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https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-07-01 12:56:21 +12:00
Add optional texture hashing
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parent
6182d4cfe9
commit
a0aa11dac0
10 changed files with 106 additions and 54 deletions
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@ -62,9 +62,13 @@ struct EmulatorConfig {
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static constexpr RendererType rendererDefault = RendererType::OpenGL;
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#endif
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static constexpr bool hashTexturesDefault = true;
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bool shaderJitEnabled = shaderJitDefault;
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bool useUbershaders = ubershaderDefault;
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bool accelerateShaders = accelerateShadersDefault;
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bool hashTextures = hashTexturesDefault;
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bool accurateShaderMul = false;
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bool discordRpcEnabled = false;
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@ -51,6 +51,9 @@ class Renderer {
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u32 outputWindowWidth = 400;
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u32 outputWindowHeight = 240 * 2;
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// Should hw renderers hash textures? Stored separately from emulatorConfig because we'll be accessing it constantly, might be merged eventually
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bool hashTextures = false;
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EmulatorConfig* emulatorConfig = nullptr;
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void doSoftwareTextureCopy(u32 inputAddr, u32 outputAddr, u32 copySize, u32 inputWidth, u32 inputGap, u32 outputWidth, u32 outputGap);
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@ -123,4 +126,5 @@ class Renderer {
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}
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void setConfig(EmulatorConfig* config) { emulatorConfig = config; }
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void setHashTextures(bool setting) { hashTextures = setting; }
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};
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@ -1,6 +1,8 @@
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#pragma once
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#include <array>
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#include <string>
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#include "PICA/pica_hash.hpp"
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#include "PICA/regs.hpp"
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#include "boost/icl/interval.hpp"
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#include "helpers.hpp"
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@ -11,55 +13,55 @@ template <typename T>
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using Interval = boost::icl::right_open_interval<T>;
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struct Texture {
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u32 location;
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u32 config; // Magnification/minification filter, wrapping configs, etc
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PICA::TextureFmt format;
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OpenGL::uvec2 size;
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bool valid;
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using Hash = PICAHash::HashType;
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// Range of VRAM taken up by buffer
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Interval<u32> range;
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// OpenGL resources allocated to buffer
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OpenGL::Texture texture;
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u32 location;
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u32 config; // Magnification/minification filter, wrapping configs, etc
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Hash hash = Hash(0);
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Texture() : valid(false) {}
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PICA::TextureFmt format;
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OpenGL::uvec2 size;
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bool valid;
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Texture(u32 loc, PICA::TextureFmt format, u32 x, u32 y, u32 config, bool valid = true)
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: location(loc), format(format), size({x, y}), config(config), valid(valid) {
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// Range of VRAM taken up by buffer
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Interval<u32> range;
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// OpenGL resources allocated to buffer
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OpenGL::Texture texture;
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u64 endLoc = (u64)loc + sizeInBytes();
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// Check if start and end are valid here
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range = Interval<u32>(loc, (u32)endLoc);
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}
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Texture() : valid(false) {}
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// For 2 textures to "match" we only care about their locations, formats, and dimensions to match
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// For other things, such as filtering mode, etc, we can just switch the attributes of the cached texture
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bool matches(Texture& other) {
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return location == other.location && format == other.format &&
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size.x() == other.size.x() && size.y() == other.size.y();
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}
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Texture(u32 loc, PICA::TextureFmt format, u32 x, u32 y, u32 config, bool valid = true)
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: location(loc), format(format), size({x, y}), config(config), valid(valid) {
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u64 endLoc = (u64)loc + sizeInBytes();
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// Check if start and end are valid here
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range = Interval<u32>(loc, (u32)endLoc);
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}
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void allocate();
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void setNewConfig(u32 newConfig);
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void decodeTexture(std::span<const u8> data);
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void free();
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u64 sizeInBytes();
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// For 2 textures to "match" we only care about their locations, formats, and dimensions to match
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// For other things, such as filtering mode, etc, we can just switch the attributes of the cached texture
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bool matches(Texture& other) {
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return location == other.location && hash == other.hash && format == other.format && size.x() == other.size.x() && size.y() == other.size.y();
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}
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u32 decodeTexel(u32 u, u32 v, PICA::TextureFmt fmt, std::span<const u8> data);
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void allocate();
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void setNewConfig(u32 newConfig);
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void decodeTexture(std::span<const u8> data);
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void free();
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u64 sizeInBytes();
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// Get the morton interleave offset of a texel based on its U and V values
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static u32 mortonInterleave(u32 u, u32 v);
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// Get the byte offset of texel (u, v) in the texture
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static u32 getSwizzledOffset(u32 u, u32 v, u32 width, u32 bytesPerPixel);
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static u32 getSwizzledOffset_4bpp(u32 u, u32 v, u32 width);
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u32 decodeTexel(u32 u, u32 v, PICA::TextureFmt fmt, std::span<const u8> data);
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// Returns the format of this texture as a string
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std::string_view formatToString() {
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return PICA::textureFormatToString(format);
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}
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// Get the morton interleave offset of a texel based on its U and V values
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static u32 mortonInterleave(u32 u, u32 v);
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// Get the byte offset of texel (u, v) in the texture
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static u32 getSwizzledOffset(u32 u, u32 v, u32 width, u32 bytesPerPixel);
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static u32 getSwizzledOffset_4bpp(u32 u, u32 v, u32 width);
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// Returns the texel at coordinates (u, v) of an ETC1(A4) texture
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// TODO: Make hasAlpha a template parameter
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u32 getTexelETC(bool hasAlpha, u32 u, u32 v, u32 width, std::span<const u8> data);
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u32 decodeETC(u32 alpha, u32 u, u32 v, u64 colourData);
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// Returns the format of this texture as a string
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std::string_view formatToString() { return PICA::textureFormatToString(format); }
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// Returns the texel at coordinates (u, v) of an ETC1(A4) texture
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// TODO: Make hasAlpha a template parameter
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u32 getTexelETC(bool hasAlpha, u32 u, u32 v, u32 width, std::span<const u8> data);
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u32 decodeETC(u32 alpha, u32 u, u32 v, u64 colourData);
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};
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@ -4,6 +4,7 @@
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#include <array>
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#include <string>
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#include "PICA/pica_hash.hpp"
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#include "PICA/regs.hpp"
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#include "boost/icl/interval.hpp"
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#include "helpers.hpp"
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@ -17,10 +18,14 @@ using Interval = boost::icl::right_open_interval<T>;
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namespace Metal {
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struct Texture {
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using Hash = PICAHash::HashType;
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MTL::Device* device;
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u32 location;
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u32 config; // Magnification/minification filter, wrapping configs, etc
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Hash hash = Hash(0);
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PICA::TextureFmt format;
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OpenGL::uvec2 size;
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bool valid;
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@ -45,7 +50,8 @@ namespace Metal {
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// For 2 textures to "match" we only care about their locations, formats, and dimensions to match
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// For other things, such as filtering mode, etc, we can just switch the attributes of the cached texture
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bool matches(Texture& other) {
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return location == other.location && format == other.format && size.x() == other.size.x() && size.y() == other.size.y();
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return location == other.location && hash == other.hash && format == other.format && size.x() == other.size.x() &&
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size.y() == other.size.y();
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}
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void allocate();
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@ -90,6 +90,7 @@ void EmulatorConfig::load() {
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forceShadergenForLights = toml::find_or<toml::boolean>(gpu, "ForceShadergenForLighting", true);
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lightShadergenThreshold = toml::find_or<toml::integer>(gpu, "ShadergenLightThreshold", 1);
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hashTextures = toml::find_or<toml::boolean>(gpu, "HashTextures", hashTexturesDefault);
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enableRenderdoc = toml::find_or<toml::boolean>(gpu, "EnableRenderdoc", false);
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}
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}
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@ -101,7 +102,7 @@ void EmulatorConfig::load() {
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auto dspCoreName = toml::find_or<std::string>(audio, "DSPEmulation", "HLE");
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dspType = Audio::DSPCore::typeFromString(dspCoreName);
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audioEnabled = toml::find_or<toml::boolean>(audio, "EnableAudio", audioEnabledDefault);
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aacEnabled = toml::find_or<toml::boolean>(audio, "EnableAACAudio", true);
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printDSPFirmware = toml::find_or<toml::boolean>(audio, "PrintDSPFirmware", false);
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@ -180,7 +181,7 @@ void EmulatorConfig::save() {
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data["Window"]["WindowPosY"] = windowSettings.y;
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data["Window"]["WindowWidth"] = windowSettings.width;
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data["Window"]["WindowHeight"] = windowSettings.height;
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data["GPU"]["EnableShaderJIT"] = shaderJitEnabled;
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data["GPU"]["Renderer"] = std::string(Renderer::typeToString(rendererType));
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data["GPU"]["EnableVSync"] = vsyncEnabled;
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@ -190,6 +191,7 @@ void EmulatorConfig::save() {
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data["GPU"]["ShadergenLightThreshold"] = lightShadergenThreshold;
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data["GPU"]["AccelerateShaders"] = accelerateShaders;
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data["GPU"]["EnableRenderdoc"] = enableRenderdoc;
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data["GPU"]["HashTextures"] = hashTextures;
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data["Audio"]["DSPEmulation"] = std::string(Audio::DSPCore::typeToString(dspType));
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data["Audio"]["EnableAudio"] = audioEnabled;
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@ -8,6 +8,7 @@
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#include "PICA/float_types.hpp"
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#include "PICA/gpu.hpp"
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#include "PICA/pica_frag_uniforms.hpp"
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#include "PICA/pica_hash.hpp"
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#include "PICA/pica_simd.hpp"
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#include "PICA/regs.hpp"
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#include "PICA/shader_decompiler.hpp"
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@ -359,17 +360,29 @@ void RendererGL::bindTexturesToSlots() {
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const u32 width = getBits<16, 11>(dim);
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const u32 addr = (regs[ioBase + 4] & 0x0FFFFFFF) << 3;
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u32 format = regs[ioBase + (i == 0 ? 13 : 5)] & 0xF;
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glActiveTexture(GL_TEXTURE0 + i);
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if (addr != 0) [[likely]] {
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Texture targetTex(addr, static_cast<PICA::TextureFmt>(format), width, height, config);
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if (hashTextures) {
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const u8* startPointer = gpu.getPointerPhys<u8>(targetTex.location);
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const usize sizeInBytes = targetTex.sizeInBytes();
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if (startPointer == nullptr || (sizeInBytes > 0 && gpu.getPointerPhys<u8>(targetTex.location + sizeInBytes - 1) == nullptr))
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[[unlikely]] {
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Helpers::warn("Out-of-bounds texture fetch");
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} else {
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targetTex.hash = PICAHash::computeHash((const char*)startPointer, sizeInBytes);
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}
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}
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OpenGL::Texture tex = getTexture(targetTex);
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tex.bind();
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} else {
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// Mapping a texture from NULL. PICA seems to read the last sampled colour, but for now we will display a black texture instead since it is far easier.
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// Games that do this don't really care what it does, they just expect the PICA to not crash, since it doesn't have a PU/MMU and can do all sorts of
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// Weird invalid memory accesses without crashing
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// Mapping a texture from NULL. PICA seems to read the last sampled colour, but for now we will display a black texture instead since it
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// is far easier. Games that do this don't really care what it does, they just expect the PICA to not crash, since it doesn't have a
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// PU/MMU and can do all sorts of Weird invalid memory accesses without crashing
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blankTexture.bind();
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}
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}
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@ -9,6 +9,7 @@
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#undef NO
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#include "PICA/gpu.hpp"
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#include "PICA/pica_hash.hpp"
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#include "SDL_metal.h"
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using namespace PICA;
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@ -729,6 +730,19 @@ void RendererMTL::bindTexturesToSlots() {
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if (addr != 0) [[likely]] {
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Metal::Texture targetTex(device, addr, static_cast<PICA::TextureFmt>(format), width, height, config);
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if (hashTextures) {
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const u8* startPointer = gpu.getPointerPhys<u8>(targetTex.location);
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const usize sizeInBytes = targetTex.sizeInBytes();
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if (startPointer == nullptr || (sizeInBytes > 0 && gpu.getPointerPhys<u8>(targetTex.location + sizeInBytes - 1) == nullptr))
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[[unlikely]] {
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Helpers::warn("Out-of-bounds texture fetch");
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} else {
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targetTex.hash = PICAHash::computeHash((const char*)startPointer, sizeInBytes);
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}
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}
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auto tex = getTexture(targetTex);
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commandEncoder.setFragmentTexture(tex.texture, i);
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commandEncoder.setFragmentSamplerState(tex.sampler ? tex.sampler : nearestSampler, i);
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@ -32,18 +32,14 @@ Emulator::Emulator()
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dspService.setDSPCore(dsp.get());
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audioDevice.init(dsp->getSamples());
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setAudioEnabled(config.audioEnabled);
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if (Renderdoc::isSupported() && config.enableRenderdoc) {
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loadRenderdoc();
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}
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#ifdef PANDA3DS_ENABLE_DISCORD_RPC
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if (config.discordRpcEnabled) {
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discordRpc.init();
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updateDiscord();
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}
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#endif
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reloadSettings();
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reset(ReloadOption::NoReload);
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}
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@ -461,6 +457,8 @@ void Emulator::reloadSettings() {
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loadRenderdoc();
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}
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gpu.getRenderer()->setHashTextures(config.hashTextures);
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#ifdef PANDA3DS_ENABLE_DISCORD_RPC
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// Reload RPC setting if we're compiling with RPC support
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@ -176,6 +176,9 @@ static void configInit() {
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{"panda3ds_use_ubershader", EmulatorConfig::ubershaderDefault ? "Use ubershaders (No stutter, maybe slower); enabled|disabled"
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: "Use ubershaders (No stutter, maybe slower); disabled|enabled"},
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{"panda3ds_use_vsync", "Enable VSync; enabled|disabled"},
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{"panda3ds_hash_textures", EmulatorConfig::hashTexturesDefault ? "Hash textures (Better graphics, maybe slower); enabled|disabled"
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: "Hash textures (Better graphics, maybe slower); disabled|enabled"},
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{"panda3ds_system_language", "System language; En|Fr|Es|De|It|Pt|Nl|Ru|Ja|Zh|Ko|Tw"},
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{"panda3ds_dsp_emulation", "DSP emulation; HLE|LLE|Null"},
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{"panda3ds_use_audio", EmulatorConfig::audioEnabledDefault ? "Enable audio; enabled|disabled" : "Enable audio; disabled|enabled"},
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@ -216,6 +219,7 @@ static void configUpdate() {
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config.accurateShaderMul = fetchVariableBool("panda3ds_accurate_shader_mul", false);
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config.useUbershaders = fetchVariableBool("panda3ds_use_ubershader", EmulatorConfig::ubershaderDefault);
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config.accelerateShaders = fetchVariableBool("panda3ds_accelerate_shaders", EmulatorConfig::accelerateShadersDefault);
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config.hashTextures = fetchVariableBool("panda3ds_hash_textures", EmulatorConfig::hashTexturesDefault);
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config.forceShadergenForLights = fetchVariableBool("panda3ds_ubershader_lighting_override", true);
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config.lightShadergenThreshold = fetchVariableRange("panda3ds_ubershader_lighting_override_threshold", 1, 8);
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@ -231,6 +231,11 @@ ConfigWindow::ConfigWindow(ConfigCallback configCallback, MainWindowCallback win
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connectCheckbox(accelerateShaders, config.accelerateShaders);
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gpuLayout->addRow(accelerateShaders);
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QCheckBox* hashTextures = new QCheckBox(tr("Hash textures"));
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hashTextures->setToolTip(tr("Enable this to reduce texture mismatches at the cost of slightly lower performance"));
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connectCheckbox(hashTextures, config.hashTextures);
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gpuLayout->addRow(hashTextures);
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QCheckBox* forceShadergenForLights = new QCheckBox(tr("Force shadergen when rendering lights"));
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connectCheckbox(forceShadergenForLights, config.forceShadergenForLights);
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gpuLayout->addRow(forceShadergenForLights);
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