mirror of
https://github.com/libretro/ppsspp.git
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57c7b21640
No reason to build it wrong and fix it afterward.
120 lines
3.3 KiB
C++
120 lines
3.3 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 "../Globals.h"
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#include "gfx_es2/fbo.h"
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#include "GPU/GPUState.h"
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#include "TextureScaler.h"
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struct VirtualFramebuffer;
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class TextureCache
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{
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public:
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TextureCache();
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~TextureCache();
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void SetTexture();
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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, bool force);
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void InvalidateAll(bool force);
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void ClearNextFrame();
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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);
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void NotifyFramebufferDestroyed(u32 address, VirtualFramebuffer *framebuffer);
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size_t NumLoadedTextures() const {
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return cache.size();
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}
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// Only used by Qt UI?
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bool DecodeTexture(u8 *output, GPUgstate state);
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private:
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// Wow this is starting to grow big. Soon need to start looking at resizing it.
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struct TexCacheEntry {
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// After marking STATUS_UNRELIABLE, if it stays the same this many frames we'll trust it again.
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const static int FRAMES_REGAIN_TRUST = 1000;
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enum Status {
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STATUS_HASHING,
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STATUS_RELIABLE, // cache, don't hash
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STATUS_UNRELIABLE, // never cache
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};
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// Status, but int so we can zero initialize.
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int status;
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u32 addr;
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u32 hash;
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VirtualFramebuffer *framebuffer; // if null, not sourced from an FBO.
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u32 sizeInRAM;
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int lastFrame;
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int numFrames;
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int numInvalidated;
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u32 framesUntilNextFullHash;
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u8 format;
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u8 clutformat;
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u16 dim;
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u32 clutaddr;
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u32 texture; //GLuint
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int invalidHint;
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u32 fullhash;
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int maxLevel;
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float lodBias;
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// Cache the current filter settings so we can avoid setting it again.
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// (OpenGL madness where filter settings are attached to each texture).
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u8 magFilt;
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u8 minFilt;
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bool sClamp;
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bool tClamp;
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};
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void Decimate(); // Run this once per frame to get rid of old textures.
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void *UnswizzleFromMem(u32 texaddr, u32 bufw, u32 bytesPerPixel, u32 level);
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void *readIndexedTex(int level, u32 texaddr, int bytesPerIndex, GLuint dstFmt);
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void UpdateSamplingParams(TexCacheEntry &entry, bool force);
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void LoadTextureLevel(TexCacheEntry &entry, int level);
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void *DecodeTextureLevel(u8 format, u8 clutformat, int level, u32 &texByteAlign, GLenum &dstFmt);
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TexCacheEntry *GetEntryAt(u32 texaddr);
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typedef std::map<u64, TexCacheEntry> TexCache;
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TexCache cache;
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bool clearCacheNextFrame_;
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TextureScaler 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 *clutBuf32;
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u16 *clutBuf16;
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u32 lastBoundTexture;
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float maxAnisotropyLevel;
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};
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