ppsspp/GPU/Common/TextureCacheCommon.h

313 lines
9.4 KiB
C++

// Copyright (c) 2013- 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 <map>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/MemoryUtil.h"
#include "Core/TextureReplacer.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/Common/TextureDecoder.h"
enum TextureFiltering {
TEX_FILTER_AUTO = 1,
TEX_FILTER_NEAREST = 2,
TEX_FILTER_LINEAR = 3,
TEX_FILTER_LINEAR_VIDEO = 4,
};
enum FramebufferNotification {
NOTIFY_FB_CREATED,
NOTIFY_FB_UPDATED,
NOTIFY_FB_DESTROYED,
};
// Changes more frequent than this will be considered "frequent" and prevent texture scaling.
#define TEXCACHE_FRAME_CHANGE_FREQUENT 6
// Note: only used when hash backoff is disabled.
#define TEXCACHE_FRAME_CHANGE_FREQUENT_REGAIN_TRUST 33
struct VirtualFramebuffer;
class CachedTextureVulkan;
namespace Draw {
class DrawContext;
}
// Used by D3D11 and Vulkan, could be used by modern GL
struct SamplerCacheKey {
SamplerCacheKey() : fullKey(0) {}
union {
u32 fullKey;
struct {
bool mipEnable : 1;
bool minFilt : 1;
bool mipFilt : 1;
bool magFilt : 1;
bool sClamp : 1;
bool tClamp : 1;
int lodBias : 4;
int maxLevel : 4;
};
};
bool operator < (const SamplerCacheKey &other) const {
return fullKey < other.fullKey;
}
};
class FramebufferManagerCommon;
class TextureCacheCommon {
public:
TextureCacheCommon(Draw::DrawContext *draw);
virtual ~TextureCacheCommon();
void LoadClut(u32 clutAddr, u32 loadBytes);
bool GetCurrentClutBuffer(GPUDebugBuffer &buffer);
bool SetOffsetTexture(u32 offset);
void Invalidate(u32 addr, int size, GPUInvalidationType type);
void InvalidateAll(GPUInvalidationType type);
void ClearNextFrame();
virtual void ForgetLastTexture() = 0;
// FramebufferManager keeps TextureCache updated about what regions of memory are being rendered to.
void NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffer, FramebufferNotification msg);
void NotifyConfigChanged();
void NotifyVideoUpload(u32 addr, int size, int width, GEBufferFormat fmt);
int AttachedDrawingHeight();
size_t NumLoadedTextures() const {
return cache.size();
}
// 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 6 frames in between.)
STATUS_CLUT_RECHECK = 0x20, // Another texture with same addr had a hashfail.
STATUS_DEPALETTIZE = 0x40, // Needs to go through a depalettize pass.
STATUS_TO_SCALE = 0x80, // Pending texture scaling in a later frame.
STATUS_IS_SCALED = 0x100, // Has been scaled (can't be replaceImages'd.)
STATUS_FREE_CHANGE = 0x200, // Allow one change before marking "frequent".
};
// 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;
u8 maxLevel;
u16 dim;
u16 bufw;
union {
u32 textureName;
void *texturePtr;
CachedTextureVulkan *vkTex;
};
#ifdef _WIN32
void *textureView; // Used by D3D11 only for the shader resource view.
#endif
int invalidHint;
u32 fullhash;
u32 cluthash;
float lodBias;
u16 maxSeenV;
// Cache the current filter settings so we can avoid setting it again.
// (OpenGL madness where filter settings are attached to each texture. Unused in Vulkan).
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;
}
void SetAlphaStatus(Status newStatus, int level) {
// For non-level zero, only set more restrictive.
if (newStatus == STATUS_ALPHA_UNKNOWN || level == 0) {
SetAlphaStatus(newStatus);
} else if (newStatus == STATUS_ALPHA_SIMPLE && GetAlphaStatus() == STATUS_ALPHA_FULL) {
SetAlphaStatus(STATUS_ALPHA_SIMPLE);
}
}
bool Matches(u16 dim2, u8 format2, u8 maxLevel2) const;
u64 CacheKey() const;
static u64 CacheKey(u32 addr, u8 format, u16 dim, u32 cluthash);
};
protected:
virtual void Unbind() = 0;
bool CheckFullHash(TexCacheEntry *const entry, bool &doDelete);
// Can't be unordered_map, we use lower_bound ... although for some reason that compiles on MSVC.
typedef std::map<u64, TexCacheEntry> TexCache;
// Separate to keep main texture cache size down.
struct AttachedFramebufferInfo {
u32 xOffset;
u32 yOffset;
};
bool DecodeTextureLevel(u8 *out, int outPitch, GETextureFormat format, GEPaletteFormat clutformat, uint32_t texaddr, int level, int bufw, bool reverseColors, bool useBGRA = false);
void UnswizzleFromMem(u32 *dest, u32 destPitch, const u8 *texptr, u32 bufw, u32 height, u32 bytesPerPixel);
bool ReadIndexedTex(u8 *out, int outPitch, int level, const u8 *texptr, int bytesPerIndex, int bufw);
template <typename T>
inline const T *GetCurrentClut() {
return (const T *)clutBuf_;
}
u32 EstimateTexMemoryUsage(const TexCacheEntry *entry);
void GetSamplingParams(int &minFilt, int &magFilt, bool &sClamp, bool &tClamp, float &lodBias, u8 maxLevel, u32 addr);
void UpdateMaxSeenV(TexCacheEntry *entry, bool throughMode);
bool AttachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, u32 texaddrOffset = 0);
void AttachFramebufferValid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const AttachedFramebufferInfo &fbInfo);
void AttachFramebufferInvalid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const AttachedFramebufferInfo &fbInfo);
void DetachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer);
void SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer);
void DecimateVideos();
inline u32 QuickTexHash(TextureReplacer &replacer, u32 addr, int bufw, int w, int h, GETextureFormat format, TexCacheEntry *entry) {
if (replacer.Enabled()) {
return replacer.ComputeHash(addr, bufw, w, h, format, entry->maxSeenV);
}
if (h == 512 && entry->maxSeenV < 512 && entry->maxSeenV != 0) {
h = (int)entry->maxSeenV;
}
const u32 sizeInRAM = (textureBitsPerPixel[format] * bufw * h) / 8;
const u32 *checkp = (const u32 *)Memory::GetPointer(addr);
if (Memory::IsValidAddress(addr + sizeInRAM)) {
return DoQuickTexHash(checkp, sizeInRAM);
} else {
return 0;
}
}
Draw::DrawContext *draw_;
TextureReplacer replacer;
FramebufferManagerCommon *framebufferManager_;
bool clearCacheNextFrame_;
bool lowMemoryMode_;
int decimationCounter_;
int texelsScaledThisFrame_;
int timesInvalidatedAllThisFrame_;
TexCache cache;
u32 cacheSizeEstimate_;
TexCache secondCache;
u32 secondCacheSizeEstimate_;
std::vector<VirtualFramebuffer *> fbCache_;
std::map<u64, AttachedFramebufferInfo> fbTexInfo_;
std::map<u32, int> videos_;
SimpleBuf<u32> tmpTexBuf32;
SimpleBuf<u16> tmpTexBuf16;
SimpleBuf<u32> tmpTexBufRearrange;
TexCacheEntry *nextTexture_;
// Raw is where we keep the original bytes. Converted is where we swap colors if necessary.
u32 *clutBufRaw_;
u32 *clutBufConverted_;
// This is the active one.
u32 *clutBuf_;
u32 clutLastFormat_;
u32 clutTotalBytes_;
u32 clutMaxBytes_;
u32 clutRenderAddress_;
u32 clutRenderOffset_;
// True if the clut is just alpha values in the same order (RGBA4444-bit only.)
bool clutAlphaLinear_;
u16 clutAlphaLinearColor_;
int standardScaleFactor_;
const char *nextChangeReason_;
bool nextNeedsRehash_;
bool nextNeedsChange_;
bool nextNeedsRebuild_;
};
inline bool TextureCacheCommon::TexCacheEntry::Matches(u16 dim2, u8 format2, u8 maxLevel2) const {
return dim == dim2 && format == format2 && maxLevel == maxLevel2;
}
inline u64 TextureCacheCommon::TexCacheEntry::CacheKey() const {
return CacheKey(addr, format, dim, cluthash);
}
inline u64 TextureCacheCommon::TexCacheEntry::CacheKey(u32 addr, u8 format, u16 dim, u32 cluthash) {
u64 cachekey = ((u64)(addr & 0x3FFFFFFF) << 32) | dim;
bool hasClut = (format & 4) != 0;
if (hasClut) {
cachekey ^= cluthash;
}
return cachekey;
}