569 lines
19 KiB
C++
569 lines
19 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 <d3dx11.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 "FBManager.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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ID3D11BlendState* efbcopyblendstate = NULL;
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ID3D11RasterizerState* efbcopyraststate = NULL;
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ID3D11DepthStencilState* efbcopydepthstate = NULL;
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ID3D11Buffer* efbcopycbuf[20] = { NULL };
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u8* TextureCache::temp = NULL;
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TextureCache::TexCache TextureCache::textures;
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extern int frameCount;
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#define TEMP_SIZE (1024*1024*4)
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#define TEXTURE_KILL_THRESHOLD 200
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void TextureCache::TCacheEntry::Destroy(bool shutdown)
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{
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SAFE_RELEASE(texture);
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if (!isRenderTarget && !shutdown && !g_ActiveConfig.bSafeTextureCache)
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{
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u32* ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr);
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if (ptr && *ptr == hash)
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*ptr = oldpixel;
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}
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}
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void TextureCache::Init()
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{
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HRESULT hr;
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temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
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TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter);
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HiresTextures::Init(globals->unique_id);
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D3D11_BLEND_DESC blenddesc;
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blenddesc.AlphaToCoverageEnable = FALSE;
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blenddesc.IndependentBlendEnable = FALSE;
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blenddesc.RenderTarget[0].BlendEnable = FALSE;
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blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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hr = D3D::device->CreateBlendState(&blenddesc, &efbcopyblendstate);
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CHECK(hr==S_OK, "Create blend state for TextureCache::CopyRenderTargetToTexture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyblendstate, "blend state used in TextureCache::CopyRenderTargetToTexture");
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D3D11_DEPTH_STENCIL_DESC depthdesc;
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depthdesc.DepthEnable = FALSE;
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depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
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depthdesc.StencilEnable = FALSE;
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depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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hr = D3D::device->CreateDepthStencilState(&depthdesc, &efbcopydepthstate);
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CHECK(hr==S_OK, "Create depth state for TextureCache::CopyRenderTargetToTexture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopydepthstate, "depth stencil state used in TextureCache::CopyRenderTargetToTexture");
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D3D11_RASTERIZER_DESC rastdesc;
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rastdesc.CullMode = D3D11_CULL_NONE;
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rastdesc.FillMode = D3D11_FILL_SOLID;
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rastdesc.FrontCounterClockwise = false;
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rastdesc.DepthBias = false;
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rastdesc.DepthBiasClamp = 0;
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rastdesc.SlopeScaledDepthBias = 0;
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rastdesc.DepthClipEnable = false;
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rastdesc.ScissorEnable = false;
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rastdesc.MultisampleEnable = false;
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rastdesc.AntialiasedLineEnable = false;
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hr = D3D::device->CreateRasterizerState(&rastdesc, &efbcopyraststate);
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CHECK(hr==S_OK, "Create rasterizer state for TextureCache::CopyRenderTargetToTexture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyraststate, "rasterizer state used in TextureCache::CopyRenderTargetToTexture");
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}
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void TextureCache::Invalidate(bool shutdown)
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{
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for (TexCache::iterator iter = textures.begin(); iter != textures.end(); ++iter)
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iter->second.Destroy(shutdown);
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textures.clear();
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HiresTextures::Shutdown();
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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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textures.erase(iter++);
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}
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else
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{
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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) return false;
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if (addr >= range_address + range_size) 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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FreeMemoryPages(temp, TEMP_SIZE);
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temp = NULL;
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SAFE_RELEASE(efbcopyblendstate);
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SAFE_RELEASE(efbcopyraststate);
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SAFE_RELEASE(efbcopydepthstate);
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for (unsigned int k = 0; k < 20;k++)
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SAFE_RELEASE(efbcopycbuf[k]);
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}
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void TextureCache::Cleanup()
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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 (frameCount > TEXTURE_KILL_THRESHOLD + iter->second.frameCount)
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{
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iter->second.Destroy(false);
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iter = textures.erase(iter);
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}
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else
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{
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++iter;
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}
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}
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}
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// returns the exponent of the smallest power of two which is greater than val
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unsigned int GetPow2(unsigned int val)
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{
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unsigned int ret = 0;
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for (;val;val>>=1) ret++;
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return ret;
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}
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TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, unsigned int width, unsigned int height, unsigned int tex_format, unsigned int tlutaddr, unsigned int tlutfmt, bool UseNativeMips, unsigned int maxlevel)
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{
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if (address == 0) return NULL;
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u8* ptr = g_VideoInitialize.pGetMemoryPointer(address);
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unsigned int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1; // TexelSizeInNibbles(format)*width*height/16;
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unsigned int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1; // TexelSizeInNibbles(format)*width*height/16;
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unsigned int bsdepth = TexDecoder_GetTexelSizeInNibbles(tex_format);
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unsigned int expandedWidth = (width + bsw) & (~bsw);
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unsigned int expandedHeight = (height + bsh) & (~bsh);
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u64 hash_value;
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u32 texID = address;
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u64 texHash;
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u32 FullFormat = tex_format;
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if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
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u32 FullFormat = (tex_format | (tlutfmt << 16));
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// hires textures and texture dumping not supported, yet
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if (g_ActiveConfig.bSafeTextureCache/* || g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures*/)
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{
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texHash = TexDecoder_GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
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{
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// WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up)
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// tlut size can be up to 32768B (GX_TF_C14X2) but Safer == Slower.
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// This trick (to change the texID depending on the TLUT addr) is a trick to get around
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// an issue with metroid prime's fonts, where it has multiple sets of fonts on top of
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// each other stored in a single texture, and uses the palette to make different characters
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// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
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// we must make sure that texture with different tluts get different IDs.
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u64 tlutHash = TexDecoder_GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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texHash ^= tlutHash;
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if (g_ActiveConfig.bSafeTextureCache)
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{
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texID = texID ^ ((u32)(tlutHash & 0xFFFFFFFF)) ^ ((u32)((tlutHash >> 32) & 0xFFFFFFFF));
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}
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}
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if (g_ActiveConfig.bSafeTextureCache)
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hash_value = texHash;
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}
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bool skip_texture_create = false;
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TexCache::iterator iter = textures.find(texID);
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if (iter != textures.end())
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{
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TCacheEntry &entry = iter->second;
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if (!g_ActiveConfig.bSafeTextureCache)
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hash_value = ((u32*)ptr)[0];
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// TODO: Is the (entry.MipLevels == maxlevel) check needed?
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if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash) && FullFormat == entry.fmt && entry.MipLevels == maxlevel))
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{
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entry.frameCount = frameCount;
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D3D::gfxstate->SetShaderResource(stage, entry.texture->GetSRV());
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return &entry;
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}
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else
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{
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// Let's reload the new texture data into the same texture,
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// instead of destroying it and having to create a new one.
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// Might speed up movie playback very, very slightly.
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// TODO: Is the (entry.MipLevels < maxlevel) check needed?
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if (width == entry.w && height==entry.h && FullFormat == entry.fmt && entry.MipLevels < maxlevel)
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{
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skip_texture_create = true;
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}
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else
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{
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entry.Destroy(false);
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textures.erase(iter);
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}
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}
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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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PC_TexFormat pcfmt = PC_TEX_FMT_NONE;
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pcfmt = TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt, true);
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entry.oldpixel = ((u32*)ptr)[0];
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if (g_ActiveConfig.bSafeTextureCache) entry.hash = hash_value;
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else entry.hash = ((u32*)ptr)[0] = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
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bool isPow2 = !((width & (width - 1)) || (height & (height - 1)));
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unsigned int TexLevels = (isPow2 && UseNativeMips && maxlevel) ? GetPow2(max(width, height)) : ((isPow2)? 0 : 1);
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if (TexLevels > (maxlevel + 1) && maxlevel)
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TexLevels = maxlevel + 1;
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D3D11_USAGE usage = (TexLevels == 1) ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT;
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if (!skip_texture_create)
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{
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// TODO: A little more verbosity in the debug names would be quite helpful..
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D3D11_CPU_ACCESS_FLAG cpu_access = (TexLevels == 1) ? D3D11_CPU_ACCESS_WRITE : (D3D11_CPU_ACCESS_FLAG)0;
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ID3D11Texture2D* pTexture = NULL;
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HRESULT hr;
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D3D11_SUBRESOURCE_DATA data;
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data.pSysMem = temp;
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data.SysMemPitch = 4*expandedWidth;
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D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, TexLevels, D3D11_BIND_SHADER_RESOURCE, usage, cpu_access);
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hr = D3D::device->CreateTexture2D(&texdesc, (TexLevels==1)?&data:NULL, &pTexture);
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CHECK(hr==S_OK, "Create texture of the TextureCache");
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entry.texture = new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE);
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CHECK(entry.texture!=NULL, "Create texture of the TextureCache");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetTex(), "a texture of the TextureCache");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetSRV(), "shader resource view of a texture of the TextureCache");
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pTexture->Release();
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if (TexLevels != 1) D3D::ReplaceRGBATexture2D(entry.texture->GetTex(), temp, width, height, expandedWidth, 0, usage);
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}
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else
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{
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D3D::ReplaceRGBATexture2D(entry.texture->GetTex(), temp, width, height, expandedWidth, 0, usage);
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}
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entry.addr = address;
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entry.size_in_bytes = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format);
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entry.isRenderTarget = false;
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entry.isNonPow2 = false;
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entry.MipLevels = maxlevel;
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if (TexLevels == 0) D3DX11FilterTexture(D3D::context, entry.texture->GetTex(), 0, D3DX11_DEFAULT);
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else if (TexLevels > 1 && pcfmt != PC_TEX_FMT_NONE)
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{
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unsigned int level = 1;
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unsigned int mipWidth = (width + 1) >> 1;
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unsigned int mipHeight = (height + 1) >> 1;
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ptr += entry.size_in_bytes;
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while ((mipHeight || mipWidth) && (level < TexLevels))
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{
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unsigned int currentWidth = (mipWidth > 0) ? mipWidth : 1;
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unsigned int currentHeight = (mipHeight > 0) ? mipHeight : 1;
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expandedWidth = (currentWidth + bsw) & (~bsw);
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expandedHeight = (currentHeight + bsh) & (~bsh);
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TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt, true);
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D3D::ReplaceRGBATexture2D(entry.texture->GetTex(), temp, currentWidth, currentHeight, expandedWidth, level, usage);
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u32 size = (max(mipWidth, bsw) * max(mipHeight, bsh) * bsdepth) >> 1;
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ptr += size;
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mipWidth >>= 1;
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mipHeight >>= 1;
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level++;
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}
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}
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entry.frameCount = frameCount;
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entry.w = width;
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entry.h = height;
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entry.fmt = FullFormat;
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INCSTAT(stats.numTexturesCreated);
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SETSTAT(stats.numTexturesAlive, (int)textures.size());
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D3D::gfxstate->SetShaderResource(stage, entry.texture->GetSRV());
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return &entry;
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}
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void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, unsigned int bScaleByHalf, const EFBRectangle &source_rect)
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{
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int efb_w = source_rect.GetWidth();
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int efb_h = source_rect.GetHeight();
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int tex_w = (abs(source_rect.GetWidth()) >> bScaleByHalf);
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int tex_h = (abs(source_rect.GetHeight()) >> bScaleByHalf);
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int Scaledtex_w = (g_ActiveConfig.bCopyEFBScaled) ? ((int)(Renderer::GetTargetScaleX() * tex_w)) : tex_w;
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int Scaledtex_h = (g_ActiveConfig.bCopyEFBScaled) ? ((int)(Renderer::GetTargetScaleY() * tex_h)) : tex_h;
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TexCache::iterator iter;
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D3DTexture2D* tex = NULL;
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iter = textures.find(address);
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if (iter != textures.end())
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{
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if (iter->second.isRenderTarget && iter->second.Scaledw == Scaledtex_w && iter->second.Scaledh == Scaledtex_h)
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{
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tex = iter->second.texture;
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iter->second.frameCount = frameCount;
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}
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else
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{
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// remove it and recreate it as a render target
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SAFE_RELEASE(iter->second.texture);
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textures.erase(iter);
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}
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}
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if (!tex)
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{
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TCacheEntry entry;
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entry.isRenderTarget = true;
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entry.hash = 0;
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entry.frameCount = frameCount;
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entry.w = tex_w;
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entry.h = tex_h;
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entry.Scaledw = Scaledtex_w;
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entry.Scaledh = Scaledtex_h;
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entry.fmt = copyfmt;
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entry.isNonPow2 = true;
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entry.texture = D3DTexture2D::Create(Scaledtex_w, Scaledtex_h, (D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET|(int)D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM);
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if (entry.texture == NULL) PanicAlert("CopyRenderTargetToTexture failed to create entry.texture at %s %d\n", __FILE__, __LINE__);
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textures[address] = entry;
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tex = entry.texture;
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}
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float colmat[20]= {0.0f}; // last four floats for fConstAdd
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unsigned int cbufid = (unsigned int)-1;
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// TODO: Move this to TextureCache::Init()
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if (bFromZBuffer)
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{
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switch(copyfmt)
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{
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case 0: // Z4
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case 1: // Z8
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colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f;
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cbufid = 12;
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break;
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case 3: // Z16 //?
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colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f;
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cbufid = 13;
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case 11: // Z16 (reverse order)
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colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
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cbufid = 14;
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break;
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case 6: // Z24X8
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colmat[0] = colmat[5] = colmat[10] = 1.0f;
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cbufid = 15;
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break;
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case 9: // Z8M
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colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
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cbufid = 16;
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break;
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case 10: // Z8L
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colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
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cbufid = 17;
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break;
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case 12: // Z16L
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colmat[2] = colmat[6] = colmat[10] = colmat[13] = 1.0f;
|
|
cbufid = 18;
|
|
break;
|
|
default:
|
|
ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", copyfmt);
|
|
colmat[2] = colmat[5] = colmat[8] = 1.0f;
|
|
cbufid = 19;
|
|
break;
|
|
}
|
|
}
|
|
else if (bIsIntensityFmt)
|
|
{
|
|
colmat[16] = colmat[17] = colmat[18] = 16.0f/255.0f;
|
|
switch (copyfmt)
|
|
{
|
|
case 0: // I4
|
|
case 1: // I8
|
|
case 2: // IA4
|
|
case 3: // IA8
|
|
// TODO - verify these coefficients
|
|
colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f;
|
|
colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f;
|
|
colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f;
|
|
|
|
if (copyfmt < 2)
|
|
{
|
|
colmat[19] = 16.0f / 255.0f;
|
|
colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f;
|
|
cbufid = 0;
|
|
}
|
|
else// alpha
|
|
{
|
|
colmat[15] = 1;
|
|
cbufid = 1;
|
|
}
|
|
|
|
break;
|
|
default:
|
|
ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%x", copyfmt);
|
|
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (copyfmt)
|
|
{
|
|
case 0: // R4
|
|
case 8: // R8
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
|
|
cbufid = 2;
|
|
break;
|
|
case 2: // RA4
|
|
case 3: // RA8
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1;
|
|
cbufid = 3;
|
|
break;
|
|
|
|
case 7: // A8
|
|
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1;
|
|
cbufid = 4;
|
|
break;
|
|
case 9: // G8
|
|
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
|
|
cbufid = 5;
|
|
break;
|
|
case 10: // B8
|
|
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
|
|
cbufid = 6;
|
|
break;
|
|
case 11: // RG8
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
|
|
cbufid = 7;
|
|
break;
|
|
case 12: // GB8
|
|
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
|
|
cbufid = 8;
|
|
break;
|
|
|
|
case 4: // RGB565
|
|
colmat[0] = colmat[5] = colmat[10] = 1;
|
|
colmat[19] = 1; // set alpha to 1
|
|
cbufid = 9;
|
|
break;
|
|
case 5: // RGB5A3
|
|
case 6: // RGBA8
|
|
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
|
|
cbufid = 10;
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", copyfmt);
|
|
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
|
|
cbufid = 11;
|
|
break;
|
|
}
|
|
}
|
|
|
|
Renderer::ResetAPIState(); // reset any game specific settings
|
|
|
|
// stretch picture with increased internal resolution
|
|
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)Scaledtex_w, (float)Scaledtex_h);
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
D3D11_RECT destrect = CD3D11_RECT(0, 0, Scaledtex_w, Scaledtex_h);
|
|
|
|
// set transformation
|
|
if (efbcopycbuf[cbufid] == NULL)
|
|
{
|
|
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20*sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
|
|
D3D11_SUBRESOURCE_DATA data;
|
|
data.pSysMem = colmat;
|
|
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &efbcopycbuf[cbufid]);
|
|
CHECK(hr==S_OK, "Create efb copy constant buffer %d", cbufid);
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid], "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
|
|
}
|
|
D3D::context->PSSetConstantBuffers(0, 1, &efbcopycbuf[cbufid]);
|
|
|
|
TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect);
|
|
D3D11_RECT sourcerect = CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
|
|
|
|
// TODO: Use linear filtering if (bScaleByHalf), else use point filtering
|
|
|
|
D3D::stateman->PushBlendState(efbcopyblendstate);
|
|
D3D::stateman->PushRasterizerState(efbcopyraststate);
|
|
D3D::stateman->PushDepthState(efbcopydepthstate);
|
|
D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), NULL);
|
|
D3D::drawShadedTexQuad(
|
|
(bFromZBuffer) ? FBManager.GetEFBDepthTexture()->GetSRV() : FBManager.GetEFBColorTexture()->GetSRV(),
|
|
&sourcerect,
|
|
Renderer::GetFullTargetWidth(),
|
|
Renderer::GetFullTargetHeight(),
|
|
(bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
|
|
|
|
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
|
|
D3D::stateman->PopBlendState();
|
|
D3D::stateman->PopDepthState();
|
|
D3D::stateman->PopRasterizerState();
|
|
Renderer::RestoreAPIState();
|
|
}
|