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
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@ -263,8 +263,8 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
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// TODO: Is the mipLevels check needed?
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if (!entry->isRenderTarget &&
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((!entry->isDynamic && width == entry->w && height == entry->h && full_format == entry->format && entry->mipLevels == maxlevel)
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|| (entry->isDynamic && entry->w == width && entry->h == height)))
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((!entry->isDynamic && width == entry->realW && height == entry->realH && full_format == entry->format && entry->mipLevels == maxlevel)
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|| (entry->isDynamic && entry->realW == width && entry->realH == height)))
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{
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// reuse the texture
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}
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@ -319,11 +319,11 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
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entry->mipLevels = maxlevel;
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entry->size_in_bytes = texture_size;
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entry->scaledW = entry->w = width;
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entry->scaledH = entry->h = height;
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entry->virtualW = width;
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entry->virtualH = height;
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entry->nativeH = nativeH;
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entry->nativeW = nativeW;
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entry->realW = nativeW;
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entry->realH = nativeH;
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entry->isRenderTarget = false;
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entry->isNonPow2 = false;
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@ -608,8 +608,8 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer,
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TCacheEntryBase *entry = textures[address];
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if (entry)
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{
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if ((entry->isRenderTarget && entry->scaledW == scaled_tex_w && entry->scaledH == scaled_tex_h)
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|| (entry->isDynamic && entry->w == tex_w && entry->h == tex_h))
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if ((entry->isRenderTarget && entry->virtualW == scaled_tex_w && entry->virtualH == scaled_tex_h)
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|| (entry->isDynamic && entry->realW == tex_w && entry->realH == tex_h))
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{
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texture_is_dynamic = entry->isDynamic;
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}
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@ -635,11 +635,11 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer,
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entry->addr = address;
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entry->hash = 0;
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entry->w = entry->nativeW = tex_w;
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entry->h = entry->nativeH = tex_h;
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entry->realW = tex_w;
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entry->realH = tex_h;
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entry->scaledW = scaled_tex_w;
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entry->scaledH = scaled_tex_h;
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entry->virtualW = scaled_tex_w;
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entry->virtualH = scaled_tex_h;
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entry->format = copyfmt;
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entry->mipLevels = 0;
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@ -24,9 +24,15 @@ public:
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u32 format;
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int frameCount;
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unsigned int w, h, mipLevels;
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// TODO: it looks like scaledW/H can be removed and w/h can be used in their place
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unsigned int scaledW, scaledH, nativeW, nativeH;
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unsigned int realW, realH; // Texture dimensions from the GameCube's point of view
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unsigned int virtualW, virtualH; // Texture dimensions from OUR point of view
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// Real and virtual dimensions are usually the same, but may be
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// different if e.g. we use high-res textures. Then, realW,realH will
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// be the dimensions of the original GameCube texture and
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// virtualW,virtualH will be the dimensions of the high-res texture.
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unsigned int mipLevels;
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bool isRenderTarget;
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bool isDynamic; // mofified from cpu
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@ -121,7 +121,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
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bool bIsIntensityFmt, u32 copyfmt)
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{
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// stretch picture with increased internal resolution
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)scaledW, (float)scaledH);
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)virtualW, (float)virtualH);
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D3D::context->RSSetViewports(1, &vp);
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// set transformation
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@ -225,7 +225,7 @@ void VertexManager::vFlush()
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if (tentry)
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{
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// 0s are probably for no manual wrapping needed.
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PixelShaderManager::SetTexDims(i, tentry->nativeW, tentry->nativeH, 0, 0);
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PixelShaderManager::SetTexDims(i, tentry->realW, tentry->realH, 0, 0);
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}
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else
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ERROR_LOG(VIDEO, "error loading texture");
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@ -89,15 +89,15 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
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// Stretch picture with increased internal resolution
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vp.X = 0;
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vp.Y = 0;
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vp.Width = scaledW;
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vp.Height = scaledH;
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vp.Width = virtualW;
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vp.Height = virtualH;
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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D3D::dev->SetViewport(&vp);
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RECT destrect;
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destrect.bottom = scaledH;
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destrect.bottom = virtualH;
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destrect.left = 0;
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destrect.right = scaledW;
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destrect.right = virtualW;
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destrect.top = 0;
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const float* const fConstAdd = colmat + 16; // fConstAdd is the last 4 floats of colmat
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@ -133,7 +133,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
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D3D::drawShadedTexQuad(read_texture, &sourcerect,
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Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
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scaledW, scaledH,
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virtualW, virtualH,
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((bformat != FOURCC_RAWZ && bformat != D3DFMT_D24X8) && bFromZBuffer) ?
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PixelShaderCache::GetDepthMatrixProgram(SSAAMode) :
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PixelShaderCache::GetColorMatrixProgram(SSAAMode),
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@ -144,7 +144,7 @@ void VertexManager::vFlush()
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if (tentry)
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{
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// 0s are probably for no manual wrapping needed.
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PixelShaderManager::SetTexDims(i, tentry->nativeW, tentry->nativeH, 0, 0);
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PixelShaderManager::SetTexDims(i, tentry->realW, tentry->realH, 0, 0);
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}
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else
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ERROR_LOG(VIDEO, "error loading texture");
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@ -125,7 +125,7 @@ bool TextureCache::TCacheEntry::Save(const char filename[])
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std::string tga_filename(filename);
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tga_filename.replace(tga_filename.size() - 3, 3, "tga");
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return SaveTexture(tga_filename.c_str(), GL_TEXTURE_2D, texture, w, h);
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return SaveTexture(tga_filename.c_str(), GL_TEXTURE_2D, texture, realW, realH);
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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@ -298,7 +298,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
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glEnable(GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
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glViewport(0, 0, scaledW, scaledH);
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glViewport(0, 0, virtualW, virtualH);
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PixelShaderCache::SetCurrentShader(bFromZBuffer ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
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const float* const fConstAdd = colmat + 16; // fConstAdd is the last 4 floats of colmat
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@ -344,7 +344,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
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{
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static int count = 0;
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SaveTexture(StringFromFormat("%sefb_frame_%i.tga", File::GetUserPath(D_DUMPTEXTURES_IDX),
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count++).c_str(), GL_TEXTURE_2D, texture, w, h);
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count++).c_str(), GL_TEXTURE_2D, texture, realW, realH);
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}
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}
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@ -165,7 +165,7 @@ void VertexManager::vFlush()
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if (tentry)
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{
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// 0s are probably for no manual wrapping needed.
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PixelShaderManager::SetTexDims(i, tentry->nativeW, tentry->nativeH, 0, 0);
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PixelShaderManager::SetTexDims(i, tentry->realW, tentry->realH, 0, 0);
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if (g_ActiveConfig.iLog & CONF_SAVETEXTURES)
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{
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