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Xenia-Canary/src/xenia/gpu/gl4/texture_cache.cc

1004 lines
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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/gl4/texture_cache.h"
#include <algorithm>
#include <cstring>
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/base/memory.h"
#include "xenia/base/profiling.h"
#include "xenia/gpu/gpu_flags.h"
namespace xe {
namespace gpu {
namespace gl4 {
struct TextureConfig {
TextureFormat texture_format;
GLenum internal_format;
GLenum format;
GLenum type;
};
// https://code.google.com/p/glsnewton/source/browse/trunk/Source/uDDSLoader.pas?r=62
// http://dench.flatlib.jp/opengl/textures
// http://fossies.org/linux/WebKit/Source/ThirdParty/ANGLE/src/libGLESv2/formatutils.cpp
static const TextureConfig texture_configs[64] = {
{TextureFormat::k_1_REVERSE, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::k_1, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM},
{TextureFormat::k_8, GL_R8, GL_RED, GL_UNSIGNED_BYTE},
{TextureFormat::k_1_5_5_5, GL_RGB5_A1, GL_RGBA,
GL_UNSIGNED_SHORT_1_5_5_5_REV},
{TextureFormat::k_5_6_5, GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV},
{TextureFormat::k_6_5_5, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM},
{TextureFormat::k_8_8_8_8, GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV},
{TextureFormat::k_2_10_10_10, GL_RGB10_A2, GL_RGBA,
GL_UNSIGNED_INT_2_10_10_10_REV},
{TextureFormat::k_8_A, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM},
{TextureFormat::k_8_B, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM},
{TextureFormat::k_8_8, GL_RG8, GL_RG, GL_UNSIGNED_BYTE},
{TextureFormat::k_Cr_Y1_Cb_Y0, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::k_Y1_Cr_Y0_Cb, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::kUnknown, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::k_8_8_8_8_A, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::k_4_4_4_4, GL_RGBA4, GL_RGBA,
GL_UNSIGNED_SHORT_4_4_4_4_REV},
{TextureFormat::k_10_11_11, GL_R11F_G11F_B10F, GL_RGB,
GL_UNSIGNED_INT_10F_11F_11F_REV}, // ?
{TextureFormat::k_11_11_10, GL_R11F_G11F_B10F, GL_RGB,
GL_UNSIGNED_INT_10F_11F_11F_REV}, // ?
{TextureFormat::k_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_UNSIGNED_BYTE},
{TextureFormat::k_DXT2_3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_UNSIGNED_BYTE},
{TextureFormat::k_DXT4_5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_UNSIGNED_BYTE},
{TextureFormat::kUnknown, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::k_24_8, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8},
{TextureFormat::k_24_8_FLOAT, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL,
GL_FLOAT_32_UNSIGNED_INT_24_8_REV},
{TextureFormat::k_16, GL_R16, GL_RED, GL_UNSIGNED_SHORT},
{TextureFormat::k_16_16, GL_RG16, GL_RG, GL_UNSIGNED_SHORT},
{TextureFormat::k_16_16_16_16, GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT},
{TextureFormat::k_16_EXPAND, GL_R16, GL_RED, GL_UNSIGNED_SHORT},
{TextureFormat::k_16_16_EXPAND, GL_RG16, GL_RG, GL_UNSIGNED_SHORT},
{TextureFormat::k_16_16_16_16_EXPAND, GL_RGBA16, GL_RGBA,
GL_UNSIGNED_SHORT},
{TextureFormat::k_16_FLOAT, GL_R16F, GL_RED, GL_HALF_FLOAT},
{TextureFormat::k_16_16_FLOAT, GL_RG16F, GL_RG, GL_HALF_FLOAT},
{TextureFormat::k_16_16_16_16_FLOAT, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT},
{TextureFormat::k_32, GL_R32I, GL_RED, GL_UNSIGNED_INT},
{TextureFormat::k_32_32, GL_RG32I, GL_RG, GL_UNSIGNED_INT},
{TextureFormat::k_32_32_32_32, GL_RGBA32I, GL_RGBA, GL_UNSIGNED_INT},
{TextureFormat::k_32_FLOAT, GL_R32F, GL_RED, GL_FLOAT},
{TextureFormat::k_32_32_FLOAT, GL_RG32F, GL_RG, GL_FLOAT},
{TextureFormat::k_32_32_32_32_FLOAT, GL_RGBA32F, GL_RGBA, GL_FLOAT},
{TextureFormat::k_32_AS_8, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::k_32_AS_8_8, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::k_16_MPEG, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::k_16_16_MPEG, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::k_8_INTERLACED, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::k_32_AS_8_INTERLACED, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::k_32_AS_8_8_INTERLACED, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::k_16_INTERLACED, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::k_16_MPEG_INTERLACED, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::k_16_16_MPEG_INTERLACED, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::k_DXN, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2,
GL_INVALID_ENUM},
{TextureFormat::k_8_8_8_8_AS_16_16_16_16, GL_RGBA8, GL_RGBA,
GL_UNSIGNED_BYTE},
{TextureFormat::k_DXT1_AS_16_16_16_16, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_UNSIGNED_BYTE},
{TextureFormat::k_DXT2_3_AS_16_16_16_16, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_UNSIGNED_BYTE},
{TextureFormat::k_DXT4_5_AS_16_16_16_16, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_UNSIGNED_BYTE},
{TextureFormat::k_2_10_10_10_AS_16_16_16_16, GL_RGB10_A2, GL_RGBA,
GL_UNSIGNED_INT_2_10_10_10_REV},
{TextureFormat::k_10_11_11_AS_16_16_16_16, GL_R11F_G11F_B10F, GL_RGB,
GL_UNSIGNED_INT_10F_11F_11F_REV},
{TextureFormat::k_11_11_10_AS_16_16_16_16, GL_R11F_G11F_B10F,
GL_INVALID_ENUM, GL_INVALID_ENUM},
{TextureFormat::k_32_32_32_FLOAT, GL_RGB32F, GL_RGB, GL_FLOAT},
{TextureFormat::k_DXT3A, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_UNSIGNED_BYTE},
{TextureFormat::k_DXT5A, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_UNSIGNED_BYTE},
{TextureFormat::k_CTX1, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM},
{TextureFormat::k_DXT3A_AS_1_1_1_1, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::kUnknown, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
{TextureFormat::kUnknown, GL_INVALID_ENUM, GL_INVALID_ENUM,
GL_INVALID_ENUM},
};
TextureCache::TextureCache() : memory_(nullptr), scratch_buffer_(nullptr) {
invalidated_textures_sets_[0].reserve(64);
invalidated_textures_sets_[1].reserve(64);
invalidated_textures_ = &invalidated_textures_sets_[0];
}
TextureCache::~TextureCache() { Shutdown(); }
bool TextureCache::Initialize(Memory* memory, CircularBuffer* scratch_buffer) {
memory_ = memory;
scratch_buffer_ = scratch_buffer;
return true;
}
void TextureCache::Shutdown() { Clear(); }
void TextureCache::Scavenge() {
invalidated_textures_mutex_.lock();
std::vector<TextureEntry*>& invalidated_textures = *invalidated_textures_;
if (invalidated_textures_ == &invalidated_textures_sets_[0]) {
invalidated_textures_ = &invalidated_textures_sets_[1];
} else {
invalidated_textures_ = &invalidated_textures_sets_[0];
}
invalidated_textures_mutex_.unlock();
if (invalidated_textures.empty()) {
return;
}
for (auto& entry : invalidated_textures) {
EvictTexture(entry);
}
invalidated_textures.clear();
}
void TextureCache::Clear() {
EvictAllTextures();
// Samplers must go last, as textures depend on them.
while (sampler_entries_.size()) {
auto entry = sampler_entries_.begin()->second;
EvictSampler(entry);
}
}
void TextureCache::EvictAllTextures() {
// Kill all textures - some may be in the eviction list, but that's fine
// as we will clear that below.
while (!texture_entries_.empty()) {
auto entry = texture_entries_.begin()->second;
EvictTexture(entry);
}
{
std::lock_guard<std::mutex> lock(invalidated_textures_mutex_);
invalidated_textures_sets_[0].clear();
invalidated_textures_sets_[1].clear();
}
// Kill all readbuffer textures.
while (!read_buffer_textures_.empty()) {
auto it = --read_buffer_textures_.end();
auto entry = *it;
glDeleteTextures(1, &entry->handle);
delete entry;
read_buffer_textures_.erase(it);
}
}
TextureCache::TextureEntryView* TextureCache::Demand(
const TextureInfo& texture_info, const SamplerInfo& sampler_info) {
uint64_t texture_hash = texture_info.hash();
auto texture_entry = LookupOrInsertTexture(texture_info, texture_hash);
if (!texture_entry) {
XELOGE("Failed to setup texture");
return nullptr;
}
// We likely have the sampler in the texture view listing, so scan for it.
uint64_t sampler_hash = sampler_info.hash();
for (auto& it : texture_entry->views) {
if (it->sampler_hash == sampler_hash) {
// Found.
return it.get();
}
}
// No existing view found - build it.
auto sampler_entry = LookupOrInsertSampler(sampler_info, sampler_hash);
if (!sampler_entry) {
XELOGE("Failed to setup texture sampler");
return nullptr;
}
auto view = std::make_unique<TextureEntryView>();
view->texture = texture_entry;
view->sampler = sampler_entry;
view->sampler_hash = sampler_hash;
view->texture_sampler_handle = 0;
// Get the uvec2 handle to the texture/sampler pair and make it resident.
// The handle can be passed directly to the shader.
view->texture_sampler_handle = glGetTextureSamplerHandleARB(
texture_entry->handle, sampler_entry->handle);
if (!view->texture_sampler_handle) {
assert_always("Unable to get texture handle?");
return nullptr;
}
glMakeTextureHandleResidentARB(view->texture_sampler_handle);
// Entry takes ownership.
auto view_ptr = view.get();
texture_entry->views.push_back(std::move(view));
return view_ptr;
}
TextureCache::SamplerEntry* TextureCache::LookupOrInsertSampler(
const SamplerInfo& sampler_info, uint64_t opt_hash) {
const uint64_t hash = opt_hash ? opt_hash : sampler_info.hash();
for (auto it = sampler_entries_.find(hash); it != sampler_entries_.end();
++it) {
if (it->second->sampler_info == sampler_info) {
// Found in cache!
return it->second;
}
}
// Not found, create.
auto entry = std::make_unique<SamplerEntry>();
entry->sampler_info = sampler_info;
glCreateSamplers(1, &entry->handle);
// TODO(benvanik): border color from texture fetch.
GLfloat border_color[4] = {0.0f};
glSamplerParameterfv(entry->handle, GL_TEXTURE_BORDER_COLOR, border_color);
// TODO(benvanik): setup LODs for mipmapping.
glSamplerParameterf(entry->handle, GL_TEXTURE_LOD_BIAS, 0.0f);
glSamplerParameterf(entry->handle, GL_TEXTURE_MIN_LOD, 0.0f);
glSamplerParameterf(entry->handle, GL_TEXTURE_MAX_LOD, 0.0f);
// Texture wrapping modes.
// TODO(benvanik): not sure if the middle ones are correct.
static const GLenum wrap_map[] = {
GL_REPEAT, //
GL_MIRRORED_REPEAT, //
GL_CLAMP_TO_EDGE, //
GL_MIRROR_CLAMP_TO_EDGE, //
GL_CLAMP_TO_BORDER, // ?
GL_MIRROR_CLAMP_TO_BORDER_EXT, // ?
GL_CLAMP_TO_BORDER, //
GL_MIRROR_CLAMP_TO_BORDER_EXT, //
};
glSamplerParameteri(entry->handle, GL_TEXTURE_WRAP_S,
wrap_map[static_cast<int>(sampler_info.clamp_u)]);
glSamplerParameteri(entry->handle, GL_TEXTURE_WRAP_T,
wrap_map[static_cast<int>(sampler_info.clamp_v)]);
glSamplerParameteri(entry->handle, GL_TEXTURE_WRAP_R,
wrap_map[static_cast<int>(sampler_info.clamp_w)]);
// Texture level filtering.
GLenum min_filter;
switch (sampler_info.min_filter) {
case TextureFilter::kPoint:
switch (sampler_info.mip_filter) {
case TextureFilter::kBaseMap:
min_filter = GL_NEAREST;
break;
case TextureFilter::kPoint:
// min_filter = GL_NEAREST_MIPMAP_NEAREST;
min_filter = GL_NEAREST;
break;
case TextureFilter::kLinear:
// min_filter = GL_NEAREST_MIPMAP_LINEAR;
min_filter = GL_NEAREST;
break;
default:
assert_unhandled_case(sampler_info.mip_filter);
return nullptr;
}
break;
case TextureFilter::kLinear:
switch (sampler_info.mip_filter) {
case TextureFilter::kBaseMap:
min_filter = GL_LINEAR;
break;
case TextureFilter::kPoint:
// min_filter = GL_LINEAR_MIPMAP_NEAREST;
min_filter = GL_LINEAR;
break;
case TextureFilter::kLinear:
// min_filter = GL_LINEAR_MIPMAP_LINEAR;
min_filter = GL_LINEAR;
break;
default:
assert_unhandled_case(sampler_info.mip_filter);
return nullptr;
}
break;
default:
assert_unhandled_case(sampler_info.min_filter);
return nullptr;
}
GLenum mag_filter;
switch (sampler_info.mag_filter) {
case TextureFilter::kPoint:
mag_filter = GL_NEAREST;
break;
case TextureFilter::kLinear:
mag_filter = GL_LINEAR;
break;
default:
assert_unhandled_case(mag_filter);
return nullptr;
}
glSamplerParameteri(entry->handle, GL_TEXTURE_MIN_FILTER, min_filter);
glSamplerParameteri(entry->handle, GL_TEXTURE_MAG_FILTER, mag_filter);
GLfloat aniso;
switch (sampler_info.aniso_filter) {
case AnisoFilter::kDisabled:
aniso = 0.0f;
break;
case AnisoFilter::kMax_1_1:
aniso = 1.0f;
break;
case AnisoFilter::kMax_2_1:
aniso = 2.0f;
break;
case AnisoFilter::kMax_4_1:
aniso = 4.0f;
break;
case AnisoFilter::kMax_8_1:
aniso = 8.0f;
break;
case AnisoFilter::kMax_16_1:
aniso = 16.0f;
break;
default:
assert_unhandled_case(aniso);
return nullptr;
}
if (aniso) {
glSamplerParameterf(entry->handle, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
}
// Add to map - map takes ownership.
auto entry_ptr = entry.get();
sampler_entries_.insert({hash, entry.release()});
return entry_ptr;
}
void TextureCache::EvictSampler(SamplerEntry* entry) {
glDeleteSamplers(1, &entry->handle);
for (auto it = sampler_entries_.find(entry->sampler_info.hash());
it != sampler_entries_.end(); ++it) {
if (it->second == entry) {
sampler_entries_.erase(it);
break;
}
}
delete entry;
}
TextureCache::TextureEntry* TextureCache::LookupOrInsertTexture(
const TextureInfo& texture_info, uint64_t opt_hash) {
const uint64_t hash = opt_hash ? opt_hash : texture_info.hash();
for (auto it = texture_entries_.find(hash); it != texture_entries_.end();
++it) {
if (it->second->pending_invalidation) {
// Whoa, we've been invalidated! Let's scavenge to cleanup and try again.
// TODO(benvanik): reuse existing texture storage.
Scavenge();
break;
}
if (it->second->texture_info == texture_info) {
// Found in cache!
return it->second;
}
}
// Not found, create.
auto entry = std::make_unique<TextureEntry>();
entry->texture_info = texture_info;
entry->access_watch_handle = 0;
entry->pending_invalidation = false;
entry->handle = 0;
// Check read buffer textures - there may be one waiting for us.
// TODO(benvanik): speed up existence check?
for (auto it = read_buffer_textures_.begin();
it != read_buffer_textures_.end(); ++it) {
auto read_buffer_entry = *it;
if (read_buffer_entry->guest_address == texture_info.guest_address &&
read_buffer_entry->block_width == texture_info.size_2d.block_width &&
read_buffer_entry->block_height == texture_info.size_2d.block_height) {
// Found! Acquire the handle and remove the readbuffer entry.
read_buffer_textures_.erase(it);
entry->handle = read_buffer_entry->handle;
entry->access_watch_handle = read_buffer_entry->access_watch_handle;
delete read_buffer_entry;
// TODO(benvanik): set more texture properties? swizzle/etc?
auto entry_ptr = entry.get();
texture_entries_.insert({hash, entry.release()});
return entry_ptr;
}
}
GLenum target;
switch (texture_info.dimension) {
case Dimension::k1D:
target = GL_TEXTURE_1D;
break;
case Dimension::k2D:
target = GL_TEXTURE_2D;
break;
case Dimension::k3D:
target = GL_TEXTURE_3D;
break;
case Dimension::kCube:
target = GL_TEXTURE_CUBE_MAP;
break;
}
// Setup the base texture.
glCreateTextures(target, 1, &entry->handle);
// TODO(benvanik): texture mip levels.
glTextureParameteri(entry->handle, GL_TEXTURE_BASE_LEVEL, 0);
glTextureParameteri(entry->handle, GL_TEXTURE_MAX_LEVEL, 1);
// Upload/convert.
bool uploaded = false;
switch (texture_info.dimension) {
case Dimension::k1D:
uploaded = UploadTexture1D(entry->handle, texture_info);
break;
case Dimension::k2D:
uploaded = UploadTexture2D(entry->handle, texture_info);
break;
case Dimension::kCube:
uploaded = UploadTextureCube(entry->handle, texture_info);
break;
case Dimension::k3D:
assert_unhandled_case(texture_info.dimension);
return nullptr;
}
if (!uploaded) {
XELOGE("Failed to convert/upload texture");
return nullptr;
}
// Add a write watch. If any data in the given range is touched we'll get a
// callback and evict the texture. We could reuse the storage, though the
// driver is likely in a better position to pool that kind of stuff.
entry->access_watch_handle = memory_->AddPhysicalAccessWatch(
texture_info.guest_address, texture_info.input_length,
cpu::MMIOHandler::kWatchWrite,
[](void* context_ptr, void* data_ptr, uint32_t address) {
auto self = reinterpret_cast<TextureCache*>(context_ptr);
auto touched_entry = reinterpret_cast<TextureEntry*>(data_ptr);
// Clear watch handle first so we don't redundantly
// remove.
touched_entry->access_watch_handle = 0;
touched_entry->pending_invalidation = true;
// Add to pending list so Scavenge will clean it up.
self->invalidated_textures_mutex_.lock();
self->invalidated_textures_->push_back(touched_entry);
self->invalidated_textures_mutex_.unlock();
},
this, entry.get());
// Add to map - map takes ownership.
auto entry_ptr = entry.get();
texture_entries_.insert({hash, entry.release()});
return entry_ptr;
}
TextureCache::TextureEntry* TextureCache::LookupAddress(uint32_t guest_address,
uint32_t width,
uint32_t height,
TextureFormat format) {
// TODO(benvanik): worth speeding up?
for (auto it = texture_entries_.begin(); it != texture_entries_.end(); ++it) {
const auto& texture_info = it->second->texture_info;
if (texture_info.guest_address == guest_address &&
texture_info.dimension == Dimension::k2D &&
texture_info.size_2d.input_width == width &&
texture_info.size_2d.input_height == height) {
return it->second;
}
}
return nullptr;
}
GLuint TextureCache::CopyTexture(Blitter* blitter, uint32_t guest_address,
uint32_t logical_width,
uint32_t logical_height, uint32_t block_width,
uint32_t block_height, TextureFormat format,
bool swap_channels, GLuint src_texture,
Rect2D src_rect, Rect2D dest_rect) {
return ConvertTexture(blitter, guest_address, logical_width, logical_height,
block_width, block_height, format, swap_channels,
src_texture, src_rect, dest_rect);
}
GLuint TextureCache::ConvertTexture(Blitter* blitter, uint32_t guest_address,
uint32_t logical_width,
uint32_t logical_height,
uint32_t block_width, uint32_t block_height,
TextureFormat format, bool swap_channels,
GLuint src_texture, Rect2D src_rect,
Rect2D dest_rect) {
const auto& config = texture_configs[uint32_t(format)];
if (config.format == GL_INVALID_ENUM) {
assert_always("Unhandled destination texture format");
return 0;
}
// See if we have used a texture at this address before. If we have, we can
// reuse it.
// TODO(benvanik): better lookup matching format/etc?
auto texture_entry =
LookupAddress(guest_address, block_width, block_height, format);
if (texture_entry) {
// Have existing texture.
assert_false(texture_entry->pending_invalidation);
if (config.format == GL_DEPTH_STENCIL) {
blitter->CopyDepthTexture(src_texture, src_rect, texture_entry->handle,
dest_rect);
} else {
blitter->CopyColorTexture2D(src_texture, src_rect, texture_entry->handle,
dest_rect, GL_LINEAR, swap_channels);
}
// Setup a read/write access watch. If the game tries to touch the memory
// we were supposed to populate with this texture, then we'll actually
// populate it.
if (texture_entry->access_watch_handle) {
memory_->CancelAccessWatch(texture_entry->access_watch_handle);
texture_entry->access_watch_handle = 0;
}
texture_entry->access_watch_handle = memory_->AddPhysicalAccessWatch(
guest_address, texture_entry->texture_info.input_length,
cpu::MMIOHandler::kWatchReadWrite,
[](void* context, void* data, uint32_t address) {
auto touched_entry = reinterpret_cast<TextureEntry*>(data);
touched_entry->access_watch_handle = 0;
// This happens. RDR resolves to a texture then upsizes it, BF1943
// writes to a resolved texture.
// TODO (for Vulkan): Copy this texture back into system memory.
// assert_always();
},
nullptr, texture_entry);
return texture_entry->handle;
}
// Check pending read buffer textures (for multiple resolves with no
// uploads inbetween).
for (auto it = read_buffer_textures_.begin();
it != read_buffer_textures_.end(); ++it) {
const auto& entry = *it;
if (entry->guest_address == guest_address &&
entry->logical_width == logical_width &&
entry->logical_height == logical_height && entry->format == format) {
// Found an existing entry - just reupload.
if (config.format == GL_DEPTH_STENCIL) {
blitter->CopyDepthTexture(src_texture, src_rect, entry->handle,
dest_rect);
} else {
blitter->CopyColorTexture2D(src_texture, src_rect, entry->handle,
dest_rect, GL_LINEAR, swap_channels);
}
return entry->handle;
}
}
// Need to create a new texture.
// As we don't know anything about this texture, we'll add it to the
// pending readbuffer list. If nobody claims it after a certain amount
// of time we'll dump it.
auto entry = std::make_unique<ReadBufferTexture>();
entry->guest_address = guest_address;
entry->logical_width = logical_width;
entry->logical_height = logical_height;
entry->block_width = block_width;
entry->block_height = block_height;
entry->format = format;
entry->access_watch_handle = memory_->AddPhysicalAccessWatch(
guest_address, block_height * block_width * 4,
cpu::MMIOHandler::kWatchReadWrite,
[](void* context, void* data, uint32_t address) {
auto entry = reinterpret_cast<ReadBufferTexture*>(data);
entry->access_watch_handle = 0;
// This happens. RDR resolves to a texture then upsizes it, BF1943
// writes to a resolved texture.
// TODO (for Vulkan): Copy this texture back into system memory.
// assert_always();
},
nullptr, entry.get());
glCreateTextures(GL_TEXTURE_2D, 1, &entry->handle);
glTextureParameteri(entry->handle, GL_TEXTURE_BASE_LEVEL, 0);
glTextureParameteri(entry->handle, GL_TEXTURE_MAX_LEVEL, 1);
glTextureStorage2D(entry->handle, 1, config.internal_format, logical_width,
logical_height);
if (config.format == GL_DEPTH_STENCIL) {
blitter->CopyDepthTexture(src_texture, src_rect, entry->handle, dest_rect);
} else {
blitter->CopyColorTexture2D(src_texture, src_rect, entry->handle, dest_rect,
GL_LINEAR, swap_channels);
}
GLuint handle = entry->handle;
read_buffer_textures_.push_back(entry.release());
return handle;
}
void TextureCache::EvictTexture(TextureEntry* entry) {
if (entry->access_watch_handle) {
memory_->CancelAccessWatch(entry->access_watch_handle);
entry->access_watch_handle = 0;
}
for (auto& view : entry->views) {
glMakeTextureHandleNonResidentARB(view->texture_sampler_handle);
}
glDeleteTextures(1, &entry->handle);
uint64_t texture_hash = entry->texture_info.hash();
for (auto it = texture_entries_.find(texture_hash);
it != texture_entries_.end(); ++it) {
if (it->second == entry) {
texture_entries_.erase(it);
break;
}
}
delete entry;
}
void TextureSwap(Endian endianness, void* dest, const void* src,
size_t length) {
switch (endianness) {
case Endian::k8in16:
xe::copy_and_swap_16_aligned(dest, src, length / 2);
break;
case Endian::k8in32:
xe::copy_and_swap_32_aligned(dest, src, length / 4);
break;
case Endian::k16in32: // Swap high and low 16 bits within a 32 bit word
xe::copy_and_swap_16_in_32_aligned(dest, src, length);
break;
default:
case Endian::kUnspecified:
std::memcpy(dest, src, length);
break;
}
}
bool TextureCache::UploadTexture1D(GLuint texture,
const TextureInfo& texture_info) {
SCOPE_profile_cpu_f("gpu");
const auto host_address =
memory_->TranslatePhysical(texture_info.guest_address);
const auto& config =
texture_configs[uint32_t(texture_info.format_info->format)];
if (config.format == GL_INVALID_ENUM) {
assert_always("Unhandled texture format");
return false;
}
size_t unpack_length = texture_info.output_length;
glTextureStorage1D(texture, 1, config.internal_format,
texture_info.size_1d.output_width);
auto allocation = scratch_buffer_->Acquire(unpack_length);
if (!texture_info.is_tiled) {
if (texture_info.size_1d.input_pitch == texture_info.size_1d.output_pitch) {
TextureSwap(texture_info.endianness, allocation.host_ptr, host_address,
unpack_length);
} else {
assert_always();
}
} else {
assert_always();
}
size_t unpack_offset = allocation.offset;
scratch_buffer_->Commit(std::move(allocation));
// TODO(benvanik): avoid flush on entire buffer by using another texture
// buffer.
scratch_buffer_->Flush();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, scratch_buffer_->handle());
if (texture_info.is_compressed()) {
glCompressedTextureSubImage1D(
texture, 0, 0, texture_info.size_1d.output_width, config.format,
static_cast<GLsizei>(unpack_length),
reinterpret_cast<void*>(unpack_offset));
} else {
// Most of these don't seem to have an effect on compressed images.
// glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
// glPixelStorei(GL_UNPACK_ALIGNMENT, texture_info.texel_pitch);
// glPixelStorei(GL_UNPACK_ROW_LENGTH, texture_info.size_2d.input_width);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTextureSubImage1D(texture, 0, 0, texture_info.size_1d.output_width,
config.format, config.type,
reinterpret_cast<void*>(unpack_offset));
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
return true;
}
bool TextureCache::UploadTexture2D(GLuint texture,
const TextureInfo& texture_info) {
SCOPE_profile_cpu_f("gpu");
const auto host_address =
memory_->TranslatePhysical(texture_info.guest_address);
const auto& config =
texture_configs[uint32_t(texture_info.format_info->format)];
if (config.format == GL_INVALID_ENUM) {
assert_always("Unhandled texture format");
return false;
}
size_t unpack_length = texture_info.output_length;
glTextureStorage2D(texture, 1, config.internal_format,
texture_info.size_2d.output_width,
texture_info.size_2d.output_height);
auto allocation = scratch_buffer_->Acquire(unpack_length);
if (!texture_info.is_tiled) {
uint32_t offset_x, offset_y;
if (texture_info.has_packed_mips &&
TextureInfo::GetPackedTileOffset(texture_info, &offset_x, &offset_y)) {
uint32_t bytes_per_block = texture_info.format_info->block_width *
texture_info.format_info->block_height *
texture_info.format_info->bits_per_pixel / 8;
const uint8_t* src = host_address;
// TODO(gibbed): this needs checking
src += offset_y * texture_info.size_2d.input_pitch;
src += offset_x * bytes_per_block;
uint8_t* dest = reinterpret_cast<uint8_t*>(allocation.host_ptr);
uint32_t pitch = std::min(texture_info.size_2d.input_pitch,
texture_info.size_2d.output_pitch);
for (uint32_t y = 0; y < std::min(texture_info.size_2d.block_height,
texture_info.size_2d.logical_height);
y++) {
TextureSwap(texture_info.endianness, dest, src, pitch);
src += texture_info.size_2d.input_pitch;
dest += texture_info.size_2d.output_pitch;
}
} else if (texture_info.size_2d.input_pitch ==
texture_info.size_2d.output_pitch) {
// Fast path copy entire image.
TextureSwap(texture_info.endianness, allocation.host_ptr, host_address,
unpack_length);
} else {
// Slow path copy row-by-row because strides differ.
// UNPACK_ROW_LENGTH only works for uncompressed images, and likely does
// this exact thing under the covers, so we just always do it here.
const uint8_t* src = host_address;
uint8_t* dest = reinterpret_cast<uint8_t*>(allocation.host_ptr);
uint32_t pitch = std::min(texture_info.size_2d.input_pitch,
texture_info.size_2d.output_pitch);
for (uint32_t y = 0; y < std::min(texture_info.size_2d.block_height,
texture_info.size_2d.logical_height);
y++) {
TextureSwap(texture_info.endianness, dest, src, pitch);
src += texture_info.size_2d.input_pitch;
dest += texture_info.size_2d.output_pitch;
}
}
} else {
// Untile image.
// We could do this in a shader to speed things up, as this is pretty slow.
// TODO(benvanik): optimize this inner loop (or work by tiles).
const uint8_t* src = host_address;
uint8_t* dest = reinterpret_cast<uint8_t*>(allocation.host_ptr);
uint32_t bytes_per_block = texture_info.format_info->block_width *
texture_info.format_info->block_height *
texture_info.format_info->bits_per_pixel / 8;
// Tiled textures can be packed; get the offset into the packed texture.
uint32_t offset_x;
uint32_t offset_y;
TextureInfo::GetPackedTileOffset(texture_info, &offset_x, &offset_y);
auto bpp = (bytes_per_block >> 2) +
((bytes_per_block >> 1) >> (bytes_per_block >> 2));
for (uint32_t y = 0, output_base_offset = 0;
y < std::min(texture_info.size_2d.block_height,
texture_info.size_2d.logical_height);
y++, output_base_offset += texture_info.size_2d.output_pitch) {
auto input_base_offset = TextureInfo::TiledOffset2DOuter(
offset_y + y, (texture_info.size_2d.input_width /
texture_info.format_info->block_width),
bpp);
for (uint32_t x = 0, output_offset = output_base_offset;
x < texture_info.size_2d.block_width;
x++, output_offset += bytes_per_block) {
auto input_offset =
TextureInfo::TiledOffset2DInner(offset_x + x, offset_y + y, bpp,
input_base_offset) >>
bpp;
TextureSwap(texture_info.endianness, dest + output_offset,
src + input_offset * bytes_per_block, bytes_per_block);
}
}
}
size_t unpack_offset = allocation.offset;
scratch_buffer_->Commit(std::move(allocation));
// TODO(benvanik): avoid flush on entire buffer by using another texture
// buffer.
scratch_buffer_->Flush();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, scratch_buffer_->handle());
if (texture_info.is_compressed()) {
glCompressedTextureSubImage2D(
texture, 0, 0, 0, texture_info.size_2d.output_width,
texture_info.size_2d.output_height, config.format,
static_cast<GLsizei>(unpack_length),
reinterpret_cast<void*>(unpack_offset));
} else {
// Most of these don't seem to have an effect on compressed images.
// glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
// glPixelStorei(GL_UNPACK_ALIGNMENT, texture_info.texel_pitch);
// glPixelStorei(GL_UNPACK_ROW_LENGTH, texture_info.size_2d.input_width);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTextureSubImage2D(texture, 0, 0, 0, texture_info.size_2d.output_width,
texture_info.size_2d.output_height, config.format,
config.type, reinterpret_cast<void*>(unpack_offset));
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
return true;
}
bool TextureCache::UploadTextureCube(GLuint texture,
const TextureInfo& texture_info) {
SCOPE_profile_cpu_f("gpu");
const auto host_address =
memory_->TranslatePhysical(texture_info.guest_address);
const auto& config =
texture_configs[uint32_t(texture_info.format_info->format)];
if (config.format == GL_INVALID_ENUM) {
assert_always("Unhandled texture format");
return false;
}
size_t unpack_length = texture_info.output_length;
glTextureStorage2D(texture, 1, config.internal_format,
texture_info.size_cube.output_width,
texture_info.size_cube.output_height);
auto allocation = scratch_buffer_->Acquire(unpack_length);
if (!texture_info.is_tiled) {
if (texture_info.size_cube.input_pitch ==
texture_info.size_cube.output_pitch) {
// Fast path copy entire image.
TextureSwap(texture_info.endianness, allocation.host_ptr, host_address,
unpack_length);
} else {
// Slow path copy row-by-row because strides differ.
// UNPACK_ROW_LENGTH only works for uncompressed images, and likely does
// this exact thing under the covers, so we just always do it here.
const uint8_t* src = host_address;
uint8_t* dest = reinterpret_cast<uint8_t*>(allocation.host_ptr);
for (int face = 0; face < 6; ++face) {
uint32_t pitch = std::min(texture_info.size_cube.input_pitch,
texture_info.size_cube.output_pitch);
for (uint32_t y = 0; y < texture_info.size_cube.block_height; y++) {
TextureSwap(texture_info.endianness, dest, src, pitch);
src += texture_info.size_cube.input_pitch;
dest += texture_info.size_cube.output_pitch;
}
}
}
} else {
// TODO(benvanik): optimize this inner loop (or work by tiles).
const uint8_t* src = host_address;
uint8_t* dest = reinterpret_cast<uint8_t*>(allocation.host_ptr);
uint32_t bytes_per_block = texture_info.format_info->block_width *
texture_info.format_info->block_height *
texture_info.format_info->bits_per_pixel / 8;
// Tiled textures can be packed; get the offset into the packed texture.
uint32_t offset_x;
uint32_t offset_y;
TextureInfo::GetPackedTileOffset(texture_info, &offset_x, &offset_y);
auto bpp = (bytes_per_block >> 2) +
((bytes_per_block >> 1) >> (bytes_per_block >> 2));
for (int face = 0; face < 6; ++face) {
for (uint32_t y = 0, output_base_offset = 0;
y < texture_info.size_cube.block_height;
y++, output_base_offset += texture_info.size_cube.output_pitch) {
auto input_base_offset = TextureInfo::TiledOffset2DOuter(
offset_y + y, (texture_info.size_cube.input_width /
texture_info.format_info->block_width),
bpp);
for (uint32_t x = 0, output_offset = output_base_offset;
x < texture_info.size_cube.block_width;
x++, output_offset += bytes_per_block) {
auto input_offset =
TextureInfo::TiledOffset2DInner(offset_x + x, offset_y + y, bpp,
input_base_offset) >>
bpp;
TextureSwap(texture_info.endianness, dest + output_offset,
src + input_offset * bytes_per_block, bytes_per_block);
}
}
src += texture_info.size_cube.input_face_length;
dest += texture_info.size_cube.output_face_length;
}
}
size_t unpack_offset = allocation.offset;
scratch_buffer_->Commit(std::move(allocation));
// TODO(benvanik): avoid flush on entire buffer by using another texture
// buffer.
scratch_buffer_->Flush();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, scratch_buffer_->handle());
if (texture_info.is_compressed()) {
glCompressedTextureSubImage3D(
texture, 0, 0, 0, 0, texture_info.size_cube.output_width,
texture_info.size_cube.output_height, 6, config.format,
static_cast<GLsizei>(unpack_length),
reinterpret_cast<void*>(unpack_offset));
} else {
// Most of these don't seem to have an effect on compressed images.
// glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE);
// glPixelStorei(GL_UNPACK_ALIGNMENT, texture_info.texel_pitch);
// glPixelStorei(GL_UNPACK_ROW_LENGTH, texture_info.size_2d.input_width);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTextureSubImage3D(texture, 0, 0, 0, 0,
texture_info.size_cube.output_width,
texture_info.size_cube.output_height, 6, config.format,
config.type, reinterpret_cast<void*>(unpack_offset));
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
return true;
}
} // namespace gl4
} // namespace gpu
} // namespace xe