ppsspp/GPU/D3D11/TextureCacheD3D11.h

130 lines
4.0 KiB
C++

// Copyright (c) 2017- 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 <d3d11.h>
#include "../Globals.h"
#include "GPU/GPU.h"
#include "GPU/GPUInterface.h"
#include "GPU/D3D11/TextureScalerD3D11.h"
#include "GPU/Common/TextureCacheCommon.h"
struct VirtualFramebuffer;
class FramebufferManagerD3D11;
class DepalShaderCacheD3D11;
class ShaderManagerD3D11;
class SamplerCacheD3D11 {
public:
SamplerCacheD3D11() {}
~SamplerCacheD3D11();
ID3D11SamplerState *GetOrCreateSampler(ID3D11Device *device, const SamplerCacheKey &key);
private:
std::map<SamplerCacheKey, ID3D11SamplerState *> cache_;
};
class TextureCacheD3D11 : public TextureCacheCommon {
public:
TextureCacheD3D11(Draw::DrawContext *draw);
~TextureCacheD3D11();
void SetTexture(bool force = false);
void Clear(bool delete_them);
void StartFrame();
void SetFramebufferManager(FramebufferManagerD3D11 *fbManager);
void SetDepalShaderCache(DepalShaderCacheD3D11 *dpCache) {
depalShaderCache_ = dpCache;
}
void SetShaderManager(ShaderManagerD3D11 *sm) {
shaderManager_ = sm;
}
// Only used by Qt UI?
bool DecodeTexture(u8 *output, const GPUgstate &state);
void ForgetLastTexture() override;
void SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight, SamplerCacheKey &key);
void ApplyTexture();
protected:
void Unbind() override;
private:
void Decimate(); // Run this once per frame to get rid of old textures.
void DeleteTexture(TexCache::iterator it);
void UpdateSamplingParams(TexCacheEntry &entry, SamplerCacheKey &key);
void LoadTextureLevel(TexCacheEntry &entry, ReplacedTexture &replaced, int level, int maxLevel, bool replaceImages, int scaleFactor, u32 dstFmt);
DXGI_FORMAT GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const;
TexCacheEntry::Status CheckAlpha(const u32 *pixelData, u32 dstFmt, int stride, int w, int h);
u32 GetCurrentClutHash();
void UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple);
void ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer);
bool CheckFullHash(TexCacheEntry *const entry, bool &doDelete);
bool HandleTextureChange(TexCacheEntry *const entry, const char *reason, bool initialMatch, bool doDelete);
void BuildTexture(TexCacheEntry *const entry, bool replaceImages);
ID3D11Device *device_;
ID3D11DeviceContext *context_;
ID3D11Texture2D *DxTex(TexCacheEntry *entry) {
return (ID3D11Texture2D *)entry->texturePtr;
}
ID3D11ShaderResourceView *DxView(TexCacheEntry *entry) {
return (ID3D11ShaderResourceView *)entry->textureView;
}
void ReleaseTexture(TexCacheEntry *entry) {
ID3D11Texture2D *texture = (ID3D11Texture2D *)entry->texturePtr;
ID3D11ShaderResourceView *view = (ID3D11ShaderResourceView *)entry->textureView;
if (texture) {
texture->Release();
entry->texturePtr = nullptr;
}
if (view) {
view->Release();
entry->textureView = nullptr;
}
}
TextureScalerD3D11 scaler;
SamplerCacheD3D11 samplerCache_;
u32 clutHash_;
ID3D11ShaderResourceView *lastBoundTexture;
float maxAnisotropyLevel;
int decimationCounter_;
int texelsScaledThisFrame_;
int timesInvalidatedAllThisFrame_;
FramebufferManagerD3D11 *framebufferManagerD3D11_;
DepalShaderCacheD3D11 *depalShaderCache_;
ShaderManagerD3D11 *shaderManager_;
};
DXGI_FORMAT getClutDestFormatD3D11(GEPaletteFormat format);