Merge pull request #4569 from degasus/texcache2

TextureCache: Extract BP enum check to VideoCommon.
This commit is contained in:
Markus Wick 2016-12-27 01:43:57 +01:00 committed by GitHub
commit fd54d4f767
23 changed files with 125 additions and 148 deletions

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@ -86,7 +86,7 @@ void PSTextureEncoder::Shutdown()
} }
void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat, u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf) const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
{ {
if (!m_ready) // Make sure we initialized OK if (!m_ready) // Make sure we initialized OK
@ -95,12 +95,11 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
HRESULT hr; HRESULT hr;
// Resolve MSAA targets before copying. // Resolve MSAA targets before copying.
ID3D11ShaderResourceView* pEFB =
(srcFormat == PEControl::Z24) ?
FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
// FIXME: Instead of resolving EFB, it would be better to pick out a // FIXME: Instead of resolving EFB, it would be better to pick out a
// single sample from each pixel. The game may break if it isn't // single sample from each pixel. The game may break if it isn't
// expecting the blurred edges around multisampled shapes. // expecting the blurred edges around multisampled shapes.
ID3D11ShaderResourceView* pEFB = is_depth_copy ?
FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV(); FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
// Reset API // Reset API
@ -137,7 +136,7 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
D3D::drawShadedTexQuad( D3D::drawShadedTexQuad(
pEFB, targetRect.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), pEFB, targetRect.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
SetStaticShader(format, srcFormat, isIntensity, scaleByHalf), SetStaticShader(format, is_depth_copy, isIntensity, scaleByHalf),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
// Copy to staging buffer // Copy to staging buffer
@ -167,27 +166,22 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
FramebufferManager::GetEFBDepthTexture()->GetDSV()); FramebufferManager::GetEFBDepthTexture()->GetDSV());
} }
ID3D11PixelShader* PSTextureEncoder::SetStaticShader(unsigned int dstFormat, ID3D11PixelShader* PSTextureEncoder::SetStaticShader(unsigned int dstFormat, bool is_depth_copy,
PEControl::PixelFormat srcFormat,
bool isIntensity, bool scaleByHalf) bool isIntensity, bool scaleByHalf)
{ {
size_t fetchNum = static_cast<size_t>(srcFormat); ComboKey key = MakeComboKey(dstFormat, is_depth_copy, isIntensity, scaleByHalf);
size_t scaledFetchNum = scaleByHalf ? 1 : 0;
size_t intensityNum = isIntensity ? 1 : 0;
size_t generatorNum = dstFormat;
ComboKey key = MakeComboKey(dstFormat, srcFormat, isIntensity, scaleByHalf);
ComboMap::iterator it = m_staticShaders.find(key); ComboMap::iterator it = m_staticShaders.find(key);
if (it == m_staticShaders.end()) if (it == m_staticShaders.end())
{ {
INFO_LOG(VIDEO, "Compiling efb encoding shader for dstFormat 0x%X, srcFormat %d, isIntensity " INFO_LOG(VIDEO,
"Compiling efb encoding shader for dstFormat 0x%X, is_depth_copy %d, isIntensity "
"%d, scaleByHalf %d", "%d, scaleByHalf %d",
dstFormat, static_cast<int>(srcFormat), isIntensity ? 1 : 0, scaleByHalf ? 1 : 0); dstFormat, is_depth_copy, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
u32 format = dstFormat; u32 format = dstFormat;
if (srcFormat == PEControl::Z24) if (is_depth_copy)
{ {
format |= _GX_TF_ZTF; format |= _GX_TF_ZTF;
if (dstFormat == 11) if (dstFormat == 11)
@ -205,9 +199,9 @@ ID3D11PixelShader* PSTextureEncoder::SetStaticShader(unsigned int dstFormat,
const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::D3D); const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::D3D);
if (!D3D::CompilePixelShader(shader, &bytecode)) if (!D3D::CompilePixelShader(shader, &bytecode))
{ {
WARN_LOG(VIDEO, "EFB encoder shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, " WARN_LOG(VIDEO, "EFB encoder shader for dstFormat 0x%X, is_depth_copy %d, isIntensity %d, "
"scaleByHalf %d failed to compile", "scaleByHalf %d failed to compile",
dstFormat, static_cast<int>(srcFormat), isIntensity ? 1 : 0, scaleByHalf ? 1 : 0); dstFormat, is_depth_copy, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
m_staticShaders[key] = nullptr; m_staticShaders[key] = nullptr;
return nullptr; return nullptr;
} }
@ -218,8 +212,9 @@ ID3D11PixelShader* PSTextureEncoder::SetStaticShader(unsigned int dstFormat,
CHECK(SUCCEEDED(hr), "create efb encoder pixel shader"); CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
char debugName[255] = {}; char debugName[255] = {};
sprintf_s(debugName, "efb encoder pixel shader (dst:%d, src:%d, intensity:%d, scale:%d)", sprintf_s(debugName,
dstFormat, srcFormat, isIntensity, scaleByHalf); "efb encoder pixel shader (dst:%d, is_depth_copy:%d, intensity:%d, scale:%d)",
dstFormat, is_depth_copy, isIntensity, scaleByHalf);
D3D::SetDebugObjectName(newShader, debugName); D3D::SetDebugObjectName(newShader, debugName);
it = m_staticShaders.emplace(key, newShader).first; it = m_staticShaders.emplace(key, newShader).first;

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@ -31,8 +31,8 @@ public:
void Init(); void Init();
void Shutdown(); void Shutdown();
void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, u32 memory_stride, bool is_depth_copy, const EFBRectangle& srcRect, bool isIntensity,
bool isIntensity, bool scaleByHalf); bool scaleByHalf);
private: private:
bool m_ready; bool m_ready;
@ -42,16 +42,16 @@ private:
ID3D11Texture2D* m_outStage; ID3D11Texture2D* m_outStage;
ID3D11Buffer* m_encodeParams; ID3D11Buffer* m_encodeParams;
ID3D11PixelShader* SetStaticShader(unsigned int dstFormat, PEControl::PixelFormat srcFormat, ID3D11PixelShader* SetStaticShader(unsigned int dstFormat, bool is_depth_copy, bool isIntensity,
bool isIntensity, bool scaleByHalf); bool scaleByHalf);
typedef unsigned int ComboKey; // Key for a shader combination typedef unsigned int ComboKey; // Key for a shader combination
ComboKey MakeComboKey(unsigned int dstFormat, PEControl::PixelFormat srcFormat, bool isIntensity, ComboKey MakeComboKey(unsigned int dstFormat, bool is_depth_copy, bool isIntensity,
bool scaleByHalf) bool scaleByHalf)
{ {
return (dstFormat << 4) | (static_cast<int>(srcFormat) << 2) | (isIntensity ? (1 << 1) : 0) | return (dstFormat << 4) | (static_cast<int>(is_depth_copy) << 2) |
(scaleByHalf ? (1 << 0) : 0); (isIntensity ? (1 << 1) : 0) | (scaleByHalf ? (1 << 0) : 0);
} }
typedef std::map<ComboKey, ID3D11PixelShader*> ComboMap; typedef std::map<ComboKey, ID3D11PixelShader*> ComboMap;

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@ -179,22 +179,21 @@ TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntry
} }
} }
void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect,
const EFBRectangle& srcRect, bool scaleByHalf, bool scaleByHalf, unsigned int cbufid,
unsigned int cbufid, const float* colmat) const float* colmat)
{ {
// When copying at half size, in multisampled mode, resolve the color/depth buffer first. // When copying at half size, in multisampled mode, resolve the color/depth buffer first.
// This is because multisampled texture reads go through Load, not Sample, and the linear // This is because multisampled texture reads go through Load, not Sample, and the linear
// filter is ignored. // filter is ignored.
bool multisampled = (g_ActiveConfig.iMultisamples > 1); bool multisampled = (g_ActiveConfig.iMultisamples > 1);
ID3D11ShaderResourceView* efbTexSRV = (srcFormat == PEControl::Z24) ? ID3D11ShaderResourceView* efbTexSRV = is_depth_copy ?
FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBDepthTexture()->GetSRV() :
FramebufferManager::GetEFBColorTexture()->GetSRV(); FramebufferManager::GetEFBColorTexture()->GetSRV();
if (multisampled && scaleByHalf) if (multisampled && scaleByHalf)
{ {
multisampled = false; multisampled = false;
efbTexSRV = (srcFormat == PEControl::Z24) ? efbTexSRV = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV(); FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
} }
@ -239,7 +238,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
// Create texture copy // Create texture copy
D3D::drawShadedTexQuad( D3D::drawShadedTexQuad(
efbTexSRV, &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), efbTexSRV, &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
srcFormat == PEControl::Z24 ? PixelShaderCache::GetDepthMatrixProgram(multisampled) : is_depth_copy ? PixelShaderCache::GetDepthMatrixProgram(multisampled) :
PixelShaderCache::GetColorMatrixProgram(multisampled), PixelShaderCache::GetColorMatrixProgram(multisampled),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader()); GeometryShaderCache::GetCopyGeometryShader());
@ -251,11 +250,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
} }
void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat, u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf) const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
{ {
g_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride, g_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride,
srcFormat, srcRect, isIntensity, scaleByHalf); is_depth_copy, srcRect, isIntensity, scaleByHalf);
} }
const char palette_shader[] = const char palette_shader[] =

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@ -34,8 +34,8 @@ private:
void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 levels) override; void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 levels) override;
void FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, void FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect, bool scaleByHalf,
bool scaleByHalf, unsigned int cbufid, const float* colmat) override; unsigned int cbufid, const float* colmat) override;
void Bind(unsigned int stage) override; void Bind(unsigned int stage) override;
bool Save(const std::string& filename, unsigned int level) override; bool Save(const std::string& filename, unsigned int level) override;
@ -54,8 +54,8 @@ private:
TlutFormat format) override; TlutFormat format) override;
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, u32 memory_stride, bool is_depth_copy, const EFBRectangle& srcRect, bool isIntensity,
bool isIntensity, bool scaleByHalf) override; bool scaleByHalf) override;
bool CompileShaders() override { return true; } bool CompileShaders() override { return true; }
void DeleteShaders() override {} void DeleteShaders() override {}

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@ -24,7 +24,7 @@ public:
virtual void Shutdown() = 0; virtual void Shutdown() = 0;
// Returns size in bytes of encoded block of memory // Returns size in bytes of encoded block of memory
virtual void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, virtual void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat srcFormat, u32 memory_stride, bool is_depth_copy, const EFBRectangle& srcRect,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf) = 0; bool isIntensity, bool scaleByHalf) = 0;
}; };
} }

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@ -106,9 +106,8 @@ void PSTextureEncoder::Shutdown()
} }
void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
PEControl::PixelFormat src_format, const EFBRectangle& src_rect, const EFBRectangle& src_rect, bool is_intensity, bool scale_by_half)
bool is_intensity, bool scale_by_half)
{ {
if (!m_ready) // Make sure we initialized OK if (!m_ready) // Make sure we initialized OK
return; return;
@ -117,7 +116,7 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
// Resolve MSAA targets before copying. // Resolve MSAA targets before copying.
D3DTexture2D* efb_source = D3DTexture2D* efb_source =
(src_format == PEControl::Z24) ? is_depth_copy ?
FramebufferManager::GetResolvedEFBDepthTexture() : FramebufferManager::GetResolvedEFBDepthTexture() :
// EXISTINGD3D11TODO: Instead of resolving EFB, it would be better to pick out a // EXISTINGD3D11TODO: Instead of resolving EFB, it would be better to pick out a
// single sample from each pixel. The game may break if it isn't // single sample from each pixel. The game may break if it isn't
@ -163,7 +162,7 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
D3D::DrawShadedTexQuad( D3D::DrawShadedTexQuad(
efb_source, target_rect.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), efb_source, target_rect.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
SetStaticShader(format, src_format, is_intensity, scale_by_half), SetStaticShader(format, is_depth_copy, is_intensity, scale_by_half),
StaticShaderCache::GetSimpleVertexShader(), StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(), D3D12_SHADER_BYTECODE(), 1.0f, 0, StaticShaderCache::GetSimpleVertexShaderInputLayout(), D3D12_SHADER_BYTECODE(), 1.0f, 0,
DXGI_FORMAT_B8G8R8A8_UNORM, false, false /* Render target is not multisampled */ DXGI_FORMAT_B8G8R8A8_UNORM, false, false /* Render target is not multisampled */
@ -219,27 +218,21 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
m_out_readback_buffer->Unmap(0, &write_range); m_out_readback_buffer->Unmap(0, &write_range);
} }
D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format, D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format, bool is_depth_copy,
PEControl::PixelFormat src_format,
bool is_intensity, bool scale_by_half) bool is_intensity, bool scale_by_half)
{ {
size_t fetch_num = static_cast<size_t>(src_format); ComboKey key = MakeComboKey(dst_format, is_depth_copy, is_intensity, scale_by_half);
size_t scaled_fetch_num = scale_by_half ? 1 : 0;
size_t intensity_num = is_intensity ? 1 : 0;
size_t generator_num = dst_format;
ComboKey key = MakeComboKey(dst_format, src_format, is_intensity, scale_by_half);
ComboMap::iterator it = m_static_shaders_map.find(key); ComboMap::iterator it = m_static_shaders_map.find(key);
if (it == m_static_shaders_map.end()) if (it == m_static_shaders_map.end())
{ {
INFO_LOG(VIDEO, "Compiling efb encoding shader for dst_format 0x%X, src_format %d, " INFO_LOG(VIDEO, "Compiling efb encoding shader for dst_format 0x%X, is_depth_copy %d, "
"is_intensity %d, scale_by_half %d", "is_intensity %d, scale_by_half %d",
dst_format, static_cast<int>(src_format), is_intensity ? 1 : 0, scale_by_half ? 1 : 0); dst_format, is_depth_copy, is_intensity ? 1 : 0, scale_by_half ? 1 : 0);
u32 format = dst_format; u32 format = dst_format;
if (src_format == PEControl::Z24) if (is_depth_copy)
{ {
format |= _GX_TF_ZTF; format |= _GX_TF_ZTF;
if (dst_format == 11) if (dst_format == 11)
@ -257,10 +250,9 @@ D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format,
const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::D3D); const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::D3D);
if (!D3D::CompilePixelShader(shader, &bytecode)) if (!D3D::CompilePixelShader(shader, &bytecode))
{ {
WARN_LOG(VIDEO, "EFB encoder shader for dst_format 0x%X, src_format %d, is_intensity %d, " WARN_LOG(VIDEO, "EFB encoder shader for dst_format 0x%X, is_depth_copy %d, is_intensity %d, "
"scale_by_half %d failed to compile", "scale_by_half %d failed to compile",
dst_format, static_cast<int>(src_format), is_intensity ? 1 : 0, dst_format, is_depth_copy, is_intensity ? 1 : 0, scale_by_half ? 1 : 0);
scale_by_half ? 1 : 0);
m_static_shaders_blobs[key] = {}; m_static_shaders_blobs[key] = {};
return {}; return {};
} }

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@ -18,7 +18,7 @@ public:
void Init(); void Init();
void Shutdown(); void Shutdown();
void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format, const EFBRectangle& src_rect, u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
bool is_intensity, bool scale_by_half); bool is_intensity, bool scale_by_half);
private: private:
@ -32,14 +32,14 @@ private:
ID3D12Resource* m_encode_params_buffer = nullptr; ID3D12Resource* m_encode_params_buffer = nullptr;
void* m_encode_params_buffer_data = nullptr; void* m_encode_params_buffer_data = nullptr;
D3D12_SHADER_BYTECODE SetStaticShader(unsigned int dst_format, PEControl::PixelFormat src_format, D3D12_SHADER_BYTECODE SetStaticShader(unsigned int dst_format, bool is_depth_copy,
bool is_intensity, bool scale_by_half); bool is_intensity, bool scale_by_half);
using ComboKey = unsigned int; // Key for a shader combination using ComboKey = unsigned int; // Key for a shader combination
static ComboKey MakeComboKey(unsigned int dst_format, PEControl::PixelFormat src_format, static ComboKey MakeComboKey(unsigned int dst_format, bool is_depth_copy, bool is_intensity,
bool is_intensity, bool scale_by_half) bool scale_by_half)
{ {
return (dst_format << 4) | (static_cast<int>(src_format) << 2) | (is_intensity ? (1 << 1) : 0) | return (dst_format << 4) | (is_depth_copy << 2) | (is_intensity ? (1 << 1) : 0) |
(scale_by_half ? (1 << 0) : 0); (scale_by_half ? (1 << 0) : 0);
} }

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@ -229,21 +229,20 @@ TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntry
} }
} }
void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat src_format, void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect,
const EFBRectangle& srcRect, bool scale_by_half, bool scale_by_half, unsigned int cbuf_id,
unsigned int cbuf_id, const float* colmat) const float* colmat)
{ {
// When copying at half size, in multisampled mode, resolve the color/depth buffer first. // When copying at half size, in multisampled mode, resolve the color/depth buffer first.
// This is because multisampled texture reads go through Load, not Sample, and the linear // This is because multisampled texture reads go through Load, not Sample, and the linear
// filter is ignored. // filter is ignored.
bool multisampled = (g_ActiveConfig.iMultisamples > 1); bool multisampled = (g_ActiveConfig.iMultisamples > 1);
D3DTexture2D* efb_tex = (src_format == PEControl::Z24) ? D3DTexture2D* efb_tex = is_depth_copy ? FramebufferManager::GetEFBDepthTexture() :
FramebufferManager::GetEFBDepthTexture() :
FramebufferManager::GetEFBColorTexture(); FramebufferManager::GetEFBColorTexture();
if (multisampled && scale_by_half) if (multisampled && scale_by_half)
{ {
multisampled = false; multisampled = false;
efb_tex = (src_format == PEControl::Z24) ? FramebufferManager::GetResolvedEFBDepthTexture() : efb_tex = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture() :
FramebufferManager::GetResolvedEFBColorTexture(); FramebufferManager::GetResolvedEFBColorTexture();
} }
@ -286,7 +285,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
// Create texture copy // Create texture copy
D3D::DrawShadedTexQuad( D3D::DrawShadedTexQuad(
efb_tex, &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), efb_tex, &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
(src_format == PEControl::Z24) ? StaticShaderCache::GetDepthMatrixPixelShader(multisampled) : is_depth_copy ? StaticShaderCache::GetDepthMatrixPixelShader(multisampled) :
StaticShaderCache::GetColorMatrixPixelShader(multisampled), StaticShaderCache::GetColorMatrixPixelShader(multisampled),
StaticShaderCache::GetSimpleVertexShader(), StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(), StaticShaderCache::GetSimpleVertexShaderInputLayout(),
@ -305,11 +304,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
} }
void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat, u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf) const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
{ {
s_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride, s_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride,
srcFormat, srcRect, isIntensity, scaleByHalf); is_depth_copy, srcRect, isIntensity, scaleByHalf);
} }
static const constexpr char s_palette_shader_hlsl[] = static const constexpr char s_palette_shader_hlsl[] =

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@ -41,8 +41,8 @@ private:
void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 levels) override; void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 levels) override;
void FromRenderTarget(u8* dst, PEControl::PixelFormat src_format, const EFBRectangle& src_rect, void FromRenderTarget(bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half,
bool scale_by_half, unsigned int cbuf_id, const float* colmat) override; unsigned int cbuf_id, const float* colmat) override;
void Bind(unsigned int stage) override; void Bind(unsigned int stage) override;
bool Save(const std::string& filename, unsigned int level) override; bool Save(const std::string& filename, unsigned int level) override;
@ -61,7 +61,7 @@ private:
TlutFormat format) override; TlutFormat format) override;
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format, const EFBRectangle& src_rect, u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
bool is_intensity, bool scale_by_half) override; bool is_intensity, bool scale_by_half) override;
bool CompileShaders() override { return true; } bool CompileShaders() override { return true; }

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@ -24,7 +24,7 @@ public:
virtual void Shutdown() = 0; virtual void Shutdown() = 0;
// Returns size in bytes of encoded block of memory // Returns size in bytes of encoded block of memory
virtual void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, virtual void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format, u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
const EFBRectangle& src_rect, bool is_intensity, bool scale_by_half) = 0; bool is_intensity, bool scale_by_half) = 0;
}; };
} }

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@ -21,7 +21,7 @@ public:
} }
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format, const EFBRectangle& src_rect, u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
bool is_intensity, bool scale_by_half) override bool is_intensity, bool scale_by_half) override
{ {
} }
@ -32,8 +32,8 @@ private:
TCacheEntry(const TCacheEntryConfig& _config) : TCacheEntryBase(_config) {} TCacheEntry(const TCacheEntryConfig& _config) : TCacheEntryBase(_config) {}
~TCacheEntry() {} ~TCacheEntry() {}
void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 level) override {} void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 level) override {}
void FromRenderTarget(u8* dst, PEControl::PixelFormat src_format, const EFBRectangle& src_rect, void FromRenderTarget(bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half,
bool scale_by_half, unsigned int cbufid, const float* colmat) override unsigned int cbufid, const float* colmat) override
{ {
} }

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@ -204,14 +204,14 @@ void TextureCache::TCacheEntry::Load(const u8* buffer, u32 width, u32 height, u3
TextureCache::SetStage(); TextureCache::SetStage();
} }
void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, PEControl::PixelFormat srcFormat, void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect,
const EFBRectangle& srcRect, bool scaleByHalf, bool scaleByHalf, unsigned int cbufid,
unsigned int cbufid, const float* colmat) const float* colmat)
{ {
g_renderer->ResetAPIState(); // reset any game specific settings g_renderer->ResetAPIState(); // reset any game specific settings
// Make sure to resolve anything we need to read from. // Make sure to resolve anything we need to read from.
const GLuint read_texture = (srcFormat == PEControl::Z24) ? const GLuint read_texture = is_depth_copy ?
FramebufferManager::ResolveAndGetDepthTarget(srcRect) : FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
FramebufferManager::ResolveAndGetRenderTarget(srcRect); FramebufferManager::ResolveAndGetRenderTarget(srcRect);
@ -229,7 +229,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, PEControl::Pixe
glViewport(0, 0, config.width, config.height); glViewport(0, 0, config.width, config.height);
GLuint uniform_location; GLuint uniform_location;
if (srcFormat == PEControl::Z24) if (is_depth_copy)
{ {
s_DepthMatrixProgram.Bind(); s_DepthMatrixProgram.Bind();
if (s_DepthCbufid != cbufid) if (s_DepthCbufid != cbufid)
@ -257,11 +257,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, PEControl::Pixe
} }
void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat, u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf) const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
{ {
TextureConverter::EncodeToRamFromTexture(dst, format, native_width, bytes_per_row, num_blocks_y, TextureConverter::EncodeToRamFromTexture(dst, format, native_width, bytes_per_row, num_blocks_y,
memory_stride, srcFormat, isIntensity, scaleByHalf, memory_stride, is_depth_copy, isIntensity, scaleByHalf,
srcRect); srcRect);
} }

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@ -41,8 +41,8 @@ private:
void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 level) override; void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 level) override;
void FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, void FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect, bool scaleByHalf,
bool scaleByHalf, unsigned int cbufid, const float* colmat) override; unsigned int cbufid, const float* colmat) override;
void Bind(unsigned int stage) override; void Bind(unsigned int stage) override;
bool Save(const std::string& filename, unsigned int level) override; bool Save(const std::string& filename, unsigned int level) override;
@ -53,8 +53,8 @@ private:
TlutFormat format) override; TlutFormat format) override;
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, u32 memory_stride, bool is_depth_copy, const EFBRectangle& srcRect, bool isIntensity,
bool isIntensity, bool scaleByHalf) override; bool scaleByHalf) override;
bool CompileShaders() override; bool CompileShaders() override;
void DeleteShaders() override; void DeleteShaders() override;

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@ -270,7 +270,7 @@ static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line
} }
void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row, void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat, u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source) bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source)
{ {
g_renderer->ResetAPIState(); g_renderer->ResetAPIState();
@ -281,12 +281,11 @@ void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 byte
glUniform4i(s_encodingUniforms[format], source.left, source.top, native_width, glUniform4i(s_encodingUniforms[format], source.left, source.top, native_width,
bScaleByHalf ? 2 : 1); bScaleByHalf ? 2 : 1);
const GLuint read_texture = (srcFormat == PEControl::Z24) ? const GLuint read_texture = is_depth_copy ? FramebufferManager::ResolveAndGetDepthTarget(source) :
FramebufferManager::ResolveAndGetDepthTarget(source) :
FramebufferManager::ResolveAndGetRenderTarget(source); FramebufferManager::ResolveAndGetRenderTarget(source);
EncodeToRamUsingShader(read_texture, dest_ptr, bytes_per_row, num_blocks_y, memory_stride, EncodeToRamUsingShader(read_texture, dest_ptr, bytes_per_row, num_blocks_y, memory_stride,
bScaleByHalf > 0 && srcFormat != PEControl::Z24); bScaleByHalf > 0 && !is_depth_copy);
FramebufferManager::SetFramebuffer(0); FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();

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@ -25,7 +25,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
// returns size of the encoded data (in bytes) // returns size of the encoded data (in bytes)
void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row, void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat, u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source); bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source);
} }

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@ -53,8 +53,8 @@ public:
{ {
} }
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, u32 memory_stride, bool is_depth_copy, const EFBRectangle& srcRect, bool isIntensity,
bool isIntensity, bool scaleByHalf) override bool scaleByHalf) override
{ {
EfbCopy::CopyEfb(); EfbCopy::CopyEfb();
} }
@ -65,8 +65,8 @@ private:
TCacheEntry(const TCacheEntryConfig& _config) : TCacheEntryBase(_config) {} TCacheEntry(const TCacheEntryConfig& _config) : TCacheEntryBase(_config) {}
~TCacheEntry() {} ~TCacheEntry() {}
void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 level) override {} void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 level) override {}
void FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, void FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect, bool scaleByHalf,
bool scaleByHalf, unsigned int cbufid, const float* colmat) override unsigned int cbufid, const float* colmat) override
{ {
EfbCopy::CopyEfb(); EfbCopy::CopyEfb();
} }

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@ -88,13 +88,8 @@ void TextureCache::ConvertTexture(TCacheEntryBase* base_entry, TCacheEntryBase*
m_texture_converter->ConvertTexture(entry, unconverted, m_render_pass, palette, format); m_texture_converter->ConvertTexture(entry, unconverted, m_render_pass, palette, format);
} }
static bool IsDepthCopyFormat(PEControl::PixelFormat format)
{
return format == PEControl::Z24;
}
void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat src_format, u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& src_rect, bool is_intensity, bool scale_by_half) const EFBRectangle& src_rect, bool is_intensity, bool scale_by_half)
{ {
// Flush EFB pokes first, as they're expected to be included. // Flush EFB pokes first, as they're expected to be included.
@ -107,7 +102,7 @@ void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_
{static_cast<u32>(scaled_src_rect.GetWidth()), {static_cast<u32>(scaled_src_rect.GetWidth()),
static_cast<u32>(scaled_src_rect.GetHeight())}}; static_cast<u32>(scaled_src_rect.GetHeight())}};
Texture2D* src_texture; Texture2D* src_texture;
if (IsDepthCopyFormat(src_format)) if (is_depth_copy)
src_texture = FramebufferManager::GetInstance()->ResolveEFBDepthTexture(region); src_texture = FramebufferManager::GetInstance()->ResolveEFBDepthTexture(region);
else else
src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(region); src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
@ -124,8 +119,8 @@ void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_texture_converter->EncodeTextureToMemory(src_texture->GetView(), dst, format, native_width, m_texture_converter->EncodeTextureToMemory(src_texture->GetView(), dst, format, native_width,
bytes_per_row, num_blocks_y, memory_stride, src_format, bytes_per_row, num_blocks_y, memory_stride,
is_intensity, scale_by_half, src_rect); is_depth_copy, is_intensity, scale_by_half, src_rect);
// Transition back to original state // Transition back to original state
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), original_layout); src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), original_layout);
@ -436,15 +431,14 @@ void TextureCache::TCacheEntry::Load(const u8* buffer, unsigned int width, unsig
} }
} }
void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat src_format, void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& src_rect,
const EFBRectangle& src_rect, bool scale_by_half, bool scale_by_half, unsigned int cbufid,
unsigned int cbufid, const float* colmat) const float* colmat)
{ {
// A better way of doing this would be nice. // A better way of doing this would be nice.
FramebufferManager* framebuffer_mgr = FramebufferManager* framebuffer_mgr =
static_cast<FramebufferManager*>(g_framebuffer_manager.get()); static_cast<FramebufferManager*>(g_framebuffer_manager.get());
TargetRectangle scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect); TargetRectangle scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect);
bool is_depth_copy = IsDepthCopyFormat(src_format);
// Flush EFB pokes first, as they're expected to be included. // Flush EFB pokes first, as they're expected to be included.
framebuffer_mgr->FlushEFBPokes(); framebuffer_mgr->FlushEFBPokes();

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@ -29,8 +29,8 @@ public:
VkFramebuffer GetFramebuffer() const { return m_framebuffer; } VkFramebuffer GetFramebuffer() const { return m_framebuffer; }
void Load(const u8* buffer, unsigned int width, unsigned int height, void Load(const u8* buffer, unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int level) override; unsigned int expanded_width, unsigned int level) override;
void FromRenderTarget(u8* dst, PEControl::PixelFormat src_format, const EFBRectangle& src_rect, void FromRenderTarget(bool is_depth_copy, const EFBRectangle& src_rect, bool scale_by_half,
bool scale_by_half, unsigned int cbufid, const float* colmat) override; unsigned int cbufid, const float* colmat) override;
void CopyRectangleFromTexture(const TCacheEntryBase* source, void CopyRectangleFromTexture(const TCacheEntryBase* source,
const MathUtil::Rectangle<int>& src_rect, const MathUtil::Rectangle<int>& src_rect,
const MathUtil::Rectangle<int>& dst_rect) override; const MathUtil::Rectangle<int>& dst_rect) override;
@ -60,7 +60,7 @@ public:
TlutFormat format) override; TlutFormat format) override;
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format, const EFBRectangle& src_rect, u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
bool is_intensity, bool scale_by_half) override; bool is_intensity, bool scale_by_half) override;
void CopyRectangleFromTexture(TCacheEntry* dst_texture, const MathUtil::Rectangle<int>& dst_rect, void CopyRectangleFromTexture(TCacheEntry* dst_texture, const MathUtil::Rectangle<int>& dst_rect,

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@ -207,7 +207,7 @@ void TextureConverter::ConvertTexture(TextureCache::TCacheEntry* dst_entry,
void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, u32 format, void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, u32 format,
u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format, u32 memory_stride, bool is_depth_copy,
bool is_intensity, int scale_by_half, bool is_intensity, int scale_by_half,
const EFBRectangle& src_rect) const EFBRectangle& src_rect)
{ {
@ -234,7 +234,7 @@ void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_p
draw.SetPushConstants(position_uniform, sizeof(position_uniform)); draw.SetPushConstants(position_uniform, sizeof(position_uniform));
// Doesn't make sense to linear filter depth values // Doesn't make sense to linear filter depth values
draw.SetPSSampler(0, src_texture, (scale_by_half && src_format != PEControl::Z24) ? draw.SetPSSampler(0, src_texture, (scale_by_half && !is_depth_copy) ?
g_object_cache->GetLinearSampler() : g_object_cache->GetLinearSampler() :
g_object_cache->GetPointSampler()); g_object_cache->GetPointSampler());

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@ -35,8 +35,8 @@ public:
// NOTE: Executes the current command buffer. // NOTE: Executes the current command buffer.
void EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, u32 format, u32 native_width, void EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, u32 format, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat src_format, bool is_intensity, bool is_depth_copy, bool is_intensity, int scale_by_half,
int scale_by_half, const EFBRectangle& source); const EFBRectangle& source);
// Encodes texture to guest memory in XFB (YUYV) format. // Encodes texture to guest memory in XFB (YUYV) format.
void EncodeTextureToMemoryYUYV(void* dst_ptr, u32 dst_width, u32 dst_stride, u32 dst_height, void EncodeTextureToMemoryYUYV(void* dst_ptr, u32 dst_width, u32 dst_stride, u32 dst_height,

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@ -227,9 +227,10 @@ static void BPWritten(const BPCmd& bp)
{ {
// bpmem.zcontrol.pixel_format to PEControl::Z24 is when the game wants to copy from ZBuffer // bpmem.zcontrol.pixel_format to PEControl::Z24 is when the game wants to copy from ZBuffer
// (Zbuffer uses 24-bit Format) // (Zbuffer uses 24-bit Format)
bool is_depth_copy = bpmem.zcontrol.pixel_format == PEControl::Z24;
g_texture_cache->CopyRenderTargetToTexture(destAddr, PE_copy.tp_realFormat(), destStride, g_texture_cache->CopyRenderTargetToTexture(destAddr, PE_copy.tp_realFormat(), destStride,
bpmem.zcontrol.pixel_format, srcRect, is_depth_copy, srcRect, !!PE_copy.intensity_fmt,
!!PE_copy.intensity_fmt, !!PE_copy.half_scale); !!PE_copy.half_scale);
} }
else else
{ {

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@ -862,9 +862,8 @@ TextureCacheBase::TCacheEntryBase* TextureCacheBase::Load(const u32 stage)
} }
void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, u32 dstStride, void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, u32 dstStride,
PEControl::PixelFormat srcFormat, bool is_depth_copy, const EFBRectangle& srcRect,
const EFBRectangle& srcRect, bool isIntensity, bool isIntensity, bool scaleByHalf)
bool scaleByHalf)
{ {
// Emulation methods: // Emulation methods:
// //
@ -936,7 +935,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFo
unsigned int cbufid = -1; unsigned int cbufid = -1;
bool efbHasAlpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24; bool efbHasAlpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
if (srcFormat == PEControl::Z24) if (is_depth_copy)
{ {
switch (dstFormat) switch (dstFormat)
{ {
@ -1240,7 +1239,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFo
if (copy_to_ram) if (copy_to_ram)
{ {
CopyEFB(dst, dstFormat, tex_w, bytes_per_row, num_blocks_y, dstStride, srcFormat, srcRect, CopyEFB(dst, dstFormat, tex_w, bytes_per_row, num_blocks_y, dstStride, is_depth_copy, srcRect,
isIntensity, scaleByHalf); isIntensity, scaleByHalf);
} }
else else
@ -1321,7 +1320,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFo
entry->SetEfbCopy(dstStride); entry->SetEfbCopy(dstStride);
entry->is_custom_tex = false; entry->is_custom_tex = false;
entry->FromRenderTarget(dst, srcFormat, srcRect, scaleByHalf, cbufid, colmat); entry->FromRenderTarget(is_depth_copy, srcRect, scaleByHalf, cbufid, colmat);
u64 hash = entry->CalculateHash(); u64 hash = entry->CalculateHash();
entry->SetHashes(hash, hash); entry->SetHashes(hash, hash);

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@ -128,8 +128,7 @@ public:
const MathUtil::Rectangle<int>& dstrect) = 0; const MathUtil::Rectangle<int>& dstrect) = 0;
virtual void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 level) = 0; virtual void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 level) = 0;
virtual void FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, virtual void FromRenderTarget(bool is_depth_copy, const EFBRectangle& srcRect, bool scaleByHalf,
const EFBRectangle& srcRect, bool scaleByHalf,
unsigned int cbufid, const float* colmat) = 0; unsigned int cbufid, const float* colmat) = 0;
bool OverlapsMemoryRange(u32 range_address, u32 range_size) const; bool OverlapsMemoryRange(u32 range_address, u32 range_size) const;
@ -154,8 +153,8 @@ public:
virtual TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) = 0; virtual TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) = 0;
virtual void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, virtual void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat srcFormat, u32 memory_stride, bool is_depth_copy, const EFBRectangle& srcRect,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf) = 0; bool isIntensity, bool scaleByHalf) = 0;
virtual bool CompileShaders() = 0; virtual bool CompileShaders() = 0;
virtual void DeleteShaders() = 0; virtual void DeleteShaders() = 0;
@ -164,8 +163,8 @@ public:
void UnbindTextures(); void UnbindTextures();
virtual void BindTextures(); virtual void BindTextures();
void CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, u32 dstStride, void CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, u32 dstStride,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect, bool is_depth_copy, const EFBRectangle& srcRect, bool isIntensity,
bool isIntensity, bool scaleByHalf); bool scaleByHalf);
virtual void ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette, virtual void ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette,
TlutFormat format) = 0; TlutFormat format) = 0;