// Copyright (c) 2015- 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 #include "Common/Hashmaps.h" #include "GPU/GPUInterface.h" #include "GPU/GPUState.h" #include "Common/Vulkan/VulkanContext.h" #include "GPU/Vulkan/TextureScalerVulkan.h" #include "GPU/Common/TextureCacheCommon.h" struct VirtualFramebuffer; class FramebufferManagerVulkan; class DepalShaderCacheVulkan; class ShaderManagerVulkan; class DrawEngineVulkan; class VulkanContext; class VulkanTexture; class VulkanPushBuffer; class VulkanDeviceAllocator; class CachedTextureVulkan { public: CachedTextureVulkan() : texture_(nullptr) { } ~CachedTextureVulkan(); // TODO: Switch away from VulkanImage to some kind of smart suballocating texture pool. VulkanTexture *texture_; }; class SamplerCache { public: SamplerCache(VulkanContext *vulkan) : vulkan_(vulkan), cache_(16) {} ~SamplerCache(); VkSampler GetOrCreateSampler(const SamplerCacheKey &key); void DeviceLost(); void DeviceRestore(VulkanContext *vulkan); private: VulkanContext *vulkan_; DenseHashMap cache_; }; class Vulkan2D; class TextureCacheVulkan : public TextureCacheCommon { public: TextureCacheVulkan(Draw::DrawContext *draw, VulkanContext *vulkan); ~TextureCacheVulkan(); void StartFrame(); void EndFrame(); void DeviceLost(); void DeviceRestore(VulkanContext *vulkan, Draw::DrawContext *draw); void SetFramebufferManager(FramebufferManagerVulkan *fbManager); void SetDepalShaderCache(DepalShaderCacheVulkan *dpCache) { depalShaderCache_ = dpCache; } void SetShaderManager(ShaderManagerVulkan *sm) { shaderManagerVulkan_ = sm; } void SetDrawEngine(DrawEngineVulkan *td) { drawEngine_ = td; } void SetVulkan2D(Vulkan2D *vk2d); void SetPushBuffer(VulkanPushBuffer *push) { push_ = push; } void ForgetLastTexture() override { lastBoundTexture = nullptr; gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); } void InvalidateLastTexture(TexCacheEntry *entry = nullptr) override { if (!entry || entry->vkTex == lastBoundTexture) { lastBoundTexture = nullptr; } } void GetVulkanHandles(VkImageView &imageView, VkSampler &sampler) { imageView = imageView_; sampler = curSampler_; } void SetFramebufferSamplingParams(u16 bufferWidth, u16 bufferHeight, SamplerCacheKey &key); bool GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level) override; void GetStats(char *ptr, size_t size); VulkanDeviceAllocator *GetAllocator() { return allocator_; } protected: void BindTexture(TexCacheEntry *entry) override; void Unbind() override; void ReleaseTexture(TexCacheEntry *entry, bool delete_them) override; private: void LoadTextureLevel(TexCacheEntry &entry, uint8_t *writePtr, int rowPitch, int level, int scaleFactor, VkFormat dstFmt); VkFormat GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const; TexCacheEntry::Status CheckAlpha(const u32 *pixelData, VkFormat dstFmt, int stride, int w, int h); void UpdateCurrentClut(GEPaletteFormat clutFormat, u32 clutBase, bool clutIndexIsSimple) override; void ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFramebuffer *framebuffer) override; void BuildTexture(TexCacheEntry *const entry, bool replaceImages) override; VulkanContext *vulkan_ = nullptr; VulkanDeviceAllocator *allocator_ = nullptr; VulkanPushBuffer *push_ = nullptr; SamplerCache samplerCache_; TextureScalerVulkan scaler; CachedTextureVulkan *lastBoundTexture = nullptr; int decimationCounter_ = 0; int texelsScaledThisFrame_ = 0; int timesInvalidatedAllThisFrame_ = 0; FramebufferManagerVulkan *framebufferManagerVulkan_; DepalShaderCacheVulkan *depalShaderCache_; ShaderManagerVulkan *shaderManagerVulkan_; DrawEngineVulkan *drawEngine_; Vulkan2D *vulkan2D_; // Bound state to emulate an API similar to the others VkImageView imageView_ = VK_NULL_HANDLE; VkSampler curSampler_ = VK_NULL_HANDLE; VkSampler samplerNearest_ = VK_NULL_HANDLE; }; VkFormat getClutDestFormatVulkan(GEPaletteFormat format);