232 lines
6.3 KiB
C++
232 lines
6.3 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <d3dx9.h>
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#include "Globals.h"
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#include "Statistics.h"
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#include "MemoryUtil.h"
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#include "Hash.h"
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#include "CommonPaths.h"
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#include "FileUtil.h"
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#include "D3DBase.h"
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#include "D3DTexture.h"
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#include "D3DUtil.h"
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#include "FramebufferManager.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderCache.h"
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#include "Render.h"
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#include "TextureDecoder.h"
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#include "TextureCache.h"
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#include "HiresTextures.h"
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#include "TextureConverter.h"
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#include "Debugger.h"
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extern int frameCount;
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namespace DX9
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{
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TextureCache::TCacheEntry::~TCacheEntry()
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{
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texture->Release();
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}
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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D3D::SetTexture(stage, texture);
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}
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bool TextureCache::TCacheEntry::Save(const char filename[])
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{
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return SUCCEEDED(PD3DXSaveTextureToFileA(filename, D3DXIFF_PNG, texture, 0));
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}
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void TextureCache::TCacheEntry::Load(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int level, bool autogen_mips)
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{
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D3D::ReplaceTexture2D(texture, temp, width, height, expanded_width, d3d_fmt, swap_r_b, level);
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// D3D9 will automatically generate mip maps if necessary
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}
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void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
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unsigned int cbufid, const float *colmat, const EFBRectangle &source_rect,
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bool bIsIntensityFmt, u32 copyfmt)
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{
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const LPDIRECT3DTEXTURE9 read_texture = bFromZBuffer ?
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FramebufferManager::GetEFBDepthTexture() :
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FramebufferManager::GetEFBColorTexture();
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if (!isDynamic || g_ActiveConfig.bCopyEFBToTexture)
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{
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LPDIRECT3DSURFACE9 Rendersurf = NULL;
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texture->GetSurfaceLevel(0, &Rendersurf);
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D3D::dev->SetDepthStencilSurface(NULL);
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D3D::dev->SetRenderTarget(0, Rendersurf);
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D3DVIEWPORT9 vp;
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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.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.left = 0;
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destrect.right = virtualW;
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destrect.top = 0;
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const float* const fConstAdd = colmat + 16; // fConstAdd is the last 4 floats of colmat
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PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
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TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(source_rect);
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RECT sourcerect;
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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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if (bFromZBuffer)
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{
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if (bScaleByHalf || g_ActiveConfig.iMultisampleMode)
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{
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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}
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else
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{
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
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}
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}
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else
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{
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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}
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D3DFORMAT bformat = FramebufferManager::GetEFBDepthRTSurfaceFormat();
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int SSAAMode = g_ActiveConfig.iMultisampleMode;
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int depthConversionType;
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if(bformat == FOURCC_RAWZ || bformat == D3DFMT_D24X8 || !bFromZBuffer)
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depthConversionType = PixelShaderCache::DEPTH_CONVERSION_TYPE_NONE;
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else if(bformat == FOURCC_DF16)
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depthConversionType = PixelShaderCache::DEPTH_CONVERSION_TYPE_16BIT;
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else
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depthConversionType = PixelShaderCache::DEPTH_CONVERSION_TYPE_24BIT;
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D3D::drawShadedTexQuad(read_texture, &sourcerect,
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Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
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virtualW, virtualH,
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PixelShaderCache::GetDepthMatrixProgram(SSAAMode, depthConversionType),
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VertexShaderCache::GetSimpleVertexShader(SSAAMode));
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Rendersurf->Release();
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}
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if (!g_ActiveConfig.bCopyEFBToTexture)
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{
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hash = TextureConverter::EncodeToRamFromTexture(
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addr,
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read_texture,
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Renderer::GetFullTargetWidth(),
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Renderer::GetFullTargetHeight(),
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bFromZBuffer,
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bIsIntensityFmt,
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copyfmt,
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bScaleByHalf,
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source_rect);
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}
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D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
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D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
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D3D::SetTexture(0, NULL);
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D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width, unsigned int height,
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unsigned int expanded_width, unsigned int tex_levels, PC_TexFormat pcfmt)
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{
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D3DFORMAT d3d_fmt;
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bool swap_r_b = false;
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switch (pcfmt)
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{
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case PC_TEX_FMT_BGRA32:
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d3d_fmt = D3DFMT_A8R8G8B8;
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break;
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case PC_TEX_FMT_RGBA32:
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d3d_fmt = D3DFMT_A8R8G8B8;
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swap_r_b = true;
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break;
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case PC_TEX_FMT_RGB565:
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d3d_fmt = D3DFMT_R5G6B5;
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break;
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case PC_TEX_FMT_IA4_AS_IA8:
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d3d_fmt = D3DFMT_A8L8;
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break;
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case PC_TEX_FMT_I8:
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case PC_TEX_FMT_I4_AS_I8:
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// A hack which means the format is a packed
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// 8-bit intensity texture. It is unpacked
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// to A8L8 in D3DTexture.cpp
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d3d_fmt = D3DFMT_A8P8;
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break;
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case PC_TEX_FMT_IA8:
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d3d_fmt = D3DFMT_A8L8;
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break;
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case PC_TEX_FMT_DXT1:
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d3d_fmt = D3DFMT_DXT1;
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break;
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}
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TCacheEntry* entry = new TCacheEntry(D3D::CreateTexture2D(temp, width, height, expanded_width, d3d_fmt, swap_r_b, tex_levels));
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entry->swap_r_b = swap_r_b;
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entry->d3d_fmt = d3d_fmt;
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return entry;
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}
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TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
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unsigned int scaled_tex_w, unsigned int scaled_tex_h)
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{
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LPDIRECT3DTEXTURE9 texture;
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D3D::dev->CreateTexture(scaled_tex_w, scaled_tex_h, 1, D3DUSAGE_RENDERTARGET,
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D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, 0);
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return new TCacheEntry(texture);
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}
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}
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