mirror of https://github.com/PCSX2/pcsx2.git
GSdx: just fixing slow texture uploads with dx9... (odin sphere back to 40-50 fps)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1279 96395faa-99c1-11dd-bbfe-3dabce05a288
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50332c1cd1
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@ -40,7 +40,7 @@ public:
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virtual int GetHeight() const = 0;
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virtual int GetFormat() const = 0;
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virtual bool Update(const GSVector4i& r, const void* data, int pitch) = 0;
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virtual bool Map(uint8** bits, int& pitch) = 0;
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virtual bool Map(uint8** bits, int& pitch, const GSVector4i* r = NULL) = 0;
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virtual void Unmap() = 0;
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virtual bool Save(const string& fn, bool dds = false) = 0;
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@ -83,8 +83,15 @@ bool GSTexture10::Update(const GSVector4i& r, const void* data, int pitch)
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return false;
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}
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bool GSTexture10::Map(uint8** bits, int& pitch)
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bool GSTexture10::Map(uint8** bits, int& pitch, const GSVector4i* r)
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{
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if(r != NULL)
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{
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// ASSERT(0); // not implemented
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return false;
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}
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if(m_texture)
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{
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D3D10_MAPPED_TEXTURE2D map;
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@ -44,7 +44,7 @@ public:
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int GetHeight() const;
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int GetFormat() const;
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bool Update(const GSVector4i& r, const void* data, int pitch);
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bool Map(uint8** bits, int& pitch);
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bool Map(uint8** bits, int& pitch, const GSVector4i* r);
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void Unmap();
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bool Save(const string& fn, bool dds = false);
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@ -133,10 +133,17 @@ bool GSTexture7::Update(const GSVector4i& r, const void* data, int pitch)
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return false;
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}
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bool GSTexture7::Map(uint8** bits, int& pitch)
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bool GSTexture7::Map(uint8** bits, int& pitch, const GSVector4i* r)
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{
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HRESULT hr;
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if(r != NULL)
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{
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// ASSERT(0); // not implemented
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return false;
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}
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DDSURFACEDESC2 desc;
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if(SUCCEEDED(hr = m_system->Lock(NULL, &desc, DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR, NULL)))
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@ -44,7 +44,7 @@ public:
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int GetHeight() const;
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int GetFormat() const;
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bool Update(const GSVector4i& r, const void* data, int pitch);
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bool Map(uint8** bits, int& pitch);
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bool Map(uint8** bits, int& pitch, const GSVector4i* r);
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void Unmap();
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bool Save(const string& fn, bool dds = false);
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@ -113,7 +113,7 @@ bool GSTexture9::Update(const GSVector4i& r, const void* data, int pitch)
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return false;
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}
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bool GSTexture9::Map(uint8** bits, int& pitch)
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bool GSTexture9::Map(uint8** bits, int& pitch, const GSVector4i* r)
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{
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HRESULT hr;
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@ -121,7 +121,7 @@ bool GSTexture9::Map(uint8** bits, int& pitch)
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{
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D3DLOCKED_RECT lr;
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if(SUCCEEDED(hr = surface->LockRect(&lr, NULL, 0)))
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if(SUCCEEDED(hr = surface->LockRect(&lr, (LPRECT)r, 0)))
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{
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*bits = (uint8*)lr.pBits;
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pitch = (int)lr.Pitch;
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@ -43,7 +43,7 @@ public:
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int GetHeight() const;
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int GetFormat() const;
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bool Update(const GSVector4i& r, const void* data, int pitch);
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bool Map(uint8** bits, int& pitch);
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bool Map(uint8** bits, int& pitch, const GSVector4i* r);
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void Unmap();
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bool Save(const string& fn, bool dds = false);
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@ -698,20 +698,41 @@ void GSTextureCache::GSCachedTexture::Update()
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m_valid = m_valid.runion(r);
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static uint8* bits = (uint8*)::_aligned_malloc(1024 * 1024 * 4, 16);
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int pitch = ((r.width() + 3) & ~3) * 4;
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if(m_renderer->m_psrr)
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uint8* bits = NULL;
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int pitch = 0;
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if(m_texture->Map(&bits, pitch, &r))
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{
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m_renderer->m_mem.ReadTextureNPNC(r, bits, pitch, m_renderer->m_context->TEX0, m_renderer->m_env.TEXA, m_renderer->m_context->CLAMP);
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// in dx9 managed textures can be written directly, less copying is faster, but still not as fast as dx10's UpdateResource
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if(m_renderer->m_psrr)
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{
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m_renderer->m_mem.ReadTextureNPNC(r, bits, pitch, m_renderer->m_context->TEX0, m_renderer->m_env.TEXA, m_renderer->m_context->CLAMP);
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}
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else
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{
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m_renderer->m_mem.ReadTextureNP(r, bits, pitch, m_renderer->m_context->TEX0, m_renderer->m_env.TEXA, m_renderer->m_context->CLAMP);
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}
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m_texture->Unmap();
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}
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else
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{
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m_renderer->m_mem.ReadTextureNP(r, bits, pitch, m_renderer->m_context->TEX0, m_renderer->m_env.TEXA, m_renderer->m_context->CLAMP);
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}
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static uint8* buff = (uint8*)::_aligned_malloc(1024 * 1024 * 4, 16);
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pitch = ((r.width() + 3) & ~3) * 4;
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m_texture->Update(r, bits, pitch);
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if(m_renderer->m_psrr)
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{
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m_renderer->m_mem.ReadTextureNPNC(r, buff, pitch, m_renderer->m_context->TEX0, m_renderer->m_env.TEXA, m_renderer->m_context->CLAMP);
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}
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else
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{
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m_renderer->m_mem.ReadTextureNP(r, buff, pitch, m_renderer->m_context->TEX0, m_renderer->m_env.TEXA, m_renderer->m_context->CLAMP);
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}
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m_texture->Update(r, buff, pitch);
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}
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m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, r.width() * r.height() * m_bpp >> 3);
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}
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@ -38,7 +38,7 @@ public:
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int GetHeight() const {return m_desc.h;}
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int GetFormat() const {return m_desc.format;}
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bool Update(const GSVector4i& r, const void* data, int pitch) {return true;}
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bool Map(uint8** bits, int& pitch) {return true;}
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bool Map(uint8** bits, int& pitch, const GSVector4i* r) {return false;}
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void Unmap() {}
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bool Save(const string& fn, bool dds = false) {return false;}
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};
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@ -174,7 +174,9 @@ bool GSUtil::IsDirect3D10Available()
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char* GSUtil::GetLibName()
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{
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static string str = format("GSdx %d", SVN_REV);
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static string str;
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str = format("GSdx %d", SVN_REV);
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if(SVN_MODS) str += "m";
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