ppsspp/GPU/GLES/TextureCache.h
Unknown W. Brackets 57c7b21640 Convert colors before applying clut, not after.
No reason to build it wrong and fix it afterward.
2013-05-03 00:12:42 -07:00

120 lines
3.3 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/GPUState.h"
#include "TextureScaler.h"
struct VirtualFramebuffer;
class TextureCache
{
public:
TextureCache();
~TextureCache();
void SetTexture();
void Clear(bool delete_them);
void StartFrame();
void Invalidate(u32 addr, int size, bool force);
void InvalidateAll(bool force);
void ClearNextFrame();
// FramebufferManager keeps TextureCache updated about what regions of memory
// are being rendered to. This is barebones so far.
void NotifyFramebuffer(u32 address, VirtualFramebuffer *framebuffer);
void NotifyFramebufferDestroyed(u32 address, VirtualFramebuffer *framebuffer);
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.
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,
STATUS_RELIABLE, // cache, don't hash
STATUS_UNRELIABLE, // never cache
};
// 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 clutformat;
u16 dim;
u32 clutaddr;
u32 texture; //GLuint
int invalidHint;
u32 fullhash;
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;
};
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);
void *DecodeTextureLevel(u8 format, u8 clutformat, int level, u32 &texByteAlign, GLenum &dstFmt);
TexCacheEntry *GetEntryAt(u32 texaddr);
typedef std::map<u64, TexCacheEntry> TexCache;
TexCache cache;
bool clearCacheNextFrame_;
TextureScaler scaler;
SimpleBuf<u32> tmpTexBuf32;
SimpleBuf<u16> tmpTexBuf16;
SimpleBuf<u32> tmpTexBufRearrange;
u32 *clutBuf32;
u16 *clutBuf16;
u32 lastBoundTexture;
float maxAnisotropyLevel;
};