mirror of
https://github.com/hrydgard/ppsspp.git
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313 lines
9.4 KiB
C++
313 lines
9.4 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <map>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/MemoryUtil.h"
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#include "Core/TextureReplacer.h"
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#include "GPU/Common/GPUDebugInterface.h"
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#include "GPU/Common/TextureDecoder.h"
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enum TextureFiltering {
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TEX_FILTER_AUTO = 1,
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TEX_FILTER_NEAREST = 2,
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TEX_FILTER_LINEAR = 3,
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TEX_FILTER_LINEAR_VIDEO = 4,
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};
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enum FramebufferNotification {
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NOTIFY_FB_CREATED,
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NOTIFY_FB_UPDATED,
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NOTIFY_FB_DESTROYED,
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};
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// Changes more frequent than this will be considered "frequent" and prevent texture scaling.
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#define TEXCACHE_FRAME_CHANGE_FREQUENT 6
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// Note: only used when hash backoff is disabled.
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#define TEXCACHE_FRAME_CHANGE_FREQUENT_REGAIN_TRUST 33
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struct VirtualFramebuffer;
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class CachedTextureVulkan;
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namespace Draw {
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class DrawContext;
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}
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// Used by D3D11 and Vulkan, could be used by modern GL
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struct SamplerCacheKey {
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SamplerCacheKey() : fullKey(0) {}
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union {
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u32 fullKey;
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struct {
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bool mipEnable : 1;
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bool minFilt : 1;
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bool mipFilt : 1;
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bool magFilt : 1;
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bool sClamp : 1;
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bool tClamp : 1;
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int lodBias : 4;
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int maxLevel : 4;
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};
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};
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bool operator < (const SamplerCacheKey &other) const {
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return fullKey < other.fullKey;
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}
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};
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class FramebufferManagerCommon;
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class TextureCacheCommon {
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public:
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TextureCacheCommon(Draw::DrawContext *draw);
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virtual ~TextureCacheCommon();
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void LoadClut(u32 clutAddr, u32 loadBytes);
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bool GetCurrentClutBuffer(GPUDebugBuffer &buffer);
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bool SetOffsetTexture(u32 offset);
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void Invalidate(u32 addr, int size, GPUInvalidationType type);
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void InvalidateAll(GPUInvalidationType type);
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void ClearNextFrame();
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virtual void ForgetLastTexture() = 0;
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// FramebufferManager keeps TextureCache updated about what regions of memory are being rendered to.
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void NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffer, FramebufferNotification msg);
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void NotifyConfigChanged();
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void NotifyVideoUpload(u32 addr, int size, int width, GEBufferFormat fmt);
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int AttachedDrawingHeight();
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size_t NumLoadedTextures() const {
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return cache.size();
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}
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// Wow this is starting to grow big. Soon need to start looking at resizing it.
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// Must stay a POD.
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struct TexCacheEntry {
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// After marking STATUS_UNRELIABLE, if it stays the same this many frames we'll trust it again.
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const static int FRAMES_REGAIN_TRUST = 1000;
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enum Status {
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STATUS_HASHING = 0x00,
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STATUS_RELIABLE = 0x01, // Don't bother rehashing.
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STATUS_UNRELIABLE = 0x02, // Always recheck hash.
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STATUS_MASK = 0x03,
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STATUS_ALPHA_UNKNOWN = 0x04,
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STATUS_ALPHA_FULL = 0x00, // Has no alpha channel, or always full alpha.
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STATUS_ALPHA_SIMPLE = 0x08, // Like above, but also has 0 alpha (e.g. 5551.)
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STATUS_ALPHA_MASK = 0x0c,
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STATUS_CHANGE_FREQUENT = 0x10, // Changes often (less than 6 frames in between.)
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STATUS_CLUT_RECHECK = 0x20, // Another texture with same addr had a hashfail.
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STATUS_DEPALETTIZE = 0x40, // Needs to go through a depalettize pass.
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STATUS_TO_SCALE = 0x80, // Pending texture scaling in a later frame.
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STATUS_IS_SCALED = 0x100, // Has been scaled (can't be replaceImages'd.)
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STATUS_FREE_CHANGE = 0x200, // Allow one change before marking "frequent".
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};
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// Status, but int so we can zero initialize.
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int status;
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u32 addr;
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u32 hash;
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VirtualFramebuffer *framebuffer; // if null, not sourced from an FBO.
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u32 sizeInRAM;
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int lastFrame;
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int numFrames;
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int numInvalidated;
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u32 framesUntilNextFullHash;
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u8 format;
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u8 maxLevel;
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u16 dim;
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u16 bufw;
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union {
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u32 textureName;
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void *texturePtr;
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CachedTextureVulkan *vkTex;
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};
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#ifdef _WIN32
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void *textureView; // Used by D3D11 only for the shader resource view.
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#endif
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int invalidHint;
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u32 fullhash;
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u32 cluthash;
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float lodBias;
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u16 maxSeenV;
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// Cache the current filter settings so we can avoid setting it again.
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// (OpenGL madness where filter settings are attached to each texture. Unused in Vulkan).
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u8 magFilt;
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u8 minFilt;
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bool sClamp;
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bool tClamp;
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Status GetHashStatus() {
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return Status(status & STATUS_MASK);
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}
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void SetHashStatus(Status newStatus) {
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status = (status & ~STATUS_MASK) | newStatus;
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}
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Status GetAlphaStatus() {
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return Status(status & STATUS_ALPHA_MASK);
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}
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void SetAlphaStatus(Status newStatus) {
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status = (status & ~STATUS_ALPHA_MASK) | newStatus;
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}
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void SetAlphaStatus(Status newStatus, int level) {
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// For non-level zero, only set more restrictive.
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if (newStatus == STATUS_ALPHA_UNKNOWN || level == 0) {
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SetAlphaStatus(newStatus);
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} else if (newStatus == STATUS_ALPHA_SIMPLE && GetAlphaStatus() == STATUS_ALPHA_FULL) {
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SetAlphaStatus(STATUS_ALPHA_SIMPLE);
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}
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}
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bool Matches(u16 dim2, u8 format2, u8 maxLevel2) const;
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u64 CacheKey() const;
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static u64 CacheKey(u32 addr, u8 format, u16 dim, u32 cluthash);
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};
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protected:
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virtual void Unbind() = 0;
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bool CheckFullHash(TexCacheEntry *const entry, bool &doDelete);
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// Can't be unordered_map, we use lower_bound ... although for some reason that compiles on MSVC.
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typedef std::map<u64, TexCacheEntry> TexCache;
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// Separate to keep main texture cache size down.
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struct AttachedFramebufferInfo {
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u32 xOffset;
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u32 yOffset;
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};
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bool DecodeTextureLevel(u8 *out, int outPitch, GETextureFormat format, GEPaletteFormat clutformat, uint32_t texaddr, int level, int bufw, bool reverseColors, bool useBGRA = false);
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void UnswizzleFromMem(u32 *dest, u32 destPitch, const u8 *texptr, u32 bufw, u32 height, u32 bytesPerPixel);
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bool ReadIndexedTex(u8 *out, int outPitch, int level, const u8 *texptr, int bytesPerIndex, int bufw);
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template <typename T>
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inline const T *GetCurrentClut() {
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return (const T *)clutBuf_;
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}
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u32 EstimateTexMemoryUsage(const TexCacheEntry *entry);
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void GetSamplingParams(int &minFilt, int &magFilt, bool &sClamp, bool &tClamp, float &lodBias, u8 maxLevel, u32 addr);
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void UpdateMaxSeenV(TexCacheEntry *entry, bool throughMode);
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bool AttachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, u32 texaddrOffset = 0);
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void AttachFramebufferValid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const AttachedFramebufferInfo &fbInfo);
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void AttachFramebufferInvalid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const AttachedFramebufferInfo &fbInfo);
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void DetachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer);
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void SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer);
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void DecimateVideos();
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inline u32 QuickTexHash(TextureReplacer &replacer, u32 addr, int bufw, int w, int h, GETextureFormat format, TexCacheEntry *entry) {
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if (replacer.Enabled()) {
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return replacer.ComputeHash(addr, bufw, w, h, format, entry->maxSeenV);
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}
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if (h == 512 && entry->maxSeenV < 512 && entry->maxSeenV != 0) {
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h = (int)entry->maxSeenV;
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}
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const u32 sizeInRAM = (textureBitsPerPixel[format] * bufw * h) / 8;
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const u32 *checkp = (const u32 *)Memory::GetPointer(addr);
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if (Memory::IsValidAddress(addr + sizeInRAM)) {
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return DoQuickTexHash(checkp, sizeInRAM);
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} else {
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return 0;
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}
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}
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Draw::DrawContext *draw_;
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TextureReplacer replacer;
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FramebufferManagerCommon *framebufferManager_;
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bool clearCacheNextFrame_;
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bool lowMemoryMode_;
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int decimationCounter_;
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int texelsScaledThisFrame_;
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int timesInvalidatedAllThisFrame_;
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TexCache cache;
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u32 cacheSizeEstimate_;
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TexCache secondCache;
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u32 secondCacheSizeEstimate_;
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std::vector<VirtualFramebuffer *> fbCache_;
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std::map<u64, AttachedFramebufferInfo> fbTexInfo_;
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std::map<u32, int> videos_;
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SimpleBuf<u32> tmpTexBuf32;
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SimpleBuf<u16> tmpTexBuf16;
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SimpleBuf<u32> tmpTexBufRearrange;
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TexCacheEntry *nextTexture_;
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// Raw is where we keep the original bytes. Converted is where we swap colors if necessary.
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u32 *clutBufRaw_;
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u32 *clutBufConverted_;
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// This is the active one.
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u32 *clutBuf_;
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u32 clutLastFormat_;
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u32 clutTotalBytes_;
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u32 clutMaxBytes_;
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u32 clutRenderAddress_;
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u32 clutRenderOffset_;
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// True if the clut is just alpha values in the same order (RGBA4444-bit only.)
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bool clutAlphaLinear_;
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u16 clutAlphaLinearColor_;
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int standardScaleFactor_;
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const char *nextChangeReason_;
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bool nextNeedsRehash_;
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bool nextNeedsChange_;
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bool nextNeedsRebuild_;
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};
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inline bool TextureCacheCommon::TexCacheEntry::Matches(u16 dim2, u8 format2, u8 maxLevel2) const {
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return dim == dim2 && format == format2 && maxLevel == maxLevel2;
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}
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inline u64 TextureCacheCommon::TexCacheEntry::CacheKey() const {
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return CacheKey(addr, format, dim, cluthash);
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}
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inline u64 TextureCacheCommon::TexCacheEntry::CacheKey(u32 addr, u8 format, u16 dim, u32 cluthash) {
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u64 cachekey = ((u64)(addr & 0x3FFFFFFF) << 32) | dim;
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bool hasClut = (format & 4) != 0;
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if (hasClut) {
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cachekey ^= cluthash;
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}
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return cachekey;
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}
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