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
The latter simply applies the texture. This makes our IsAlphaTestTriviallyTrue() check correct.
171 lines
5.4 KiB
C++
171 lines
5.4 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// 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,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <map>
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#include "gfx_es2/gpu_features.h"
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#include "Globals.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/GPUState.h"
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#include "GPU/GLES/FBO.h"
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#include "GPU/GLES/TextureScaler.h"
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#include "GPU/Common/TextureCacheCommon.h"
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struct VirtualFramebuffer;
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class FramebufferManager;
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class DepalShaderCache;
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class ShaderManager;
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enum FramebufferNotification {
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NOTIFY_FB_CREATED,
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NOTIFY_FB_UPDATED,
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NOTIFY_FB_DESTROYED,
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};
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inline bool UseBGRA8888() {
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// TODO: Other platforms? May depend on vendor which is faster?
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#ifdef _WIN32
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return gl_extensions.EXT_bgra;
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#endif
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return false;
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}
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class TextureCache : public TextureCacheCommon {
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public:
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TextureCache();
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~TextureCache();
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void SetTexture(bool force = false);
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virtual bool SetOffsetTexture(u32 offset) override;
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void Clear(bool delete_them);
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void StartFrame();
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void Invalidate(u32 addr, int size, GPUInvalidationType type);
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void InvalidateAll(GPUInvalidationType type);
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void ClearNextFrame();
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void LoadClut(u32 clutAddr, u32 loadBytes);
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// FramebufferManager keeps TextureCache updated about what regions of memory
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// are being rendered to. This is barebones so far.
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void NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffer, FramebufferNotification msg);
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void SetFramebufferManager(FramebufferManager *fbManager) {
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framebufferManager_ = fbManager;
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}
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void SetDepalShaderCache(DepalShaderCache *dpCache) {
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depalShaderCache_ = dpCache;
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}
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void SetShaderManager(ShaderManager *sm) {
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shaderManager_ = sm;
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}
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size_t NumLoadedTextures() const {
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return cache.size();
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}
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void ForgetLastTexture() {
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lastBoundTexture = -1;
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gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
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}
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u32 AllocTextureName();
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// Only used by Qt UI?
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bool DecodeTexture(u8 *output, const GPUgstate &state);
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void SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight);
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void ApplyTexture();
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private:
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// Can't be unordered_map, we use lower_bound ... although for some reason that compiles on MSVC.
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typedef std::map<u64, TexCacheEntry> TexCache;
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void Decimate(); // Run this once per frame to get rid of old textures.
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void DeleteTexture(TexCache::iterator it);
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void *UnswizzleFromMem(const u8 *texptr, u32 bufw, u32 height, u32 bytesPerPixel);
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void *ReadIndexedTex(int level, const u8 *texptr, int bytesPerIndex, GLuint dstFmt, int bufw);
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void UpdateSamplingParams(TexCacheEntry &entry, bool force);
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void LoadTextureLevel(TexCacheEntry &entry, int level, bool replaceImages, int scaleFactor, GLenum dstFmt);
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GLenum GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const;
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void *DecodeTextureLevel(GETextureFormat format, GEPaletteFormat clutformat, int level, u32 &texByteAlign, GLenum dstFmt, int *bufw = 0);
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TexCacheEntry::Status CheckAlpha(const u32 *pixelData, GLenum dstFmt, int stride, int w, int h);
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template <typename T>
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const T *GetCurrentClut();
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u32 GetCurrentClutHash();
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void UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple);
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bool AttachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, u32 texaddrOffset = 0);
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void DetachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer);
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void SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer);
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void ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer);
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TexCache cache;
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TexCache secondCache;
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std::vector<VirtualFramebuffer *> fbCache_;
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std::vector<u32> nameCache_;
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u32 cacheSizeEstimate_;
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u32 secondCacheSizeEstimate_;
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// Separate to keep main texture cache size down.
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struct AttachedFramebufferInfo {
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u32 xOffset;
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u32 yOffset;
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};
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std::map<u32, AttachedFramebufferInfo> fbTexInfo_;
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void AttachFramebufferValid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const AttachedFramebufferInfo &fbInfo);
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void AttachFramebufferInvalid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const AttachedFramebufferInfo &fbInfo);
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bool clearCacheNextFrame_;
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bool lowMemoryMode_;
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TextureScalerGL scaler;
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SimpleBuf<u32> tmpTexBuf32;
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SimpleBuf<u16> tmpTexBuf16;
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SimpleBuf<u32> tmpTexBufRearrange;
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u32 clutLastFormat_;
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u32 *clutBufRaw_;
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u32 *clutBufConverted_;
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u32 *clutBuf_;
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u32 clutHash_;
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u32 clutTotalBytes_;
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u32 clutMaxBytes_;
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// True if the clut is just alpha values in the same order (RGBA4444-bit only.)
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bool clutAlphaLinear_;
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u16 clutAlphaLinearColor_;
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TexCacheEntry *nextTexture_;
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u32 lastBoundTexture;
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float maxAnisotropyLevel;
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int decimationCounter_;
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int texelsScaledThisFrame_;
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int timesInvalidatedAllThisFrame_;
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FramebufferManager *framebufferManager_;
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DepalShaderCache *depalShaderCache_;
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ShaderManager *shaderManager_;
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};
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GLenum getClutDestFormat(GEPaletteFormat format);
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