TextureCache: Renaming some variables
OGL: Fix a possible bug at texture dumping OGL: Add a TODO about a possible bug
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@ -266,7 +266,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
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}
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if (((entry->isRenderTarget || entry->isDynamic) && hash_value == entry->hash && address == entry->addr)
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|| ((address == entry->addr) && (hash_value == entry->hash) && full_format == entry->format && entry->mipLevels == maxlevel))
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|| ((address == entry->addr) && (hash_value == entry->hash) && full_format == entry->format && entry->num_mipmaps == maxlevel))
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{
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entry->isDynamic = false;
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goto return_entry;
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@ -279,8 +279,8 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
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texture_is_dynamic = (entry->isRenderTarget || entry->isDynamic) && !g_ActiveConfig.bCopyEFBToTexture;
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if (!entry->isRenderTarget &&
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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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((!entry->isDynamic && width == entry->native_width && height == entry->native_height && full_format == entry->format && entry->num_mipmaps == maxlevel)
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|| (entry->isDynamic && entry->native_width == width && entry->native_height == height)))
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{
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// reuse the texture
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}
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@ -332,7 +332,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
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// Sometimes, we can get around recreating a texture if only the number of mip levels gets changes
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// e.g. if our texture cache entry got too many mipmap levels we can limit the number of used levels by setting the appropriate render states
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// Thus, we don't update this member for every Load, but just whenever the texture gets recreated
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entry->mipLevels = maxlevel;
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entry->num_mipmaps = maxlevel;
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GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
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}
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@ -341,11 +341,11 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
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entry->format = full_format;
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entry->size_in_bytes = texture_size;
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entry->virtualW = width;
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entry->virtualH = height;
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entry->native_width = nativeW;
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entry->native_height = nativeH;
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entry->realW = nativeW;
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entry->realH = nativeH;
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entry->virtual_width = width;
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entry->virtual_height = height;
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entry->isRenderTarget = false;
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entry->isNonPow2 = false;
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@ -633,8 +633,8 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
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TCacheEntryBase *entry = textures[dstAddr];
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if (entry)
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{
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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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if ((entry->isRenderTarget && entry->virtual_width == scaled_tex_w && entry->virtual_height == scaled_tex_h)
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|| (entry->isDynamic && entry->native_width == tex_w && entry->native_height == tex_h))
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{
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texture_is_dynamic = entry->isDynamic;
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}
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@ -660,14 +660,14 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
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entry->addr = dstAddr;
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entry->hash = 0;
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entry->realW = tex_w;
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entry->realH = tex_h;
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entry->native_width = tex_w;
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entry->native_height = 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->virtual_width = scaled_tex_w;
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entry->virtual_height = scaled_tex_h;
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entry->format = dstFormat;
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entry->mipLevels = 0;
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entry->num_mipmaps = 0;
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entry->isRenderTarget = true;
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entry->isNonPow2 = true;
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@ -16,29 +16,31 @@ class TextureCache
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public:
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struct TCacheEntryBase
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{
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// TODO: organize
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// common members
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u32 addr;
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u32 size_in_bytes;
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u64 hash;
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//u32 paletteHash;
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u32 oldpixel;
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//u32 pal_hash;
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u32 format;
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int frameCount;
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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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//bool is_preloaded;
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unsigned int mipLevels;
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unsigned int num_mipmaps;
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unsigned int native_width, native_height; // Texture dimensions from the GameCube's point of view
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unsigned int virtual_width, virtual_height; // Texture dimensions from OUR point of view - for hires textures or scaled EFB copies
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// EFB copies
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bool isRenderTarget; // copied from EFB
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bool isDynamic; // Used for hybrid EFB copies to enable checks for CPU modifications
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// deprecated members
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u32 oldpixel;
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int frameCount;
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bool isNonPow2; // doesn't seem to be used anywhere
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//TCacheEntryBase()
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//{
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// // TODO: remove these
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@ -107,7 +107,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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g_renderer->ResetAPIState();
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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)virtualW, (float)virtualH);
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const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)virtual_width, (float)virtual_height);
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D3D::context->RSSetViewports(1, &vp);
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// set transformation
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@ -233,7 +233,7 @@ 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->realW, tentry->realH, 0, 0);
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PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 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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@ -90,15 +90,15 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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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 = virtualW;
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vp.Height = virtualH;
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vp.Width = virtual_width;
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vp.Height = virtual_height;
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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 = virtualH;
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destrect.bottom = virtual_height;
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destrect.left = 0;
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destrect.right = virtualW;
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destrect.right = virtual_width;
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destrect.top = 0;
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PixelShaderManager::SetColorMatrix(colmat); // set transformation
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@ -133,7 +133,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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D3D::drawShadedTexQuad(read_texture, &sourcerect,
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Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
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virtualW, virtualH,
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virtual_width, virtual_height,
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// TODO: why is D3DFMT_D24X8 singled out here? why not D3DFMT_D24X4S4/D24S8/D24FS8/D32/D16/D15S1 too, or none of them?
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PixelShaderCache::GetDepthMatrixProgram(SSAAMode, (srcFormat == PIXELFMT_Z24) && bformat != FOURCC_RAWZ && bformat != D3DFMT_D24X8),
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VertexShaderCache::GetSimpleVertexShader(SSAAMode));
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@ -142,7 +142,7 @@ 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->realW, tentry->realH, 0, 0);
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PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 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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@ -124,7 +124,7 @@ 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, realW, realH);
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return SaveTexture(tga_filename.c_str(), GL_TEXTURE_2D, texture, virtual_width, virtual_height);
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
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@ -294,7 +294,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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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, virtualW, virtualH);
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glViewport(0, 0, virtual_width, virtual_height);
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PixelShaderCache::SetCurrentShader((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
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PixelShaderManager::SetColorMatrix(colmat); // set transformation
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@ -337,7 +337,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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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).c_str(),
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count++).c_str(), GL_TEXTURE_2D, texture, realW, realH);
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count++).c_str(), GL_TEXTURE_2D, texture, virtual_width, virtual_height);
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}
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}
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@ -160,7 +160,7 @@ 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->realW, tentry->realH, 0, 0);
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PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
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if (g_ActiveConfig.iLog & CONF_SAVETEXTURES)
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{
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