ppsspp/GPU/GLES/TextureCache.h
Unknown W. Brackets b1ca06dff0 Keep track of fbs so there's no lag texturing.
Before, there would always be at least one bind with the incorrect memory
before using the framebuffer as a source.
2013-09-01 11:45:42 -07:00

163 lines
4.6 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 "../Globals.h"
#include "gfx_es2/fbo.h"
#include "GPU/GPUInterface.h"
#include "GPU/GPUState.h"
#include "TextureScaler.h"
struct VirtualFramebuffer;
enum TextureFiltering {
AUTO = 1,
NEAREST = 2,
LINEAR = 3,
LINEARFMV = 4,
};
enum FramebufferNotification {
NOTIFY_FB_CREATED,
NOTIFY_FB_UPDATED,
NOTIFY_FB_DESTROYED,
};
class TextureCache
{
public:
TextureCache();
~TextureCache();
void SetTexture();
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);
size_t NumLoadedTextures() const {
return cache.size();
}
// Only used by Qt UI?
bool DecodeTexture(u8 *output, GPUgstate state);
private:
// 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, // cache, don't hash
STATUS_UNRELIABLE = 0x02, // never cache
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, 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;
bool Matches(u16 dim2, u8 format2, int maxLevel2);
};
void Decimate(); // Run this once per frame to get rid of old textures.
void *UnswizzleFromMem(u32 texaddr, u32 bufw, u32 bytesPerPixel, u32 level);
void *readIndexedTex(int level, u32 texaddr, int bytesPerIndex, GLuint dstFmt);
void UpdateSamplingParams(TexCacheEntry &entry, bool force);
void LoadTextureLevel(TexCacheEntry &entry, int level, bool replaceImages);
void *DecodeTextureLevel(GETextureFormat format, GEPaletteFormat clutformat, int level, u32 &texByteAlign, GLenum &dstFmt);
void CheckAlpha(TexCacheEntry &entry, u32 *pixelData, GLenum dstFmt, int w, int h);
template <typename T>
const T *GetCurrentClut();
u32 GetCurrentClutHash();
void UpdateCurrentClut();
void AttachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, bool exactMatch);
void DetachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer);
void SetTextureFramebuffer(TexCacheEntry *entry);
TexCacheEntry *GetEntryAt(u32 texaddr);
typedef std::map<u64, TexCacheEntry> TexCache;
TexCache cache;
TexCache secondCache;
std::vector<VirtualFramebuffer *> fbCache_;
bool clearCacheNextFrame_;
bool lowMemoryMode_;
TextureScaler scaler;
SimpleBuf<u32> tmpTexBuf32;
SimpleBuf<u16> tmpTexBuf16;
SimpleBuf<u32> tmpTexBufRearrange;
u32 clutLastFormat_;
u32 *clutBufRaw_;
u32 *clutBufConverted_;
u32 *clutBuf_;
u32 clutHash_;
u32 clutTotalBytes_;
// 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_;
};