some minor changes preparing for future commits, and a correction to texture alignment that must solve the efb misalignments in various games
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4556 8ced0084-cf51-0410-be5f-012b33b47a6e
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654800458f
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@ -120,7 +120,7 @@ void PixelShaderManager::SetConstants()
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break;
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case 2:
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// 24 bits
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ftemp[0] = ffrac/65536.0f; ftemp[1] = ffrac/256.0f; ftemp[2] = ffrac; ftemp[3] = ffrac/16777216.0f;
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ftemp[0] = ffrac/65536.0f; ftemp[1] = ffrac/256.0f; ftemp[2] = ffrac; ftemp[3] = 0;
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break;
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}
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SetPSConstant4fv(C_ZBIAS, ftemp);
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@ -60,6 +60,25 @@ int TexDecoder_GetTexelSizeInNibbles(int format)
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case GX_TF_C8: return 2;
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case GX_TF_C14X2: return 4;
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case GX_TF_CMPR: return 1;
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case GX_CTF_R4: return 1;
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case GX_CTF_RA4: return 2;
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case GX_CTF_RA8: return 4;
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case GX_CTF_YUVA8: return 8;
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case GX_CTF_A8: return 2;
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case GX_CTF_R8: return 2;
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case GX_CTF_G8: return 2;
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case GX_CTF_B8: return 2;
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case GX_CTF_RG8: return 4;
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case GX_CTF_GB8: return 4;
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case GX_TF_Z8: return 2;
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case GX_TF_Z16: return 4;
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case GX_TF_Z24X8: return 8;
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case GX_CTF_Z4: return 1;
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case GX_CTF_Z8M: return 2;
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case GX_CTF_Z8L: return 2;
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case GX_CTF_Z16L: return 4;
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default: return 1;
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}
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}
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@ -398,18 +398,18 @@ void drawShadedTexQuad(IDirect3DTexture9 *texture,
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{
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SaveRenderStates();
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float span = ((rSource->right-rSource->left - 1.0f) * (rDest->right - rDest->left))/(SourceWidth*((rDest->right - rDest->left)-1.0f));
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float u1=((0.5f+rSource->left)/(float) SourceWidth)-(span*0.5f/(float)(rDest->right - rDest->left));
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float u2=u1+span;
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span = ((rSource->bottom-rSource->top - 1.0f) * (rDest->bottom - rDest->top))/(SourceHeight*((rDest->bottom - rDest->top)-1.0f));
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float v1=((0.5f+rSource->top)/(float) SourceHeight)-(span*0.5f/(float)(rDest->bottom - rDest->top));
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float v2=v1+span;
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//float span = ((rSource->right-rSource->left - 1.0f) * (rDest->right - rDest->left))/(SourceWidth*((rDest->right - rDest->left)-1.0f));
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float u1=((float)rSource->left+1.0f)/(float) SourceWidth;//*/((0.5f+rSource->left)/(float) SourceWidth)-(span*0.5f/(float)(rDest->right - rDest->left));
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float u2=((float)rSource->right-1.0f)/(float) SourceWidth;;//*/u1+span;
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//span = ((rSource->bottom-rSource->top - 1.0f) * (rDest->bottom - rDest->top))/(SourceHeight*((rDest->bottom - rDest->top)-1.0f));
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float v1=((float)rSource->top+1.0f)/(float) SourceHeight;//*/((0.5f+rSource->top)/(float) SourceHeight)-(span*0.5f/(float)(rDest->bottom - rDest->top));
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float v2=((float)rSource->bottom-1.0f)/(float) SourceHeight;//*/v1+span;
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struct Q2DVertex { float x,y,z,rhw,u,v; } coords[4] = {
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{(float)rDest->left-1.0f, (float)rDest->top-1.0f, 0.0f, 1.0f, u1, v1},
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{(float)rDest->right, (float)rDest->top-1.0f, 0.0f,1.0f, u2, v1},
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{(float)rDest->right, (float)rDest->bottom, 0.0f,1.0f, u2, v2},
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{(float)rDest->left-1.0f, (float)rDest->bottom, 0.0f,1.0f, u1, v2}
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{(float)rDest->left-0.5f, (float)rDest->top-0.5f, 0.0f, 1.0f, u1, v1},
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{(float)rDest->right-0.5f, (float)rDest->top-0.5f, 0.0f,1.0f, u2, v1},
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{(float)rDest->right-0.5f, (float)rDest->bottom-0.5f, 0.0f,1.0f, u2, v2},
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{(float)rDest->left-0.5f, (float)rDest->bottom-0.5f, 0.0f,1.0f, u1, v2}
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};
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dev->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
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dev->SetVertexShader(Vshader);
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@ -359,6 +359,9 @@ static void DX9DebuggerUpdateScreen()
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D3D::dev->Present(NULL, NULL, NULL, NULL);
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D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
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if(D3D::GetCaps().NumSimultaneousRTs > 1)
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D3D::dev->SetRenderTarget(1,FBManager::GetEFBDepthEncodedSurface());
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D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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D3D::dev->BeginScene();
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}
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@ -75,6 +75,31 @@ void TextureCache::Invalidate(bool shutdown)
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textures.clear();
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}
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void TextureCache::InvalidateRange(u32 start_address, u32 size)
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{
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TexCache::iterator iter = textures.begin();
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while (iter != textures.end())
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{
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if (iter->second.IntersectsMemoryRange(start_address, size))
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{
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iter->second.Destroy(false);
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ERASE_THROUGH_ITERATOR(textures, iter);
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}
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else {
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++iter;
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}
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}
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}
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bool TextureCache::TCacheEntry::IntersectsMemoryRange(u32 range_address, u32 range_size)
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{
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if (addr + size_in_bytes < range_address)
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return false;
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if (addr >= range_address + range_size)
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return false;
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return true;
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}
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void TextureCache::Shutdown()
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{
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Invalidate(true);
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@ -183,6 +208,7 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
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D3DFORMAT d3d_fmt;
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switch (pcfmt) {
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case PC_TEX_FMT_BGRA32:
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case PC_TEX_FMT_RGBA32:
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d3d_fmt = D3DFMT_A8R8G8B8;
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break;
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case PC_TEX_FMT_RGB565:
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@ -204,7 +230,7 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
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d3d_fmt = D3DFMT_DXT1;
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break;
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}
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//Make an entry in the table
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TCacheEntry& entry = textures[texID];
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@ -310,25 +336,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
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tex = entry.texture;
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}
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have_texture:
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/*TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect);
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RECT source_rc;
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source_rc.left = targetSource.left;
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source_rc.top = targetSource.top;
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source_rc.right = targetSource.right;
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source_rc.bottom = targetSource.bottom;
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RECT dest_rc;
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dest_rc.left = 0;
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dest_rc.top = 0;
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dest_rc.right = tex_w;
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dest_rc.bottom = tex_h;
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LPDIRECT3DSURFACE9 srcSurface, destSurface;
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tex->GetSurfaceLevel(0, &destSurface);
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srcSurface = FBManager::GetEFBColorRTSurface();
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D3D::dev->StretchRect(srcSurface, &source_rc, destSurface, &dest_rc, D3DTEXF_LINEAR);
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destSurface->Release();
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return;*/
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have_texture:
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float colmat[16]= {0.0f};
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float fConstAdd[4] = {0.0f};
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hr = tex->GetSurfaceLevel(0,&Rendersurf);
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CHECK(hr);
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D3D::dev->SetDepthStencilSurface(NULL);
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D3D::dev->SetRenderTarget(1, NULL);
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if(D3D::GetCaps().NumSimultaneousRTs > 1)
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D3D::dev->SetRenderTarget(1, NULL);
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D3D::dev->SetRenderTarget(0, Rendersurf);
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D3DVIEWPORT9 vp;
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PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
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//TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect);
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TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect);
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RECT sourcerect;
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sourcerect.bottom = source_rect.bottom;
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sourcerect.left = source_rect.left;
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sourcerect.right = source_rect.right;
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sourcerect.top = source_rect.top;
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sourcerect.bottom = targetSource.bottom;
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sourcerect.left = targetSource.left;
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sourcerect.right = targetSource.right;
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sourcerect.top = targetSource.top;
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D3D::drawShadedTexQuad(read_texture,&sourcerect, EFB_WIDTH , EFB_HEIGHT,&destrect,(FBManager::GetEFBDepthRTSurfaceFormat() == D3DFMT_R32F && bFromZBuffer)? PixelShaderCache::GetDepthMatrixProgram(): PixelShaderCache::GetColorMatrixProgram(),NULL);
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D3D::drawShadedTexQuad(read_texture,&sourcerect, Renderer::GetTargetWidth() , Renderer::GetTargetHeight(),&destrect,(FBManager::GetEFBDepthRTSurfaceFormat() == D3DFMT_R32F && bFromZBuffer)? PixelShaderCache::GetDepthMatrixProgram(): PixelShaderCache::GetColorMatrixProgram(),VertexShaderCache::GetSimpleVertexSahder());
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D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
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D3D::dev->SetRenderTarget(1, FBManager::GetEFBDepthEncodedSurface());
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if(D3D::GetCaps().NumSimultaneousRTs > 1)
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D3D::dev->SetRenderTarget(1, FBManager::GetEFBDepthEncodedSurface());
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D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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VertexShaderManager::SetViewportChanged();
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Renderer::RestoreAPIState();
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@ -53,6 +53,7 @@ public:
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oldpixel = 0;
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}
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void Destroy(bool shutdown);
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bool IntersectsMemoryRange(u32 range_address, u32 range_size);
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};
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private:
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static void Cleanup();
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static void Shutdown();
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static void Invalidate(bool shutdown);
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static void InvalidateRange(u32 start_address, u32 size);
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static TCacheEntry *Load(int stage, u32 address, int width, int height, int format, int tlutaddr, int tlutfmt);
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static void CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source_rect);
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};
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