Added a Bypass XFB option to Videosoftware's configuration.

This is useful for testing XFB vs no XFB in videosoftware, for
compatablity or visual comparasions.
This commit is contained in:
Scott Mansell 2013-11-23 20:04:37 +13:00
parent a94940edd3
commit 01da9c4b71
9 changed files with 57 additions and 6 deletions

View File

@ -28,12 +28,23 @@ namespace EfbCopy
void CopyToXfb(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma)
{
if (!g_SWVideoConfig.bHwRasterizer)
{
INFO_LOG(VIDEO, "xfbaddr: %x, fbwidth: %i, fbheight: %i, source: (%i, %i, %i, %i), Gamma %f",
xfbAddr, fbWidth, fbHeight, sourceRc.top, sourceRc.left, sourceRc.bottom, sourceRc.right, Gamma);
EfbInterface::yuv422_packed* xfb_in_ram = (EfbInterface::yuv422_packed *) Memory::GetPointer(xfbAddr);
EfbInterface::CopyToXFB(xfb_in_ram, fbWidth, fbHeight, sourceRc, Gamma);
if(!g_SWVideoConfig.bBypassXFB) {
EfbInterface::yuv422_packed* xfb_in_ram = (EfbInterface::yuv422_packed *) Memory::GetPointer(xfbAddr);
EfbInterface::CopyToXFB(xfb_in_ram, fbWidth, fbHeight, sourceRc, Gamma);
} else {
s8 *colorTexture = SWRenderer::getColorTexture(); // Ask SWRenderer for the next colour texture
EfbInterface::BypassXFB(colourTexture, fbWidth, fbHeight, sourceRc, Gamma);
SWRenderer::swapColorTexture(); // Tell SWRenderer we are now finished with it.
}
}
}

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@ -549,6 +549,26 @@ namespace EfbInterface
}
}
// Like CopyToXFB, but we copy directly into the opengl colour texture without going via Gamecube main memory or doing a yuyv conversion
void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma) {
u32 color;
u8* colorPtr = (u8*)&color;
u32* texturePtr = (u32*)texture;
u32 textureAddress = 0;
int left = sourceRc.left;
int right = sourceRc.right;
for (u16 y = sourceRc.top; y < sourceRc.bottom; y++)
{
for (u16 x = left; x < right; x++)
{
GetColor(x, y, colorPtr);
texturePtr[textureAddress++] = Common::swap32(color);
}
}
}
bool ZCompare(u16 x, u16 y, u32 z)
{
u32 offset = GetDepthOffset(x, y);

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@ -49,6 +49,7 @@ namespace EfbInterface
u8* GetPixelPointer(u16 x, u16 y, bool depth);
void CopyToXFB(yuv422_packed* xfb_in_ram, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma);
void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma);
void DoState(PointerWrap &p);
}

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@ -172,10 +172,18 @@ void DrawButton(GLuint tex, float *coords)
}
#endif
u8* SWRenderer::getColorTexture() {
return s_xfbColorTexture[!s_currentColorTexture];
}
void SWRenderer::swapColorTexture() {
s_currentColorTexture = !s_currentColorTexture;
}
void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidth, u32 fbHeight)
{
u32 offset = 0;
u8 *TexturePointer = s_xfbColorTexture[!s_currentColorTexture];
u8 *TexturePointer = getColorTexture();
for (u16 y = 0; y < fbHeight; y++)
{
@ -201,7 +209,7 @@ void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidt
}
xfb += fbWidth;
}
s_currentColorTexture = !s_currentColorTexture;
swapColorTexture();
}
// Called on the GPU thread

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@ -17,6 +17,8 @@ namespace SWRenderer
void RenderText(const char* pstr, int left, int top, u32 color);
void DrawDebugText();
u8* getColorTexture();
void swapColorTexture();
void UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidth, u32 fbHeight);
void DrawTexture(u8 *texture, int width, int height);

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@ -15,6 +15,7 @@ SWVideoConfig::SWVideoConfig()
renderToMainframe = false;
bHwRasterizer = false;
bBypassXFB = false;
bShowStats = false;
@ -41,6 +42,7 @@ void SWVideoConfig::Load(const char* ini_file)
iniFile.Get("Hardware", "RenderToMainframe", &renderToMainframe, false);
iniFile.Get("Rendering", "HwRasterizer", &bHwRasterizer, false);
iniFile.Get("Rendering", "BypassXFB", &bBypassXFB, false);
iniFile.Get("Rendering", "ZComploc", &bZComploc, true);
iniFile.Get("Rendering", "ZFreeze", &bZFreeze, true);
@ -65,6 +67,7 @@ void SWVideoConfig::Save(const char* ini_file)
iniFile.Set("Hardware", "RenderToMainframe", renderToMainframe);
iniFile.Set("Rendering", "HwRasterizer", bHwRasterizer);
iniFile.Set("Rendering", "BypassXFB", bBypassXFB);
iniFile.Set("Rendering", "ZComploc", &bZComploc);
iniFile.Set("Rendering", "ZFreeze", &bZFreeze);

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@ -22,6 +22,7 @@ struct SWVideoConfig : NonCopyable
bool renderToMainframe;
bool bHwRasterizer;
bool bBypassXFB;
// Emulation features
bool bZComploc;

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@ -237,9 +237,11 @@ void VideoSoftware::Video_EndField()
}
}
EfbInterface::yuv422_packed *xfb = (EfbInterface::yuv422_packed *) Memory::GetPointer(xfbAddr);
if(!g_SWVideoConfig.bBypassXFB) {
EfbInterface::yuv422_packed *xfb = (EfbInterface::yuv422_packed *) Memory::GetPointer(xfbAddr);
SWRenderer::UpdateColorTexture(xfb, s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
SWRenderer::UpdateColorTexture(xfb, s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
}
}
// Idealy we would just move all the opengl contex stuff to the CPU thread, but this gets

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@ -68,6 +68,9 @@ VideoConfigDialog::VideoConfigDialog(wxWindow* parent, const std::string& title,
// rasterizer
szr_rendering->Add(new SettingCheckBox(page_general, wxT("Hardware rasterization"), wxT(""), vconfig.bHwRasterizer));
// xfb
szr_rendering->Add(new SettingCheckBox(page_general, wxT("Bypass XFB"), wxT(""), vconfig.bBypassXFB));
}
// - info