#include "glcache.h" #include "rend/TexCache.h" #include "hw/pvr/pvr_mem.h" #include "hw/mem/_vmem.h" #include "deps/libpng/png.h" /* Textures Textures are converted to native OpenGL textures The mapping is done with tcw:tsp -> GL texture. That includes stuff like filtering/ texture repeat To save space native formats are used for 1555/565/4444 (only bit shuffling is done) YUV is converted to 8888 PALs are decoded to their unpaletted format (5551/565/4444/8888 depending on palette type) Mipmaps not supported for now Compression look into it, but afaik PVRC is not realtime doable */ #if FEAT_HAS_SOFTREND #include #endif u16 temp_tex_buffer[4 * 1024 * 1024]; // Maximum texture size: RGBA_8888 x 1024 x 1024 extern u32 decoded_colors[3][65536]; typedef void TexConvFP(PixelBuffer* pb,u8* p_in,u32 Width,u32 Height); typedef void TexConvFP32(PixelBuffer* pb,u8* p_in,u32 Width,u32 Height); struct PvrTexInfo { const char* name; int bpp; //4/8 for pal. 16 for yuv, rgb, argb GLuint type; // Conversion to 16 bpp TexConvFP *PL; TexConvFP *TW; TexConvFP *VQ; // Conversion to 32 bpp TexConvFP32 *PL32; TexConvFP32 *TW32; TexConvFP32 *VQ32; }; PvrTexInfo format[8]= { // name bpp GL format Planar Twiddled VQ Planar(32b) Twiddled(32b) VQ (32b) {"1555", 16, GL_UNSIGNED_SHORT_5_5_5_1, &tex1555_PL, &tex1555_TW, &tex1555_VQ, NULL }, //1555 {"565", 16, GL_UNSIGNED_SHORT_5_6_5, &tex565_PL, &tex565_TW, &tex565_VQ, NULL }, //565 {"4444", 16, GL_UNSIGNED_SHORT_4_4_4_4, &tex4444_PL, &tex4444_TW, &tex4444_VQ, NULL }, //4444 {"yuv", 16, GL_UNSIGNED_INT_8_8_8_8, NULL, NULL, NULL, &texYUV422_PL, &texYUV422_TW, &texYUV422_VQ }, //yuv {"bumpmap", 16, GL_UNSIGNED_SHORT_4_4_4_4, &texBMP_PL, &texBMP_TW, &texBMP_VQ, NULL}, //bump map {"pal4", 4, 0, 0, &texPAL4_TW, 0, NULL, &texPAL4_TW32, NULL }, //pal4 {"pal8", 8, 0, 0, &texPAL8_TW, 0, NULL, &texPAL8_TW32, NULL }, //pal8 {"ns/1555", 0}, //ns, 1555 }; const u32 MipPoint[8] = { 0x00006,//8 0x00016,//16 0x00056,//32 0x00156,//64 0x00556,//128 0x01556,//256 0x05556,//512 0x15556//1024 }; const GLuint PAL_TYPE[4]= {GL_UNSIGNED_SHORT_5_5_5_1,GL_UNSIGNED_SHORT_5_6_5,GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_INT_8_8_8_8}; static void dumpRtTexture(u32 name, u32 w, u32 h) { char sname[256]; sprintf(sname, "texdump/%x-%d.png", name, FrameCount); FILE *fp = fopen(sname, "wb"); if (fp == NULL) return; glPixelStorei(GL_PACK_ALIGNMENT, 1); png_bytepp rows = (png_bytepp)malloc(h * sizeof(png_bytep)); for (int y = 0; y < h; y++) { rows[y] = (png_bytep)malloc(w * 4); // 32-bit per pixel glReadPixels(0, y, w, 1, GL_RGBA, GL_UNSIGNED_BYTE, rows[y]); } png_structp png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); png_infop info_ptr = png_create_info_struct(png_ptr); png_init_io(png_ptr, fp); /* write header */ png_set_IHDR(png_ptr, info_ptr, w, h, 8, PNG_COLOR_TYPE_RGBA, PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_BASE, PNG_FILTER_TYPE_BASE); png_write_info(png_ptr, info_ptr); /* write bytes */ png_write_image(png_ptr, rows); /* end write */ png_write_end(png_ptr, NULL); fclose(fp); for (int y = 0; y < h; y++) free(rows[y]); free(rows); } //Texture Cache :) struct TextureCacheData { TSP tsp; //dreamcast texture parameters TCW tcw; GLuint texID; //gl texture u16* pData; int tex_type; u32 Lookups; //decoded texture info u32 sa; //pixel data start address in vram (might be offset for mipmaps/etc) u32 sa_tex; //texture data start address in vram u32 w,h; //width & height of the texture u32 size; //size, in bytes, in vram PvrTexInfo* tex; TexConvFP* texconv; TexConvFP32* texconv32; u32 dirty; vram_block* lock_block; u32 Updates; //used for palette updates u32 pal_local_rev; //local palette rev u32* pal_table_rev; //table palette rev pointer u32 indirect_color_ptr; //palette color table index for pal. tex //VQ quantizers table for VQ tex //a texture can't be both VQ and PAL at the same time void PrintTextureName() { printf("Texture: %s ",tex?tex->name:"?format?"); if (tcw.VQ_Comp) printf(" VQ"); if (tcw.ScanOrder==0) printf(" TW"); if (tcw.MipMapped) printf(" MM"); if (tcw.StrideSel) printf(" Stride"); printf(" %dx%d @ 0x%X",8<bpp==4) { pal_table_rev=&pal_rev_16[tcw.PalSelect]; indirect_color_ptr=tcw.PalSelect<<4; } else if (tex->bpp==8) { pal_table_rev=&pal_rev_256[tcw.PalSelect>>4]; indirect_color_ptr=(tcw.PalSelect>>4)<<8; } else { pal_table_rev=0; } //VQ table (if VQ tex) if (tcw.VQ_Comp) indirect_color_ptr=sa; //Convert a pvr texture into OpenGL switch (tcw.PixelFmt) { case 0: //0 1555 value: 1 bit; RGB values: 5 bits each case 7: //7 Reserved Regarded as 1555 case 1: //1 565 R value: 5 bits; G value: 6 bits; B value: 5 bits case 2: //2 4444 value: 4 bits; RGB values: 4 bits each case 3: //3 YUV422 32 bits per 2 pixels; YUYV values: 8 bits each case 4: //4 -NOT_PROPERLY SUPPORTED- Bump Map 16 bits/pixel; S value: 8 bits; R value: 8 bits -NOT_PROPERLY SUPPORTED- case 5: //5 4 BPP Palette Palette texture with 4 bits/pixel case 6: //6 8 BPP Palette Palette texture with 8 bits/pixel if (tcw.ScanOrder && (tex->PL || tex->PL32)) { //Texture is stored 'planar' in memory, no deswizzle is needed //verify(tcw.VQ_Comp==0); if (tcw.VQ_Comp != 0) printf("Warning: planar texture with VQ set (invalid)\n"); //Planar textures support stride selection, mostly used for non power of 2 textures (videos) int stride=w; if (tcw.StrideSel) stride=(TEXT_CONTROL&31)*32; //Call the format specific conversion code texconv = tex->PL; texconv32 = tex->PL32; //calculate the size, in bytes, for the locking size=stride*h*tex->bpp/8; } else { verify(w==h || !tcw.MipMapped); // are non square mipmaps supported ? i can't recall right now *WARN* if (tcw.VQ_Comp) { verify(tex->VQ != NULL || tex->VQ32 != NULL); indirect_color_ptr=sa; if (tcw.MipMapped) sa+=MipPoint[tsp.TexU]; texconv = tex->VQ; texconv32 = tex->VQ32; size=w*h/8; } else { verify(tex->TW != NULL || tex->TW32 != NULL) if (tcw.MipMapped) sa+=MipPoint[tsp.TexU]*tex->bpp/2; texconv = tex->TW; texconv32 = tex->TW32; size=w*h*tex->bpp/8; } } break; default: printf("Unhandled texture %d\n",tcw.PixelFmt); size=w*h*2; memset(temp_tex_buffer,0xFFFFFFFF,size); texconv = NULL; texconv32 = NULL; } } void Update() { //texture state tracking stuff Updates++; dirty=0; GLuint textype=tex->type; if (pal_table_rev) { textype=PAL_TYPE[PAL_RAM_CTRL&3]; pal_local_rev=*pal_table_rev; //make sure to update the local rev, so it won't have to redo the tex } palette_index=indirect_color_ptr; //might be used if pal. tex vq_codebook=(u8*)&vram[indirect_color_ptr]; //might be used if VQ tex //texture conversion work u32 stride=w; if (tcw.StrideSel && tcw.ScanOrder && (tex->PL || tex->PL32)) stride=(TEXT_CONTROL&31)*32; //I think this needs +1 ? // For paletted formats, we have the choice of conversion type (16 or 32). // Use the one that fits the palette entry size. if (texconv32 != NULL && (pal_table_rev == NULL || textype == GL_UNSIGNED_INT_8_8_8_8)) { PixelBuffer pbt; pbt.p_buffer_start = pbt.p_current_line = pbt.p_current_pixel = (u32*)temp_tex_buffer; pbt.pixels_per_line = w; texconv32(&pbt, (u8*)&vram[sa], stride, h); } else if (texconv != NULL) { PixelBuffer pbt; pbt.p_buffer_start = pbt.p_current_line = pbt.p_current_pixel = temp_tex_buffer; pbt.pixels_per_line = w; texconv(&pbt,(u8*)&vram[sa],stride,h); } else { //fill it in with a temp color printf("UNHANDLED TEXTURE\n"); memset(temp_tex_buffer, 0x80, w * h * 2); } //PrintTextureName(); if (sa_tex > VRAM_SIZE || size == 0 || sa + size > VRAM_SIZE) { printf("Warning: invalid texture. Address %08X %08X size %d\n", sa_tex, sa, size); return; } //lock the texture to detect changes in it lock_block = libCore_vramlock_Lock(sa_tex,sa+size-1,this); if (texID) { //upload to OpenGL ! glcache.BindTexture(GL_TEXTURE_2D, texID); #ifdef GLES GLuint actual_textype = textype == GL_UNSIGNED_INT_8_8_8_8 ? GL_UNSIGNED_BYTE : textype; glTexImage2D(GL_TEXTURE_2D, 0, comps, w, h, 0, comps, actual_textype, temp_tex_buffer); #else glTexImage2D(GL_TEXTURE_2D, 0, comps, w, h, 0, comps, textype, temp_tex_buffer); #endif if (tcw.MipMapped && settings.rend.UseMipmaps) glGenerateMipmap(GL_TEXTURE_2D); } else { #if FEAT_HAS_SOFTREND if (textype == GL_UNSIGNED_SHORT_5_6_5) tex_type = 0; else if (textype == GL_UNSIGNED_SHORT_5_5_5_1) tex_type = 1; else if (textype == GL_UNSIGNED_SHORT_4_4_4_4) tex_type = 2; if (pData) { _mm_free(pData); } pData = (u16*)_mm_malloc(w * h * 16, 16); for (int y = 0; y < h; y++) { for (int x = 0; x < w; x++) { u32* data = (u32*)&pData[(x + y*w) * 8]; data[0] = decoded_colors[tex_type][temp_tex_buffer[(x + 1) % w + (y + 1) % h * w]]; data[1] = decoded_colors[tex_type][temp_tex_buffer[(x + 0) % w + (y + 1) % h * w]]; data[2] = decoded_colors[tex_type][temp_tex_buffer[(x + 1) % w + (y + 0) % h * w]]; data[3] = decoded_colors[tex_type][temp_tex_buffer[(x + 0) % w + (y + 0) % h * w]]; } } #else die("Soft rend disabled, invalid code path"); #endif } } //true if : dirty or paletted texture and revs don't match bool NeedsUpdate() { return (dirty) || (pal_table_rev!=0 && *pal_table_rev!=pal_local_rev); } void Delete() { if (pData) { #if FEAT_HAS_SOFTREND _mm_free(pData); pData = 0; #else die("softrend disabled, invalid codepath"); #endif } if (texID) { glcache.DeleteTextures(1, &texID); } if (lock_block) libCore_vramlock_Unlock_block(lock_block); lock_block=0; } }; #include map TexCache; typedef map::iterator TexCacheIter; TextureCacheData *getTextureCacheData(TSP tsp, TCW tcw); struct FBT { u32 TexAddr; GLuint depthb,stencilb; GLuint tex; GLuint fbo; }; FBT fb_rtt; void BindRTT(u32 addy, u32 fbw, u32 fbh, u32 channels, u32 fmt) { FBT& rv=fb_rtt; if (rv.fbo) glDeleteFramebuffers(1,&rv.fbo); if (rv.tex) glcache.DeleteTextures(1,&rv.tex); if (rv.depthb) glDeleteRenderbuffers(1,&rv.depthb); if (rv.stencilb) glDeleteRenderbuffers(1,&rv.stencilb); rv.TexAddr=addy>>3; // Find the largest square power of two texture that fits into the viewport int fbh2 = 2; while (fbh2 < fbh) fbh2 *= 2; int fbw2 = 2; while (fbw2 < fbw) fbw2 *= 2; if (settings.rend.RenderToTextureUpscale > 1 && !settings.rend.RenderToTextureBuffer) { fbw *= settings.rend.RenderToTextureUpscale; fbh *= settings.rend.RenderToTextureUpscale; fbw2 *= settings.rend.RenderToTextureUpscale; fbh2 *= settings.rend.RenderToTextureUpscale; } // Get the currently bound frame buffer object. On most platforms this just gives 0. //glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_i32OriginalFbo); // Generate and bind a render buffer which will become a depth buffer shared between our two FBOs glGenRenderbuffers(1, &rv.depthb); glBindRenderbuffer(GL_RENDERBUFFER, rv.depthb); /* Currently it is unknown to GL that we want our new render buffer to be a depth buffer. glRenderbufferStorage will fix this and in this case will allocate a depth buffer m_i32TexSize by m_i32TexSize. */ #ifdef GLES glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, fbw2, fbh2); #else glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, fbw2, fbh2); #endif glGenRenderbuffers(1, &rv.stencilb); glBindRenderbuffer(GL_RENDERBUFFER, rv.stencilb); glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, fbw2, fbh2); // Create a texture for rendering to rv.tex = glcache.GenTexture(); glcache.BindTexture(GL_TEXTURE_2D, rv.tex); glTexImage2D(GL_TEXTURE_2D, 0, channels, fbw2, fbh2, 0, channels, fmt, 0); // Create the object that will allow us to render to the aforementioned texture glGenFramebuffers(1, &rv.fbo); glBindFramebuffer(GL_FRAMEBUFFER, rv.fbo); // Attach the texture to the FBO glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rv.tex, 0); // Attach the depth buffer we created earlier to our FBO. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rv.depthb); // Check that our FBO creation was successful GLuint uStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); verify(uStatus == GL_FRAMEBUFFER_COMPLETE); glViewport(0, 0, fbw, fbh); // TODO CLIP_X/Y min? } void ReadRTTBuffer() { u32 w = pvrrc.fb_X_CLIP.max - pvrrc.fb_X_CLIP.min + 1; u32 h = pvrrc.fb_Y_CLIP.max - pvrrc.fb_Y_CLIP.min + 1; u32 stride = FB_W_LINESTRIDE.stride * 8; if (stride == 0) stride = w * 2; else if (w * 2 > stride) { // Happens for Virtua Tennis w = stride / 2; } u32 size = w * h * 2; const u8 fb_packmode = FB_W_CTRL.fb_packmode; if (settings.rend.RenderToTextureBuffer) { u32 tex_addr = fb_rtt.TexAddr << 3; // Manually mark textures as dirty and remove all vram locks before calling glReadPixels // (deadlock on rpi) for (TexCacheIter i = TexCache.begin(); i != TexCache.end(); i++) { if (i->second.sa_tex <= tex_addr + size - 1 && i->second.sa + i->second.size - 1 >= tex_addr) { i->second.dirty = FrameCount; if (i->second.lock_block != NULL) { libCore_vramlock_Unlock_block(i->second.lock_block); i->second.lock_block = NULL; } } } vram.UnLockRegion(0, 2 * vram.size); glPixelStorei(GL_PACK_ALIGNMENT, 1); u16 *src = temp_tex_buffer; u16 *dst = (u16 *)&vram[tex_addr]; GLint color_fmt, color_type; glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &color_fmt); glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &color_type); if (fb_packmode == 1 && stride == w * 2 && color_fmt == GL_RGB && color_type == GL_UNSIGNED_SHORT_5_6_5) { // Can be read directly into vram glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, dst); } else { const u16 kval_bit = (FB_W_CTRL.fb_kval & 0x80) << 8; const u8 fb_alpha_threshold = FB_W_CTRL.fb_alpha_threshold; u32 lines = h; while (lines > 0) { u8 *p = (u8 *)temp_tex_buffer; u32 chunk_lines = min((u32)sizeof(temp_tex_buffer), w * lines * 4) / w / 4; glReadPixels(0, h - lines, w, chunk_lines, GL_RGBA, GL_UNSIGNED_BYTE, p); for (u32 l = 0; l < chunk_lines; l++) { switch(fb_packmode) { case 0: //0x0 0555 KRGB 16 bit (default) Bit 15 is the value of fb_kval[7]. for (u32 c = 0; c < w; c++) { *dst++ = (((p[0] >> 3) & 0x1F) << 10) | (((p[1] >> 3) & 0x1F) << 5) | ((p[2] >> 3) & 0x1F) | kval_bit; p += 4; } break; case 1: //0x1 565 RGB 16 bit for (u32 c = 0; c < w; c++) { *dst++ = (((p[0] >> 3) & 0x1F) << 11) | (((p[1] >> 2) & 0x3F) << 5) | ((p[2] >> 3) & 0x1F); p += 4; } break; case 2: //0x2 4444 ARGB 16 bit for (u32 c = 0; c < w; c++) { *dst++ = (((p[0] >> 4) & 0xF) << 8) | (((p[1] >> 4) & 0xF) << 4) | ((p[2] >> 4) & 0xF) | (((p[3] >> 4) & 0xF) << 12); p += 4; } break; case 3://0x3 1555 ARGB 16 bit The alpha value is determined by comparison with the value of fb_alpha_threshold. for (u32 c = 0; c < w; c++) { *dst++ = (((p[0] >> 3) & 0x1F) << 10) | (((p[1] >> 3) & 0x1F) << 5) | ((p[2] >> 3) & 0x1F) | (p[3] >= fb_alpha_threshold ? 0x8000 : 0); p += 4; } break; } dst += (stride - w * 2) / 2; } lines -= chunk_lines; } } // Restore VRAM locks for (TexCacheIter i = TexCache.begin(); i != TexCache.end(); i++) { if (i->second.lock_block != NULL) { vram.LockRegion(i->second.sa_tex, i->second.sa + i->second.size - i->second.sa_tex); //TODO: Fix this for 32M wrap as well if (_nvmem_enabled() && VRAM_SIZE == 0x800000) { vram.LockRegion(i->second.sa_tex + VRAM_SIZE, i->second.sa + i->second.size - i->second.sa_tex); } } } } else { //memset(&vram[fb_rtt.TexAddr << 3], '\0', size); } //dumpRtTexture(fb_rtt.TexAddr, w, h); if (w > 1024 || h > 1024) { glcache.DeleteTextures(1, &fb_rtt.tex); } else { TCW tcw = { { TexAddr : fb_rtt.TexAddr, Reserved : 0, StrideSel : 0, ScanOrder : 1 } }; switch (fb_packmode) { case 0: case 3: tcw.PixelFmt = 0; break; case 1: tcw.PixelFmt = 1; break; case 2: tcw.PixelFmt = 2; break; } TSP tsp = { 0 }; for (tsp.TexU = 0; tsp.TexU <= 7 && (8 << tsp.TexU) < w; tsp.TexU++); for (tsp.TexV = 0; tsp.TexV <= 7 && (8 << tsp.TexV) < h; tsp.TexV++); TextureCacheData *texture_data = getTextureCacheData(tsp, tcw); if (texture_data->texID != 0) glcache.DeleteTextures(1, &texture_data->texID); else { texture_data->Create(false); texture_data->lock_block = libCore_vramlock_Lock(texture_data->sa_tex, texture_data->sa + texture_data->size - 1, texture_data); } texture_data->texID = fb_rtt.tex; texture_data->dirty = 0; } fb_rtt.tex = 0; if (fb_rtt.fbo) { glDeleteFramebuffers(1,&fb_rtt.fbo); fb_rtt.fbo = 0; } if (fb_rtt.depthb) { glDeleteRenderbuffers(1,&fb_rtt.depthb); fb_rtt.depthb = 0; } if (fb_rtt.stencilb) { glDeleteRenderbuffers(1,&fb_rtt.stencilb); fb_rtt.stencilb = 0; } } static int TexCacheLookups; static int TexCacheHits; static float LastTexCacheStats; // Only use TexU and TexV from TSP in the cache key const TSP TSPTextureCacheMask = { { TexV : 7, TexU : 7 } }; const TCW TCWTextureCacheMask = { { TexAddr : 0x1FFFFF, Reserved : 0, StrideSel : 0, ScanOrder : 0, PixelFmt : 7, VQ_Comp : 1, MipMapped : 1 } }; TextureCacheData *getTextureCacheData(TSP tsp, TCW tcw) { u64 key = tsp.full & TSPTextureCacheMask.full; if (tcw.PixelFmt == 5 || tcw.PixelFmt == 6) // Paletted textures have a palette selection that must be part of the key key |= (u64)tcw.full << 32; else key |= (u64)(tcw.full & TCWTextureCacheMask.full) << 32; TexCacheIter tx = TexCache.find(key); TextureCacheData* tf; if (tx != TexCache.end()) { tf = &tx->second; // Needed if the texture is updated tf->tcw.StrideSel = tcw.StrideSel; tf->tcw.ScanOrder = tcw.ScanOrder; } else //create if not existing { TextureCacheData tfc={0}; TexCache[key] = tfc; tx=TexCache.find(key); tf=&tx->second; tf->tsp = tsp; tf->tcw = tcw; } return tf; } GLuint gl_GetTexture(TSP tsp, TCW tcw) { TexCacheLookups++; //lookup texture TextureCacheData* tf = getTextureCacheData(tsp, tcw); if (tf->texID == 0) tf->Create(true); //update if needed if (tf->NeedsUpdate()) tf->Update(); else TexCacheHits++; // if (os_GetSeconds() - LastTexCacheStats >= 2.0) // { // LastTexCacheStats = os_GetSeconds(); // printf("Texture cache efficiency: %.2f%% cache size %ld\n", (float)TexCacheHits / TexCacheLookups * 100, TexCache.size()); // TexCacheLookups = 0; // TexCacheHits = 0; // } //update state for opts/stuff tf->Lookups++; //return gl texture return tf->texID; } text_info raw_GetTexture(TSP tsp, TCW tcw) { text_info rv = { 0 }; //lookup texture TextureCacheData* tf; u64 key = ((u64)(tcw.full & TCWTextureCacheMask.full) << 32) | (tsp.full & TSPTextureCacheMask.full); TexCacheIter tx = TexCache.find(key); if (tx != TexCache.end()) { tf = &tx->second; } else //create if not existing { TextureCacheData tfc = { 0 }; TexCache[key] = tfc; tx = TexCache.find(key); tf = &tx->second; tf->tsp = tsp; tf->tcw = tcw; tf->Create(false); } //update if needed if (tf->NeedsUpdate()) tf->Update(); //update state for opts/stuff tf->Lookups++; //return gl texture rv.height = tf->h; rv.width = tf->w; rv.pdata = tf->pData; rv.textype = tf->tex_type; return rv; } void CollectCleanup() { vector list; u32 TargetFrame = max((u32)120,FrameCount) - 120; for (TexCacheIter i=TexCache.begin();i!=TexCache.end();i++) { if ( i->second.dirty && i->second.dirty < TargetFrame) { list.push_back(i->first); } if (list.size() > 5) break; } for (size_t i=0; isecond.Delete(); } TexCache.clear(); } void rend_text_invl(vram_block* bl) { TextureCacheData* tcd = (TextureCacheData*)bl->userdata; tcd->dirty=FrameCount; tcd->lock_block=0; libCore_vramlock_Unlock_block_wb(bl); }