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474 lines
14 KiB
C++
474 lines
14 KiB
C++
// Copyright 2009 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/HiresTextures.h"
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#include <algorithm>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <string_view>
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#include <thread>
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#include <unordered_map>
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#include <utility>
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#include <vector>
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#include <xxhash.h>
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#include <fmt/format.h>
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#include "Common/CommonPaths.h"
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#include "Common/FileSearch.h"
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#include "Common/FileUtil.h"
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#include "Common/Flag.h"
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#include "Common/IOFile.h"
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#include "Common/Image.h"
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#include "Common/Logging/Log.h"
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#include "Common/MemoryUtil.h"
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#include "Common/StringUtil.h"
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#include "Common/Swap.h"
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#include "Common/Thread.h"
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#include "Common/Timer.h"
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#include "Core/Config/GraphicsSettings.h"
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#include "Core/ConfigManager.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/VideoConfig.h"
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struct DiskTexture
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{
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std::string path;
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bool has_arbitrary_mipmaps;
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};
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constexpr std::string_view s_format_prefix{"tex1_"};
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static std::unordered_map<std::string, DiskTexture> s_textureMap;
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static std::unordered_map<std::string, std::shared_ptr<HiresTexture>> s_textureCache;
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static std::mutex s_textureCacheMutex;
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static Common::Flag s_textureCacheAbortLoading;
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static std::thread s_prefetcher;
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void HiresTexture::Init()
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{
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// Note: Update is not called here so that we handle dynamic textures on startup more gracefully
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}
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void HiresTexture::Shutdown()
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{
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Clear();
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}
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void HiresTexture::Update()
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{
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if (s_prefetcher.joinable())
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{
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s_textureCacheAbortLoading.Set();
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s_prefetcher.join();
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}
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if (!g_ActiveConfig.bHiresTextures)
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{
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Clear();
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return;
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}
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if (!g_ActiveConfig.bCacheHiresTextures)
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{
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s_textureCache.clear();
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}
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const std::string& game_id = SConfig::GetInstance().GetGameID();
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const std::set<std::string> texture_directories =
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GetTextureDirectoriesWithGameId(File::GetUserPath(D_HIRESTEXTURES_IDX), game_id);
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const std::vector<std::string> extensions{".png", ".dds"};
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for (const auto& texture_directory : texture_directories)
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{
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const auto texture_paths =
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Common::DoFileSearch({texture_directory}, extensions, /*recursive*/ true);
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bool failed_insert = false;
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for (auto& path : texture_paths)
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{
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std::string filename;
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SplitPath(path, nullptr, &filename, nullptr);
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if (filename.substr(0, s_format_prefix.length()) == s_format_prefix)
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{
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const size_t arb_index = filename.rfind("_arb");
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const bool has_arbitrary_mipmaps = arb_index != std::string::npos;
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if (has_arbitrary_mipmaps)
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filename.erase(arb_index, 4);
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const auto [it, inserted] =
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s_textureMap.try_emplace(filename, DiskTexture{path, has_arbitrary_mipmaps});
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if (!inserted)
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{
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failed_insert = true;
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}
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}
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}
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if (failed_insert)
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{
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ERROR_LOG_FMT(VIDEO, "One or more textures at path '{}' were already inserted",
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texture_directory);
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}
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}
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if (g_ActiveConfig.bCacheHiresTextures)
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{
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// remove cached but deleted textures
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auto iter = s_textureCache.begin();
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while (iter != s_textureCache.end())
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{
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if (s_textureMap.find(iter->first) == s_textureMap.end())
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{
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iter = s_textureCache.erase(iter);
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}
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else
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{
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iter++;
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}
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}
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s_textureCacheAbortLoading.Clear();
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s_prefetcher = std::thread(Prefetch);
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}
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}
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void HiresTexture::Clear()
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{
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if (s_prefetcher.joinable())
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{
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s_textureCacheAbortLoading.Set();
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s_prefetcher.join();
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}
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s_textureMap.clear();
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s_textureCache.clear();
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}
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void HiresTexture::Prefetch()
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{
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Common::SetCurrentThreadName("Prefetcher");
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size_t size_sum = 0;
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const size_t sys_mem = Common::MemPhysical();
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const size_t recommended_min_mem = 2 * size_t(1024 * 1024 * 1024);
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// keep 2GB memory for system stability if system RAM is 4GB+ - use half of memory in other cases
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const size_t max_mem =
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(sys_mem / 2 < recommended_min_mem) ? (sys_mem / 2) : (sys_mem - recommended_min_mem);
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Common::Timer timer;
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timer.Start();
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for (const auto& entry : s_textureMap)
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{
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const std::string& base_filename = entry.first;
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if (base_filename.find("_mip") == std::string::npos)
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{
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std::unique_lock<std::mutex> lk(s_textureCacheMutex);
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auto iter = s_textureCache.find(base_filename);
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if (iter == s_textureCache.end())
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{
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// unlock while loading a texture. This may result in a race condition where
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// we'll load a texture twice, but it reduces the stuttering a lot.
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lk.unlock();
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std::unique_ptr<HiresTexture> texture = Load(base_filename, 0, 0);
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lk.lock();
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if (texture)
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{
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std::shared_ptr<HiresTexture> ptr(std::move(texture));
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iter = s_textureCache.insert(iter, std::make_pair(base_filename, ptr));
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}
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}
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if (iter != s_textureCache.end())
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{
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for (const Level& l : iter->second->m_levels)
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size_sum += l.data.size();
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}
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}
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if (s_textureCacheAbortLoading.IsSet())
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{
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return;
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}
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if (size_sum > max_mem)
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{
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Config::SetCurrent(Config::GFX_HIRES_TEXTURES, false);
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OSD::AddMessage(
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fmt::format(
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"Custom Textures prefetching after {:.1f} MB aborted, not enough RAM available",
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size_sum / (1024.0 * 1024.0)),
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10000);
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return;
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}
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}
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OSD::AddMessage(fmt::format("Custom Textures loaded, {:.1f} MB in {:.1f}s",
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size_sum / (1024.0 * 1024.0), timer.ElapsedMs() / 1000.0),
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10000);
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}
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std::string HiresTexture::GenBaseName(const TextureInfo& texture_info, bool dump)
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{
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if (!dump && s_textureMap.empty())
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return "";
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const auto texture_name_details = texture_info.CalculateTextureName();
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// look for an exact match first
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const std::string full_name = texture_name_details.GetFullName();
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if (dump || s_textureMap.find(full_name) != s_textureMap.end())
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return full_name;
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// else try and find a wildcard
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if (!dump)
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{
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// Single wildcard ignoring the tlut hash
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const std::string texture_name_single_wildcard_tlut =
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fmt::format("{}_{}_$_{}", texture_name_details.base_name, texture_name_details.texture_name,
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texture_name_details.format_name);
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if (s_textureMap.find(texture_name_single_wildcard_tlut) != s_textureMap.end())
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return texture_name_single_wildcard_tlut;
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// Single wildcard ignoring the texture hash
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const std::string texture_name_single_wildcard_tex =
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fmt::format("{}_${}_{}", texture_name_details.base_name, texture_name_details.tlut_name,
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texture_name_details.format_name);
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if (s_textureMap.find(texture_name_single_wildcard_tex) != s_textureMap.end())
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return texture_name_single_wildcard_tex;
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}
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return "";
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}
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u32 HiresTexture::CalculateMipCount(u32 width, u32 height)
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{
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u32 mip_width = width;
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u32 mip_height = height;
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u32 mip_count = 1;
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while (mip_width > 1 || mip_height > 1)
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{
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mip_width = std::max(mip_width / 2, 1u);
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mip_height = std::max(mip_height / 2, 1u);
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mip_count++;
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}
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return mip_count;
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}
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std::shared_ptr<HiresTexture> HiresTexture::Search(const TextureInfo& texture_info)
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{
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const std::string base_filename = GenBaseName(texture_info);
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std::lock_guard<std::mutex> lk(s_textureCacheMutex);
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auto iter = s_textureCache.find(base_filename);
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if (iter != s_textureCache.end())
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{
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return iter->second;
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}
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std::shared_ptr<HiresTexture> ptr(
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Load(base_filename, texture_info.GetRawWidth(), texture_info.GetRawHeight()));
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if (ptr && g_ActiveConfig.bCacheHiresTextures)
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{
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s_textureCache[base_filename] = ptr;
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}
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return ptr;
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}
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std::unique_ptr<HiresTexture> HiresTexture::Load(const std::string& base_filename, u32 width,
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u32 height)
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{
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// We need to have a level 0 custom texture to even consider loading.
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auto filename_iter = s_textureMap.find(base_filename);
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if (filename_iter == s_textureMap.end())
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return nullptr;
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// Try to load level 0 (and any mipmaps) from a DDS file.
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// If this fails, it's fine, we'll just load level0 again using SOIL.
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// Can't use make_unique due to private constructor.
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std::unique_ptr<HiresTexture> ret = std::unique_ptr<HiresTexture>(new HiresTexture());
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const DiskTexture& first_mip_file = filename_iter->second;
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ret->m_has_arbitrary_mipmaps = first_mip_file.has_arbitrary_mipmaps;
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LoadDDSTexture(ret.get(), first_mip_file.path);
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// Load remaining mip levels, or from the start if it's not a DDS texture.
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for (u32 mip_level = static_cast<u32>(ret->m_levels.size());; mip_level++)
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{
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std::string filename = base_filename;
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if (mip_level != 0)
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filename += fmt::format("_mip{}", mip_level);
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filename_iter = s_textureMap.find(filename);
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if (filename_iter == s_textureMap.end())
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break;
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// Try loading DDS textures first, that way we maintain compression of DXT formats.
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// TODO: Reduce the number of open() calls here. We could use one fd.
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Level level;
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if (!LoadDDSTexture(level, filename_iter->second.path, mip_level))
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{
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File::IOFile file;
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file.Open(filename_iter->second.path, "rb");
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std::vector<u8> buffer(file.GetSize());
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file.ReadBytes(buffer.data(), file.GetSize());
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if (!LoadTexture(level, buffer))
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{
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ERROR_LOG_FMT(VIDEO, "Custom texture {} failed to load", filename);
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break;
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}
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}
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ret->m_levels.push_back(std::move(level));
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}
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// If we failed to load any mip levels, we can't use this texture at all.
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if (ret->m_levels.empty())
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return nullptr;
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// Verify that the aspect ratio of the texture hasn't changed, as this could have side-effects.
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const Level& first_mip = ret->m_levels[0];
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if (first_mip.width * height != first_mip.height * width)
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{
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ERROR_LOG_FMT(VIDEO,
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"Invalid custom texture size {}x{} for texture {}. The aspect differs "
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"from the native size {}x{}.",
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first_mip.width, first_mip.height, first_mip_file.path, width, height);
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}
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// Same deal if the custom texture isn't a multiple of the native size.
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if (width != 0 && height != 0 && (first_mip.width % width || first_mip.height % height))
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{
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ERROR_LOG_FMT(VIDEO,
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"Invalid custom texture size {}x{} for texture {}. Please use an integer "
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"upscaling factor based on the native size {}x{}.",
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first_mip.width, first_mip.height, first_mip_file.path, width, height);
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}
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// Verify that each mip level is the correct size (divide by 2 each time).
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u32 current_mip_width = first_mip.width;
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u32 current_mip_height = first_mip.height;
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for (u32 mip_level = 1; mip_level < static_cast<u32>(ret->m_levels.size()); mip_level++)
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{
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if (current_mip_width != 1 || current_mip_height != 1)
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{
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current_mip_width = std::max(current_mip_width / 2, 1u);
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current_mip_height = std::max(current_mip_height / 2, 1u);
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const Level& level = ret->m_levels[mip_level];
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if (current_mip_width == level.width && current_mip_height == level.height)
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continue;
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ERROR_LOG_FMT(
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VIDEO, "Invalid custom texture size {}x{} for texture {}. Mipmap level {} must be {}x{}.",
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level.width, level.height, first_mip_file.path, mip_level, current_mip_width,
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current_mip_height);
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}
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else
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{
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// It is invalid to have more than a single 1x1 mipmap.
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ERROR_LOG_FMT(VIDEO, "Custom texture {} has too many 1x1 mipmaps. Skipping extra levels.",
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first_mip_file.path);
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}
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// Drop this mip level and any others after it.
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while (ret->m_levels.size() > mip_level)
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ret->m_levels.pop_back();
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}
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// All levels have to have the same format.
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if (std::any_of(ret->m_levels.begin(), ret->m_levels.end(),
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[&ret](const Level& l) { return l.format != ret->m_levels[0].format; }))
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{
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ERROR_LOG_FMT(VIDEO, "Custom texture {} has inconsistent formats across mip levels.",
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first_mip_file.path);
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return nullptr;
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}
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return ret;
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}
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bool HiresTexture::LoadTexture(Level& level, const std::vector<u8>& buffer)
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{
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if (!Common::LoadPNG(buffer, &level.data, &level.width, &level.height))
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return false;
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if (level.data.empty())
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return false;
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// Loaded PNG images are converted to RGBA.
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level.format = AbstractTextureFormat::RGBA8;
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level.row_length = level.width;
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return true;
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}
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std::set<std::string> GetTextureDirectoriesWithGameId(const std::string& root_directory,
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const std::string& game_id)
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{
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std::set<std::string> result;
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const std::string texture_directory = root_directory + game_id;
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if (File::Exists(texture_directory))
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{
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result.insert(texture_directory);
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}
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else
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{
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// If there's no directory with the region-specific ID, look for a 3-character region-free one
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const std::string region_free_directory = root_directory + game_id.substr(0, 3);
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if (File::Exists(region_free_directory))
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{
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result.insert(region_free_directory);
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}
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}
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const auto match_gameid_or_all = [game_id](const std::string& filename) {
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std::string basename;
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SplitPath(filename, nullptr, &basename, nullptr);
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return basename == game_id || basename == game_id.substr(0, 3) || basename == "all";
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};
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// Look for any other directories that might be specific to the given gameid
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const auto files = Common::DoFileSearch({root_directory}, {".txt"}, true);
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for (const auto& file : files)
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{
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if (match_gameid_or_all(file))
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{
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// The following code is used to calculate the top directory
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// of a found gameid.txt file
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// ex: <root directory>/My folder/gameids/<gameid>.txt
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// would insert "<root directory>/My folder"
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const auto directory_path = file.substr(root_directory.size());
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const std::size_t first_path_separator_position = directory_path.find_first_of(DIR_SEP_CHR);
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result.insert(root_directory + directory_path.substr(0, first_path_separator_position));
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}
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}
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return result;
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}
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HiresTexture::~HiresTexture()
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{
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}
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AbstractTextureFormat HiresTexture::GetFormat() const
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{
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return m_levels.at(0).format;
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}
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bool HiresTexture::HasArbitraryMipmaps() const
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{
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return m_has_arbitrary_mipmaps;
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}
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