ppsspp/GPU/Directx9/TextureCacheDX9.h

237 lines
7.4 KiB
C++

// 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 <map>
#include "../Globals.h"
#include "helper/global.h"
#include "helper/fbo.h"
#include "GPU/GPUInterface.h"
#include "GPU/GPUState.h"
#include "GPU/Directx9/TextureScalerDX9.h"
#include "GPU/Common/TextureCacheCommon.h"
struct VirtualFramebuffer;
namespace DX9 {
class FramebufferManagerDX9;
class DepalShaderCacheDX9;
class ShaderManagerDX9;
enum TextureFiltering {
AUTO = 1,
NEAREST = 2,
LINEAR = 3,
LINEARFMV = 4,
};
enum FramebufferNotification {
NOTIFY_FB_CREATED,
NOTIFY_FB_UPDATED,
NOTIFY_FB_DESTROYED,
};
class TextureCacheDX9 : public TextureCacheCommon {
public:
TextureCacheDX9();
~TextureCacheDX9();
void SetTexture(bool force = false);
virtual bool SetOffsetTexture(u32 offset) override;
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(FramebufferManagerDX9 *fbManager) {
framebufferManager_ = fbManager;
}
void SetDepalShaderCache(DepalShaderCacheDX9 *dpCache) {
depalShaderCache_ = dpCache;
}
void SetShaderManager(ShaderManagerDX9 *sm) {
shaderManager_ = sm;
}
size_t NumLoadedTextures() const {
return cache.size();
}
// Only used by Qt UI?
bool DecodeTexture(u8 *output, const GPUgstate &state);
void ForgetLastTexture();
// 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_DEPALETTIZE = 0x40, // Needs to go through a depalettize pass.
STATUS_TO_SCALE = 0x80, // Pending texture scaling in a later frame.
};
// 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;
LPDIRECT3DTEXTURE9 texture;
int invalidHint;
u32 fullhash;
u32 cluthash;
int maxLevel;
float lodBias;
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, int maxLevel2);
void ReleaseTexture() {
if (texture) {
texture->Release();
texture = NULL;
}
}
};
void SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight);
private:
// Can't be unordered_map, we use lower_bound ... although for some reason that compiles on MSVC.
typedef std::map<u64, TexCacheEntry> TexCache;
void Decimate(); // Run this once per frame to get rid of old textures.
void DeleteTexture(TexCache::iterator it);
void *UnswizzleFromMem(const u8 *texptr, u32 bufw, u32 bytesPerPixel, u32 level);
void *ReadIndexedTex(int level, const u8 *texptr, int bytesPerIndex, u32 dstFmt, int bufw);
void GetSamplingParams(int &minFilt, int &magFilt, bool &sClamp, bool &tClamp, float &lodBias, int maxLevel);
void UpdateSamplingParams(TexCacheEntry &entry, bool force);
void LoadTextureLevel(TexCacheEntry &entry, int level, int maxLevel, bool replaceImages, int scaleFactor, u32 dstFmt);
D3DFORMAT GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const;
void *DecodeTextureLevel(GETextureFormat format, GEPaletteFormat clutformat, int level, u32 &texByteAlign, u32 &dstFmt, int *bufw = 0);
TexCacheEntry::Status CheckAlpha(const u32 *pixelData, u32 dstFmt, int stride, int w, int h);
template <typename T>
const T *GetCurrentClut();
u32 GetCurrentClutHash();
void UpdateCurrentClut();
bool AttachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, u32 texaddrOffset = 0);
void DetachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer);
void SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer);
TexCacheEntry *GetEntryAt(u32 texaddr);
TexCache cache;
TexCache secondCache;
std::vector<VirtualFramebuffer *> fbCache_;
u32 cacheSizeEstimate_;
u32 secondCacheSizeEstimate_;
// Separate to keep main texture cache size down.
struct AttachedFramebufferInfo {
u32 xOffset;
u32 yOffset;
};
std::map<u32, AttachedFramebufferInfo> fbTexInfo_;
void AttachFramebufferValid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const AttachedFramebufferInfo &fbInfo);
void AttachFramebufferInvalid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const AttachedFramebufferInfo &fbInfo);
bool clearCacheNextFrame_;
bool lowMemoryMode_;
TextureScalerDX9 scaler;
SimpleBuf<u32> tmpTexBuf32;
SimpleBuf<u16> tmpTexBuf16;
SimpleBuf<u32> tmpTexBufRearrange;
u32 clutLastFormat_;
u32 *clutBufRaw_;
u32 *clutBufConverted_;
u32 *clutBuf_;
u32 clutHash_;
u32 clutTotalBytes_;
u32 clutMaxBytes_;
// True if the clut is just alpha values in the same order (RGBA4444-bit only.)
bool clutAlphaLinear_;
u16 clutAlphaLinearColor_;
LPDIRECT3DTEXTURE9 lastBoundTexture;
float maxAnisotropyLevel;
int decimationCounter_;
int texelsScaledThisFrame_;
int timesInvalidatedAllThisFrame_;
FramebufferManagerDX9 *framebufferManager_;
DepalShaderCacheDX9 *depalShaderCache_;
ShaderManagerDX9 *shaderManager_;
};
D3DFORMAT getClutDestFormat(GEPaletteFormat format);
};