refactor and stabilise texture cache
This commit is contained in:
parent
c70519070b
commit
bb1c7d8460
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@ -33,6 +33,8 @@ int Threaded3D;
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int GL_ScaleFactor;
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int GL_Antialias;
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int GL_TextureFiltering;
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int GL_TextureUpscaleFactor;
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ConfigEntry ConfigFile[] =
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{
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@ -41,6 +43,8 @@ ConfigEntry ConfigFile[] =
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{"GL_ScaleFactor", 0, &GL_ScaleFactor, 1, NULL, 0},
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{"GL_Antialias", 0, &GL_Antialias, 0, NULL, 0},
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{"GL_TextureFiltering", 0, &GL_TextureFiltering, 0, NULL, 0},
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{"GL_TextureUpscaleFactor", 0, &GL_TextureUpscaleFactor, 1, NULL, 0},
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{"", -1, NULL, 0, NULL, 0}
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};
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@ -45,6 +45,8 @@ extern int Threaded3D;
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extern int GL_ScaleFactor;
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extern int GL_Antialias;
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extern int GL_TextureFiltering;
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extern int GL_TextureUpscaleFactor;
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}
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@ -122,6 +122,8 @@ int FrontBuffer;
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GLuint FramebufferID[4], PixelbufferID;
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u32 Framebuffer[256*192];
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u32 ConversionBuffer[1024*1024];
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struct TextureAllocator
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{
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u32 Length = 0;
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@ -137,31 +139,31 @@ inline TextureAllocator& GetTextureAllocator(u32 width, u32 height)
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return TextureMem[__builtin_ctz(width) - 3][__builtin_ctz(height) - 3];
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}
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u32 ConversionBuffer[1024*1024];
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u32* AllocateTexture(TexCache::ExternalTexHandle* handle, u32 width, u32 height)
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{
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TextureAllocator& allocator = GetTextureAllocator(width, height);
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//printf("allocating texture %d %d\n", width, height);
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u32 scaledWidth = width * 2;
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u32 scaledHeight = height * 2;
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u32 scaledWidth = width * Config::GL_TextureUpscaleFactor;
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u32 scaledHeight = height * Config::GL_TextureUpscaleFactor;
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if (allocator.FreeEntriesLeft == 0)
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{
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u32 newLength = (allocator.Length * 3) / 2 + 8;
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u32 newLength = (26 - __builtin_ctz(width * height)) + (allocator.Length * 3) / 2;
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if (newLength >= 64*8)
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if (newLength > 64*8)
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newLength = 64*8;
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if (newLength == allocator.Length)
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abort();
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if (allocator.Length == 0)
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{
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printf("created new texture\n");
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glGenTextures(1, &allocator.TextureID);
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glBindTexture(GL_TEXTURE_2D_ARRAY, allocator.TextureID);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GLenum filter = Config::GL_TextureFiltering ? GL_LINEAR : GL_NEAREST;
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
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}
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@ -194,8 +196,10 @@ u32* AllocateTexture(TexCache::ExternalTexHandle* handle, u32 width, u32 height)
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allocator.FreeEntries[i] |= 1ULL << freeIdx;
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*handle = i * 64 + freeIdx;
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//return &allocator.Pixels[*handle * scaledWidth * scaledHeight];
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if (Config::GL_TextureUpscaleFactor > 1)
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return ConversionBuffer;
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else
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return &allocator.Pixels[*handle * scaledWidth * scaledHeight];
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}
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}
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@ -208,17 +212,18 @@ void FreeTexture(TexCache::ExternalTexHandle handle, u32 width, u32 height)
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TextureAllocator& allocator = GetTextureAllocator(width, height);
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allocator.FreeEntriesLeft++;
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allocator.FreeEntries[handle >> 6] &= ~(1 << (handle & 0x3F));
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allocator.FreeEntries[handle >> 6] &= ~(1ULL << (handle & 0x3F));
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}
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void FinaliseTexture(TexCache::ExternalTexHandle handle, u32 width, u32 height)
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{
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TextureAllocator& allocator = GetTextureAllocator(width, height);
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u32 scaledWidth = width * 2;
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u32 scaledHeight = height * 2;
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u32 scaledWidth = width * Config::GL_TextureUpscaleFactor;
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u32 scaledHeight = height * Config::GL_TextureUpscaleFactor;
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xbrz::scale(2, ConversionBuffer, &allocator.Pixels[handle * scaledWidth * scaledHeight], width, height, xbrz::ColorFormat::ARGB);
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if (Config::GL_TextureUpscaleFactor > 1)
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xbrz::scale(Config::GL_TextureUpscaleFactor, ConversionBuffer, &allocator.Pixels[handle * scaledWidth * scaledHeight], width, height, xbrz::ColorFormat::ARGB);
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// could still be improved
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glBindTexture(GL_TEXTURE_2D_ARRAY, allocator.TextureID);
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@ -459,6 +464,18 @@ bool Init()
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void DeInit()
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{
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for (int j = 0; j < 8; j++)
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{
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for (int i = 0; i < 8; i++)
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{
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if (TextureMem[j][i].TextureID)
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{
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glDeleteTextures(1, &TextureMem[j][i].TextureID);
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delete[] TextureMem[j][i].Pixels;
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}
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}
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}
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glDeleteFramebuffers(4, &FramebufferID[0]);
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glDeleteTextures(8, &FramebufferTex[0]);
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@ -478,6 +495,14 @@ void DeInit()
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void Reset()
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{
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for (int j = 0; j < 8; j++)
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{
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for (int i = 0; i < 8; i++)
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{
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memset(TextureMem[j][i].FreeEntries, 0, sizeof(TextureMem[j][i].FreeEntries));
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TextureMem[j][i].FreeEntriesLeft = TextureMem[j][i].Length;
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}
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}
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}
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void UpdateDisplaySettings()
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@ -558,6 +583,20 @@ void UpdateDisplaySettings()
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glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
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glBufferData(GL_PIXEL_PACK_BUFFER, 256*192*4, NULL, GL_DYNAMIC_READ);
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for (int j = 0; j < 8; j++)
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{
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for (int i = 0; i < 8; i++)
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{
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if (TextureMem[j][i].TextureID != 0)
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{
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glBindTexture(GL_TEXTURE_2D, TextureMem[j][i].TextureID);
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GLenum filter = Config::GL_TextureFiltering ? GL_LINEAR : GL_NEAREST;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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}
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}
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}
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//glLineWidth(scale);
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//glLineWidth(1.5);
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}
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@ -25,6 +25,8 @@
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#include <SDL2/SDL.h>
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#include <assert.h>
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namespace GPU3D
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{
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namespace SoftRenderer
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@ -77,6 +79,7 @@ struct TextureAllocator
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u64 FreeEntries[8];
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u32 FreeEntriesLeft = 0;
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};
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bool TextureRealloc;
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// all sizes below 8*8 (log2(64)=6) can be ignored
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TextureAllocator TextureMem[14];
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@ -91,7 +94,7 @@ u32* AllocateTexture(TexCache::ExternalTexHandle* handle, u32 width, u32 height)
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if (allocator.FreeEntriesLeft == 0)
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{
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u32 newLength = (20 - (__builtin_ctz(width * height) - 6) + 4) + (allocator.Length * 2) / 3;
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u32 newLength = 20 - (__builtin_ctz(width * height) - 6) + (allocator.Length * 3) / 2;
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// while it's theoretically possible to hit this limit
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// other things will probably break before it
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@ -101,6 +104,7 @@ u32* AllocateTexture(TexCache::ExternalTexHandle* handle, u32 width, u32 height)
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u32* newPixels = new u32[width * height * newLength];
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if (allocator.Length)
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{
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TextureRealloc = true;
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memcpy(newPixels, allocator.Pixels, allocator.Length * width * height * 4);
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delete[] allocator.Pixels;
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}
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@ -119,6 +123,8 @@ u32* AllocateTexture(TexCache::ExternalTexHandle* handle, u32 width, u32 height)
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allocator.FreeEntries[i] |= 1ULL << freeIdx;
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*handle = (i * 64 + freeIdx) * width * height;
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assert(i * 64 + freeIdx < allocator.Length);
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return &allocator.Pixels[*handle];
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}
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}
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@ -132,8 +138,9 @@ void FreeTexture(TexCache::ExternalTexHandle handle, u32 width, u32 height)
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TextureAllocator& allocator = GetTextureAllocator(width, height);
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handle /= width * height;
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assert(allocator.FreeEntries[handle >> 6] & (1ULL << (handle & 0x3F)));
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allocator.FreeEntriesLeft++;
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allocator.FreeEntries[handle >> 6] &= ~(1 << (handle & 0x3F));
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allocator.FreeEntries[handle >> 6] &= ~(1ULL << (handle & 0x3F));
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}
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// threading
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@ -198,6 +205,12 @@ bool Init()
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void DeInit()
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{
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for (int i = 0; i < 14; i++)
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{
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if (TextureMem[i].Pixels)
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delete[] TextureMem[i].Pixels;
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}
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StopRenderThread();
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Platform::Semaphore_Free(Sema_RenderStart);
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@ -209,8 +222,13 @@ void Reset()
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{
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for (int i = 0; i < 14; i++)
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{
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if (TextureMem[i].Pixels)
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{
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delete[] TextureMem[i].Pixels;
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TextureMem[i].Pixels = NULL;
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}
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memset(TextureMem[i].FreeEntries, 0, sizeof(TextureMem[i].FreeEntries));
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TextureMem[i].FreeEntriesLeft = TextureMem[i].Length * 64;
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TextureMem[i].FreeEntriesLeft = 0;
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}
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memset(ColorBuffer, 0, BufferSize * 2 * 4);
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@ -676,185 +694,6 @@ u32 TextureLookup(u32* texture, u32 texparam, u32 texpal, s16 s, s16 t)
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}
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return texture[s + t * width];
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/*
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u8 alpha0;
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if (texparam & (1<<29)) alpha0 = 0;
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else alpha0 = 31;
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switch ((texparam >> 26) & 0x7)
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{
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case 1: // A3I5
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{
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vramaddr += ((t * width) + s);
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u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
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texpal <<= 4;
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*color = GPU::ReadVRAM_TexPal<u16>(texpal + ((pixel&0x1F)<<1));
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*alpha = ((pixel >> 3) & 0x1C) + (pixel >> 6);
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}
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break;
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case 2: // 4-color
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{
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vramaddr += (((t * width) + s) >> 2);
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u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
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pixel >>= ((s & 0x3) << 1);
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pixel &= 0x3;
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texpal <<= 3;
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*color = GPU::ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
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*alpha = (pixel==0) ? alpha0 : 31;
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}
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break;
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case 3: // 16-color
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{
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vramaddr += (((t * width) + s) >> 1);
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u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
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if (s & 0x1) pixel >>= 4;
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else pixel &= 0xF;
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texpal <<= 4;
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*color = GPU::ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
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*alpha = (pixel==0) ? alpha0 : 31;
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}
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break;
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case 4: // 256-color
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{
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vramaddr += ((t * width) + s);
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u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
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texpal <<= 4;
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*color = GPU::ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
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*alpha = (pixel==0) ? alpha0 : 31;
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}
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break;
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case 5: // compressed
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{
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vramaddr += ((t & 0x3FC) * (width>>2)) + (s & 0x3FC);
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vramaddr += (t & 0x3);
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u32 slot1addr = 0x20000 + ((vramaddr & 0x1FFFC) >> 1);
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if (vramaddr >= 0x40000)
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slot1addr += 0x10000;
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u8 val = GPU::ReadVRAM_Texture<u8>(vramaddr);
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val >>= (2 * (s & 0x3));
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u16 palinfo = GPU::ReadVRAM_Texture<u16>(slot1addr);
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u32 paloffset = (palinfo & 0x3FFF) << 2;
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texpal <<= 4;
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switch (val & 0x3)
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{
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case 0:
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*color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
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*alpha = 31;
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break;
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case 1:
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*color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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*alpha = 31;
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break;
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case 2:
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if ((palinfo >> 14) == 1)
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{
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u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
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u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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u32 r0 = color0 & 0x001F;
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u32 g0 = color0 & 0x03E0;
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u32 b0 = color0 & 0x7C00;
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u32 r1 = color1 & 0x001F;
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u32 g1 = color1 & 0x03E0;
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u32 b1 = color1 & 0x7C00;
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u32 r = (r0 + r1) >> 1;
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u32 g = ((g0 + g1) >> 1) & 0x03E0;
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u32 b = ((b0 + b1) >> 1) & 0x7C00;
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*color = r | g | b;
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}
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else if ((palinfo >> 14) == 3)
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{
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u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
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u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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u32 r0 = color0 & 0x001F;
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u32 g0 = color0 & 0x03E0;
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u32 b0 = color0 & 0x7C00;
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u32 r1 = color1 & 0x001F;
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u32 g1 = color1 & 0x03E0;
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u32 b1 = color1 & 0x7C00;
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u32 r = (r0*5 + r1*3) >> 3;
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u32 g = ((g0*5 + g1*3) >> 3) & 0x03E0;
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u32 b = ((b0*5 + b1*3) >> 3) & 0x7C00;
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*color = r | g | b;
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}
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else
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*color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 4);
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*alpha = 31;
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break;
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case 3:
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if ((palinfo >> 14) == 2)
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{
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*color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 6);
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*alpha = 31;
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}
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else if ((palinfo >> 14) == 3)
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{
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u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
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u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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u32 r0 = color0 & 0x001F;
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u32 g0 = color0 & 0x03E0;
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u32 b0 = color0 & 0x7C00;
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u32 r1 = color1 & 0x001F;
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u32 g1 = color1 & 0x03E0;
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u32 b1 = color1 & 0x7C00;
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u32 r = (r0*3 + r1*5) >> 3;
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u32 g = ((g0*3 + g1*5) >> 3) & 0x03E0;
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u32 b = ((b0*3 + b1*5) >> 3) & 0x7C00;
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*color = r | g | b;
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*alpha = 31;
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}
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else
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{
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*color = 0;
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*alpha = 0;
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}
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break;
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}
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}
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break;
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case 6: // A5I3
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{
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vramaddr += ((t * width) + s);
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u8 pixel = GPU::ReadVRAM_Texture<u8>(vramaddr);
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texpal <<= 4;
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*color = GPU::ReadVRAM_TexPal<u16>(texpal + ((pixel&0x7)<<1));
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*alpha = (pixel >> 3);
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}
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break;
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case 7: // direct color
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{
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vramaddr += (((t * width) + s) << 1);
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*color = GPU::ReadVRAM_Texture<u16>(vramaddr);
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*alpha = (*color & 0x8000) ? 31 : 0;
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}
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break;
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}*/
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}
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// depth test is 'less or equal' instead of 'less than' under the following conditions:
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@ -973,9 +812,9 @@ u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t, u32* textur
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{
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u32 tcolor = TextureLookup(texture, polygon->TexParam, polygon->TexPalette, s, t);
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u8 tr = tcolor & 0x3E; if (tr) tr++;
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u8 tg = (tcolor >> 8) & 0x3E; if (tg) tg++;
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u8 tb = (tcolor >> 16) & 0x3E; if (tb) tb++;
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u8 tr = tcolor & 0x3E;
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u8 tg = (tcolor >> 8) & 0x3E;
|
||||
u8 tb = (tcolor >> 16) & 0x3E;
|
||||
u8 talpha = tcolor >> 24;
|
||||
|
||||
if (blendmode & 0x1)
|
||||
|
@ -1136,25 +975,8 @@ void SetupPolygonRightEdge(RendererPolygon* rp, s32 y)
|
|||
polygon->FinalW[rp->CurVR], polygon->FinalW[rp->NextVR], y);
|
||||
}
|
||||
|
||||
void SetupPolygon(RendererPolygon* rp, Polygon* polygon, RendererPolygon* lastRp)
|
||||
void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
|
||||
{
|
||||
if (polygon->TexParam & 0x1C000000 && !polygon->IsShadowMask)
|
||||
{
|
||||
if (lastRp && lastRp->PolyData->TexParam == polygon->TexParam
|
||||
&& lastRp->PolyData->TexPalette == polygon->TexPalette)
|
||||
{
|
||||
rp->TextureData = lastRp->TextureData;
|
||||
}
|
||||
else
|
||||
{
|
||||
TexCache::ExternalTexHandle handle =
|
||||
TexCache::GetTexture<TexCache::outputFmt_RGB6A5>(polygon->TexParam, polygon->TexPalette);
|
||||
u32 width = 8 << ((polygon->TexParam >> 20) & 0x7);
|
||||
u32 height = 8 << ((polygon->TexParam >> 23) & 0x7);
|
||||
rp->TextureData = &GetTextureAllocator(width, height).Pixels[handle];
|
||||
}
|
||||
}
|
||||
|
||||
u32 nverts = polygon->NumVertices;
|
||||
|
||||
u32 vtop = polygon->VTop, vbot = polygon->VBottom;
|
||||
|
@ -2149,17 +1971,55 @@ void ClearBuffers()
|
|||
}
|
||||
}
|
||||
|
||||
void SetupTexture(RendererPolygon* rp, RendererPolygon* lastRp)
|
||||
{
|
||||
Polygon* polygon = rp->PolyData;
|
||||
Polygon* lastPolygon = lastRp ? lastRp->PolyData : NULL;
|
||||
if (lastRp
|
||||
&& !lastPolygon->IsShadowMask
|
||||
&& polygon->TexParam == lastPolygon->TexParam
|
||||
&& polygon->TexPalette == lastPolygon->TexPalette)
|
||||
{
|
||||
rp->TextureData = lastRp->TextureData;
|
||||
}
|
||||
else if (polygon->TexParam & 0x1C000000 && !polygon->IsShadowMask)
|
||||
{
|
||||
TexCache::ExternalTexHandle handle =
|
||||
TexCache::GetTexture<TexCache::outputFmt_RGB6A5>(polygon->TexParam, polygon->TexPalette);
|
||||
u32 width = 8 << ((polygon->TexParam >> 20) & 0x7);
|
||||
u32 height = 8 << ((polygon->TexParam >> 23) & 0x7);
|
||||
rp->TextureData = &GetTextureAllocator(width, height).Pixels[handle];
|
||||
}
|
||||
else
|
||||
{
|
||||
rp->TextureData = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void RenderPolygons(bool threaded, Polygon** polygons, int npolys)
|
||||
{
|
||||
TexCache::UpdateTextures();
|
||||
int j = 0;
|
||||
{
|
||||
RendererPolygon* lastRp = NULL;
|
||||
for (int i = 0; i < npolys; i++)
|
||||
{
|
||||
if (polygons[i]->Degenerate) continue;
|
||||
SetupPolygon(&PolygonList[j], polygons[i], j > 0 ? &PolygonList[j - 1] : NULL);
|
||||
SetupPolygon(&PolygonList[j], polygons[i]);
|
||||
SetupTexture(&PolygonList[j], j ? &PolygonList[j - 1] : NULL);
|
||||
|
||||
j++;
|
||||
}
|
||||
}
|
||||
if (TextureRealloc)
|
||||
{
|
||||
// realloating the buffer invalidated all pointers to the previous buffer
|
||||
for (int i = 0; i < j; i++)
|
||||
{
|
||||
SetupTexture(&PolygonList[i], i ? &PolygonList[i - 1] : NULL);
|
||||
}
|
||||
TextureRealloc = 0;
|
||||
}
|
||||
TexCache::SaveTextures();
|
||||
|
||||
RenderScanline(0, j);
|
||||
|
|
|
@ -35,9 +35,13 @@ inline u32 ConvertRGB5ToBGR8(u16 val)
|
|||
}
|
||||
inline u32 ConvertRGB5ToRGB6(u16 val)
|
||||
{
|
||||
return (((u32)val & 0x1F) << 1)
|
||||
| (((u32)val & 0x3E0) << 4)
|
||||
| (((u32)val & 0x7C00) << 7);
|
||||
u8 r = (val & 0x1F) << 1;
|
||||
u8 g = (val & 0x3E0) >> 4;
|
||||
u8 b = (val & 0x7C00) >> 9;
|
||||
if (r) r++;
|
||||
if (g) g++;
|
||||
if (b) b++;
|
||||
return (u32)r | ((u32)g << 8) | ((u32)b << 16);
|
||||
}
|
||||
|
||||
template <int outputFmt>
|
||||
|
@ -356,8 +360,8 @@ void UpdateTextures()
|
|||
{
|
||||
if (GPU::VRAMMap_TexPal[i] != PaletteMap[i])
|
||||
{
|
||||
PaletteDirty[i >> 2] |= 0xFFFF << (i & 0x3) * 16;
|
||||
PaletteCacheStatus[i >> 2] &= ~(0xFFFF << (i & 0x3) * 16);
|
||||
PaletteDirty[i >> 2] |= 0xFFFFULL << (i & 0x3) * 16;
|
||||
PaletteCacheStatus[i >> 2] &= ~(0xFFFFULL << (i & 0x3) * 16);
|
||||
PaletteMap[i] = GPU::VRAMMap_TexPal[i];
|
||||
}
|
||||
else
|
||||
|
|
Loading…
Reference in New Issue