pcsx2/plugins/GSdx/GSTextureCache10.cpp

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/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "StdAfx.h"
#include "GSTextureCache10.h"
// GSTextureCache10
GSTextureCache10::GSTextureCache10(GSRenderer<GSDevice10>* renderer)
: GSTextureCache<GSDevice10>(renderer)
{
}
// GSRenderTargetHW10
void GSTextureCache10::GSRenderTargetHW10::Update()
{
__super::Update();
// FIXME: the union of the rects may also update wrong parts of the render target (but a lot faster :)
GSVector4i r = m_dirty.GetDirtyRectAndClear(m_TEX0, m_texture.GetSize());
if(r.rempty()) return;
int w = r.width();
int h = r.height();
static uint8* buff = (uint8*)_aligned_malloc(1024 * 1024 * 4, 16);
static int pitch = 1024 * 4;
GIFRegTEXA TEXA;
TEXA.AEM = 1;
TEXA.TA0 = 0;
TEXA.TA1 = 0x80;
GIFRegCLAMP CLAMP;
CLAMP.WMS = 0;
CLAMP.WMT = 0;
m_renderer->m_mem.ReadTexture(r, buff, pitch, m_TEX0, TEXA, CLAMP);
// s->m_perfmon.Put(GSPerfMon::Unswizzle, w * h * 4);
Texture texture;
if(!m_renderer->m_dev.CreateTexture(texture, w, h))
return;
texture.Update(GSVector4i(0, 0, w, h), buff, pitch);
GSVector4 dr(
m_texture.m_scale.x * r.left,
m_texture.m_scale.y * r.top,
m_texture.m_scale.x * r.right,
m_texture.m_scale.y * r.bottom);
m_renderer->m_dev.StretchRect(texture, m_texture, dr);
m_renderer->m_dev.Recycle(texture);
}
void GSTextureCache10::GSRenderTargetHW10::Read(const GSVector4i& r)
{
if(m_TEX0.PSM != PSM_PSMCT32
&& m_TEX0.PSM != PSM_PSMCT24
&& m_TEX0.PSM != PSM_PSMCT16
&& m_TEX0.PSM != PSM_PSMCT16S)
{
//ASSERT(0);
return;
}
if(!m_dirty.empty())
{
return;
}
TRACE(_T("GSRenderTarget::Read %d,%d - %d,%d (%08x)\n"), r.left, r.top, r.right, r.bottom, m_TEX0.TBP0);
// m_renderer->m_perfmon.Put(GSPerfMon::ReadRT, 1);
int w = r.width();
int h = r.height();
GSVector4 src;
src.x = m_texture.m_scale.x * r.left / m_texture.GetWidth();
src.y = m_texture.m_scale.y * r.top / m_texture.GetHeight();
src.z = m_texture.m_scale.x * r.right / m_texture.GetWidth();
src.w = m_texture.m_scale.y * r.bottom / m_texture.GetHeight();
DXGI_FORMAT format = m_TEX0.PSM == PSM_PSMCT16 || m_TEX0.PSM == PSM_PSMCT16S ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R8G8B8A8_UNORM;
Texture offscreen;
if(!m_renderer->m_dev.CopyOffscreen(m_texture, src, offscreen, w, h, format))
return;
uint8* bits;
int pitch;
if(offscreen.Map(&bits, pitch))
{
// TODO: block level write
uint32 bp = m_TEX0.TBP0;
uint32 bw = m_TEX0.TBW;
GSLocalMemory::pixelAddress pa = GSLocalMemory::m_psm[m_TEX0.PSM].pa;
if(m_TEX0.PSM == PSM_PSMCT32)
{
for(int y = r.top; y < r.bottom; y++, bits += pitch)
{
uint32 addr = pa(0, y, bp, bw);
int* offset = GSLocalMemory::m_psm[m_TEX0.PSM].rowOffset[y & 7];
for(int x = r.left, i = 0; x < r.right; x++, i++)
{
m_renderer->m_mem.WritePixel32(addr + offset[x], ((uint32*)bits)[i]);
}
}
}
else if(m_TEX0.PSM == PSM_PSMCT24)
{
for(int y = r.top; y < r.bottom; y++, bits += pitch)
{
uint32 addr = pa(0, y, bp, bw);
int* offset = GSLocalMemory::m_psm[m_TEX0.PSM].rowOffset[y & 7];
for(int x = r.left, i = 0; x < r.right; x++, i++)
{
m_renderer->m_mem.WritePixel24(addr + offset[x], ((uint32*)bits)[i]);
}
}
}
else if(m_TEX0.PSM == PSM_PSMCT16 || m_TEX0.PSM == PSM_PSMCT16S)
{
for(int y = r.top; y < r.bottom; y++, bits += pitch)
{
uint32 addr = pa(0, y, bp, bw);
int* offset = GSLocalMemory::m_psm[m_TEX0.PSM].rowOffset[y & 7];
for(int x = r.left, i = 0; x < r.right; x++, i++)
{
m_renderer->m_mem.WritePixel16(addr + offset[x], ((uint16*)bits)[i]);
}
}
}
else
{
ASSERT(0);
}
offscreen.Unmap();
}
m_renderer->m_dev.Recycle(offscreen);
}
// GSDepthStencilHW10
void GSTextureCache10::GSDepthStencilHW10::Update()
{
__super::Update();
// TODO
}
// GSTextureHW10
bool GSTextureCache10::GSTextureHW10::Create()
{
// m_renderer->m_perfmon.Put(GSPerfMon::WriteTexture, 1);
m_TEX0 = m_renderer->m_context->TEX0;
m_CLAMP = m_renderer->m_context->CLAMP;
uint32 psm = m_TEX0.PSM;
switch(psm)
{
case PSM_PSMT8:
case PSM_PSMT8H:
case PSM_PSMT4:
case PSM_PSMT4HL:
case PSM_PSMT4HH:
psm = m_TEX0.CPSM;
break;
}
DXGI_FORMAT format;
switch(psm)
{
default:
TRACE(_T("Invalid TEX0.PSM/CPSM (%I64d, %I64d)\n"), m_TEX0.PSM, m_TEX0.CPSM);
case PSM_PSMCT32:
m_bpp = 32;
m_bpp2 = 0;
format = DXGI_FORMAT_R8G8B8A8_UNORM;
break;
case PSM_PSMCT24:
m_bpp = 32;
m_bpp2 = 1;
format = DXGI_FORMAT_R8G8B8A8_UNORM;
break;
case PSM_PSMCT16:
case PSM_PSMCT16S:
m_bpp = 16;
m_bpp2 = 5;
format = DXGI_FORMAT_R16_UNORM;
break;
}
int w = 1 << m_TEX0.TW;
int h = 1 << m_TEX0.TH;
return m_renderer->m_dev.CreateTexture(m_texture, w, h, format);
}
bool GSTextureCache10::GSTextureHW10::Create(GSRenderTarget* rt)
{
rt->Update();
// m_renderer->m_perfmon.Put(GSPerfMon::ConvertRT2T, 1);
m_TEX0 = m_renderer->m_context->TEX0;
m_CLAMP = m_renderer->m_context->CLAMP;
m_rendered = true;
int tw = 1 << m_TEX0.TW;
int th = 1 << m_TEX0.TH;
int tp = (int)m_TEX0.TW << 6;
// do not round here!!! if edge becomes a black pixel and addressing mode is clamp => everything outside the clamped area turns into black (kh2 shadows)
int w = (int)(rt->m_texture.m_scale.x * tw);
int h = (int)(rt->m_texture.m_scale.y * th);
// pitch conversion
if(rt->m_TEX0.TBW != m_TEX0.TBW) // && rt->m_TEX0.PSM == m_TEX0.PSM
{
// sfex3 uses this trick (bw: 10 -> 5, wraps the right side below the left)
// ASSERT(rt->m_TEX0.TBW > m_TEX0.TBW); // otherwise scale.x need to be reduced to make the larger texture fit (TODO)
m_renderer->m_dev.CreateRenderTarget(m_texture, rt->m_texture.GetWidth(), rt->m_texture.GetHeight());
int bw = 64;
int bh = m_TEX0.PSM == PSM_PSMCT32 || m_TEX0.PSM == PSM_PSMCT24 ? 32 : 64;
int sw = (int)rt->m_TEX0.TBW << 6;
int dw = (int)m_TEX0.TBW << 6;
int dh = 1 << m_TEX0.TH;
if(sw != 0)
for(int dy = 0; dy < dh; dy += bh)
{
for(int dx = 0; dx < dw; dx += bw)
{
int o = dy * dw / bh + dx;
int sx = o % sw;
int sy = o / sw;
GSVector4 src, dst;
src.x = rt->m_texture.m_scale.x * sx / rt->m_texture.GetWidth();
src.y = rt->m_texture.m_scale.y * sy / rt->m_texture.GetHeight();
src.z = rt->m_texture.m_scale.x * (sx + bw) / rt->m_texture.GetWidth();
src.w = rt->m_texture.m_scale.y * (sy + bh) / rt->m_texture.GetHeight();
dst.x = rt->m_texture.m_scale.x * dx;
dst.y = rt->m_texture.m_scale.y * dy;
dst.z = rt->m_texture.m_scale.x * (dx + bw);
dst.w = rt->m_texture.m_scale.y * (dy + bh);
m_renderer->m_dev.StretchRect(rt->m_texture, src, m_texture, dst);
// TODO: this is quite a lot of StretchRect, do it with one Draw
}
}
}
else if(tw < tp)
{
// FIXME: timesplitters blurs the render target by blending itself over a couple of times
if(tw == 256 && th == 128 && tp == 512 && (m_TEX0.TBP0 == 0 || m_TEX0.TBP0 == 0x00e00))
{
return false;
}
}
// width/height conversion
GSVector2 scale = rt->m_texture.m_scale;
GSVector4 dst(0, 0, w, h);
if(w > rt->m_texture.GetWidth())
{
scale.x = (float)rt->m_texture.GetWidth() / tw;
dst.z = (float)rt->m_texture.GetWidth() * scale.x / rt->m_texture.m_scale.x;
w = rt->m_texture.GetWidth();
}
if(h > rt->m_texture.GetHeight())
{
scale.y = (float)rt->m_texture.GetHeight() / th;
dst.w = (float)rt->m_texture.GetHeight() * scale.y / rt->m_texture.m_scale.y;
h = rt->m_texture.GetHeight();
}
GSVector4 src(0, 0, w, h);
Texture* st;
Texture* dt;
Texture tmp;
if(!m_texture)
{
st = &rt->m_texture;
dt = &m_texture;
}
else
{
st = &m_texture;
dt = &tmp;
}
m_renderer->m_dev.CreateRenderTarget(*dt, w, h);
if(src.x == dst.x && src.y == dst.y && src.z == dst.z && src.w == dst.w)
{
D3D10_BOX box = {0, 0, 0, w, h, 1};
m_renderer->m_dev->CopySubresourceRegion(*dt, 0, 0, 0, 0, *st, 0, &box);
}
else
{
src.z /= st->GetWidth();
src.w /= st->GetHeight();
m_renderer->m_dev.StretchRect(*st, src, *dt, dst);
}
if(tmp)
{
m_renderer->m_dev.Recycle(m_texture);
m_texture = tmp;
}
m_texture.m_scale = scale;
switch(m_TEX0.PSM)
{
case PSM_PSMCT32:
m_bpp2 = 0;
break;
case PSM_PSMCT24:
m_bpp2 = 1;
break;
case PSM_PSMCT16:
case PSM_PSMCT16S:
m_bpp2 = 2;
break;
case PSM_PSMT8H:
m_bpp2 = 3;
m_renderer->m_dev.CreateTexture(m_palette, 256, 1, m_TEX0.CPSM == PSM_PSMCT32 ? DXGI_FORMAT_R8G8B8A8_UNORM : DXGI_FORMAT_R16_UNORM); //
m_initpalette = true;
break;
case PSM_PSMT4HL:
case PSM_PSMT4HH:
ASSERT(0); // TODO
break;
}
return true;
}
bool GSTextureCache10::GSTextureHW10::Create(GSDepthStencil* ds)
{
m_rendered = true;
// TODO
return false;
}