2009-11-20 20:14:34 +00:00
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// Copyright (C) 2003 Dolphin 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.
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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 SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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// Fast image conversion using OpenGL shaders.
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// This kind of stuff would be a LOT nicer with OpenCL.
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#include "TextureConverter.h"
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#include "TextureConversionShader.h"
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#include "PixelShaderCache.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderCache.h"
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#include "FramebufferManager.h"
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#include "Globals.h"
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#include "VideoConfig.h"
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#include "ImageWrite.h"
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#include "Render.h"
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#include "TextureCache.h"
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2009-12-03 20:09:15 +00:00
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#include "Math.h"
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2010-02-03 03:52:50 +00:00
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#include "FileUtil.h"
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2009-11-20 20:14:34 +00:00
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namespace TextureConverter
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{
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2009-12-03 20:09:15 +00:00
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struct TransformBuffer
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{
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LPDIRECT3DTEXTURE9 FBTexture;
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LPDIRECT3DSURFACE9 RenderSurface;
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LPDIRECT3DSURFACE9 ReadSurface;
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int Width;
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int Height;
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};
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const u32 NUM_TRANSFORM_BUFFERS = 16;
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static TransformBuffer TrnBuffers[NUM_TRANSFORM_BUFFERS];
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static u32 WorkingBuffers = 0;
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2009-11-20 20:14:34 +00:00
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static LPDIRECT3DPIXELSHADER9 s_rgbToYuyvProgram = NULL;
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static LPDIRECT3DPIXELSHADER9 s_yuyvToRgbProgram = NULL;
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// Not all slots are taken - but who cares.
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const u32 NUM_ENCODING_PROGRAMS = 64;
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static LPDIRECT3DPIXELSHADER9 s_encodingPrograms[NUM_ENCODING_PROGRAMS];
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void CreateRgbToYuyvProgram()
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{
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// Output is BGRA because that is slightly faster than RGBA.
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2010-03-14 18:57:50 +00:00
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char* FProgram = new char[2048];
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sprintf(FProgram,"uniform float4 blkDims : register(c%d);\n"
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"uniform float4 textureDims : register(c%d);\n"
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2009-11-20 20:14:34 +00:00
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"uniform sampler samp0 : register(s0);\n"
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"void main(\n"
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" out float4 ocol0 : COLOR0,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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2010-05-22 21:58:43 +00:00
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" float2 uv1 = float2((uv0.x + 1.0f)/ blkDims.z, uv0.y / blkDims.w);\n"
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" float3 c0 = tex2D(samp0, uv0.xy / blkDims.zw).rgb;\n"
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2009-11-20 20:14:34 +00:00
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" float3 c1 = tex2D(samp0, uv1).rgb;\n"
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" float3 y_const = float3(0.257f,0.504f,0.098f);\n"
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" float3 u_const = float3(-0.148f,-0.291f,0.439f);\n"
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" float3 v_const = float3(0.439f,-0.368f,-0.071f);\n"
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" float4 const3 = float4(0.0625f,0.5f,0.0625f,0.5f);\n"
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" float3 c01 = (c0 + c1) * 0.5f;\n"
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" ocol0 = float4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
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2010-03-14 18:57:50 +00:00
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"}\n",C_COLORMATRIX,C_COLORMATRIX+1);
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2010-01-17 17:44:09 +00:00
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s_rgbToYuyvProgram = D3D::CompileAndCreatePixelShader(FProgram, (int)strlen(FProgram));
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2009-11-20 20:14:34 +00:00
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if (!s_rgbToYuyvProgram) {
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ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program");
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}
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2010-03-14 18:57:50 +00:00
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delete [] FProgram;
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2009-11-20 20:14:34 +00:00
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}
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void CreateYuyvToRgbProgram()
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{
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2010-03-14 18:57:50 +00:00
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char* FProgram = new char[2048];
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sprintf(FProgram,"uniform float4 blkDims : register(c%d);\n"
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"uniform float4 textureDims : register(c%d);\n"
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2009-11-20 20:14:34 +00:00
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"uniform sampler samp0 : register(s0);\n"
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"void main(\n"
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" out float4 ocol0 : COLOR0,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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2010-05-22 21:58:43 +00:00
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" float4 c0 = tex2D(samp0, uv0 / blkDims.zw).rgba;\n"
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" float f = step(0.5, frac(uv0.x));\n"
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2009-11-20 20:14:34 +00:00
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" float y = lerp(c0.b, c0.r, f);\n"
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" float yComp = 1.164f * (y - 0.0625f);\n"
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" float uComp = c0.g - 0.5f;\n"
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" float vComp = c0.a - 0.5f;\n"
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" ocol0 = float4(yComp + (1.596f * vComp),\n"
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" yComp - (0.813f * vComp) - (0.391f * uComp),\n"
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" yComp + (2.018f * uComp),\n"
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" 1.0f);\n"
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2010-03-14 18:57:50 +00:00
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"}\n",C_COLORMATRIX,C_COLORMATRIX+1);
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2010-01-17 17:44:09 +00:00
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s_yuyvToRgbProgram = D3D::CompileAndCreatePixelShader(FProgram, (int)strlen(FProgram));
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2009-11-20 20:14:34 +00:00
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if (!s_yuyvToRgbProgram) {
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ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program");
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}
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2010-03-14 18:57:50 +00:00
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delete [] FProgram;
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2009-11-20 20:14:34 +00:00
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}
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LPDIRECT3DPIXELSHADER9 GetOrCreateEncodingShader(u32 format)
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{
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if (format > NUM_ENCODING_PROGRAMS)
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{
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PanicAlert("Unknown texture copy format: 0x%x\n", format);
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return s_encodingPrograms[0];
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}
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if (!s_encodingPrograms[format])
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{
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const char* shader = TextureConversionShader::GenerateEncodingShader(format,true);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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2010-02-03 03:52:50 +00:00
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sprintf(szTemp, "%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX), counter++);
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2009-11-20 20:14:34 +00:00
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SaveData(szTemp, shader);
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}
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#endif
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2010-01-17 17:44:09 +00:00
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s_encodingPrograms[format] = D3D::CompileAndCreatePixelShader(shader, (int)strlen(shader));
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2009-11-20 20:14:34 +00:00
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if (!s_encodingPrograms[format]) {
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ERROR_LOG(VIDEO, "Failed to create encoding fragment program");
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}
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}
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return s_encodingPrograms[format];
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}
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void Init()
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{
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for (unsigned int i = 0; i < NUM_ENCODING_PROGRAMS; i++)
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{
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s_encodingPrograms[i] = NULL;
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}
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2009-12-03 20:09:15 +00:00
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for (unsigned int i = 0; i < NUM_TRANSFORM_BUFFERS; i++)
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{
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TrnBuffers[i].FBTexture = NULL;
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TrnBuffers[i].RenderSurface = NULL;
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TrnBuffers[i].ReadSurface = NULL;
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TrnBuffers[i].Width = 0;
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TrnBuffers[i].Height = 0;
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}
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2009-11-20 20:14:34 +00:00
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CreateRgbToYuyvProgram();
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CreateYuyvToRgbProgram();
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2009-12-03 20:09:15 +00:00
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2009-11-20 20:14:34 +00:00
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}
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void Shutdown()
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{
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if(s_rgbToYuyvProgram)
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s_rgbToYuyvProgram->Release();
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s_rgbToYuyvProgram = NULL;
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if(s_yuyvToRgbProgram)
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s_yuyvToRgbProgram->Release();
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s_yuyvToRgbProgram=NULL;
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for (unsigned int i = 0; i < NUM_ENCODING_PROGRAMS; i++)
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{
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if(s_encodingPrograms[i])
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s_encodingPrograms[i]->Release();
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s_encodingPrograms[i] = NULL;
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}
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2009-12-03 20:09:15 +00:00
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for (unsigned int i = 0; i < NUM_TRANSFORM_BUFFERS; i++)
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{
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if(TrnBuffers[i].RenderSurface != NULL)
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TrnBuffers[i].RenderSurface->Release();
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TrnBuffers[i].RenderSurface = NULL;
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if(TrnBuffers[i].ReadSurface != NULL)
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TrnBuffers[i].ReadSurface->Release();
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TrnBuffers[i].ReadSurface = NULL;
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if(TrnBuffers[i].FBTexture != NULL)
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TrnBuffers[i].FBTexture->Release();
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TrnBuffers[i].FBTexture = NULL;
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TrnBuffers[i].Width = 0;
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TrnBuffers[i].Height = 0;
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}
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WorkingBuffers = 0;
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2009-11-20 20:14:34 +00:00
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}
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2009-12-02 04:17:18 +00:00
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void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourceRc,
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2009-11-20 20:14:34 +00:00
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u8* destAddr, int dstWidth, int dstHeight, int readStride, bool toTexture, bool linearFilter)
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{
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HRESULT hr;
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Renderer::ResetAPIState();
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2009-12-03 20:09:15 +00:00
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u32 index =0;
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while(index < WorkingBuffers && (TrnBuffers[index].Width != dstWidth || TrnBuffers[index].Height != dstHeight))
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index++;
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LPDIRECT3DSURFACE9 s_texConvReadSurface = NULL;
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2009-11-20 20:14:34 +00:00
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LPDIRECT3DSURFACE9 Rendersurf = NULL;
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2009-12-03 20:09:15 +00:00
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2010-01-21 21:27:52 +00:00
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if (index >= WorkingBuffers)
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2009-12-03 20:09:15 +00:00
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{
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2010-01-21 21:27:52 +00:00
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if (WorkingBuffers < NUM_TRANSFORM_BUFFERS)
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2009-12-03 20:09:15 +00:00
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WorkingBuffers++;
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2010-01-21 21:27:52 +00:00
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if (index >= WorkingBuffers)
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2009-12-03 20:09:15 +00:00
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index--;
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2010-01-21 21:27:52 +00:00
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if (TrnBuffers[index].RenderSurface != NULL)
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2009-12-03 20:09:15 +00:00
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{
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TrnBuffers[index].RenderSurface->Release();
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TrnBuffers[index].RenderSurface = NULL;
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}
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2010-01-21 21:27:52 +00:00
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if (TrnBuffers[index].ReadSurface != NULL)
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2009-12-03 20:09:15 +00:00
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{
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TrnBuffers[index].ReadSurface->Release();
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TrnBuffers[index].ReadSurface = NULL;
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}
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2010-01-21 21:27:52 +00:00
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if (TrnBuffers[index].FBTexture != NULL)
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2009-12-03 20:09:15 +00:00
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{
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TrnBuffers[index].FBTexture->Release();
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TrnBuffers[index].FBTexture = NULL;
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}
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TrnBuffers[index].Width = dstWidth;
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TrnBuffers[index].Height = dstHeight;
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D3D::dev->CreateTexture(dstWidth, dstHeight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT, &TrnBuffers[index].FBTexture, NULL);
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TrnBuffers[index].FBTexture->GetSurfaceLevel(0,&TrnBuffers[index].RenderSurface);
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D3D::dev->CreateOffscreenPlainSurface(dstWidth, dstHeight, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &TrnBuffers[index].ReadSurface, NULL );
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}
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2009-11-20 20:14:34 +00:00
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2009-12-03 20:09:15 +00:00
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s_texConvReadSurface = TrnBuffers[index].ReadSurface;
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Rendersurf = TrnBuffers[index].RenderSurface;
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2009-11-20 20:14:34 +00:00
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2009-12-03 20:09:15 +00:00
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hr = D3D::dev->SetDepthStencilSurface(NULL);
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hr = D3D::dev->SetRenderTarget(0, Rendersurf);
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2009-11-20 20:14:34 +00:00
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2009-11-22 02:37:00 +00:00
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if (linearFilter)
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2009-11-20 20:14:34 +00:00
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{
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ok big changes here:
in videocommon little fix for the alpha test values, return to the original values as they are more accurate.
in D3D:
huge change in state management, now all the state management is centralized and redundant state changes are eliminated.
Fixed the overlapped viewport error in non ati cards:
the error was caused by this: when a viewport is defined larger than the current rendertarget, an error is thrown and the last valid viewport is used, this is the reference behavior, in ati cards if a larger viewport is defined, no eror is returned, the rendering is valid and is rendered using the projection defined by the viewport but limited to the rendertarget are, exactly like opengl or the GC hardware.
to solve this in reference drivers defined a large rendertarget (2x the size of the original) and proceed to render in a centered quad insithe the larger rendertarget, in this way larger viewports always falls inside a valid rendertarget size, the drawback of this is the waste of resources. it can be dynamized, depending or games or changed at runtime when a oversized viewport is detected, but i live that to future commits.
please test this and let me know the results.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4841 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-15 15:52:08 +00:00
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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2009-11-20 20:14:34 +00:00
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}
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else
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{
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ok big changes here:
in videocommon little fix for the alpha test values, return to the original values as they are more accurate.
in D3D:
huge change in state management, now all the state management is centralized and redundant state changes are eliminated.
Fixed the overlapped viewport error in non ati cards:
the error was caused by this: when a viewport is defined larger than the current rendertarget, an error is thrown and the last valid viewport is used, this is the reference behavior, in ati cards if a larger viewport is defined, no eror is returned, the rendering is valid and is rendered using the projection defined by the viewport but limited to the rendertarget are, exactly like opengl or the GC hardware.
to solve this in reference drivers defined a large rendertarget (2x the size of the original) and proceed to render in a centered quad insithe the larger rendertarget, in this way larger viewports always falls inside a valid rendertarget size, the drawback of this is the waste of resources. it can be dynamized, depending or games or changed at runtime when a oversized viewport is detected, but i live that to future commits.
please test this and let me know the results.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4841 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-15 15:52:08 +00:00
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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2009-11-22 02:37:00 +00:00
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}
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2009-11-20 20:14:34 +00:00
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D3DVIEWPORT9 vp;
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vp.X = 0;
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vp.Y = 0;
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vp.Width = dstWidth;
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vp.Height = dstHeight;
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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hr = D3D::dev->SetViewport(&vp);
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RECT SrcRect;
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SrcRect.top = sourceRc.top;
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SrcRect.left = sourceRc.left;
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SrcRect.right = sourceRc.right;
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SrcRect.bottom = sourceRc.bottom;
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RECT DstRect;
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DstRect.top = 0;
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DstRect.left = 0;
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DstRect.right = dstWidth;
|
|
|
|
DstRect.bottom = dstHeight;
|
|
|
|
|
|
|
|
|
|
|
|
// Draw...
|
2010-05-24 14:20:19 +00:00
|
|
|
D3D::drawShadedTexQuad(srcTexture,&SrcRect,1,1,dstWidth,dstHeight,shader,VertexShaderCache::GetSimpleVertexShader());
|
2010-03-14 18:57:50 +00:00
|
|
|
hr = D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
|
|
|
|
hr = D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
|
2009-11-20 20:14:34 +00:00
|
|
|
Renderer::RestoreAPIState();
|
2009-11-22 02:37:00 +00:00
|
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
2009-11-20 20:14:34 +00:00
|
|
|
// .. and then readback the results.
|
|
|
|
// TODO: make this less slow.
|
|
|
|
|
|
|
|
D3DLOCKED_RECT drect;
|
|
|
|
|
2009-12-03 20:09:15 +00:00
|
|
|
|
|
|
|
hr = D3D::dev->GetRenderTargetData(Rendersurf,s_texConvReadSurface);
|
|
|
|
if((hr = s_texConvReadSurface->LockRect(&drect, &DstRect, D3DLOCK_READONLY)) != D3D_OK)
|
2009-11-20 20:14:34 +00:00
|
|
|
{
|
|
|
|
PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" :
|
|
|
|
hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
|
|
|
|
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int writeStride = bpmem.copyMipMapStrideChannels * 32;
|
|
|
|
|
|
|
|
if (writeStride != readStride && toTexture)
|
|
|
|
{
|
|
|
|
// writing to a texture of a different size
|
|
|
|
|
|
|
|
int readHeight = readStride / dstWidth;
|
|
|
|
|
|
|
|
int readStart = 0;
|
2009-12-02 04:17:18 +00:00
|
|
|
int readLoops = dstHeight / (readHeight/4); // 4 bytes per pixel
|
2009-11-20 20:14:34 +00:00
|
|
|
u8 *Source = (u8*)drect.pBits;
|
|
|
|
for (int i = 0; i < readLoops; i++)
|
|
|
|
{
|
2009-12-02 04:17:18 +00:00
|
|
|
int readDist = dstWidth*readHeight;
|
|
|
|
memcpy(destAddr,Source,readDist);
|
|
|
|
Source += readDist;
|
2009-11-20 20:14:34 +00:00
|
|
|
destAddr += writeStride;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
2009-12-02 04:17:18 +00:00
|
|
|
memcpy(destAddr,drect.pBits,dstWidth*dstHeight*4);// 4 bytes per pixel
|
2009-11-20 20:14:34 +00:00
|
|
|
|
2009-12-03 20:09:15 +00:00
|
|
|
hr = s_texConvReadSurface->UnlockRect();
|
|
|
|
}
|
2009-11-20 20:14:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
|
|
|
|
{
|
|
|
|
u32 format = copyfmt;
|
|
|
|
|
|
|
|
if (bFromZBuffer)
|
|
|
|
{
|
|
|
|
format |= _GX_TF_ZTF;
|
|
|
|
if (copyfmt == 11)
|
|
|
|
format = GX_TF_Z16;
|
|
|
|
else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
|
|
|
|
format |= _GX_TF_CTF;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
|
|
|
|
format |= _GX_TF_CTF;
|
|
|
|
|
|
|
|
LPDIRECT3DPIXELSHADER9 texconv_shader = GetOrCreateEncodingShader(format);
|
|
|
|
if (!texconv_shader)
|
|
|
|
return;
|
|
|
|
|
|
|
|
u8 *dest_ptr = Memory_GetPtr(address);
|
|
|
|
|
2010-03-14 18:57:50 +00:00
|
|
|
LPDIRECT3DTEXTURE9 source_texture = bFromZBuffer ? FBManager.GetEFBDepthTexture(source) : FBManager.GetEFBColorTexture(source);
|
2009-11-20 20:14:34 +00:00
|
|
|
int width = (source.right - source.left) >> bScaleByHalf;
|
|
|
|
int height = (source.bottom - source.top) >> bScaleByHalf;
|
|
|
|
|
|
|
|
int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
|
|
|
|
|
|
|
|
// Invalidate any existing texture covering this memory range.
|
|
|
|
// TODO - don't delete the texture if it already exists, just replace the contents.
|
|
|
|
TextureCache::InvalidateRange(address, size_in_bytes);
|
|
|
|
|
|
|
|
u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
|
|
|
|
u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
|
|
|
|
u16 samples = TextureConversionShader::GetEncodedSampleCount(format);
|
|
|
|
|
|
|
|
// only copy on cache line boundaries
|
|
|
|
// extra pixels are copied but not displayed in the resulting texture
|
|
|
|
s32 expandedWidth = (width + blkW) & (~blkW);
|
|
|
|
s32 expandedHeight = (height + blkH) & (~blkH);
|
|
|
|
|
|
|
|
float MValueX = Renderer::GetTargetScaleX();
|
|
|
|
float MValueY = Renderer::GetTargetScaleY();
|
|
|
|
|
2010-01-15 17:15:31 +00:00
|
|
|
float Xstride = (float)((Renderer::GetFullTargetWidth() - Renderer::GetTargetWidth()) / 2);
|
|
|
|
float Ystride = (float)((Renderer::GetFullTargetHeight() - Renderer::GetTargetHeight()) / 2);
|
|
|
|
|
2009-11-20 20:14:34 +00:00
|
|
|
float sampleStride = bScaleByHalf?2.0f:1.0f;
|
|
|
|
|
|
|
|
TextureConversionShader::SetShaderParameters(
|
|
|
|
(float)expandedWidth,
|
|
|
|
expandedHeight * MValueY,
|
2010-01-15 17:15:31 +00:00
|
|
|
source.left * MValueX + Xstride ,
|
|
|
|
source.top * MValueY + Ystride,
|
2009-11-20 20:14:34 +00:00
|
|
|
sampleStride * MValueX,
|
|
|
|
sampleStride * MValueY,
|
2010-01-15 18:46:02 +00:00
|
|
|
(float)Renderer::GetFullTargetWidth(),
|
|
|
|
(float)Renderer::GetFullTargetHeight());
|
2009-11-20 20:14:34 +00:00
|
|
|
|
|
|
|
TargetRectangle scaledSource;
|
|
|
|
scaledSource.top = 0;
|
|
|
|
scaledSource.bottom = expandedHeight;
|
|
|
|
scaledSource.left = 0;
|
|
|
|
scaledSource.right = expandedWidth / samples;
|
|
|
|
int cacheBytes = 32;
|
|
|
|
if ((format & 0x0f) == 6)
|
|
|
|
cacheBytes = 64;
|
|
|
|
|
|
|
|
int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
|
2009-12-02 04:17:18 +00:00
|
|
|
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight,readStride, true, bScaleByHalf > 0);
|
2009-11-20 20:14:34 +00:00
|
|
|
}
|
|
|
|
|
2010-03-14 18:57:50 +00:00
|
|
|
void EncodeToRamYUYV(LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourceRc,u8* destAddr, int dstWidth, int dstHeight)
|
2009-11-20 20:14:34 +00:00
|
|
|
{
|
2010-03-14 18:57:50 +00:00
|
|
|
TextureConversionShader::SetShaderParameters(
|
|
|
|
(float)dstWidth,
|
|
|
|
(float)dstHeight,
|
|
|
|
0.0f ,
|
|
|
|
0.0f,
|
|
|
|
1.0f,
|
|
|
|
1.0f,
|
|
|
|
(float)Renderer::GetFullTargetWidth(),
|
|
|
|
(float)Renderer::GetFullTargetHeight());
|
2009-11-20 20:14:34 +00:00
|
|
|
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Should be scale free.
|
2010-03-14 18:57:50 +00:00
|
|
|
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, LPDIRECT3DTEXTURE9 destTexture)
|
2009-11-20 20:14:34 +00:00
|
|
|
{
|
|
|
|
u8* srcAddr = Memory_GetPtr(xfbAddr);
|
|
|
|
if (!srcAddr)
|
|
|
|
{
|
|
|
|
WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
float srcFormatFactor = 0.5f;
|
|
|
|
float srcFmtWidth = srcWidth * srcFormatFactor;
|
|
|
|
|
2010-03-14 18:57:50 +00:00
|
|
|
Renderer::ResetAPIState(); // reset any game specific settings
|
|
|
|
LPDIRECT3DTEXTURE9 s_srcTexture = D3D::CreateTexture2D(srcAddr, srcFmtWidth, srcHeight, srcFmtWidth, D3DFMT_A8R8G8B8, false);
|
|
|
|
LPDIRECT3DSURFACE9 Rendersurf = NULL;
|
|
|
|
destTexture->GetSurfaceLevel(0,&Rendersurf);
|
|
|
|
D3D::dev->SetDepthStencilSurface(NULL);
|
|
|
|
D3D::dev->SetRenderTarget(0, Rendersurf);
|
|
|
|
|
|
|
|
D3DVIEWPORT9 vp;
|
2009-11-20 20:14:34 +00:00
|
|
|
|
2010-03-14 18:57:50 +00:00
|
|
|
// Stretch picture with increased internal resolution
|
|
|
|
vp.X = 0;
|
|
|
|
vp.Y = 0;
|
|
|
|
vp.Width = srcWidth;
|
|
|
|
vp.Height = srcHeight;
|
|
|
|
vp.MinZ = 0.0f;
|
|
|
|
vp.MaxZ = 1.0f;
|
|
|
|
D3D::dev->SetViewport(&vp);
|
|
|
|
RECT destrect;
|
|
|
|
destrect.bottom = srcHeight;
|
|
|
|
destrect.left = 0;
|
|
|
|
destrect.right = srcWidth;
|
|
|
|
destrect.top = 0;
|
|
|
|
|
|
|
|
RECT sourcerect;
|
|
|
|
sourcerect.bottom = srcHeight;
|
2010-05-24 14:20:19 +00:00
|
|
|
sourcerect.left = 0;
|
2010-03-14 18:57:50 +00:00
|
|
|
sourcerect.right = srcFmtWidth;
|
2010-05-24 14:20:19 +00:00
|
|
|
sourcerect.top = 0;
|
2010-03-14 18:57:50 +00:00
|
|
|
|
2010-05-22 21:58:43 +00:00
|
|
|
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
|
|
|
|
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
|
2010-03-14 18:57:50 +00:00
|
|
|
|
|
|
|
TextureConversionShader::SetShaderParameters(
|
|
|
|
(float)srcFmtWidth,
|
|
|
|
(float)srcHeight,
|
|
|
|
0.0f ,
|
|
|
|
0.0f,
|
|
|
|
1.0f,
|
|
|
|
1.0f,
|
|
|
|
(float)srcFmtWidth,
|
|
|
|
(float)srcHeight);
|
|
|
|
D3D::drawShadedTexQuad(
|
|
|
|
s_srcTexture,
|
|
|
|
&sourcerect,
|
2010-05-22 21:58:43 +00:00
|
|
|
1 ,
|
|
|
|
1,
|
2010-05-24 14:20:19 +00:00
|
|
|
srcWidth,
|
|
|
|
srcHeight,
|
2010-03-14 18:57:50 +00:00
|
|
|
s_yuyvToRgbProgram,
|
|
|
|
VertexShaderCache::GetSimpleVertexShader());
|
|
|
|
|
|
|
|
|
|
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
|
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
|
|
|
|
D3D::SetTexture(0,NULL);
|
|
|
|
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
|
|
|
|
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
|
2009-11-20 20:14:34 +00:00
|
|
|
Renderer::RestoreAPIState();
|
2010-03-14 18:57:50 +00:00
|
|
|
Rendersurf->Release();
|
|
|
|
s_srcTexture->Release();
|
2009-11-20 20:14:34 +00:00
|
|
|
}
|
2010-03-14 18:57:50 +00:00
|
|
|
|
2009-11-20 20:14:34 +00:00
|
|
|
} // namespace
|