Play-/Source/gs/GsTextureCache.h

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C
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#pragma once
#include <list>
#include "GSHandler.h"
#include "GsCachedArea.h"
#define TEX0_CLUTINFO_MASK (~0xFFFFFFE000000000ULL)
template <typename TextureHandleType>
class CGsTextureCache
{
public:
class CTexture
{
public:
void Reset()
{
m_live = false;
m_textureHandle = TextureHandleType();
m_cachedArea.ClearDirtyPages();
}
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uint64 m_tex0 = 0;
bool m_live = false;
CGsCachedArea m_cachedArea;
//Platform specific
TextureHandleType m_textureHandle;
};
enum
{
MAX_TEXTURE_CACHE = 256,
};
CGsTextureCache()
{
for(unsigned int i = 0; i < MAX_TEXTURE_CACHE; i++)
{
m_textureCache.push_back(std::make_shared<CTexture>());
}
}
CTexture* Search(const CGSHandler::TEX0& tex0)
{
uint64 maskedTex0 = static_cast<uint64>(tex0) & TEX0_CLUTINFO_MASK;
for(auto textureIterator(m_textureCache.begin());
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textureIterator != m_textureCache.end(); textureIterator++)
{
auto texture = *textureIterator;
if(!texture->m_live) continue;
if(maskedTex0 != texture->m_tex0) continue;
m_textureCache.erase(textureIterator);
m_textureCache.push_front(texture);
return texture.get();
}
return nullptr;
}
void Insert(const CGSHandler::TEX0& tex0, TextureHandleType textureHandle)
{
auto texture = *m_textureCache.rbegin();
texture->Reset();
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// DBZ Budokai Tenkaichi 2 and 3 use invalid (empty) buffer sizes.
// Account for that, by assuming image width.
uint32 bufSize = tex0.GetBufWidth();
if(bufSize == 0)
{
bufSize = std::min<uint32>(tex0.GetWidth(), CGSHandler::TEX0_MAX_TEXTURE_SIZE);
}
uint32 texHeight = std::min<uint32>(tex0.GetHeight(), CGSHandler::TEX0_MAX_TEXTURE_SIZE);
texture->m_cachedArea.SetArea(tex0.nPsm, tex0.GetBufPtr(), bufSize, texHeight);
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texture->m_tex0 = static_cast<uint64>(tex0) & TEX0_CLUTINFO_MASK;
texture->m_textureHandle = std::move(textureHandle);
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texture->m_live = true;
m_textureCache.pop_back();
m_textureCache.push_front(texture);
}
void InvalidateRange(uint32 start, uint32 size)
{
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std::for_each(std::begin(m_textureCache), std::end(m_textureCache),
[start, size](TexturePtr& texture) { if(texture->m_live) { texture->m_cachedArea.Invalidate(start, size); } });
}
void Flush()
{
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std::for_each(std::begin(m_textureCache), std::end(m_textureCache),
[](TexturePtr& texture) { texture->Reset(); });
}
private:
typedef std::shared_ptr<CTexture> TexturePtr;
typedef std::list<TexturePtr> TextureList;
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TextureList m_textureCache;
};