// 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 "gfx_es2/fbo.h" #include "gfx_es2/gpu_features.h" #include "Globals.h" #include "GPU/GPUInterface.h" #include "GPU/GPUState.h" #include "GPU/GLES/TextureScaler.h" #include "GPU/Common/TextureCacheCommon.h" struct VirtualFramebuffer; class FramebufferManager; class DepalShaderCache; class ShaderManager; enum TextureFiltering { AUTO = 1, NEAREST = 2, LINEAR = 3, LINEARFMV = 4, }; enum FramebufferNotification { NOTIFY_FB_CREATED, NOTIFY_FB_UPDATED, NOTIFY_FB_DESTROYED, }; inline bool UseBGRA8888() { // TODO: Other platforms? May depend on vendor which is faster? #ifdef _WIN32 return gl_extensions.EXT_bgra; #endif return false; } class TextureCache : public TextureCacheCommon { public: TextureCache(); ~TextureCache(); void SetTexture(bool force = false); 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(FramebufferManager *fbManager) { framebufferManager_ = fbManager; } void SetDepalShaderCache(DepalShaderCache *dpCache) { depalShaderCache_ = dpCache; } void SetShaderManager(ShaderManager *sm) { shaderManager_ = sm; } size_t NumLoadedTextures() const { return cache.size(); } void ForgetLastTexture() { lastBoundTexture = -1; gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY; } u32 AllocTextureName(); // Only used by Qt UI? bool DecodeTexture(u8 *output, GPUgstate state); // 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; u32 texture; //GLuint int invalidHint; u32 fullhash; u32 cluthash; int maxLevel; float lodBias; // Cache the current filter settings so we can avoid setting it again. // (OpenGL madness where filter settings are attached to each texture). 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, int maxLevel2); }; void SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight); private: typedef std::map 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, GLuint 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, bool replaceImages, int scaleFactor, GLenum dstFmt); GLenum GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const; void *DecodeTextureLevel(GETextureFormat format, GEPaletteFormat clutformat, int level, u32 &texByteAlign, GLenum dstFmt, int *bufw = 0); TexCacheEntry::Status CheckAlpha(const u32 *pixelData, GLenum dstFmt, int stride, int w, int h); template 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 fbCache_; std::vector nameCache_; // Separate to keep main texture cache size down. struct AttachedFramebufferInfo { u32 xOffset; u32 yOffset; }; std::map fbTexInfo_; void AttachFramebufferValid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const AttachedFramebufferInfo &fbInfo); void AttachFramebufferInvalid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const AttachedFramebufferInfo &fbInfo); bool clearCacheNextFrame_; bool lowMemoryMode_; TextureScaler scaler; SimpleBuf tmpTexBuf32; SimpleBuf tmpTexBuf16; SimpleBuf 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_; u32 lastBoundTexture; float maxAnisotropyLevel; int decimationCounter_; int texelsScaledThisFrame_; int timesInvalidatedAllThisFrame_; FramebufferManager *framebufferManager_; DepalShaderCache *depalShaderCache_; ShaderManager *shaderManager_; }; GLenum getClutDestFormat(GEPaletteFormat format);