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/*
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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 .
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*
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* 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 .
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*
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* You should have received a copy of the GNU General Public License
* along with GNU Make ; see the file COPYING . If not , write to
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* the Free Software Foundation , Inc . , 51 Franklin Street , Fifth Floor , Boston , MA 02110 - 1301 , USA USA .
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* http : //www.gnu.org/copyleft/gpl.html
*
*/
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# include "stdafx.h"
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# include "GSTextureCache.h"
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GSTextureCache : : GSTextureCache ( GSRenderer * r )
: m_renderer ( r )
{
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m_spritehack = ! ! theApp . GetConfig ( " UserHacks " , 0 ) ? theApp . GetConfig ( " UserHacks_SpriteHack " , 0 ) : 0 ;
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UserHacks_HalfPixelOffset = ! ! theApp . GetConfig ( " UserHacks " , 0 ) & & ! ! theApp . GetConfig ( " UserHacks_HalfPixelOffset " , 0 ) ;
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m_paltex = ! ! theApp . GetConfig ( " paltex " , 0 ) ;
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m_temp = ( uint8 * ) _aligned_malloc ( 1024 * 1024 * sizeof ( uint32 ) , 32 ) ;
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}
GSTextureCache : : ~ GSTextureCache ( )
{
RemoveAll ( ) ;
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_aligned_free ( m_temp ) ;
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}
void GSTextureCache : : RemoveAll ( )
{
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m_src . RemoveAll ( ) ;
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for ( int type = 0 ; type < 2 ; type + + )
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{
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for_each ( m_dst [ type ] . begin ( ) , m_dst [ type ] . end ( ) , delete_object ( ) ) ;
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m_dst [ type ] . clear ( ) ;
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}
}
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GSTextureCache : : Source * GSTextureCache : : LookupSource ( const GIFRegTEX0 & TEX0 , const GIFRegTEXA & TEXA , const GSVector4i & r )
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{
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const GSLocalMemory : : psm_t & psm = GSLocalMemory : : m_psm [ TEX0 . PSM ] ;
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const GSLocalMemory : : psm_t & cpsm = psm . pal > 0 ? GSLocalMemory : : m_psm [ TEX0 . CPSM ] : psm ;
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GIFRegTEXA plainTEXA ;
plainTEXA . AEM = 1 ;
plainTEXA . TA0 = 0 ;
plainTEXA . TA1 = 0x80 ;
m_renderer - > m_mem . m_clut . Read32 ( TEX0 , plainTEXA ) ;
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const uint32 * clut = m_renderer - > m_mem . m_clut ;
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Source * src = NULL ;
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list < Source * > & m = m_src . m_map [ TEX0 . TBP0 > > 5 ] ;
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for ( list < Source * > : : iterator i = m . begin ( ) ; i ! = m . end ( ) ; i + + )
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{
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Source * s = * i ;
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if ( ( ( TEX0 . u32 [ 0 ] ^ s - > m_TEX0 . u32 [ 0 ] ) | ( ( TEX0 . u32 [ 1 ] ^ s - > m_TEX0 . u32 [ 1 ] ) & 3 ) ) ! = 0 ) // TBP0 TBW PSM TW TH
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{
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continue ;
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}
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if ( s - > m_palette = = NULL & & psm . pal > 0 & & ! GSVector4i : : compare64 ( clut , s - > m_clut , psm . pal * sizeof ( clut [ 0 ] ) ) )
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{
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continue ;
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}
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m . splice ( m . begin ( ) , m , i ) ;
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src = s ;
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break ;
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}
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Target * dst = NULL ;
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# ifdef DISABLE_HW_TEXTURE_CACHE
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if ( 0 )
# else
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if ( src = = NULL )
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# endif
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{
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uint32 bp = TEX0 . TBP0 ;
uint32 psm = TEX0 . PSM ;
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// Arc the Lad finds the wrong surface here when looking for a depth stencil.
// Since we're currently not caching depth stencils (check ToDo in CreateSource) we should not look for it here.
// (Simply not doing this code at all makes a lot of previsouly missing stuff show (but breaks pretty much everything
// else.)
//for(int type = 0; type < 2 && dst == NULL; type++)
for ( int type = 0 ; type < 1 & & dst = = NULL ; type + + ) // Only look for render target, no depth stencil
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{
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for ( list < Target * > : : iterator i = m_dst [ type ] . begin ( ) ; i ! = m_dst [ type ] . end ( ) ; i + + )
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{
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Target * t = * i ;
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if ( t - > m_used & & t - > m_dirty . empty ( ) & & GSUtil : : HasSharedBits ( bp , psm , t - > m_TEX0 . TBP0 , t - > m_TEX0 . PSM ) )
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{
dst = t ;
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break ;
}
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}
}
}
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if ( src = = NULL )
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{
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src = CreateSource ( TEX0 , TEXA , dst ) ;
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if ( src = = NULL )
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{
return NULL ;
}
}
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if ( src - > m_palette )
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{
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int size = psm . pal * sizeof ( clut [ 0 ] ) ;
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if ( src - > m_initpalette | | ! GSVector4i : : update ( src - > m_clut , clut , size ) )
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{
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src - > m_palette - > Update ( GSVector4i ( 0 , 0 , psm . pal , 1 ) , src - > m_clut , size ) ;
src - > m_initpalette = false ;
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}
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}
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src - > Update ( r ) ;
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m_src . m_used = true ;
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return src ;
}
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GSTextureCache : : Target * GSTextureCache : : LookupTarget ( const GIFRegTEX0 & TEX0 , int w , int h , int type , bool used )
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{
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uint32 bp = TEX0 . TBP0 ;
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Target * dst = NULL ;
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for ( list < Target * > : : iterator i = m_dst [ type ] . begin ( ) ; i ! = m_dst [ type ] . end ( ) ; i + + )
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{
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Target * t = * i ;
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if ( bp = = t - > m_TEX0 . TBP0 )
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{
m_dst [ type ] . splice ( m_dst [ type ] . begin ( ) , m_dst [ type ] , i ) ;
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dst = t ;
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dst - > m_TEX0 = TEX0 ;
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break ;
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}
}
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if ( dst = = NULL )
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{
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dst = CreateTarget ( TEX0 , w , h , type ) ;
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if ( dst = = NULL )
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{
return NULL ;
}
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}
else
{
dst - > Update ( ) ;
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}
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if ( m_renderer - > CanUpscale ( ) )
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{
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int multiplier = m_renderer - > GetUpscaleMultiplier ( ) ;
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if ( multiplier > 1 ) // it's limited to a maximum of 4 on reading the config
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{
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#if 0 //#ifdef ENABLE_UPSCALE_HACKS //not happy with this yet..
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float x = 1.0f ;
float y = 1.0f ;
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switch ( multiplier )
{
case 2 : x = 1.9375 ; y = 2.0f ; break ; // x res get's rid of vertical lines in many games
case 3 : x = 2.9375f ; y = 2.9375f ; break ; // not helping much
case 4 : x = 3.875f ; y = 3.875f ; break ; // not helping much
default : __assume ( 0 ) ;
}
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dst - > m_texture - > SetScale ( GSVector2 : : _ ( x , y ) ) ;
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# else
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dst - > m_texture - > SetScale ( GSVector2 ( ( float ) multiplier , ( float ) multiplier ) ) ;
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# endif
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}
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else
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{
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GSVector4i fr = m_renderer - > GetFrameRect ( ) ;
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int ww = ( int ) ( fr . left + m_renderer - > GetDisplayRect ( ) . width ( ) ) ;
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int hh = ( int ) ( fr . top + m_renderer - > GetDisplayRect ( ) . height ( ) ) ;
if ( hh < = m_renderer - > GetDeviceSize ( ) . y / 2 )
{
hh * = 2 ;
}
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// This vp2 fix doesn't work most of the time
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if ( hh < 512 & & m_renderer - > m_context - > SCISSOR . SCAY1 = = 511 ) // vp2
{
hh = 512 ;
}
if ( ww > 0 & & hh > 0 )
{
dst - > m_texture - > SetScale ( GSVector2 ( ( float ) w / ww , ( float ) h / hh ) ) ;
}
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}
}
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if ( used )
{
dst - > m_used = true ;
}
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return dst ;
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}
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GSTextureCache : : Target * GSTextureCache : : LookupTarget ( const GIFRegTEX0 & TEX0 , int w , int h )
{
uint32 bp = TEX0 . TBP0 ;
Target * dst = NULL ;
for ( list < Target * > : : iterator i = m_dst [ RenderTarget ] . begin ( ) ; i ! = m_dst [ RenderTarget ] . end ( ) ; i + + )
{
Target * t = * i ;
if ( bp = = t - > m_TEX0 . TBP0 )
{
dst = t ;
break ;
}
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else
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{
// HACK: try to find something close to the base pointer
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if ( t - > m_TEX0 . TBP0 < = bp & & bp < t - > m_TEX0 . TBP0 + 0xe00 & & ( ! dst | | t - > m_TEX0 . TBP0 > = dst - > m_TEX0 . TBP0 ) )
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{
dst = t ;
}
}
}
if ( dst = = NULL )
{
dst = CreateTarget ( TEX0 , w , h , RenderTarget ) ;
if ( dst = = NULL )
{
return NULL ;
}
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m_renderer - > m_dev - > ClearRenderTarget ( dst - > m_texture , 0 ) ; // new frame buffers after reset should be cleared, don't display memory garbage
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}
else
{
dst - > Update ( ) ;
}
dst - > m_used = true ;
return dst ;
}
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void GSTextureCache : : InvalidateVideoMem ( GSOffset * o , const GSVector4i & rect , bool target )
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{
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if ( ! o ) return ; // Fixme. Crashes Dual Hearts, maybe others as well. Was fine before r1549.
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uint32 bp = o - > bp ;
uint32 bw = o - > bw ;
uint32 psm = o - > psm ;
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if ( ! target )
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{
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const list < Source * > & m = m_src . m_map [ bp > > 5 ] ;
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for ( list < Source * > : : const_iterator i = m . begin ( ) ; i ! = m . end ( ) ; )
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{
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list < Source * > : : const_iterator j = i + + ;
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Source * s = * j ;
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if ( GSUtil : : HasSharedBits ( bp , psm , s - > m_TEX0 . TBP0 , s - > m_TEX0 . PSM ) )
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{
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m_src . RemoveAt ( s ) ;
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}
}
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}
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GSVector4i r ;
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uint32 * pages = ( uint32 * ) m_temp ;
o - > GetPages ( rect , pages , & r ) ;
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bool found = false ;
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for ( const uint32 * p = pages ; * p ! = GSOffset : : EOP ; p + + )
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{
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uint32 page = * p ;
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const list < Source * > & m = m_src . m_map [ page ] ;
for ( list < Source * > : : const_iterator i = m . begin ( ) ; i ! = m . end ( ) ; )
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{
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list < Source * > : : const_iterator j = i + + ;
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Source * s = * j ;
if ( GSUtil : : HasSharedBits ( psm , s - > m_TEX0 . PSM ) )
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{
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uint32 * RESTRICT valid = s - > m_valid ;
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bool b = bp = = s - > m_TEX0 . TBP0 ;
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if ( ! s - > m_target )
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{
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if ( s - > m_repeating )
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{
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vector < GSVector2i > & l = s - > m_p2t [ page ] ;
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for ( vector < GSVector2i > : : iterator k = l . begin ( ) ; k ! = l . end ( ) ; k + + )
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{
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valid [ k - > x ] & = k - > y ;
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}
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}
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else
{
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valid [ page ] = 0 ;
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}
s - > m_complete = false ;
found = b ;
}
else
{
// TODO
if ( b )
{
m_src . RemoveAt ( s ) ;
}
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}
}
}
}
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if ( ! target ) return ;
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for ( int type = 0 ; type < 2 ; type + + )
{
for ( list < Target * > : : iterator i = m_dst [ type ] . begin ( ) ; i ! = m_dst [ type ] . end ( ) ; )
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{
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list < Target * > : : iterator j = i + + ;
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Target * t = * j ;
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if ( GSUtil : : HasSharedBits ( bp , psm , t - > m_TEX0 . TBP0 , t - > m_TEX0 . PSM ) )
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{
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if ( ! found & & GSUtil : : HasCompatibleBits ( psm , t - > m_TEX0 . PSM ) )
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{
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t - > m_dirty . push_back ( GSDirtyRect ( r , psm ) ) ;
t - > m_TEX0 . TBW = bw ;
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}
else
{
m_dst [ type ] . erase ( j ) ;
delete t ;
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continue ;
}
}
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if ( GSUtil : : HasSharedBits ( psm , t - > m_TEX0 . PSM ) & & bp < t - > m_TEX0 . TBP0 )
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{
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uint32 rowsize = bw * 8192 ;
uint32 offset = ( uint32 ) ( ( t - > m_TEX0 . TBP0 - bp ) * 256 ) ;
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if ( rowsize > 0 & & offset % rowsize = = 0 )
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{
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int y = GSLocalMemory : : m_psm [ psm ] . pgs . y * offset / rowsize ;
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if ( r . bottom > y )
{
// TODO: do not add this rect above too
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t - > m_dirty . push_back ( GSDirtyRect ( GSVector4i ( r . left , r . top - y , r . right , r . bottom - y ) , psm ) ) ;
t - > m_TEX0 . TBW = bw ;
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continue ;
}
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}
}
}
}
}
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void GSTextureCache : : InvalidateLocalMem ( GSOffset * o , const GSVector4i & r )
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{
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uint32 bp = o - > bp ;
uint32 psm = o - > psm ;
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uint32 bw = o - > bw ;
// No depth handling please.
if ( psm = = PSM_PSMZ32 | | psm = = PSM_PSMZ24 | | psm = = PSM_PSMZ16 | | psm = = PSM_PSMZ16S )
return ;
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// This is a shorter but potentially slower version of the below, commented out code.
// It works for all the games mentioned below and fixes a couple of other ones as well
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// (Busen0: Wizardry and Chaos Legion).
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// Also in a few games the below code ran the Grandia3 case when it shouldn't :p
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for ( list < Target * > : : iterator i = m_dst [ RenderTarget ] . begin ( ) ; i ! = m_dst [ RenderTarget ] . end ( ) ; )
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{
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list < Target * > : : iterator j = i + + ;
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Target * t = * j ;
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if ( t - > m_TEX0 . PSM ! = PSM_PSMZ32 & & t - > m_TEX0 . PSM ! = PSM_PSMZ24 & & t - > m_TEX0 . PSM ! = PSM_PSMZ16 & & t - > m_TEX0 . PSM ! = PSM_PSMZ16S )
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{
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if ( GSUtil : : HasSharedBits ( bp , psm , t - > m_TEX0 . TBP0 , t - > m_TEX0 . PSM ) )
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{
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// note: r.rintersect breaks Wizardry and Chaos Legion
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// Read(t, t->m_valid) works in all tested games but is very slow in GUST titles ><
if ( r . x = = 0 & & r . y = = 0 ) // Full screen read?
Read ( t , t - > m_valid ) ;
else // Block level read?
Read ( t , r . rintersect ( t - > m_valid ) ) ;
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}
}
}
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//GSTextureCache::Target* rt2 = NULL;
//int ymin = INT_MAX;
//for(list<Target*>::iterator i = m_dst[RenderTarget].begin(); i != m_dst[RenderTarget].end(); )
//{
// list<Target*>::iterator j = i++;
// Target* t = *j;
// if (t->m_TEX0.PSM != PSM_PSMZ32 && t->m_TEX0.PSM != PSM_PSMZ24 && t->m_TEX0.PSM != PSM_PSMZ16 && t->m_TEX0.PSM != PSM_PSMZ16S)
// {
// if(GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
// {
// if(GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM))
// {
// Read(t, r.rintersect(t->m_valid));
// return;
// }
// else if(psm == PSM_PSMCT32 && (t->m_TEX0.PSM == PSM_PSMCT16 || t->m_TEX0.PSM == PSM_PSMCT16S))
// {
// // ffx-2 riku changing to her default (shoots some reflecting glass at the end), 16-bit rt read as 32-bit
// Read(t, GSVector4i(r.left, r.top, r.right, r.top + (r.bottom - r.top) * 2).rintersect(t->m_valid));
// return;
// }
// else
// {
// if (psm == PSM_PSMT4HH && t->m_TEX0.PSM == PSM_PSMCT32)
// {
// // Silent Hill Origins shadows: Read 8 bit using only the HIGH bits (4 bit) texture as 32 bit.
// Read(t, r.rintersect(t->m_valid));
// return;
// }
// else
// {
// //printf("Trashing render target. We have a %d type texture and we are trying to write into a %d type texture\n", t->m_TEX0.PSM, psm);
// m_dst[RenderTarget].erase(j);
// delete t;
// }
// }
// }
// // Grandia3, FFX, FFX-2 pause menus. t->m_TEX0.TBP0 magic number checks because otherwise kills xs2 videos
// if( (GSUtil::HasSharedBits(psm, t->m_TEX0.PSM) && (bp > t->m_TEX0.TBP0) )
// && ((t->m_TEX0.TBP0 == 0) || (t->m_TEX0.TBP0==3328) || (t->m_TEX0.TBP0==3584) ))
// {
// //printf("first : %d-%d child : %d-%d\n", psm, bp, t->m_TEX0.PSM, t->m_TEX0.TBP0);
// uint32 rowsize = bw * 8192;
// uint32 offset = (uint32)((bp - t->m_TEX0.TBP0) * 256);
// if(rowsize > 0 && offset % rowsize == 0)
// {
// int y = GSLocalMemory::m_psm[psm].pgs.y * offset / rowsize;
// if(y < ymin && y < 512)
// {
// rt2 = t;
// ymin = y;
// }
// }
// }
// }
//}
//if(rt2)
//{
// Read(rt2, GSVector4i(r.left, r.top + ymin, r.right, r.bottom + ymin));
//}
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// TODO: ds
}
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void GSTextureCache : : IncAge ( )
{
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int maxage = m_src . m_used ? 3 : 30 ;
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for ( hash_set < Source * > : : iterator i = m_src . m_surfaces . begin ( ) ; i ! = m_src . m_surfaces . end ( ) ; )
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{
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hash_set < Source * > : : iterator j = i + + ;
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Source * s = * j ;
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if ( + + s - > m_age > maxage )
{
m_src . RemoveAt ( s ) ;
}
}
m_src . m_used = false ;
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// Clearing of Rendertargets causes flickering in many scene transitions.
// Sigh, this seems to be used to invalidate surfaces. So set a huge maxage to avoid flicker,
// but still invalidate surfaces. (Disgaea 2 fmv when booting the game through the BIOS)
// Original maxage was 4 here, Xenosaga 2 needs at least 240, else it flickers on scene transitions.
maxage = 400 ; // ffx intro scene changes leave the old image untouched for a couple of frames and only then start using it
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for ( int type = 0 ; type < 2 ; type + + )
{
for ( list < Target * > : : iterator i = m_dst [ type ] . begin ( ) ; i ! = m_dst [ type ] . end ( ) ; )
{
list < Target * > : : iterator j = i + + ;
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Target * t = * j ;
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if ( + + t - > m_age > maxage )
{
m_dst [ type ] . erase ( j ) ;
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delete t ;
}
}
}
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}
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//Fixme: Several issues in here. Not handling depth stencil, pitch conversion doesnt work.
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GSTextureCache : : Source * GSTextureCache : : CreateSource ( const GIFRegTEX0 & TEX0 , const GIFRegTEXA & TEXA , Target * dst )
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{
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const GSLocalMemory : : psm_t & psm = GSLocalMemory : : m_psm [ TEX0 . PSM ] ;
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Source * src = new Source ( m_renderer , TEX0 , TEXA , m_temp ) ;
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int tw = 1 < < TEX0 . TW ;
int th = 1 < < TEX0 . TH ;
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int tp = TEX0 . TBW < < 6 ;
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bool hack = false ;
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if ( m_spritehack & & ( TEX0 . PSM = = PSM_PSMT8 | | TEX0 . PSM = = PSM_PSMT8H ) )
{
src - > m_spritehack_t = true ;
if ( m_spritehack = = 2 & & TEX0 . CPSM ! = PSM_PSMCT16 )
src - > m_spritehack_t = false ;
}
else
src - > m_spritehack_t = false ;
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if ( dst )
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{
// TODO: clean up this mess
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src - > m_target = true ;
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if ( dst - > m_type ! = RenderTarget )
{
// TODO
delete src ;
return NULL ;
}
dst - > Update ( ) ;
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GSTexture * tmp = NULL ;
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if ( dst - > m_texture - > IsMSAA ( ) )
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{
tmp = dst - > m_texture ;
dst - > m_texture = m_renderer - > m_dev - > Resolve ( dst - > m_texture ) ;
}
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// 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)
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int w = ( int ) ( dst - > m_texture - > GetScale ( ) . x * tw ) ;
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int h = ( int ) ( dst - > m_texture - > GetScale ( ) . y * th ) ;
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GSVector2i dstsize = dst - > m_texture - > GetSize ( ) ;
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// pitch conversion
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if ( dst - > m_TEX0 . TBW ! = TEX0 . TBW ) // && dst->m_TEX0.PSM == TEX0.PSM
{
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// This is so broken :p
////Better not do the code below, "fixes" like every game that ever gets here..
////Edit: Ratchet and Clank needs this to show most of it's graphics at all.
////Someone else fix this please, I can't :p
////delete src; return NULL;
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//// sfex3 uses this trick (bw: 10 -> 5, wraps the right side below the left)
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//ASSERT(dst->m_TEX0.TBW > TEX0.TBW); // otherwise scale.x need to be reduced to make the larger texture fit (TODO)
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//src->m_texture = m_renderer->m_dev->CreateRenderTarget(dstsize.x, dstsize.y, false);
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//GSVector4 size = GSVector4(dstsize).xyxy();
//GSVector4 scale = GSVector4(dst->m_texture->GetScale()).xyxy();
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//int blockWidth = 64;
//int blockHeight = TEX0.PSM == PSM_PSMCT32 || TEX0.PSM == PSM_PSMCT24 ? 32 : 64;
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//GSVector4i br(0, 0, blockWidth, blockHeight);
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//int sw = (int)dst->m_TEX0.TBW << 6;
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//int dw = (int)TEX0.TBW << 6;
//int dh = 1 << TEX0.TH;
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//if(sw != 0)
//for(int dy = 0; dy < dh; dy += blockHeight)
//{
// for(int dx = 0; dx < dw; dx += blockWidth)
// {
// int o = dy * dw / blockHeight + dx;
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// int sx = o % sw;
// int sy = o / sw;
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// GSVector4 sr = GSVector4(GSVector4i(sx, sy).xyxy() + br) * scale / size;
// GSVector4 dr = GSVector4(GSVector4i(dx, dy).xyxy() + br) * scale;
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// m_renderer->m_dev->StretchRect(dst->m_texture, sr, src->m_texture, dr);
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// // TODO: this is quite a lot of StretchRect, do it with one Draw
// }
//}
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}
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else if ( tw < 1024 )
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{
// FIXME: timesplitters blurs the render target by blending itself over a couple of times
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hack = true ;
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//if(tw == 256 && th == 128 && (TEX0.TBP0 == 0 || TEX0.TBP0 == 0x00e00))
//{
// delete src;
// return NULL;
//}
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}
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// width/height conversion
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GSVector2 scale = dst - > m_texture - > GetScale ( ) ;
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GSVector4 dr ( 0 , 0 , w , h ) ;
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if ( w > dstsize . x )
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{
scale . x = ( float ) dstsize . x / tw ;
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dr . z = ( float ) dstsize . x * scale . x / dst - > m_texture - > GetScale ( ) . x ;
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w = dstsize . x ;
}
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if ( h > dstsize . y )
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{
scale . y = ( float ) dstsize . y / th ;
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dr . w = ( float ) dstsize . y * scale . y / dst - > m_texture - > GetScale ( ) . y ;
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h = dstsize . y ;
}
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GSVector4 sr ( 0 , 0 , w , h ) ;
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GSTexture * st = src - > m_texture ? src - > m_texture : dst - > m_texture ;
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GSTexture * dt = m_renderer - > m_dev - > CreateRenderTarget ( w , h , false ) ;
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if ( psm . pal > 0 )
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src - > m_palette = m_renderer - > m_dev - > CreateTexture ( 256 , 1 ) ;
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if ( ! src - > m_texture )
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{
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src - > m_texture = dt ;
}
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if ( ( sr = = dr ) . alltrue ( ) )
{
m_renderer - > m_dev - > CopyRect ( st , dt , GSVector4i ( 0 , 0 , w , h ) ) ;
}
else
{
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sr . z / = st - > GetWidth ( ) ;
sr . w / = st - > GetHeight ( ) ;
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m_renderer - > m_dev - > StretchRect ( st , sr , dt , dr ) ;
}
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if ( dt ! = src - > m_texture )
{
m_renderer - > m_dev - > Recycle ( src - > m_texture ) ;
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src - > m_texture = dt ;
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}
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if ( src - > m_texture )
src - > m_texture - > SetScale ( scale ) ;
else
ASSERT ( 0 ) ;
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if ( tmp ! = NULL )
{
m_renderer - > m_dev - > Recycle ( dst - > m_texture ) ;
dst - > m_texture = tmp ;
}
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// Offset hack. Can be enabled via GSdx options.
// The offset will be used in Draw().
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float modx = 0.0f ;
float mody = 0.0f ;
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if ( UserHacks_HalfPixelOffset & & hack )
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{
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switch ( m_renderer - > GetUpscaleMultiplier ( ) )
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{
case 2 : modx = 2.2f ; mody = 2.2f ; dst - > m_texture - > LikelyOffset = true ; break ;
case 3 : modx = 3.1f ; mody = 3.1f ; dst - > m_texture - > LikelyOffset = true ; break ;
case 4 : modx = 4.2f ; mody = 4.2f ; dst - > m_texture - > LikelyOffset = true ; break ;
case 5 : modx = 5.3f ; mody = 5.3f ; dst - > m_texture - > LikelyOffset = true ; break ;
case 6 : modx = 6.2f ; mody = 6.2f ; dst - > m_texture - > LikelyOffset = true ; break ;
default : modx = 0.0f ; mody = 0.0f ; dst - > m_texture - > LikelyOffset = false ; break ;
}
}
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dst - > m_texture - > OffsetHack_modx = modx ;
dst - > m_texture - > OffsetHack_mody = mody ;
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}
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else
{
if ( m_paltex & & psm . pal > 0 )
{
src - > m_texture = m_renderer - > m_dev - > CreateTexture ( tw , th , Get8bitFormat ( ) ) ;
src - > m_palette = m_renderer - > m_dev - > CreateTexture ( 256 , 1 ) ;
}
else
src - > m_texture = m_renderer - > m_dev - > CreateTexture ( tw , th ) ;
}
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if ( src - > m_texture = = NULL )
{
ASSERT ( 0 ) ;
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delete src ;
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return NULL ;
}
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if ( psm . pal > 0 )
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{
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memcpy ( src - > m_clut , ( const uint32 * ) m_renderer - > m_mem . m_clut , psm . pal * sizeof ( uint32 ) ) ;
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}
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m_src . Add ( src , TEX0 , m_renderer - > m_context - > offset . tex ) ;
return src ;
}
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GSTextureCache : : Target * GSTextureCache : : CreateTarget ( const GIFRegTEX0 & TEX0 , int w , int h , int type )
{
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Target * t = new Target ( m_renderer , TEX0 , m_temp ) ;
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// FIXME: initial data should be unswizzled from local mem in Update() if dirty
t - > m_type = type ;
if ( type = = RenderTarget )
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{
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t - > m_texture = m_renderer - > m_dev - > CreateRenderTarget ( w , h , true ) ;
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t - > m_used = true ; // FIXME
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}
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else if ( type = = DepthStencil )
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{
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t - > m_texture = m_renderer - > m_dev - > CreateDepthStencil ( w , h , true ) ;
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}
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if ( t - > m_texture = = NULL )
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{
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ASSERT ( 0 ) ;
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delete t ;
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return NULL ;
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}
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m_dst [ type ] . push_front ( t ) ;
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return t ;
}
// GSTextureCache::Surface
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GSTextureCache : : Surface : : Surface ( GSRenderer * r , uint8 * temp )
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: m_renderer ( r )
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, m_temp ( temp )
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, m_texture ( NULL )
, m_age ( 0 )
{
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m_TEX0 . TBP0 = 0x3fff ;
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}
GSTextureCache : : Surface : : ~ Surface ( )
{
m_renderer - > m_dev - > Recycle ( m_texture ) ;
}
void GSTextureCache : : Surface : : Update ( )
{
m_age = 0 ;
}
// GSTextureCache::Source
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GSTextureCache : : Source : : Source ( GSRenderer * r , const GIFRegTEX0 & TEX0 , const GIFRegTEXA & TEXA , uint8 * temp )
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: Surface ( r , temp )
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, m_palette ( NULL )
, m_initpalette ( true )
, m_target ( false )
, m_complete ( false )
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, m_p2t ( NULL )
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{
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m_TEX0 = TEX0 ;
m_TEXA = TEXA ;
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memset ( m_valid , 0 , sizeof ( m_valid ) ) ;
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m_clut = ( uint32 * ) _aligned_malloc ( 256 * sizeof ( uint32 ) , 32 ) ;
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memset ( m_clut , 0 , sizeof ( m_clut ) ) ;
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m_write . rect = ( GSVector4i * ) _aligned_malloc ( 3 * sizeof ( GSVector4i ) , 32 ) ;
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m_write . count = 0 ;
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m_repeating = m_TEX0 . IsRepeating ( ) ;
if ( m_repeating )
{
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m_p2t = r - > m_mem . GetPage2TileMap ( m_TEX0 ) ;
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}
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}
GSTextureCache : : Source : : ~ Source ( )
{
m_renderer - > m_dev - > Recycle ( m_palette ) ;
_aligned_free ( m_clut ) ;
_aligned_free ( m_write . rect ) ;
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}
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void GSTextureCache : : Source : : Update ( const GSVector4i & rect )
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{
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Surface : : Update ( ) ;
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if ( m_complete | | m_target )
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{
return ;
}
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GSVector2i bs = GSLocalMemory : : m_psm [ m_TEX0 . PSM ] . bs ;
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int tw = std : : max < int > ( 1 < < m_TEX0 . TW , bs . x ) ;
int th = std : : max < int > ( 1 < < m_TEX0 . TH , bs . y ) ;
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GSVector4i r = rect . ralign < Align_Outside > ( bs ) ;
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if ( r . eq ( GSVector4i ( 0 , 0 , tw , th ) ) )
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{
m_complete = true ; // lame, but better than nothing
}
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const GSOffset * o = m_renderer - > m_context - > offset . tex ;
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uint32 blocks = 0 ;
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if ( m_repeating )
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{
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for ( int y = r . top ; y < r . bottom ; y + = bs . y )
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{
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uint32 base = o - > block . row [ y > > 3 ] ;
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for ( int x = r . left , i = ( y < < 7 ) + x ; x < r . right ; x + = bs . x , i + = bs . x )
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{
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uint32 block = base + o - > block . col [ x > > 3 ] ;
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if ( block < MAX_BLOCKS )
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{
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uint32 addr = i > > 3 ;
uint32 row = addr > > 5 ;
uint32 col = 1 < < ( addr & 31 ) ;
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if ( ( m_valid [ row ] & col ) = = 0 )
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{
m_valid [ row ] | = col ;
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Write ( GSVector4i ( x , y , x + bs . x , y + bs . y ) ) ;
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blocks + + ;
}
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}
}
}
}
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else
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{
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for ( int y = r . top ; y < r . bottom ; y + = bs . y )
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{
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uint32 base = o - > block . row [ y > > 3 ] ;
for ( int x = r . left ; x < r . right ; x + = bs . x )
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{
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uint32 block = base + o - > block . col [ x > > 3 ] ;
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if ( block < MAX_BLOCKS )
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{
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uint32 row = block > > 5 ;
uint32 col = 1 < < ( block & 31 ) ;
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if ( ( m_valid [ row ] & col ) = = 0 )
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{
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m_valid [ row ] | = col ;
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Write ( GSVector4i ( x , y , x + bs . x , y + bs . y ) ) ;
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blocks + + ;
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}
}
}
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}
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}
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if ( blocks > 0 )
{
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m_renderer - > m_perfmon . Put ( GSPerfMon : : Unswizzle , bs . x * bs . y * blocks < < ( m_palette ? 2 : 0 ) ) ;
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Flush ( m_write . count ) ;
}
}
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void GSTextureCache : : Source : : Write ( const GSVector4i & r )
{
m_write . rect [ m_write . count + + ] = r ;
while ( m_write . count > = 2 )
{
GSVector4i & a = m_write . rect [ m_write . count - 2 ] ;
GSVector4i & b = m_write . rect [ m_write . count - 1 ] ;
if ( ( a = = b . zyxw ( ) ) . mask ( ) = = 0xfff0 )
{
a . right = b . right ; // extend right
m_write . count - - ;
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}
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else if ( ( a = = b . xwzy ( ) ) . mask ( ) = = 0xff0f )
{
a . bottom = b . bottom ; // extend down
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m_write . count - - ;
}
else
{
break ;
}
}
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if ( m_write . count > 2 )
{
Flush ( 1 ) ;
}
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}
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void GSTextureCache : : Source : : Flush ( uint32 count )
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{
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// This function as written will not work for paletted formats copied from framebuffers
// because they are 8 or 4 bit formats on the GS and the GS local memory module reads
// these into an 8 bit format while the D3D surfaces are 32 bit.
// However the function is never called for these cases. This is just for information
// should someone wish to use this function for these cases later.
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const GSLocalMemory : : psm_t & psm = GSLocalMemory : : m_psm [ m_TEX0 . PSM ] ;
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int tw = 1 < < m_TEX0 . TW ;
int th = 1 < < m_TEX0 . TH ;
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GSVector4i tr ( 0 , 0 , tw , th ) ;
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int pitch = max ( tw , psm . bs . x ) * sizeof ( uint32 ) ;
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GSLocalMemory & mem = m_renderer - > m_mem ;
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const GSOffset * o = m_renderer - > m_context - > offset . tex ;
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GSLocalMemory : : readTexture rtx = psm . rtx ;
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GIFRegTEXA plainTEXA ;
plainTEXA . AEM = 1 ;
plainTEXA . TA0 = 0 ;
plainTEXA . TA1 = 0x80 ;
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if ( m_palette )
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{
pitch > > = 2 ;
rtx = psm . rtxP ;
}
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uint8 * buff = m_temp ;
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for ( uint32 i = 0 ; i < count ; i + + )
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{
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GSVector4i r = m_write . rect [ i ] ;
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if ( ( r > tr ) . mask ( ) & 0xff00 )
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{
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( mem . * rtx ) ( o , r , buff , pitch , m_TEXA ) ;
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m_texture - > Update ( r . rintersect ( tr ) , buff , pitch ) ;
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}
else
{
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GSTexture : : GSMap m ;
if ( m_texture - > Map ( m , & r ) )
{
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( mem . * rtx ) ( o , r , m . bits , m . pitch , plainTEXA ) ;
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m_texture - > Unmap ( ) ;
}
else
{
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( mem . * rtx ) ( o , r , buff , pitch , plainTEXA ) ;
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m_texture - > Update ( r , buff , pitch ) ;
}
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}
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}
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if ( count < m_write . count )
{
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memcpy ( & m_write . rect [ 0 ] , & m_write . rect [ count ] , ( m_write . count - count ) * sizeof ( m_write . rect [ 0 ] ) ) ;
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}
m_write . count - = count ;
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}
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// GSTextureCache::Target
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GSTextureCache : : Target : : Target ( GSRenderer * r , const GIFRegTEX0 & TEX0 , uint8 * temp )
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: Surface ( r , temp )
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, m_type ( - 1 )
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, m_used ( false )
{
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m_TEX0 = TEX0 ;
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m_valid = GSVector4i : : zero ( ) ;
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}
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void GSTextureCache : : Target : : Update ( )
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{
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Surface : : Update ( ) ;
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// 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 ( ) ) ;
if ( r . rempty ( ) ) return ;
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if ( m_type = = RenderTarget )
{
int w = r . width ( ) ;
int h = r . height ( ) ;
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if ( GSTexture * t = m_renderer - > m_dev - > CreateTexture ( w , h ) )
{
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const GSOffset * o = m_renderer - > m_mem . GetOffset ( m_TEX0 . TBP0 , m_TEX0 . TBW , m_TEX0 . PSM ) ;
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GIFRegTEXA TEXA ;
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TEXA . AEM = 1 ;
TEXA . TA0 = 0 ;
TEXA . TA1 = 0x80 ;
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GSTexture : : GSMap m ;
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if ( t - > Map ( m ) )
{
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m_renderer - > m_mem . ReadTexture ( o , r , m . bits , m . pitch , TEXA ) ;
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t - > Unmap ( ) ;
}
else
{
int pitch = ( ( w + 3 ) & ~ 3 ) * 4 ;
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m_renderer - > m_mem . ReadTexture ( o , r , m_temp , pitch , TEXA ) ;
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2011-02-20 23:53:00 +00:00
t - > Update ( r . rsize ( ) , m_temp , pitch ) ;
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}
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// m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, w * h * 4);
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m_renderer - > m_dev - > StretchRect ( t , m_texture , GSVector4 ( r ) * GSVector4 ( m_texture - > GetScale ( ) ) . xyxy ( ) ) ;
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m_renderer - > m_dev - > Recycle ( t ) ;
}
}
else if ( m_type = = DepthStencil )
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{
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// do the most likely thing a direct write would do, clear it
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if ( ( m_renderer - > m_game . flags & CRC : : ZWriteMustNotClear ) = = 0 )
{
m_renderer - > m_dev - > ClearDepth ( m_texture , 0 ) ;
}
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}
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}
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// GSTextureCache::SourceMap
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void GSTextureCache : : SourceMap : : Add ( Source * s , const GIFRegTEX0 & TEX0 , const GSOffset * o )
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{
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m_surfaces . insert ( s ) ;
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if ( s - > m_target )
{
// TODO
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m_map [ TEX0 . TBP0 > > 5 ] . push_front ( s ) ;
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return ;
}
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const GSLocalMemory : : psm_t & psm = GSLocalMemory : : m_psm [ TEX0 . PSM ] ;
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GSVector2i bs = ( TEX0 . TBP0 & 31 ) = = 0 ? psm . pgs : psm . bs ;
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int tw = 1 < < TEX0 . TW ;
int th = 1 < < TEX0 . TH ;
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for ( int y = 0 ; y < th ; y + = bs . y )
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{
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uint32 base = o - > block . row [ y > > 3 ] ;
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for ( int x = 0 ; x < tw ; x + = bs . x )
{
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uint32 page = ( base + o - > block . col [ x > > 3 ] ) > > 5 ;
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if ( page < MAX_PAGES )
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{
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m_pages [ page > > 5 ] | = 1 < < ( page & 31 ) ;
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}
}
}
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for ( int i = 0 ; i < countof ( m_pages ) ; i + + )
{
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if ( uint32 p = m_pages [ i ] )
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{
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m_pages [ i ] = 0 ;
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list < Source * > * m = & m_map [ i < < 5 ] ;
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unsigned long j ;
while ( _BitScanForward ( & j , p ) )
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{
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p ^ = 1 < < j ;
m [ j ] . push_front ( s ) ;
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}
}
}
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}
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void GSTextureCache : : SourceMap : : RemoveAll ( )
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{
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for_each ( m_surfaces . begin ( ) , m_surfaces . end ( ) , delete_object ( ) ) ;
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m_surfaces . clear ( ) ;
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for ( uint32 i = 0 ; i < countof ( m_map ) ; i + + )
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{
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m_map [ i ] . clear ( ) ;
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}
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}
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void GSTextureCache : : SourceMap : : RemoveAt ( Source * s )
{
m_surfaces . erase ( s ) ;
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for ( uint32 start = s - > m_TEX0 . TBP0 > > 5 , end = s - > m_target ? start : countof ( m_map ) - 1 ; start < = end ; start + + )
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{
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list < Source * > & m = m_map [ start ] ;
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for ( list < Source * > : : iterator i = m . begin ( ) ; i ! = m . end ( ) ; )
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{
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list < Source * > : : iterator j = i + + ;
if ( * j = = s ) { m . erase ( j ) ; break ; }
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}
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}
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delete s ;
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}