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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 0213 9 , USA .
* http : //www.gnu.org/copyleft/gpl.html
*
*/
# include "StdAfx.h"
# include "GSTextureCache9.h"
// GSTextureCache9
GSTextureCache9 : : GSTextureCache9 ( GSRenderer < GSDevice9 > * renderer )
: GSTextureCache < GSDevice9 > ( renderer )
{
}
// GSRenderTarget9
void GSTextureCache9 : : GSRenderTarget9 : : Update ( )
{
__super : : Update ( ) ;
// FIXME: the union of the rects may also update wrong parts of the render target (but a lot faster :)
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GSVector4i r = m_dirty . GetDirtyRectAndClear ( m_TEX0 , m_texture . GetSize ( ) ) ;
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if ( r . rempty ( ) ) return ;
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int w = r . width ( ) ;
int h = r . height ( ) ;
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Texture texture ;
if ( ! m_renderer - > m_dev . CreateTexture ( texture , w , h ) )
return ;
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uint8 * bits ;
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int pitch ;
if ( texture . Map ( & bits , pitch ) )
{
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 , bits , pitch , m_TEX0 , TEXA , CLAMP ) ;
texture . Unmap ( ) ;
// m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, r.Width() * r.Height() * 4);
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GSVector4 dr = GSVector4 ( r ) * GSVector4 ( m_texture . m_scale ) . xyxy ( ) ;
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m_renderer - > m_dev . StretchRect ( texture , m_texture , dr ) ;
}
m_renderer - > m_dev . Recycle ( texture ) ;
}
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void GSTextureCache9 : : GSRenderTarget9 : : Read ( const GSVector4i & r )
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{
if ( m_TEX0 . PSM ! = PSM_PSMCT32
& & m_TEX0 . PSM ! = PSM_PSMCT24
& & m_TEX0 . PSM ! = PSM_PSMCT16
& & m_TEX0 . PSM ! = PSM_PSMCT16S )
{
//ASSERT(0);
return ;
}
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if ( ! m_dirty . empty ( ) )
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{
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);
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int w = r . width ( ) ;
int h = r . height ( ) ;
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GSVector4 src = GSVector4 ( r ) * GSVector4 ( m_texture . m_scale ) . xyxy ( ) / GSVector4 ( m_texture . GetSize ( ) ) . xyxy ( ) ;
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Texture offscreen ;
if ( ! m_renderer - > m_dev . CopyOffscreen ( m_texture , src , offscreen , w , h ) )
return ;
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uint8 * bits ;
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int pitch ;
if ( offscreen . Map ( & bits , pitch ) )
{
// TODO: block level write
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uint32 bp = m_TEX0 . TBP0 ;
uint32 bw = m_TEX0 . TBW ;
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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 )
{
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uint32 addr = pa ( 0 , y , bp , bw ) ;
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int * offset = GSLocalMemory : : m_psm [ m_TEX0 . PSM ] . rowOffset [ y & 7 ] ;
for ( int x = r . left , i = 0 ; x < r . right ; x + + , i + + )
{
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m_renderer - > m_mem . WritePixel32 ( addr + offset [ x ] , ( ( uint32 * ) bits ) [ i ] ) ;
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}
}
}
else if ( m_TEX0 . PSM = = PSM_PSMCT24 )
{
for ( int y = r . top ; y < r . bottom ; y + + , bits + = pitch )
{
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uint32 addr = pa ( 0 , y , bp , bw ) ;
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int * offset = GSLocalMemory : : m_psm [ m_TEX0 . PSM ] . rowOffset [ y & 7 ] ;
for ( int x = r . left , i = 0 ; x < r . right ; x + + , i + + )
{
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m_renderer - > m_mem . WritePixel24 ( addr + offset [ x ] , ( ( uint32 * ) bits ) [ i ] ) ;
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}
}
}
else if ( m_TEX0 . PSM = = PSM_PSMCT16 | | m_TEX0 . PSM = = PSM_PSMCT16S )
{
for ( int y = r . top ; y < r . bottom ; y + + , bits + = pitch )
{
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uint32 addr = pa ( 0 , y , bp , bw ) ;
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int * offset = GSLocalMemory : : m_psm [ m_TEX0 . PSM ] . rowOffset [ y & 7 ] ;
for ( int x = r . left , i = 0 ; x < r . right ; x + + , i + + )
{
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m_renderer - > m_mem . WriteFrame16 ( addr + offset [ x ] , ( ( uint32 * ) bits ) [ i ] ) ;
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}
}
}
else
{
ASSERT ( 0 ) ;
}
offscreen . Unmap ( ) ;
}
m_renderer - > m_dev . Recycle ( offscreen ) ;
}
// GSDepthStencil9
void GSTextureCache9 : : GSDepthStencil9 : : Update ( )
{
__super : : Update ( ) ;
// TODO
}
// GSTexture9
bool GSTextureCache9 : : GSTexture9 : : Create ( )
{
// m_renderer->m_perfmon.Put(GSPerfMon::WriteTexture, 1);
m_TEX0 = m_renderer - > m_context - > TEX0 ;
m_CLAMP = m_renderer - > m_context - > CLAMP ;
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uint32 psm = m_TEX0 . PSM ;
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switch ( psm )
{
case PSM_PSMT8 :
case PSM_PSMT8H :
case PSM_PSMT4 :
case PSM_PSMT4HL :
case PSM_PSMT4HH :
psm = m_TEX0 . CPSM ;
break ;
}
D3DFORMAT 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 = D3DFMT_A8R8G8B8 ;
break ;
case PSM_PSMCT24 :
m_bpp = 32 ;
m_bpp2 = 1 ;
format = D3DFMT_A8R8G8B8 ;
break ;
case PSM_PSMCT16 :
case PSM_PSMCT16S :
m_bpp = 16 ;
m_bpp2 = 2 ;
format = D3DFMT_A1R5G5B5 ;
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 GSTextureCache9 : : GSTexture9 : : 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 ( ) ) ;
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GSVector4 size = GSVector4 ( rt - > m_texture . GetSize ( ) ) . xyxy ( ) ;
GSVector4 scale = GSVector4 ( rt - > m_texture . m_scale ) . xyxy ( ) ;
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int bw = 64 ;
int bh = m_TEX0 . PSM = = PSM_PSMCT32 | | m_TEX0 . PSM = = PSM_PSMCT24 ? 32 : 64 ;
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GSVector4i br ( 0 , 0 , bw , bh ) ;
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int sw = ( int ) rt - > m_TEX0 . TBW < < 6 ;
int dw = ( int ) m_TEX0 . TBW < < 6 ;
int dh = 1 < < m_TEX0 . TH ;
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if ( sw ! = 0 )
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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 ;
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GSVector4 src = GSVector4 ( GSVector4i ( sx , sy ) . xyxy ( ) + br ) * scale / size ;
GSVector4 dst = GSVector4 ( GSVector4i ( dx , dy ) . xyxy ( ) + br ) * scale ;
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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 )
{
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GSVector4i r ( 0 , 0 , w , h ) ;
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m_renderer - > m_dev - > StretchRect ( * st , r , * dt , r , D3DTEXF_POINT ) ;
}
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 ? D3DFMT_A8R8G8B8 : D3DFMT_A1R5G5B5 ) ;
m_initpalette = true ;
break ;
case PSM_PSMT4HL :
case PSM_PSMT4HH :
ASSERT ( 0 ) ; // TODO
break ;
}
return true ;
}
bool GSTextureCache9 : : GSTexture9 : : Create ( GSDepthStencil * ds )
{
m_rendered = true ;
// TODO
return false ;
}