ppsspp/GPU/GLES/TextureCache.h
Unknown W. Brackets c7e6f051e4 Split the texture application into two stages.
The latter simply applies the texture.

This makes our IsAlphaTestTriviallyTrue() check correct.
2015-09-13 09:30:39 -07:00

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5.4 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 "gfx_es2/gpu_features.h"
#include "Globals.h"
#include "GPU/GPUInterface.h"
#include "GPU/GPUState.h"
#include "GPU/GLES/FBO.h"
#include "GPU/GLES/TextureScaler.h"
#include "GPU/Common/TextureCacheCommon.h"
struct VirtualFramebuffer;
class FramebufferManager;
class DepalShaderCache;
class ShaderManager;
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);
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(u32 clutAddr, u32 loadBytes);
// 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, const GPUgstate &state);
void SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight);
void ApplyTexture();
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 height, u32 bytesPerPixel);
void *ReadIndexedTex(int level, const u8 *texptr, int bytesPerIndex, GLuint dstFmt, int bufw);
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 <typename T>
const T *GetCurrentClut();
u32 GetCurrentClutHash();
void UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple);
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);
void ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer);
TexCache cache;
TexCache secondCache;
std::vector<VirtualFramebuffer *> fbCache_;
std::vector<u32> nameCache_;
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_;
TextureScalerGL 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_;
TexCacheEntry *nextTexture_;
u32 lastBoundTexture;
float maxAnisotropyLevel;
int decimationCounter_;
int texelsScaledThisFrame_;
int timesInvalidatedAllThisFrame_;
FramebufferManager *framebufferManager_;
DepalShaderCache *depalShaderCache_;
ShaderManager *shaderManager_;
};
GLenum getClutDestFormat(GEPaletteFormat format);