 1x scale, blit scaled texture to a new 1x texture and use that to flush
+ if (surface->res_scale_width != 1.f || surface->res_scale_height != 1.f) {
+ unscaled_tex.Create();
+
+ AllocateSurfaceTexture(unscaled_tex.handle, surface->pixel_format, surface->width, surface->height);
+ BlitTextures(surface->texture.handle, unscaled_tex.handle, CachedSurface::GetFormatType(surface->pixel_format),
+ MathUtil::Rectangle<int>(0, 0, surface->GetScaledWidth(), surface->GetScaledHeight()),
+ MathUtil::Rectangle<int>(0, 0, surface->width, surface->height));
+
+ texture_to_flush = unscaled_tex.handle;
+ }
+
+ cur_state.texture_units[0].texture_2d = texture_to_flush;
+ cur_state.Apply();
+ glActiveTexture(GL_TEXTURE0);
+
+ glPixelStorei(GL_PACK_ROW_LENGTH, (GLint)surface->stride);
+ if (!surface->is_tiled) {
+ // TODO: Ensure this will always be a color format, not a depth or other format
+ ASSERT((size_t)surface->pixel_format < fb_format_tuples.size());
+ const FormatTuple& tuple = fb_format_tuples[(unsigned int)surface->pixel_format];
+
+ glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, dst_buffer);
+ } else {
+ SurfaceType type = CachedSurface::GetFormatType(surface->pixel_format);
+ if (type != SurfaceType::Depth && type != SurfaceType::DepthStencil) {
+ ASSERT((size_t)surface->pixel_format < fb_format_tuples.size());
+ const FormatTuple& tuple = fb_format_tuples[(unsigned int)surface->pixel_format];
+
+ u32 bytes_per_pixel = CachedSurface::GetFormatBpp(surface->pixel_format) / 8;
+
+ std::vector<u8> temp_gl_buffer(surface->width * surface->height * bytes_per_pixel);
+
+ glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, temp_gl_buffer.data());
+
+ // Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
+ MortonCopyPixels(surface->pixel_format, surface->width, surface->height, bytes_per_pixel, bytes_per_pixel, dst_buffer, temp_gl_buffer.data(), false);
+ } else {
+ // Depth/Stencil formats need special treatment since they aren't sampleable using LookupTexture and can't use RGBA format
+ size_t tuple_idx = (size_t)surface->pixel_format - 14;
+ ASSERT(tuple_idx < depth_format_tuples.size());
+ const FormatTuple& tuple = depth_format_tuples[tuple_idx];
+
+ u32 bytes_per_pixel = CachedSurface::GetFormatBpp(surface->pixel_format) / 8;
+
+ // OpenGL needs 4 bpp alignment for D24 since using GL_UNSIGNED_INT as type
+ bool use_4bpp = (surface->pixel_format == PixelFormat::D24);
+
+ u32 gl_bytes_per_pixel = use_4bpp ? 4 : bytes_per_pixel;
+
+ std::vector<u8> temp_gl_buffer(surface->width * surface->height * gl_bytes_per_pixel);
+
+ glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, temp_gl_buffer.data());
+
+ u8* temp_gl_buffer_ptr = use_4bpp ? temp_gl_buffer.data() + 1 : temp_gl_buffer.data();
+
+ MortonCopyPixels(surface->pixel_format, surface->width, surface->height, bytes_per_pixel, gl_bytes_per_pixel, dst_buffer, temp_gl_buffer_ptr, false);
+ }
+ }
+ glPixelStorei(GL_PACK_ROW_LENGTH, 0);
+
+ surface->dirty = false;
+
+ cur_state.texture_units[0].texture_2d = old_tex;
+ cur_state.Apply();
+}
+
+void RasterizerCacheOpenGL::FlushRegion(PAddr addr, u32 size, const CachedSurface* skip_surface, bool invalidate) {
+ if (size == 0) {
+ return;
+ }
+
+ // Gather up unique surfaces that touch the region
+ std::unordered_set<std::shared_ptr<CachedSurface>> touching_surfaces;
+
+ auto surface_interval = boost::icl::interval<PAddr>::right_open(addr, addr + size);
+ auto cache_upper_bound = surface_cache.upper_bound(surface_interval);
+ for (auto it = surface_cache.lower_bound(surface_interval); it != cache_upper_bound; ++it) {
+ std::copy_if(it->second.begin(), it->second.end(), std::inserter(touching_surfaces, touching_surfaces.end()),
+ [skip_surface](std::shared_ptr<CachedSurface> surface) { return (surface.get() != skip_surface); });
+ }
+
+ // Flush and invalidate surfaces
+ for (auto surface : touching_surfaces) {
+ FlushSurface(surface.get());
+ if (invalidate) {
+ Memory::RasterizerMarkRegionCached(surface->addr, surface->size, -1);
+ surface_cache.subtract(std::make_pair(boost::icl::interval<PAddr>::right_open(surface->addr, surface->addr + surface->size), std::set<std::shared_ptr<CachedSurface>>({ surface })));
+ }
+ }
+}
+
+void RasterizerCacheOpenGL::FlushAll() {
+ for (auto& surfaces : surface_cache) {
+ for (auto& surface : surfaces.second) {
+ FlushSurface(surface.get());
+ }
+ }
}