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 "Common/MemoryUtil.h"
#include "gfx_es2/fbo.h"
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#include "GPU/GPUState.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, bool force);
void InvalidateAll(bool force);
// 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();
}
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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,
STATUS_RELIABLE, // cache, don't hash
STATUS_UNRELIABLE, // never cache
};
// 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;
u32 framesUntilNextFullHash;
u8 format;
u8 clutformat;
u16 dim;
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u32 clutaddr;
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;
};
void Decimate(); // Run this once per frame to get rid of old textures.
void *UnswizzleFromMem(u32 texaddr, u32 bufw, u32 bytesPerPixel, u32 level);
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void *readIndexedTex(int level, u32 texaddr, int bytesPerIndex);
void UpdateSamplingParams(TexCacheEntry &entry, bool force);
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void LoadTextureLevel(TexCacheEntry &entry, int level);
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TexCacheEntry *GetEntryAt(u32 texaddr);
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typedef std::map<u64, TexCacheEntry> TexCache;
TexCache cache;
template <typename T>
class SimpleBuf {
public:
SimpleBuf() : buf_(NULL), size_(0) {
}
SimpleBuf(size_t size) : buf_(NULL) {
resize(size);
}
~SimpleBuf() {
if (buf_ != NULL) {
FreeMemoryPages(buf_, size_ * sizeof(T));
}
}
inline T &operator[](size_t index) {
return buf_[index];
}
// Doesn't preserve contents.
void resize(size_t size) {
if (size_ < size) {
if (buf_ != NULL) {
FreeMemoryPages(buf_, size_ * sizeof(T));
}
buf_ = (T *)AllocateMemoryPages(size * sizeof(T));
size_ = size;
}
}
T *data() {
return buf_;
}
size_t size() {
return size_;
}
private:
T *buf_;
size_t size_;
};
SimpleBuf<u32> tmpTexBuf32;
SimpleBuf<u16> tmpTexBuf16;
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SimpleBuf<u32> tmpTexBufRearrange;
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u32 *clutBuf32;
u16 *clutBuf16;
u32 lastBoundTexture;
float maxAnisotropyLevel;
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};
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