// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include "../Globals.h" #include "gfx_es2/fbo.h" #include "GPU/GPUInterface.h" #include "GPU/GPUState.h" #include "TextureScaler.h" struct VirtualFramebuffer; class FramebufferManager; enum TextureFiltering { AUTO = 1, NEAREST = 2, LINEAR = 3, LINEARFMV = 4, }; enum FramebufferNotification { NOTIFY_FB_CREATED, NOTIFY_FB_UPDATED, NOTIFY_FB_DESTROYED, }; class TextureCache { public: TextureCache(); ~TextureCache(); void SetTexture(bool force = false); void Clear(bool delete_them); void StartFrame(); void Invalidate(u32 addr, int size, GPUInvalidationType type); void InvalidateAll(GPUInvalidationType type); void ClearNextFrame(); void LoadClut(); // FramebufferManager keeps TextureCache updated about what regions of memory // are being rendered to. This is barebones so far. void NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffer, FramebufferNotification msg); void SetFramebufferManager(FramebufferManager *fbManager) { framebufferManager_ = fbManager; } size_t NumLoadedTextures() const { return cache.size(); } void ForgetLastTexture() { lastBoundTexture = -1; gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; } // Only used by Qt UI? bool DecodeTexture(u8 *output, GPUgstate state); private: // Wow this is starting to grow big. Soon need to start looking at resizing it. // Must stay a POD. struct TexCacheEntry { // After marking STATUS_UNRELIABLE, if it stays the same this many frames we'll trust it again. const static int FRAMES_REGAIN_TRUST = 1000; enum Status { STATUS_HASHING = 0x00, STATUS_RELIABLE = 0x01, // Don't bother rehashing. STATUS_UNRELIABLE = 0x02, // Always recheck hash. STATUS_MASK = 0x03, STATUS_ALPHA_UNKNOWN = 0x04, STATUS_ALPHA_FULL = 0x00, // Has no alpha channel, or always full alpha. STATUS_ALPHA_SIMPLE = 0x08, // Like above, but also has 0 alpha (e.g. 5551.) STATUS_ALPHA_MASK = 0x0c, STATUS_CHANGE_FREQUENT = 0x10, // Changes often (less than 15 frames in between.) STATUS_CLUT_RECHECK = 0x20, // Another texture with same addr had a hashfail. }; // Status, but int so we can zero initialize. int status; u32 addr; u32 hash; VirtualFramebuffer *framebuffer; // if null, not sourced from an FBO. u32 sizeInRAM; int lastFrame; int numFrames; int numInvalidated; u32 framesUntilNextFullHash; u8 format; u16 dim; u16 bufw; u32 texture; //GLuint int invalidHint; u32 fullhash; u32 cluthash; int maxLevel; float lodBias; // Cache the current filter settings so we can avoid setting it again. // (OpenGL madness where filter settings are attached to each texture). u8 magFilt; u8 minFilt; bool sClamp; bool tClamp; Status GetHashStatus() { return Status(status & STATUS_MASK); } void SetHashStatus(Status newStatus) { status = (status & ~STATUS_MASK) | newStatus; } Status GetAlphaStatus() { return Status(status & STATUS_ALPHA_MASK); } void SetAlphaStatus(Status newStatus) { status = (status & ~STATUS_ALPHA_MASK) | newStatus; } bool Matches(u16 dim2, u8 format2, int maxLevel2); }; void Decimate(); // Run this once per frame to get rid of old textures. void *UnswizzleFromMem(const u8 *texptr, u32 bufw, u32 bytesPerPixel, u32 level); void *ReadIndexedTex(int level, const u8 *texptr, int bytesPerIndex, GLuint dstFmt, int bufw); void UpdateSamplingParams(TexCacheEntry &entry, bool force); void LoadTextureLevel(TexCacheEntry &entry, int level, bool replaceImages, int scaleFactor, GLenum dstFmt); GLenum GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const; void *DecodeTextureLevel(GETextureFormat format, GEPaletteFormat clutformat, int level, u32 &texByteAlign, GLenum dstFmt, int *bufw = 0); void CheckAlpha(TexCacheEntry &entry, u32 *pixelData, GLenum dstFmt, int stride, int w, int h, bool isPrimary); template const T *GetCurrentClut(); u32 GetCurrentClutHash(); void UpdateCurrentClut(); void AttachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, bool exactMatch); void DetachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer); void SetTextureFramebuffer(TexCacheEntry *entry); TexCacheEntry *GetEntryAt(u32 texaddr); typedef std::map TexCache; TexCache cache; TexCache secondCache; std::vector fbCache_; bool clearCacheNextFrame_; bool lowMemoryMode_; TextureScaler scaler; SimpleBuf tmpTexBuf32; SimpleBuf tmpTexBuf16; SimpleBuf tmpTexBufRearrange; u32 clutLastFormat_; u32 *clutBufRaw_; u32 *clutBufConverted_; u32 *clutBuf_; u32 clutHash_; u32 clutTotalBytes_; // True if the clut is just alpha values in the same order (RGBA4444-bit only.) bool clutAlphaLinear_; u16 clutAlphaLinearColor_; u32 lastBoundTexture; float maxAnisotropyLevel; int decimationCounter_; FramebufferManager *framebufferManager_; };