GregMiscellaneous: zzogl-pg: Move target-related structures from zerogs.h to targets.h.

git-svn-id: http://pcsx2.googlecode.com/svn/branches/GregMiscellaneous@3926 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
arcum42 2010-10-17 07:57:25 +00:00
parent 0da424452c
commit 74113b1eeb
3 changed files with 313 additions and 312 deletions

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@ -28,6 +28,7 @@
#include "GS.h"
#include "zerogs.h"
#include "targets.h"
extern int g_SkipFlushFrame;

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@ -27,10 +27,318 @@
#define GL_TEXTURE_RECTANGLE GL_TEXTURE_RECTANGLE_NV
#endif
#define VB_BUFFERSIZE 0x400
// managers render-to-texture targets
class CRenderTarget
{
public:
CRenderTarget();
virtual ~CRenderTarget();
virtual bool Create(const frameInfo& frame);
virtual void Destroy();
// set the GPU_POSXY variable, scissor rect, and current render target
void SetTarget(int fbplocal, const Rect2& scissor, int context);
void SetViewport();
// copies/creates the feedback contents
inline void CreateFeedback()
{
if (ptexFeedback == 0 || !(status&TS_FeedbackReady))
_CreateFeedback();
}
virtual void Resolve();
virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
virtual void Update(int context, CRenderTarget* pdepth);
virtual void ConvertTo32(); // converts a psm==2 target, to a psm==0
virtual void ConvertTo16(); // converts a psm==0 target, to a psm==2
virtual bool IsDepth() { return false; }
void SetRenderTarget(int targ);
void* psys; // system data used for comparison
u32 ptex;
int fbp, fbw, fbh, fbhCalc; // if fbp is negative, virtual target (not mapped to any real addr)
int start, end; // in bytes
u32 lastused; // time stamp since last used
float4 vposxy;
u32 fbm;
u16 status;
u8 psm;
u8 resv0;
Rect scissorrect;
u8 created; // Check for object destruction/creating for r201.
//int startresolve, endresolve;
u32 nUpdateTarg; // use this target to update the texture if non 0 (one time only)
// this is optionally used when feedback effects are used (render target is used as a texture when rendering to itself)
u32 ptexFeedback;
enum TargetStatus
{
TS_Resolved = 1,
TS_NeedUpdate = 2,
TS_Virtual = 4, // currently not mapped to memory
TS_FeedbackReady = 8, // feedback effect is ready and doesn't need to be updated
TS_NeedConvert32 = 16,
TS_NeedConvert16 = 32,
};
inline float4 DefaultBitBltPos();
inline float4 DefaultBitBltTex();
private:
void _CreateFeedback();
inline bool InitialiseDefaultTexture(u32 *p_ptr, int fbw, int fbh) ;
};
// manages zbuffers
class CDepthTarget : public CRenderTarget
{
public:
CDepthTarget();
virtual ~CDepthTarget();
virtual bool Create(const frameInfo& frame);
virtual void Destroy();
virtual void Resolve();
virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
virtual void Update(int context, CRenderTarget* prndr);
virtual bool IsDepth() { return true; }
void SetDepthStencilSurface();
u32 pdepth; // 24 bit, will contain the stencil buffer if possible
u32 pstencil; // if not 0, contains the stencil buffer
int icount; // internal counter
};
// manages contiguous chunks of memory (width is always 1024)
class CMemoryTarget
{
public:
struct TEXTURE
{
inline TEXTURE() : tex(0), memptr(NULL), ref(0) {}
inline ~TEXTURE() { glDeleteTextures(1, &tex); _aligned_free(memptr); }
u32 tex;
u8* memptr; // GPU memory used for comparison
int ref;
};
inline CMemoryTarget() : ptex(NULL), starty(0), height(0), realy(0), realheight(0), usedstamp(0), psm(0), cpsm(0), channels(0), clearminy(0), clearmaxy(0), validatecount(0) {}
inline CMemoryTarget(const CMemoryTarget& r)
{
ptex = r.ptex;
if (ptex != NULL) ptex->ref++;
starty = r.starty;
height = r.height;
realy = r.realy;
realheight = r.realheight;
usedstamp = r.usedstamp;
psm = r.psm;
cpsm = r.cpsm;
clut = r.clut;
clearminy = r.clearminy;
clearmaxy = r.clearmaxy;
widthmult = r.widthmult;
texH = r.texH;
texW = r.texW;
channels = r.channels;
validatecount = r.validatecount;
fmt = r.fmt;
}
~CMemoryTarget() { Destroy(); }
inline void Destroy()
{
if (ptex != NULL && ptex->ref > 0)
{
if (--ptex->ref <= 0) delete ptex;
}
ptex = NULL;
}
// returns true if clut data is synced
bool ValidateClut(const tex0Info& tex0);
// returns true if tex data is synced
bool ValidateTex(const tex0Info& tex0, int starttex, int endtex, bool bDeleteBadTex);
// realy is offset in pixels from start of valid region
// so texture in memory is [realy,starty+height]
// valid texture is [starty,starty+height]
// offset in mem [starty-realy, height]
TEXTURE* ptex; // can be 16bit
int starty, height; // assert(starty >= realy)
int realy, realheight; // this is never touched once allocated
// realy is start pointer of data in 4M data block (start) and size (end-start).
u32 usedstamp;
u8 psm, cpsm; // texture and clut format. For psm, only 16bit/32bit differentiation matters
u32 fmt;
int widthmult; // Either 1 or 2.
int channels; // The number of pixels per PSM format word. channels == PIXELS_PER_WORD(psm)
// This is the real drawing size in pixels of the texture in renderbuffer.
int texW; // (realheight + widthmult - 1)/widthmult == realheight or [(realheight+1)/2]
int texH; // GPU_TEXWIDTH *widthmult * channels;
int clearminy, clearmaxy; // when maxy > 0, need to check for clearing
int validatecount; // count how many times has been validated, if too many, destroy
vector<u8> clut; // if nonzero, texture uses CLUT
};
struct VB
{
VB();
~VB();
void Destroy();
inline bool CheckPrim()
{
static const int PRIMMASK = 0x0e; // for now ignore 0x10 (AA)
if ((PRIMMASK & prim->_val) != (PRIMMASK & curprim._val) || primtype[prim->prim] != primtype[curprim.prim])
return nCount > 0;
return false;
}
void CheckFrame(int tbp);
// context specific state
Point offset;
Rect2 scissor;
tex0Info tex0;
tex1Info tex1;
miptbpInfo miptbp0;
miptbpInfo miptbp1;
alphaInfo alpha;
fbaInfo fba;
clampInfo clamp;
pixTest test;
u32 ptexClamp[2]; // textures for x and y dir region clamping
public:
void FlushTexData();
inline int CheckFrameAddConstraints(int tbp);
inline void CheckScissors(int maxpos);
inline void CheckFrame32bitRes(int maxpos);
inline int FindMinimalMemoryConstrain(int tbp, int maxpos);
inline int FindZbufferMemoryConstrain(int tbp, int maxpos);
inline int FindMinimalHeightConstrain(int maxpos);
inline int CheckFrameResolveRender(int tbp);
inline void CheckFrame16vs32Conversion();
inline int CheckFrameResolveDepth(int tbp);
inline void FlushTexUnchangedClutDontUpdate() ;
inline void FlushTexClutDontUpdate() ;
inline void FlushTexClutting() ;
inline void FlushTexSetNewVars(u32 psm) ;
// notify VB that nVerts need to be written to pbuf
inline void NotifyWrite(int nVerts)
{
assert(pBufferData != NULL && nCount <= nNumVertices && nVerts > 0);
if (nCount + nVerts > nNumVertices)
{
// recreate except with a bigger count
VertexGPU* ptemp = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU) * nNumVertices * 2, 256);
memcpy_amd(ptemp, pBufferData, sizeof(VertexGPU) * nCount);
nNumVertices *= 2;
assert(nCount + nVerts <= nNumVertices);
_aligned_free(pBufferData);
pBufferData = ptemp;
}
}
void Init(int nVerts)
{
if (pBufferData == NULL && nVerts > 0)
{
pBufferData = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU) * nVerts, 256);
nNumVertices = nVerts;
}
nCount = 0;
}
u8 bNeedFrameCheck;
u8 bNeedZCheck;
u8 bNeedTexCheck;
u8 dummy0;
union
{
struct
{
u8 bTexConstsSync; // only pixel shader constants that context owns
u8 bVarsTexSync; // texture info
u8 bVarsSetTarg;
u8 dummy1;
};
u32 bSyncVars;
};
int ictx;
VertexGPU* pBufferData; // current allocated data
int nNumVertices; // size of pBufferData in terms of VertexGPU objects
int nCount;
primInfo curprim; // the previous prim the current buffers are set to
zbufInfo zbuf;
frameInfo gsfb; // the real info set by FRAME cmd
frameInfo frame;
int zprimmask; // zmask for incoming points
union
{
u32 uCurTex0Data[2]; // current tex0 data
GIFRegTEX0 uCurTex0;
};
u32 uNextTex0Data[2]; // tex0 data that has to be applied if bNeedTexCheck is 1
//int nFrameHeights[8]; // frame heights for the past frame changes
int nNextFrameHeight;
CMemoryTarget* pmemtarg; // the current mem target set
CRenderTarget* prndr;
CDepthTarget* pdepth;
};
inline u32 GetFrameKey(int fbp, int fbw, VB& curvb);
// manages render targets
class CRenderTargetMngr
{
public:
@ -384,4 +692,6 @@ static __forceinline void setRectWrap2(GLint type)
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, type);
}
// VB variables
extern VB vb[2];
#endif

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@ -35,11 +35,11 @@
#include "GS.h"
#include "CRC.h"
#include "rasterfont.h" // simple font
#include "targets.h"
using namespace std;
//------------------------ Constants ----------------------
#define VB_BUFFERSIZE 0x400
// Used in a logarithmic Z-test, as (1-o(1))/log(MAX_U32).
const float g_filog32 = 0.999f / (32.0f * logf(2.0f));
@ -98,319 +98,9 @@ extern int nBackbufferWidth, nBackbufferHeight;
typedef void (*DrawFn)();
// managers render-to-texture targets
class CRenderTarget
{
public:
CRenderTarget();
virtual ~CRenderTarget();
virtual bool Create(const frameInfo& frame);
virtual void Destroy();
// set the GPU_POSXY variable, scissor rect, and current render target
void SetTarget(int fbplocal, const Rect2& scissor, int context);
void SetViewport();
// copies/creates the feedback contents
inline void CreateFeedback()
{
if (ptexFeedback == 0 || !(status&TS_FeedbackReady))
_CreateFeedback();
}
virtual void Resolve();
virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
virtual void Update(int context, CRenderTarget* pdepth);
virtual void ConvertTo32(); // converts a psm==2 target, to a psm==0
virtual void ConvertTo16(); // converts a psm==0 target, to a psm==2
virtual bool IsDepth() { return false; }
void SetRenderTarget(int targ);
void* psys; // system data used for comparison
u32 ptex;
int fbp, fbw, fbh, fbhCalc; // if fbp is negative, virtual target (not mapped to any real addr)
int start, end; // in bytes
u32 lastused; // time stamp since last used
float4 vposxy;
u32 fbm;
u16 status;
u8 psm;
u8 resv0;
Rect scissorrect;
u8 created; // Check for object destruction/creating for r201.
//int startresolve, endresolve;
u32 nUpdateTarg; // use this target to update the texture if non 0 (one time only)
// this is optionally used when feedback effects are used (render target is used as a texture when rendering to itself)
u32 ptexFeedback;
enum TargetStatus
{
TS_Resolved = 1,
TS_NeedUpdate = 2,
TS_Virtual = 4, // currently not mapped to memory
TS_FeedbackReady = 8, // feedback effect is ready and doesn't need to be updated
TS_NeedConvert32 = 16,
TS_NeedConvert16 = 32,
};
inline float4 DefaultBitBltPos();
inline float4 DefaultBitBltTex();
private:
void _CreateFeedback();
inline bool InitialiseDefaultTexture(u32 *p_ptr, int fbw, int fbh) ;
};
// manages zbuffers
class CDepthTarget : public CRenderTarget
{
public:
CDepthTarget();
virtual ~CDepthTarget();
virtual bool Create(const frameInfo& frame);
virtual void Destroy();
virtual void Resolve();
virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
virtual void Update(int context, CRenderTarget* prndr);
virtual bool IsDepth() { return true; }
void SetDepthStencilSurface();
u32 pdepth; // 24 bit, will contain the stencil buffer if possible
u32 pstencil; // if not 0, contains the stencil buffer
int icount; // internal counter
};
// manages contiguous chunks of memory (width is always 1024)
class CMemoryTarget
{
public:
struct TEXTURE
{
inline TEXTURE() : tex(0), memptr(NULL), ref(0) {}
inline ~TEXTURE() { glDeleteTextures(1, &tex); _aligned_free(memptr); }
u32 tex;
u8* memptr; // GPU memory used for comparison
int ref;
};
inline CMemoryTarget() : ptex(NULL), starty(0), height(0), realy(0), realheight(0), usedstamp(0), psm(0), cpsm(0), channels(0), clearminy(0), clearmaxy(0), validatecount(0) {}
inline CMemoryTarget(const CMemoryTarget& r)
{
ptex = r.ptex;
if (ptex != NULL) ptex->ref++;
starty = r.starty;
height = r.height;
realy = r.realy;
realheight = r.realheight;
usedstamp = r.usedstamp;
psm = r.psm;
cpsm = r.cpsm;
clut = r.clut;
clearminy = r.clearminy;
clearmaxy = r.clearmaxy;
widthmult = r.widthmult;
texH = r.texH;
texW = r.texW;
channels = r.channels;
validatecount = r.validatecount;
fmt = r.fmt;
}
~CMemoryTarget() { Destroy(); }
inline void Destroy()
{
if (ptex != NULL && ptex->ref > 0)
{
if (--ptex->ref <= 0) delete ptex;
}
ptex = NULL;
}
// returns true if clut data is synced
bool ValidateClut(const tex0Info& tex0);
// returns true if tex data is synced
bool ValidateTex(const tex0Info& tex0, int starttex, int endtex, bool bDeleteBadTex);
// realy is offset in pixels from start of valid region
// so texture in memory is [realy,starty+height]
// valid texture is [starty,starty+height]
// offset in mem [starty-realy, height]
TEXTURE* ptex; // can be 16bit
int starty, height; // assert(starty >= realy)
int realy, realheight; // this is never touched once allocated
// realy is start pointer of data in 4M data block (start) and size (end-start).
u32 usedstamp;
u8 psm, cpsm; // texture and clut format. For psm, only 16bit/32bit differentiation matters
u32 fmt;
int widthmult; // Either 1 or 2.
int channels; // The number of pixels per PSM format word. channels == PIXELS_PER_WORD(psm)
// This is the real drawing size in pixels of the texture in renderbuffer.
int texW; // (realheight + widthmult - 1)/widthmult == realheight or [(realheight+1)/2]
int texH; // GPU_TEXWIDTH *widthmult * channels;
int clearminy, clearmaxy; // when maxy > 0, need to check for clearing
int validatecount; // count how many times has been validated, if too many, destroy
vector<u8> clut; // if nonzero, texture uses CLUT
};
struct VB
{
VB();
~VB();
void Destroy();
inline bool CheckPrim()
{
static const int PRIMMASK = 0x0e; // for now ignore 0x10 (AA)
if ((PRIMMASK & prim->_val) != (PRIMMASK & curprim._val) || primtype[prim->prim] != primtype[curprim.prim])
return nCount > 0;
return false;
}
void CheckFrame(int tbp);
// context specific state
Point offset;
Rect2 scissor;
tex0Info tex0;
tex1Info tex1;
miptbpInfo miptbp0;
miptbpInfo miptbp1;
alphaInfo alpha;
fbaInfo fba;
clampInfo clamp;
pixTest test;
u32 ptexClamp[2]; // textures for x and y dir region clamping
public:
void FlushTexData();
inline int CheckFrameAddConstraints(int tbp);
inline void CheckScissors(int maxpos);
inline void CheckFrame32bitRes(int maxpos);
inline int FindMinimalMemoryConstrain(int tbp, int maxpos);
inline int FindZbufferMemoryConstrain(int tbp, int maxpos);
inline int FindMinimalHeightConstrain(int maxpos);
inline int CheckFrameResolveRender(int tbp);
inline void CheckFrame16vs32Conversion();
inline int CheckFrameResolveDepth(int tbp);
inline void FlushTexUnchangedClutDontUpdate() ;
inline void FlushTexClutDontUpdate() ;
inline void FlushTexClutting() ;
inline void FlushTexSetNewVars(u32 psm) ;
// notify VB that nVerts need to be written to pbuf
inline void NotifyWrite(int nVerts)
{
assert(pBufferData != NULL && nCount <= nNumVertices && nVerts > 0);
if (nCount + nVerts > nNumVertices)
{
// recreate except with a bigger count
VertexGPU* ptemp = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU) * nNumVertices * 2, 256);
memcpy_amd(ptemp, pBufferData, sizeof(VertexGPU) * nCount);
nNumVertices *= 2;
assert(nCount + nVerts <= nNumVertices);
_aligned_free(pBufferData);
pBufferData = ptemp;
}
}
void Init(int nVerts)
{
if (pBufferData == NULL && nVerts > 0)
{
pBufferData = (VertexGPU*)_aligned_malloc(sizeof(VertexGPU) * nVerts, 256);
nNumVertices = nVerts;
}
nCount = 0;
}
u8 bNeedFrameCheck;
u8 bNeedZCheck;
u8 bNeedTexCheck;
u8 dummy0;
union
{
struct
{
u8 bTexConstsSync; // only pixel shader constants that context owns
u8 bVarsTexSync; // texture info
u8 bVarsSetTarg;
u8 dummy1;
};
u32 bSyncVars;
};
int ictx;
VertexGPU* pBufferData; // current allocated data
int nNumVertices; // size of pBufferData in terms of VertexGPU objects
int nCount;
primInfo curprim; // the previous prim the current buffers are set to
zbufInfo zbuf;
frameInfo gsfb; // the real info set by FRAME cmd
frameInfo frame;
int zprimmask; // zmask for incoming points
union
{
u32 uCurTex0Data[2]; // current tex0 data
GIFRegTEX0 uCurTex0;
};
u32 uNextTex0Data[2]; // tex0 data that has to be applied if bNeedTexCheck is 1
//int nFrameHeights[8]; // frame heights for the past frame changes
int nNextFrameHeight;
CMemoryTarget* pmemtarg; // the current mem target set
CRenderTarget* prndr;
CDepthTarget* pdepth;
};
// visible members
extern DrawFn drawfn[8];
// VB variables
extern VB vb[2];
extern float fiTexWidth[2], fiTexHeight[2]; // current tex width and height
extern vector<GLuint> g_vboBuffers; // VBOs for all drawing commands
extern GLuint vboRect;