// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official Git repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include #include "Globals.h" #include "Statistics.h" #include "MemoryUtil.h" #include "Hash.h" #include "HW/Memmap.h" #include "CommonPaths.h" #include "FileUtil.h" #include "D3DBase.h" #include "D3DTexture.h" #include "D3DUtil.h" #include "FramebufferManager.h" #include "PixelShaderCache.h" #include "PixelShaderManager.h" #include "VertexShaderManager.h" #include "VertexShaderCache.h" #include "Render.h" #include "TextureDecoder.h" #include "TextureCache.h" #include "HiresTextures.h" #include "TextureConverter.h" #include "Debugger.h" extern int frameCount; namespace DX9 { TextureCache::TCacheEntry::~TCacheEntry() { texture->Release(); } void TextureCache::TCacheEntry::Bind(unsigned int stage) { D3D::SetTexture(stage, texture); } bool TextureCache::TCacheEntry::Save(const char filename[], unsigned int level) { IDirect3DSurface9* surface; HRESULT hr = texture->GetSurfaceLevel(level, &surface); if (FAILED(hr)) return false; hr = PD3DXSaveSurfaceToFileA(filename, D3DXIFF_PNG, surface, NULL, NULL); surface->Release(); return SUCCEEDED(hr); } void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int level) { D3D::ReplaceTexture2D(texture, temp, width, height, expanded_width, d3d_fmt, swap_r_b, level); } void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFormat, unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf, unsigned int cbufid, const float *colmat) { g_renderer->ResetAPIState(); // reset any game specific settings const LPDIRECT3DTEXTURE9 read_texture = (srcFormat == PIXELFMT_Z24) ? FramebufferManager::GetEFBDepthTexture() : FramebufferManager::GetEFBColorTexture(); if (type != TCET_EC_DYNAMIC || g_ActiveConfig.bCopyEFBToTexture) { LPDIRECT3DSURFACE9 Rendersurf = NULL; texture->GetSurfaceLevel(0, &Rendersurf); D3D::dev->SetDepthStencilSurface(NULL); D3D::dev->SetRenderTarget(0, Rendersurf); D3DVIEWPORT9 vp; // Stretch picture with increased internal resolution vp.X = 0; vp.Y = 0; vp.Width = virtual_width; vp.Height = virtual_height; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; D3D::dev->SetViewport(&vp); RECT destrect; destrect.bottom = virtual_height; destrect.left = 0; destrect.right = virtual_width; destrect.top = 0; PixelShaderManager::SetColorMatrix(colmat); // set transformation TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect); RECT sourcerect; sourcerect.bottom = targetSource.bottom; sourcerect.left = targetSource.left; sourcerect.right = targetSource.right; sourcerect.top = targetSource.top; if (srcFormat == PIXELFMT_Z24) { if (scaleByHalf || g_ActiveConfig.iMultisampleMode) { D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); } else { D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); } } else { D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); } D3DFORMAT bformat = FramebufferManager::GetEFBDepthRTSurfaceFormat(); int SSAAMode = g_ActiveConfig.iMultisampleMode; D3D::drawShadedTexQuad(read_texture, &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), 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)); Rendersurf->Release(); } if (!g_ActiveConfig.bCopyEFBToTexture) { int encoded_size = TextureConverter::EncodeToRamFromTexture( addr, read_texture, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), srcFormat == PIXELFMT_Z24, isIntensity, dstFormat, scaleByHalf, srcRect); u8* dst = Memory::GetPointer(addr); u64 hash = GetHash64(dst,encoded_size,g_ActiveConfig.iSafeTextureCache_ColorSamples); // Mark texture entries in destination address range dynamic unless caching is enabled and the texture entry is up to date if (!g_ActiveConfig.bEFBCopyCacheEnable) TextureCache::MakeRangeDynamic(addr,encoded_size); else if (!TextureCache::Find(addr, hash)) TextureCache::MakeRangeDynamic(addr,encoded_size); this->hash = hash; } D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER); D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER); D3D::SetTexture(0, NULL); D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface()); D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface()); g_renderer->RestoreAPIState(); } TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width, unsigned int height, unsigned int expanded_width, unsigned int tex_levels, PC_TexFormat pcfmt) { D3DFORMAT d3d_fmt; bool swap_r_b = false; switch (pcfmt) { case PC_TEX_FMT_BGRA32: d3d_fmt = D3DFMT_A8R8G8B8; break; case PC_TEX_FMT_RGBA32: d3d_fmt = D3DFMT_A8R8G8B8; swap_r_b = true; break; case PC_TEX_FMT_RGB565: d3d_fmt = D3DFMT_R5G6B5; break; case PC_TEX_FMT_IA4_AS_IA8: d3d_fmt = D3DFMT_A8L8; break; case PC_TEX_FMT_I8: case PC_TEX_FMT_I4_AS_I8: // A hack which means the format is a packed // 8-bit intensity texture. It is unpacked // to A8L8 in D3DTexture.cpp d3d_fmt = D3DFMT_A8P8; break; case PC_TEX_FMT_IA8: d3d_fmt = D3DFMT_A8L8; break; case PC_TEX_FMT_DXT1: d3d_fmt = D3DFMT_DXT1; break; } TCacheEntry* entry = new TCacheEntry(D3D::CreateTexture2D(temp, width, height, expanded_width, d3d_fmt, swap_r_b, tex_levels)); entry->swap_r_b = swap_r_b; entry->d3d_fmt = d3d_fmt; entry->Load(width, height, expanded_width, 0); return entry; } TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture( unsigned int scaled_tex_w, unsigned int scaled_tex_h) { LPDIRECT3DTEXTURE9 texture; D3D::dev->CreateTexture(scaled_tex_w, scaled_tex_h, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, 0); return new TCacheEntry(texture); } }