gsdx tc: load palette for pseudo 8 bits depth

Rendering is still broken but I'm afraid it will need a dedicated shader
This commit is contained in:
Gregory Hainaut 2016-04-29 21:00:32 +02:00
parent 12b8704502
commit 7d191ebf8e
3 changed files with 38 additions and 22 deletions

View File

@ -982,10 +982,16 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
}
// Depth format
if (psm.depth) {
// Require a float conversion if the texure is a depth otherwise uses Integral scaling
if (tex->m_texture->GetType() == GSTexture::DepthStencil) {
// Require a float conversion if the texure is a depth format
ps_sel.depth_fmt = (psm.bpp == 16) ? 2 : 1;
// Don't force interpolation on depth format
bilinear &= m_vt.IsLinear();
} else if (psm.depth) {
// Use Integral scaling
ps_sel.depth_fmt = (tex->m_texture->GetType() != GSTexture::DepthStencil) ? 3 :
(psm.bpp == 16) ? 2 : 1;
// Don't force interpolation on depth format
bilinear &= m_vt.IsLinear();
}

View File

@ -85,12 +85,11 @@ void GSTextureCache::RemoveAll()
}
}
GSTextureCache::Source* GSTextureCache::LookupDepthSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& r)
GSTextureCache::Source* GSTextureCache::LookupDepthSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& r, bool palette)
{
if (!CanConvertDepth()) return NULL;
if(GSLocalMemory::m_psm[TEX0.PSM].pal > 0)
m_renderer->m_mem.m_clut.Read32(TEX0, TEXA);
const GSLocalMemory::psm_t& psm_s = GSLocalMemory::m_psm[TEX0.PSM];
Source* src = NULL;
Target* dst = NULL;
@ -98,6 +97,7 @@ GSTextureCache::Source* GSTextureCache::LookupDepthSource(const GIFRegTEX0& TEX0
// Check only current frame, I guess it is only used as a postprocessing effect
uint32 bp = TEX0.TBP0;
uint32 psm = TEX0.PSM;
for(auto t : m_dst[DepthStencil]) {
if(!t->m_age && t->m_used && t->m_dirty.empty() && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
{
@ -122,7 +122,7 @@ GSTextureCache::Source* GSTextureCache::LookupDepthSource(const GIFRegTEX0& TEX0
if (dst) {
GL_CACHE("TC depth: dst %s hit: %d (0x%x, F:0x%x)", to_string(dst->m_type),
dst->m_texture ? dst->m_texture->GetID() : 0,
TEX0.TBP0, TEX0.PSM);
TEX0.TBP0, psm);
// Create a shared texture source
src = new Source(m_renderer, TEX0, TEXA, m_temp, true);
@ -135,10 +135,18 @@ GSTextureCache::Source* GSTextureCache::LookupDepthSource(const GIFRegTEX0& TEX0
// texture cache list. It means that a new Source is created everytime we need it.
// If it is too expensive, one could cut memory allocation in Source constructor for this
// use case.
if (palette) {
const uint32* clut = m_renderer->m_mem.m_clut;
int size = psm_s.pal * sizeof(clut[0]);
src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
src->m_palette->Update(GSVector4i(0, 0, psm_s.pal, 1), clut, size);
src->m_initpalette = false;
}
m_src.m_surfaces.insert(src);
} else {
GL_CACHE("TC depth: ERROR miss (0x%x, F:0x%x)", TEX0.TBP0, TEX0.PSM);
GL_CACHE("TC depth: ERROR miss (0x%x, F:0x%x)", TEX0.TBP0, psm);
// Possible ? In this case we could call LookupSource
// Or just put a basic texture
// src->m_texture = m_renderer->m_dev->CreateTexture(tw, th);
@ -156,12 +164,12 @@ GSTextureCache::Source* GSTextureCache::LookupDepthSource(const GIFRegTEX0& TEX0
GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& r)
{
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[TEX0.PSM];
const GSLocalMemory::psm_t& psm_s = GSLocalMemory::m_psm[TEX0.PSM];
//const GSLocalMemory::psm_t& cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[TEX0.CPSM] : psm;
// Until DX is fixed
if (s_IS_OPENGL) {
if(psm.pal > 0)
if(psm_s.pal > 0)
m_renderer->m_mem.m_clut.Read32(TEX0, TEXA);
} else {
GIFRegTEXA plainTEXA;
@ -188,16 +196,16 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
// Target are converted (AEM & palette) on the fly by the GPU. They don't need extra check
if (!s->m_target) {
// We request a palette texture (psm.pal). If the texture was
// We request a palette texture (psm_s.pal). If the texture was
// converted by the CPU (s->m_palette == NULL), we need to ensure
// palette content is the same.
// Note: content of the palette will be uploaded at the end of the function
if (psm.pal > 0 && s->m_palette == NULL && !GSVector4i::compare64(clut, s->m_clut, psm.pal * sizeof(clut[0])))
if (psm_s.pal > 0 && s->m_palette == NULL && !GSVector4i::compare64(clut, s->m_clut, psm_s.pal * sizeof(clut[0])))
continue;
// We request a 24/16 bit RGBA texture. Alpha expansion was done by
// the CPU. We need to check that TEXA is identical
if (psm.pal == 0 && psm.fmt > 0 && s->m_TEXA.u64 != TEXA.u64)
if (psm_s.pal == 0 && psm_s.fmt > 0 && s->m_TEXA.u64 != TEXA.u64)
continue;
}
@ -295,14 +303,16 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
if(!t->m_age && t->m_used && t->m_dirty.empty() && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
{
GL_INS("TC: Warning depth format read as color format. Pixels will be scrambled");
//dst = t;
//break;
// Let's fetch a depth format texture. Rational, it will avoid the texture allocation and the
// rescaling of the current function.
if (psm_s.bpp > 8) {
GIFRegTEX0 depth_TEX0;
depth_TEX0.u32[0] = TEX0.u32[0] | (0x30u << 20u);
depth_TEX0.u32[1] = TEX0.u32[1];
return LookupDepthSource(depth_TEX0, TEXA, r);
} else {
return LookupDepthSource(TEX0, TEXA, r, true);
}
}
}
}
@ -334,11 +344,11 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
if (src->m_palette)
{
int size = psm.pal * sizeof(clut[0]);
int size = psm_s.pal * sizeof(clut[0]);
if(src->m_initpalette || !GSVector4i::update(src->m_clut, clut, size))
{
src->m_palette->Update(GSVector4i(0, 0, psm.pal, 1), src->m_clut, size);
src->m_palette->Update(GSVector4i(0, 0, psm_s.pal, 1), src->m_clut, size);
src->m_initpalette = false;
}
}

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@ -149,7 +149,7 @@ public:
void RemovePartial();
Source* LookupSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& r);
Source* LookupDepthSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& r);
Source* LookupDepthSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& r, bool palette = false);
Target* LookupTarget(const GIFRegTEX0& TEX0, int w, int h, int type, bool used);
Target* LookupTarget(const GIFRegTEX0& TEX0, int w, int h, int real_h);