// 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/GPUState.h" struct VirtualFramebuffer; class TextureCache { public: TextureCache(); ~TextureCache(); void SetTexture(); void Clear(bool delete_them); void StartFrame(); void Invalidate(u32 addr, int size, bool force); void InvalidateAll(bool force); // FramebufferManager keeps TextureCache updated about what regions of memory // are being rendered to. This is barebones so far. void NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffer); void NotifyFramebufferDestroyed(u32 address, VirtualFramebuffer *framebuffer); size_t NumLoadedTextures() const { return cache.size(); } bool DecodeTexture(u8 *output, GPUgstate state); private: 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, STATUS_RELIABLE, // cache, don't hash STATUS_UNRELIABLE, // never cache }; // 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; u32 framesUntilNextFullHash; u8 format; u16 dim; u8 clutformat; u32 clutaddr; u32 cluthash; u32 texture; //GLuint int invalidHint; u32 fullhash; int maxLevel; float lodBias; // Cache the current filter settings so we can avoid setting it again. u8 magFilt; u8 minFilt; bool sClamp; bool tClamp; }; void Decimate(); // Run this once per frame to get rid of old textures. void *UnswizzleFromMem(u32 texaddr, u32 bytesPerPixel, u32 level); void *readIndexedTex(int level, u32 texaddr, int bytesPerIndex); void UpdateSamplingParams(TexCacheEntry &entry, bool force); void LoadTextureLevel(TexCacheEntry &entry, int level); TexCacheEntry *GetEntryAt(u32 texaddr); typedef std::map TexCache; TexCache cache; u32 *tmpTexBuf32; u16 *tmpTexBuf16; u32 *tmpTexBufRearrange; u32 *clutBuf32; u16 *clutBuf16; u32 lastBoundTexture; float maxAnisotropyLevel; };