TextureCache: Renaming some variables

OGL: Fix a possible bug at texture dumping
OGL: Add a TODO about a possible bug
This commit is contained in:
NeoBrainX 2011-12-26 17:35:27 +01:00 committed by NeoBrainX
parent 04a7e33f0b
commit c5008fe9de
8 changed files with 41 additions and 39 deletions

View File

@ -266,7 +266,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
}
if (((entry->isRenderTarget || entry->isDynamic) && hash_value == entry->hash && address == entry->addr)
|| ((address == entry->addr) && (hash_value == entry->hash) && full_format == entry->format && entry->mipLevels == maxlevel))
|| ((address == entry->addr) && (hash_value == entry->hash) && full_format == entry->format && entry->num_mipmaps == maxlevel))
{
entry->isDynamic = false;
goto return_entry;
@ -279,8 +279,8 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
texture_is_dynamic = (entry->isRenderTarget || entry->isDynamic) && !g_ActiveConfig.bCopyEFBToTexture;
if (!entry->isRenderTarget &&
((!entry->isDynamic && width == entry->realW && height == entry->realH && full_format == entry->format && entry->mipLevels == maxlevel)
|| (entry->isDynamic && entry->realW == width && entry->realH == height)))
((!entry->isDynamic && width == entry->native_width && height == entry->native_height && full_format == entry->format && entry->num_mipmaps == maxlevel)
|| (entry->isDynamic && entry->native_width == width && entry->native_height == height)))
{
// reuse the texture
}
@ -332,7 +332,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
// Sometimes, we can get around recreating a texture if only the number of mip levels gets changes
// 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
// Thus, we don't update this member for every Load, but just whenever the texture gets recreated
entry->mipLevels = maxlevel;
entry->num_mipmaps = maxlevel;
GFX_DEBUGGER_PAUSE_AT(NEXT_NEW_TEXTURE, true);
}
@ -341,11 +341,11 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
entry->format = full_format;
entry->size_in_bytes = texture_size;
entry->virtualW = width;
entry->virtualH = height;
entry->native_width = nativeW;
entry->native_height = nativeH;
entry->realW = nativeW;
entry->realH = nativeH;
entry->virtual_width = width;
entry->virtual_height = height;
entry->isRenderTarget = false;
entry->isNonPow2 = false;
@ -633,8 +633,8 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
TCacheEntryBase *entry = textures[dstAddr];
if (entry)
{
if ((entry->isRenderTarget && entry->virtualW == scaled_tex_w && entry->virtualH == scaled_tex_h)
|| (entry->isDynamic && entry->realW == tex_w && entry->realH == tex_h))
if ((entry->isRenderTarget && entry->virtual_width == scaled_tex_w && entry->virtual_height == scaled_tex_h)
|| (entry->isDynamic && entry->native_width == tex_w && entry->native_height == tex_h))
{
texture_is_dynamic = entry->isDynamic;
}
@ -660,14 +660,14 @@ void TextureCache::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat
entry->addr = dstAddr;
entry->hash = 0;
entry->realW = tex_w;
entry->realH = tex_h;
entry->native_width = tex_w;
entry->native_height = tex_h;
entry->virtualW = scaled_tex_w;
entry->virtualH = scaled_tex_h;
entry->virtual_width = scaled_tex_w;
entry->virtual_height = scaled_tex_h;
entry->format = dstFormat;
entry->mipLevels = 0;
entry->num_mipmaps = 0;
entry->isRenderTarget = true;
entry->isNonPow2 = true;

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@ -16,29 +16,31 @@ class TextureCache
public:
struct TCacheEntryBase
{
// TODO: organize
// common members
u32 addr;
u32 size_in_bytes;
u64 hash;
//u32 paletteHash;
u32 oldpixel;
//u32 pal_hash;
u32 format;
int frameCount;
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.
//bool is_preloaded;
unsigned int mipLevels;
unsigned int num_mipmaps;
unsigned int native_width, native_height; // Texture dimensions from the GameCube's point of view
unsigned int virtual_width, virtual_height; // Texture dimensions from OUR point of view - for hires textures or scaled EFB copies
// EFB copies
bool isRenderTarget; // copied from EFB
bool isDynamic; // Used for hybrid EFB copies to enable checks for CPU modifications
// deprecated members
u32 oldpixel;
int frameCount;
bool isNonPow2; // doesn't seem to be used anywhere
//TCacheEntryBase()
//{
// // TODO: remove these

View File

@ -107,7 +107,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
g_renderer->ResetAPIState();
// stretch picture with increased internal resolution
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)virtualW, (float)virtualH);
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)virtual_width, (float)virtual_height);
D3D::context->RSSetViewports(1, &vp);
// set transformation

View File

@ -233,7 +233,7 @@ void VertexManager::vFlush()
if (tentry)
{
// 0s are probably for no manual wrapping needed.
PixelShaderManager::SetTexDims(i, tentry->realW, tentry->realH, 0, 0);
PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
}
else
ERROR_LOG(VIDEO, "error loading texture");

View File

@ -90,15 +90,15 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
// Stretch picture with increased internal resolution
vp.X = 0;
vp.Y = 0;
vp.Width = virtualW;
vp.Height = virtualH;
vp.Width = virtual_width;
vp.Height = virtual_height;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
RECT destrect;
destrect.bottom = virtualH;
destrect.bottom = virtual_height;
destrect.left = 0;
destrect.right = virtualW;
destrect.right = virtual_width;
destrect.top = 0;
PixelShaderManager::SetColorMatrix(colmat); // set transformation
@ -133,7 +133,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
D3D::drawShadedTexQuad(read_texture, &sourcerect,
Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
virtualW, virtualH,
virtual_width, virtual_height,
// TODO: why is D3DFMT_D24X8 singled out here? why not D3DFMT_D24X4S4/D24S8/D24FS8/D32/D16/D15S1 too, or none of them?
PixelShaderCache::GetDepthMatrixProgram(SSAAMode, (srcFormat == PIXELFMT_Z24) && bformat != FOURCC_RAWZ && bformat != D3DFMT_D24X8),
VertexShaderCache::GetSimpleVertexShader(SSAAMode));

View File

@ -142,7 +142,7 @@ void VertexManager::vFlush()
if (tentry)
{
// 0s are probably for no manual wrapping needed.
PixelShaderManager::SetTexDims(i, tentry->realW, tentry->realH, 0, 0);
PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
}
else
ERROR_LOG(VIDEO, "error loading texture");

View File

@ -124,7 +124,7 @@ 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, realW, realH);
return SaveTexture(tga_filename.c_str(), GL_TEXTURE_2D, texture, virtual_width, virtual_height);
}
TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
@ -294,7 +294,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
glViewport(0, 0, virtualW, virtualH);
glViewport(0, 0, virtual_width, virtual_height);
PixelShaderCache::SetCurrentShader((srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
PixelShaderManager::SetColorMatrix(colmat); // set transformation
@ -337,7 +337,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
{
static int count = 0;
SaveTexture(StringFromFormat("%sefb_frame_%i.tga", File::GetUserPath(D_DUMPTEXTURES_IDX).c_str(),
count++).c_str(), GL_TEXTURE_2D, texture, realW, realH);
count++).c_str(), GL_TEXTURE_2D, texture, virtual_width, virtual_height);
}
}

View File

@ -160,7 +160,7 @@ void VertexManager::vFlush()
if (tentry)
{
// 0s are probably for no manual wrapping needed.
PixelShaderManager::SetTexDims(i, tentry->realW, tentry->realH, 0, 0);
PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
if (g_ActiveConfig.iLog & CONF_SAVETEXTURES)
{