ppsspp/GPU/GLES/TextureCache.h

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// 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.
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// 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
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#include "../Globals.h"
#include "gfx_es2/fbo.h"
#include "GPU/GPUInterface.h"
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#include "GPU/GPUState.h"
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#include "TextureScaler.h"
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struct VirtualFramebuffer;
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class TextureCache
{
public:
TextureCache();
~TextureCache();
void SetTexture();
void Clear(bool delete_them);
void StartFrame();
void Invalidate(u32 addr, int size, GPUInvalidationType type);
void InvalidateAll(GPUInvalidationType type);
void ClearNextFrame();
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void UpdateCurrentClut();
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// 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);
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size_t NumLoadedTextures() const {
return cache.size();
}
// Only used by Qt UI?
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bool DecodeTexture(u8 *output, GPUgstate state);
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private:
// Wow this is starting to grow big. Soon need to start looking at resizing it.
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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, // cache, don't hash
STATUS_UNRELIABLE = 0x02, // never cache
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, but int so we can zero initialize.
int status;
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u32 addr;
u32 hash;
VirtualFramebuffer *framebuffer; // if null, not sourced from an FBO.
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u32 sizeInRAM;
int lastFrame;
int numFrames;
int numInvalidated;
u32 framesUntilNextFullHash;
u8 format;
u8 clutformat;
u32 cluthash;
u16 dim;
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u32 texture; //GLuint
int invalidHint;
u32 fullhash;
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int maxLevel;
float lodBias;
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// Cache the current filter settings so we can avoid setting it again.
// (OpenGL madness where filter settings are attached to each texture).
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u8 magFilt;
u8 minFilt;
bool sClamp;
bool tClamp;
bool Matches(u16 dim2, u32 hash2, u8 format2, int maxLevel2);
bool MatchesClut(bool hasClut, u8 clutformat2);
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};
void Decimate(); // Run this once per frame to get rid of old textures.
void *UnswizzleFromMem(u32 texaddr, u32 bufw, u32 bytesPerPixel, u32 level);
void *readIndexedTex(int level, u32 texaddr, int bytesPerIndex, GLuint dstFmt);
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void UpdateSamplingParams(TexCacheEntry &entry, bool force);
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void LoadTextureLevel(TexCacheEntry &entry, int level);
void *DecodeTextureLevel(u8 format, u8 clutformat, int level, u32 &texByteAlign, GLenum &dstFmt);
void CheckAlpha(TexCacheEntry &entry, u32 *pixelData, GLenum dstFmt, int w, int h);
template <typename T>
const T *GetCurrentClut();
u32 GetCurrentClutHash();
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TexCacheEntry *GetEntryAt(u32 texaddr);
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typedef std::map<u64, TexCacheEntry> TexCache;
TexCache cache;
TexCache secondCache;
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bool clearCacheNextFrame_;
bool lowMemoryMode_;
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TextureScaler scaler;
SimpleBuf<u32> tmpTexBuf32;
SimpleBuf<u16> tmpTexBuf16;
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SimpleBuf<u32> tmpTexBufRearrange;
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u32 *clutBuf_;
u32 clutHash_;
// True if the clut is just alpha values in the same order (RGBA4444-bit only.)
bool clutAlphaLinear_;
u16 clutAlphaLinearColor_;
u32 lastBoundTexture;
float maxAnisotropyLevel;
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};
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