692 lines
21 KiB
C++
692 lines
21 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/debugger.h"
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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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if (texture)
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texture->Release();
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texture = 0;
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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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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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}
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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::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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}
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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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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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int rangePosition = iter->second.IntersectsMemoryRange(start_address, size);
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if (rangePosition == 0)
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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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void TextureCache::MakeRangeDynamic(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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int rangePosition = iter->second.IntersectsMemoryRange(start_address, size);
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if ( rangePosition == 0)
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{
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iter->second.hash = 0;
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}
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++iter;
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}
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}
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int TextureCache::TCacheEntry::IntersectsMemoryRange(u32 range_address, u32 range_size)
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{
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if (addr + size_in_bytes < range_address)
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return -1;
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if (addr >= range_address + range_size)
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return 1;
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return 0;
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}
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TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width, int height, int tex_format, int tlutaddr, int tlutfmt,bool UseNativeMips, int maxlevel)
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{
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// notes (about "UNsafe texture cache"):
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// Have to be removed soon.
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// But we keep it until the "safe" way became rock solid
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// pros: it has an unique ID held by the texture data itself (@address) once cached.
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// cons: it writes this unique ID in the gc RAM <- very dangerous (break MP1) and ugly
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// notes (about "safe texture cache"):
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// Metroids text issue (character table):
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// Same addr, same GX_TF_C4 texture data but different TLUT (hence different outputs).
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// That's why we have to hash the TLUT too for TLUT tex_format dependent textures (ie. GX_TF_C4, GX_TF_C8, GX_TF_C14X2).
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// And since the address and tex data don't change, the key index in the cacheEntry map can't be the address but
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// have to be a real unique ID.
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// DONE but not satifiying yet -> may break copyEFBToTexture sometimes.
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// Pokemon Colosseum text issue (plain text):
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// Use a GX_TF_I4 512x512 text-flush-texture at a const address.
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// The problem here was just the sparse hash on the texture. This texture is partly overwrited (what is needed only)
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// so lot's of remaning old text. Thin white chars on black bg too.
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// TODO: - clean this up when ready to kill old "unsafe texture cache"
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// - fix the key index situation with CopyRenderTargetToTexture.
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// Could happen only for GX_TF_C4, GX_TF_C8 and GX_TF_C14X2 fmt.
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// Wonder if we can't use tex width&height to know if EFB might be copied to it...
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// raw idea: TOCHECK if addresses are aligned we have few bits left...
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if (address == 0)
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return NULL;
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u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
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int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1; // TexelSizeInNibbles(format)*width*height/16;
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int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1; // TexelSizeInNibbles(format)*width*height/16;
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int bsdepth = TexDecoder_GetTexelSizeInNibbles(tex_format);
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int expandedWidth = (width + bsw) & (~bsw);
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int expandedHeight = (height + bsh) & (~bsh);
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u64 hash_value = 0;
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u32 texID = address;
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u64 texHash = 0;
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u32 FullFormat = tex_format;
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bool TextureisDynamic = false;
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if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
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FullFormat = (tex_format | (tlutfmt << 16));
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if (g_ActiveConfig.bSafeTextureCache || g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures)
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{
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texHash = 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 = 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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{
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if(entry.isRenderTarget || entry.isDynamic)
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{
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if(!g_ActiveConfig.bCopyEFBToTexture)
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{
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hash_value = 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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hash_value ^= GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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}
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}
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else
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{
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hash_value = 0;
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}
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}
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else
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{
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hash_value = ((u32 *)ptr)[0];
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}
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}
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else
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{
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if(entry.isRenderTarget || entry.isDynamic)
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{
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if(g_ActiveConfig.bCopyEFBToTexture)
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{
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hash_value = 0;
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}
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}
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}
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if (((entry.isRenderTarget || entry.isDynamic) && hash_value == entry.hash && address == entry.addr)
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|| ((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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entry.isDynamic = false;
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D3D::SetTexture(stage, entry.texture);
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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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TextureisDynamic = (entry.isRenderTarget || entry.isDynamic) && !g_ActiveConfig.bCopyEFBToTexture;
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if (!entry.isRenderTarget &&
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((!entry.isDynamic && width == entry.w && height==entry.h && FullFormat == entry.fmt /* && entry.MipLevels < maxlevel*/)
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|| (entry.isDynamic && entry.w == width && entry.h == height)))
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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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entry.isDynamic = TextureisDynamic;
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PC_TexFormat pcfmt = PC_TEX_FMT_NONE;
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if (g_ActiveConfig.bHiresTextures)
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{
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// Load Custom textures
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char texPathTemp[MAX_PATH];
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int oldWidth = width;
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int oldHeight = height;
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sprintf(texPathTemp, "%s_%08x_%i", globals->unique_id, texHash, tex_format);
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pcfmt = HiresTextures::GetHiresTex(texPathTemp, &width, &height, tex_format, temp);
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if (pcfmt != PC_TEX_FMT_NONE)
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{
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expandedWidth = width;
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expandedHeight = height;
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}
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}
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if (pcfmt == PC_TEX_FMT_NONE)
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pcfmt = TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt);
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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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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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d3d_fmt = D3DFMT_A8P8; // 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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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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entry.oldpixel = ((u32 *)ptr)[0];
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if (g_ActiveConfig.bSafeTextureCache || entry.isDynamic)
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entry.hash = hash_value;
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else
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{
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entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
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((u32 *)ptr)[0] = entry.hash;
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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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bool isPow2 = !((width & (width - 1)) || (height & (height - 1)));
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entry.isNonPow2 = false;
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int TexLevels = (width > height)?width:height;
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TexLevels = (isPow2 && UseNativeMips && (maxlevel > 0)) ? (int)(log((double)TexLevels)/log((double)2)) + 1 : (isPow2? 0 : 1);
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if(TexLevels > (maxlevel + 1) && maxlevel > 0)
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TexLevels = (maxlevel + 1);
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entry.MipLevels = maxlevel;
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if (!skip_texture_create)
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{
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entry.texture = D3D::CreateTexture2D((BYTE*)temp, width, height, expandedWidth, d3d_fmt, swap_r_b, TexLevels);
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}
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else
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{
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D3D::ReplaceTexture2D(entry.texture, (BYTE*)temp, width, height, expandedWidth, d3d_fmt, swap_r_b, 0);
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}
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if(TexLevels > 1 && pcfmt != PC_TEX_FMT_NONE)
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{
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int level = 1;
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int mipWidth = (width + 1) >> 1;
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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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u32 currentWidth = (mipWidth > 0)? mipWidth : 1;
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u32 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);
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D3D::ReplaceTexture2D(entry.texture, (BYTE*)temp, currentWidth, currentHeight, expandedWidth, d3d_fmt, swap_r_b,level);
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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.Scaledw = width;
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entry.Scaledh = height;
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entry.fmt = FullFormat;
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if (g_ActiveConfig.bDumpTextures)
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{
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// dump texture to file
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char szTemp[MAX_PATH];
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char szDir[MAX_PATH];
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const char* uniqueId = globals->unique_id;
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static bool bCheckedDumpDir = false;
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sprintf(szDir, "%s%s", File::GetUserPath(D_DUMPTEXTURES_IDX), uniqueId);
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if (!bCheckedDumpDir)
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{
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if (!File::Exists(szDir) || !File::IsDirectory(szDir))
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File::CreateDir(szDir);
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bCheckedDumpDir = true;
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}
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sprintf(szTemp, "%s/%s_%08x_%i.png", szDir, uniqueId, texHash, tex_format);
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if (!File::Exists(szTemp))
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PD3DXSaveTextureToFileA(szTemp,D3DXIFF_PNG,entry.texture,0);
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}
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INCSTAT(stats.numTexturesCreated);
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SETSTAT(stats.numTexturesAlive, textures.size());
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//Set the texture!
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D3D::SetTexture(stage, entry.texture);
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DEBUGGER_PAUSE_LOG_AT(NEXT_NEW_TEXTURE,true,{printf("A new texture (%d x %d) is loaded", width, height);});
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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, int bScaleByHalf, const EFBRectangle &source_rect)
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{
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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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//compensate the texture grow if supersampling is enabled to conserve memory usage
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float SuperSampleCompensation = g_ActiveConfig.iMultisampleMode + 1;
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SuperSampleCompensation = 1.0f / SuperSampleCompensation;
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float xScale = Renderer::GetTargetScaleX();
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float yScale = Renderer::GetTargetScaleY();
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int Scaledtex_w = (g_ActiveConfig.bCopyEFBScaled)?((int)(xScale * SuperSampleCompensation * tex_w)):tex_w;
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int Scaledtex_h = (g_ActiveConfig.bCopyEFBScaled)?((int)(yScale * SuperSampleCompensation * tex_h)):tex_h;
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TexCache::iterator iter;
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LPDIRECT3DTEXTURE9 tex = NULL;
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iter = textures.find(address);
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bool TextureisDynamic = false;
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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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|| (iter->second.isDynamic && iter->second.w == tex_w && iter->second.h == tex_h))
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{
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tex = iter->second.texture;
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TextureisDynamic = iter->second.isDynamic;
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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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if(iter->second.texture)
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iter->second.texture->Release();
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iter->second.texture = 0;
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textures.erase(iter);
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}
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}
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if (TextureisDynamic)
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{
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Scaledtex_w = tex_w;
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Scaledtex_h = tex_h;
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}
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|
if (!tex)
|
|
{
|
|
TCacheEntry entry;
|
|
entry.addr = address;
|
|
entry.isRenderTarget = true;
|
|
entry.hash = 0;
|
|
entry.frameCount = frameCount;
|
|
entry.w = tex_w;
|
|
entry.h = tex_h;
|
|
entry.Scaledw = Scaledtex_w;
|
|
entry.Scaledh = Scaledtex_h;
|
|
entry.fmt = copyfmt;
|
|
entry.isNonPow2 = true;
|
|
entry.isDynamic = false;
|
|
D3D::dev->CreateTexture(Scaledtex_w, Scaledtex_h, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &entry.texture, 0);
|
|
textures[address] = entry;
|
|
tex = entry.texture;
|
|
}
|
|
|
|
// Make sure to resolve anything we need to read from.
|
|
LPDIRECT3DTEXTURE9 read_texture = bFromZBuffer ? g_framebufferManager.GetEFBDepthTexture(source_rect) : g_framebufferManager.GetEFBColorTexture(source_rect);
|
|
|
|
// We have to run a pixel shader, for color conversion.
|
|
Renderer::ResetAPIState(); // reset any game specific settings
|
|
if(!TextureisDynamic || g_ActiveConfig.bCopyEFBToTexture)
|
|
{
|
|
|
|
float colmat[16]= {0.0f};
|
|
float fConstAdd[4] = {0.0f};
|
|
|
|
if (bFromZBuffer)
|
|
{
|
|
switch(copyfmt)
|
|
{
|
|
case 0: // Z4
|
|
case 1: // Z8
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f;
|
|
break;
|
|
case 3: // Z16 //?
|
|
colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f;
|
|
break;
|
|
case 11: // Z16 (reverse order)
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
|
|
break;
|
|
case 6: // Z24X8
|
|
colmat[0] = colmat[5] = colmat[10] = 1.0f;
|
|
break;
|
|
case 9: // Z8M
|
|
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
|
|
break;
|
|
case 10: // Z8L
|
|
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
|
|
break;
|
|
case 12: // Z16L
|
|
colmat[2] = colmat[6] = colmat[10] = colmat[13] = 1.0f;
|
|
break;
|
|
default:
|
|
ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", copyfmt);
|
|
colmat[2] = colmat[5] = colmat[8] = 1.0f;
|
|
break;
|
|
}
|
|
}
|
|
else if (bIsIntensityFmt)
|
|
{
|
|
fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f;
|
|
switch (copyfmt)
|
|
{
|
|
case 0: // I4
|
|
case 1: // I8
|
|
case 2: // IA4
|
|
case 3: // IA8
|
|
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)
|
|
{
|
|
fConstAdd[3] = 16.0f / 255.0f;
|
|
colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f;
|
|
}
|
|
else// alpha
|
|
colmat[15] = 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;
|
|
break;
|
|
case 2: // RA4
|
|
case 3: // RA8
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1;
|
|
break;
|
|
|
|
case 7: // A8
|
|
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1;
|
|
break;
|
|
case 9: // G8
|
|
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
|
|
break;
|
|
case 10: // B8
|
|
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
|
|
break;
|
|
case 11: // RG8
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
|
|
break;
|
|
case 12: // GB8
|
|
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
|
|
break;
|
|
|
|
case 4: // RGB565
|
|
colmat[0] = colmat[5] = colmat[10] = 1;
|
|
fConstAdd[3] = 1; // set alpha to 1
|
|
break;
|
|
case 5: // RGB5A3
|
|
case 6: // RGBA8
|
|
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", copyfmt);
|
|
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
LPDIRECT3DSURFACE9 Rendersurf = NULL;
|
|
tex->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 = Scaledtex_w;
|
|
vp.Height = Scaledtex_h;
|
|
vp.MinZ = 0.0f;
|
|
vp.MaxZ = 1.0f;
|
|
D3D::dev->SetViewport(&vp);
|
|
RECT destrect;
|
|
destrect.bottom = Scaledtex_h;
|
|
destrect.left = 0;
|
|
destrect.right = Scaledtex_w;
|
|
destrect.top = 0;
|
|
|
|
|
|
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
|
|
TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect);
|
|
RECT sourcerect;
|
|
sourcerect.bottom = targetSource.bottom;
|
|
sourcerect.left = targetSource.left;
|
|
sourcerect.right = targetSource.right;
|
|
sourcerect.top = targetSource.top;
|
|
|
|
|
|
if(bFromZBuffer)
|
|
{
|
|
if(bScaleByHalf || 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 = g_framebufferManager.GetEFBDepthRTSurfaceFormat();
|
|
int SSAAMode = g_ActiveConfig.iMultisampleMode;
|
|
D3D::drawShadedTexQuad(
|
|
read_texture,
|
|
&sourcerect,
|
|
Renderer::GetFullTargetWidth() ,
|
|
Renderer::GetFullTargetHeight(),
|
|
Scaledtex_w,
|
|
Scaledtex_h,
|
|
((bformat != FOURCC_RAWZ && bformat != D3DFMT_D24X8) && bFromZBuffer)? PixelShaderCache::GetDepthMatrixProgram(SSAAMode): PixelShaderCache::GetColorMatrixProgram(SSAAMode),
|
|
VertexShaderCache::GetSimpleVertexShader(SSAAMode));
|
|
Rendersurf->Release();
|
|
}
|
|
|
|
if(!g_ActiveConfig.bCopyEFBToTexture)
|
|
{
|
|
textures[address].hash = TextureConverter::EncodeToRamFromTexture(
|
|
address,
|
|
read_texture,
|
|
Renderer::GetFullTargetWidth(),
|
|
Renderer::GetFullTargetHeight(),
|
|
xScale,
|
|
yScale,
|
|
(float)((Renderer::GetFullTargetWidth() - Renderer::GetTargetWidth()) / 2),
|
|
(float)((Renderer::GetFullTargetHeight() - Renderer::GetTargetHeight()) / 2) ,
|
|
bFromZBuffer,
|
|
bIsIntensityFmt,
|
|
copyfmt,
|
|
bScaleByHalf,
|
|
source_rect);
|
|
}
|
|
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
|
|
D3D::SetTexture(0,NULL);
|
|
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
|
|
Renderer::RestoreAPIState();
|
|
}
|