ppsspp/GPU/GLES/TextureCache.h
Unknown W. Brackets 28a07c70c6 Explicitly download rendered cluts.
This avoids triggering logic that tries to get the sizing right, or
optimize frequent copies.  CLUTs often get estimated wrong, so it's better
to copy just the correct range, always.
2016-01-04 21:29:03 -08:00

150 lines
4.8 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;
class TransformDrawEngine;
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 SetFramebufferManager(FramebufferManager *fbManager) {
framebufferManager_ = fbManager;
}
void SetDepalShaderCache(DepalShaderCache *dpCache) {
depalShaderCache_ = dpCache;
}
void SetShaderManager(ShaderManager *sm) {
shaderManager_ = sm;
}
void SetTransformDrawEngine(TransformDrawEngine *td) {
transformDraw_ = td;
}
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();
protected:
void DownloadFramebufferForClut(u32 clutAddr, u32 bytes) override;
private:
void Decimate(); // Run this once per frame to get rid of old textures.
void DeleteTexture(TexCache::iterator it);
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 scaleFactor, 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) override;
void DetachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer) override;
void SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer);
void ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer);
TexCache secondCache;
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;
u32 *clutBuf_;
u32 clutHash_;
// 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_;
int texelsScaledThisFrame_;
int timesInvalidatedAllThisFrame_;
FramebufferManager *framebufferManager_;
DepalShaderCache *depalShaderCache_;
ShaderManager *shaderManager_;
TransformDrawEngine *transformDraw_;
};
GLenum getClutDestFormat(GEPaletteFormat format);