ppsspp/GPU/Common/TextureCacheCommon.h
2016-01-10 09:25:19 -08:00

169 lines
5.3 KiB
C++

// Copyright (c) 2013- 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 "Common/CommonTypes.h"
#include "GPU/Common/GPUDebugInterface.h"
enum TextureFiltering {
TEX_FILTER_AUTO = 1,
TEX_FILTER_NEAREST = 2,
TEX_FILTER_LINEAR = 3,
TEX_FILTER_LINEAR_VIDEO = 4,
};
enum FramebufferNotification {
NOTIFY_FB_CREATED,
NOTIFY_FB_UPDATED,
NOTIFY_FB_DESTROYED,
};
struct VirtualFramebuffer;
class TextureCacheCommon {
public:
TextureCacheCommon();
virtual ~TextureCacheCommon();
void LoadClut(u32 clutAddr, u32 loadBytes);
bool GetCurrentClutBuffer(GPUDebugBuffer &buffer);
virtual bool SetOffsetTexture(u32 offset);
// FramebufferManager keeps TextureCache updated about what regions of memory are being rendered to.
void NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffer, FramebufferNotification msg);
void NotifyConfigChanged();
int AttachedDrawingHeight();
// 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 6 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_FREE_CHANGE = 0x100, // Allow one change before marking "frequent".
};
// 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;
u8 maxLevel;
u16 dim;
u16 bufw;
union {
u32 textureName;
void *texturePtr;
};
int invalidHint;
u32 fullhash;
u32 cluthash;
float lodBias;
u16 maxSeenV;
// 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, u8 maxLevel2);
};
protected:
// Can't be unordered_map, we use lower_bound ... although for some reason that compiles on MSVC.
typedef std::map<u64, TexCacheEntry> TexCache;
void *UnswizzleFromMem(const u8 *texptr, u32 bufw, u32 height, u32 bytesPerPixel);
void *RearrangeBuf(void *inBuf, u32 inRowBytes, u32 outRowBytes, int h, bool allowInPlace = true);
void GetSamplingParams(int &minFilt, int &magFilt, bool &sClamp, bool &tClamp, float &lodBias, u8 maxLevel);
virtual bool AttachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, u32 texaddrOffset = 0) = 0;
virtual void DetachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer) = 0;
virtual void DownloadFramebufferForClut(u32 clutAddr, u32 bytes) = 0;
TexCache cache;
std::vector<VirtualFramebuffer *> fbCache_;
SimpleBuf<u32> tmpTexBuf32;
SimpleBuf<u16> tmpTexBuf16;
SimpleBuf<u32> tmpTexBufRearrange;
TexCacheEntry *nextTexture_;
// Raw is where we keep the original bytes. Converted is where we swap colors if necessary.
u32 *clutBufRaw_;
u32 *clutBufConverted_;
u32 clutLastFormat_;
u32 clutTotalBytes_;
u32 clutMaxBytes_;
u32 clutRenderAddress_;
u32 clutRenderOffset_;
int standardScaleFactor_;
};
inline bool TextureCacheCommon::TexCacheEntry::Matches(u16 dim2, u8 format2, u8 maxLevel2) {
return dim == dim2 && format == format2 && maxLevel == maxLevel2;
}