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0b9db176e9
Now everything is decided in AttachFramebuffer().
240 lines
7.2 KiB
C++
240 lines
7.2 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 "gfx_es2/fbo.h"
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#include "gfx_es2/gpu_features.h"
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#include "Globals.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/GPUState.h"
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#include "GPU/GLES/TextureScaler.h"
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struct VirtualFramebuffer;
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class FramebufferManager;
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class DepalShaderCache;
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class ShaderManager;
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enum TextureFiltering {
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AUTO = 1,
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NEAREST = 2,
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LINEAR = 3,
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LINEARFMV = 4,
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};
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enum FramebufferNotification {
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NOTIFY_FB_CREATED,
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NOTIFY_FB_UPDATED,
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NOTIFY_FB_DESTROYED,
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};
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inline bool UseBGRA8888() {
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// TODO: Other platforms? May depend on vendor which is faster?
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#ifdef _WIN32
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return gl_extensions.EXT_bgra;
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#endif
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return false;
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}
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class TextureCache {
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public:
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TextureCache();
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~TextureCache();
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void SetTexture(bool force = false);
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bool SetOffsetTexture(u32 offset);
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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, GPUInvalidationType type);
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void InvalidateAll(GPUInvalidationType type);
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void ClearNextFrame();
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void LoadClut();
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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, FramebufferNotification msg);
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void SetFramebufferManager(FramebufferManager *fbManager) {
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framebufferManager_ = fbManager;
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}
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void SetDepalShaderCache(DepalShaderCache *dpCache) {
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depalShaderCache_ = dpCache;
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}
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void SetShaderManager(ShaderManager *sm) {
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shaderManager_ = sm;
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}
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size_t NumLoadedTextures() const {
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return cache.size();
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}
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void ForgetLastTexture() {
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lastBoundTexture = -1;
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gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
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}
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u32 AllocTextureName();
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// Only used by Qt UI?
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bool DecodeTexture(u8 *output, GPUgstate state);
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// Wow this is starting to grow big. Soon need to start looking at resizing it.
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// Must stay a POD.
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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 = 0x00,
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STATUS_RELIABLE = 0x01, // Don't bother rehashing.
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STATUS_UNRELIABLE = 0x02, // Always recheck hash.
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STATUS_MASK = 0x03,
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STATUS_ALPHA_UNKNOWN = 0x04,
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STATUS_ALPHA_FULL = 0x00, // Has no alpha channel, or always full alpha.
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STATUS_ALPHA_SIMPLE = 0x08, // Like above, but also has 0 alpha (e.g. 5551.)
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STATUS_ALPHA_MASK = 0x0c,
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STATUS_CHANGE_FREQUENT = 0x10, // Changes often (less than 15 frames in between.)
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STATUS_CLUT_RECHECK = 0x20, // Another texture with same addr had a hashfail.
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STATUS_DEPALETTIZE = 0x40,
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STATUS_DEPALETTIZE_DIRTY = 0x80,
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STATUS_TEXPARAM_DIRTY = 0x100,
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STATUS_TO_SCALE = 0x200,
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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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u16 dim;
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u16 bufw;
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u32 texture; //GLuint
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int invalidHint;
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u32 fullhash;
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u32 cluthash;
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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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Status GetHashStatus() {
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return Status(status & STATUS_MASK);
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}
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void SetHashStatus(Status newStatus) {
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status = (status & ~STATUS_MASK) | newStatus;
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}
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Status GetAlphaStatus() {
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return Status(status & STATUS_ALPHA_MASK);
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}
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void SetAlphaStatus(Status newStatus) {
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status = (status & ~STATUS_ALPHA_MASK) | newStatus;
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}
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void SetAlphaStatus(Status newStatus, int level) {
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// For non-level zero, only set more restrictive.
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if (newStatus == STATUS_ALPHA_UNKNOWN || level == 0) {
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SetAlphaStatus(newStatus);
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} else if (newStatus == STATUS_ALPHA_SIMPLE && GetAlphaStatus() == STATUS_ALPHA_FULL) {
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SetAlphaStatus(STATUS_ALPHA_SIMPLE);
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}
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}
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bool Matches(u16 dim2, u8 format2, int maxLevel2);
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};
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private:
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typedef std::map<u64, TexCacheEntry> TexCache;
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void Decimate(); // Run this once per frame to get rid of old textures.
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void DeleteTexture(TexCache::iterator it);
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void *UnswizzleFromMem(const u8 *texptr, u32 bufw, u32 bytesPerPixel, u32 level);
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void *ReadIndexedTex(int level, const u8 *texptr, int bytesPerIndex, GLuint dstFmt, int bufw);
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void UpdateSamplingParams(TexCacheEntry &entry, bool force);
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void LoadTextureLevel(TexCacheEntry &entry, int level, bool replaceImages, int scaleFactor, GLenum dstFmt);
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GLenum GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const;
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void *DecodeTextureLevel(GETextureFormat format, GEPaletteFormat clutformat, int level, u32 &texByteAlign, GLenum dstFmt, int *bufw = 0);
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TexCacheEntry::Status CheckAlpha(u32 *pixelData, GLenum dstFmt, int stride, int w, int h);
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template <typename T>
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const T *GetCurrentClut();
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u32 GetCurrentClutHash();
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void UpdateCurrentClut();
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bool AttachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer, u32 texaddrOffset = 0);
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void DetachFramebuffer(TexCacheEntry *entry, u32 address, VirtualFramebuffer *framebuffer);
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void SetTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer);
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TexCacheEntry *GetEntryAt(u32 texaddr);
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TexCache cache;
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TexCache secondCache;
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std::vector<VirtualFramebuffer *> fbCache_;
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std::vector<u32> nameCache_;
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// Separate to keep main texture cache size down.
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struct AttachedFramebufferInfo {
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u32 xOffset;
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u32 yOffset;
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};
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std::map<u32, AttachedFramebufferInfo> fbTexInfo_;
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void AttachFramebufferValid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const AttachedFramebufferInfo &fbInfo);
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void AttachFramebufferInvalid(TexCacheEntry *entry, VirtualFramebuffer *framebuffer, const AttachedFramebufferInfo &fbInfo);
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bool clearCacheNextFrame_;
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bool lowMemoryMode_;
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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 clutLastFormat_;
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u32 *clutBufRaw_;
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u32 *clutBufConverted_;
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u32 *clutBuf_;
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u32 clutHash_;
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u32 clutTotalBytes_;
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// True if the clut is just alpha values in the same order (RGBA4444-bit only.)
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bool clutAlphaLinear_;
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u16 clutAlphaLinearColor_;
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u32 lastBoundTexture;
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float maxAnisotropyLevel;
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int decimationCounter_;
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int texelsScaledThisFrame_;
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FramebufferManager *framebufferManager_;
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DepalShaderCache *depalShaderCache_;
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ShaderManager *shaderManager_;
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};
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GLenum getClutDestFormat(GEPaletteFormat format);
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