Clarify texture cache code. Previously, there were THREE sets of texture dimensions, and it was hard to tell which set was for what purpose.

Now, there are two:
Real dimensions: Width and height of the original GameCube texture
Virtual dimensions: Width and height of the texture used by dolphin-emu's renderer

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6291 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check 2010-10-20 00:39:45 +00:00
parent 9a03484d64
commit 0e534dd033
8 changed files with 33 additions and 27 deletions

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@ -263,8 +263,8 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
// TODO: Is the mipLevels check needed?
if (!entry->isRenderTarget &&
((!entry->isDynamic && width == entry->w && height == entry->h && full_format == entry->format && entry->mipLevels == maxlevel)
|| (entry->isDynamic && entry->w == width && entry->h == height)))
((!entry->isDynamic && width == entry->realW && height == entry->realH && full_format == entry->format && entry->mipLevels == maxlevel)
|| (entry->isDynamic && entry->realW == width && entry->realH == height)))
{
// reuse the texture
}
@ -319,11 +319,11 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
entry->mipLevels = maxlevel;
entry->size_in_bytes = texture_size;
entry->scaledW = entry->w = width;
entry->scaledH = entry->h = height;
entry->virtualW = width;
entry->virtualH = height;
entry->nativeH = nativeH;
entry->nativeW = nativeW;
entry->realW = nativeW;
entry->realH = nativeH;
entry->isRenderTarget = false;
entry->isNonPow2 = false;
@ -608,8 +608,8 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer,
TCacheEntryBase *entry = textures[address];
if (entry)
{
if ((entry->isRenderTarget && entry->scaledW == scaled_tex_w && entry->scaledH == scaled_tex_h)
|| (entry->isDynamic && entry->w == tex_w && entry->h == tex_h))
if ((entry->isRenderTarget && entry->virtualW == scaled_tex_w && entry->virtualH == scaled_tex_h)
|| (entry->isDynamic && entry->realW == tex_w && entry->realH == tex_h))
{
texture_is_dynamic = entry->isDynamic;
}
@ -635,11 +635,11 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer,
entry->addr = address;
entry->hash = 0;
entry->w = entry->nativeW = tex_w;
entry->h = entry->nativeH = tex_h;
entry->realW = tex_w;
entry->realH = tex_h;
entry->scaledW = scaled_tex_w;
entry->scaledH = scaled_tex_h;
entry->virtualW = scaled_tex_w;
entry->virtualH = scaled_tex_h;
entry->format = copyfmt;
entry->mipLevels = 0;

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@ -24,9 +24,15 @@ public:
u32 format;
int frameCount;
unsigned int w, h, mipLevels;
// TODO: it looks like scaledW/H can be removed and w/h can be used in their place
unsigned int scaledW, scaledH, nativeW, nativeH;
unsigned int realW, realH; // Texture dimensions from the GameCube's point of view
unsigned int virtualW, virtualH; // Texture dimensions from OUR point of view
// Real and virtual dimensions are usually the same, but may be
// different if e.g. we use high-res textures. Then, realW,realH will
// be the dimensions of the original GameCube texture and
// virtualW,virtualH will be the dimensions of the high-res texture.
unsigned int mipLevels;
bool isRenderTarget;
bool isDynamic; // mofified from cpu

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@ -121,7 +121,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
bool bIsIntensityFmt, u32 copyfmt)
{
// stretch picture with increased internal resolution
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)scaledW, (float)scaledH);
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)virtualW, (float)virtualH);
D3D::context->RSSetViewports(1, &vp);
// set transformation

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@ -225,7 +225,7 @@ void VertexManager::vFlush()
if (tentry)
{
// 0s are probably for no manual wrapping needed.
PixelShaderManager::SetTexDims(i, tentry->nativeW, tentry->nativeH, 0, 0);
PixelShaderManager::SetTexDims(i, tentry->realW, tentry->realH, 0, 0);
}
else
ERROR_LOG(VIDEO, "error loading texture");

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@ -89,15 +89,15 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
// Stretch picture with increased internal resolution
vp.X = 0;
vp.Y = 0;
vp.Width = scaledW;
vp.Height = scaledH;
vp.Width = virtualW;
vp.Height = virtualH;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
RECT destrect;
destrect.bottom = scaledH;
destrect.bottom = virtualH;
destrect.left = 0;
destrect.right = scaledW;
destrect.right = virtualW;
destrect.top = 0;
const float* const fConstAdd = colmat + 16; // fConstAdd is the last 4 floats of colmat
@ -133,7 +133,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
D3D::drawShadedTexQuad(read_texture, &sourcerect,
Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
scaledW, scaledH,
virtualW, virtualH,
((bformat != FOURCC_RAWZ && bformat != D3DFMT_D24X8) && bFromZBuffer) ?
PixelShaderCache::GetDepthMatrixProgram(SSAAMode) :
PixelShaderCache::GetColorMatrixProgram(SSAAMode),

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@ -144,7 +144,7 @@ void VertexManager::vFlush()
if (tentry)
{
// 0s are probably for no manual wrapping needed.
PixelShaderManager::SetTexDims(i, tentry->nativeW, tentry->nativeH, 0, 0);
PixelShaderManager::SetTexDims(i, tentry->realW, tentry->realH, 0, 0);
}
else
ERROR_LOG(VIDEO, "error loading texture");

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@ -125,7 +125,7 @@ bool TextureCache::TCacheEntry::Save(const char filename[])
std::string tga_filename(filename);
tga_filename.replace(tga_filename.size() - 3, 3, "tga");
return SaveTexture(tga_filename.c_str(), GL_TEXTURE_2D, texture, w, h);
return SaveTexture(tga_filename.c_str(), GL_TEXTURE_2D, texture, realW, realH);
}
TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
@ -298,7 +298,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
glViewport(0, 0, scaledW, scaledH);
glViewport(0, 0, virtualW, virtualH);
PixelShaderCache::SetCurrentShader(bFromZBuffer ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
const float* const fConstAdd = colmat + 16; // fConstAdd is the last 4 floats of colmat
@ -344,7 +344,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
{
static int count = 0;
SaveTexture(StringFromFormat("%sefb_frame_%i.tga", File::GetUserPath(D_DUMPTEXTURES_IDX),
count++).c_str(), GL_TEXTURE_2D, texture, w, h);
count++).c_str(), GL_TEXTURE_2D, texture, realW, realH);
}
}

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@ -165,7 +165,7 @@ void VertexManager::vFlush()
if (tentry)
{
// 0s are probably for no manual wrapping needed.
PixelShaderManager::SetTexDims(i, tentry->nativeW, tentry->nativeH, 0, 0);
PixelShaderManager::SetTexDims(i, tentry->realW, tentry->realH, 0, 0);
if (g_ActiveConfig.iLog & CONF_SAVETEXTURES)
{