mirror of https://github.com/PCSX2/pcsx2.git
gsdx-tc: support GS mem to depth buffer transfer
Please test SMT games (issue #572)
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@ -974,7 +974,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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GSTextureCache::Target* GSTextureCache::CreateTarget(const GIFRegTEX0& TEX0, int w, int h, int type)
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{
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Target* t = new Target(m_renderer, TEX0, m_temp);
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Target* t = new Target(m_renderer, TEX0, m_temp, m_can_convert_depth);
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// FIXME: initial data should be unswizzled from local mem in Update() if dirty
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@ -1262,10 +1262,11 @@ void GSTextureCache::Source::Flush(uint32 count)
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// GSTextureCache::Target
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GSTextureCache::Target::Target(GSRenderer* r, const GIFRegTEX0& TEX0, uint8* temp)
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GSTextureCache::Target::Target(GSRenderer* r, const GIFRegTEX0& TEX0, uint8* temp, bool depth_supported)
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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_depth_supported(depth_supported)
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{
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m_TEX0 = TEX0;
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@ -1277,26 +1278,41 @@ void GSTextureCache::Target::Update()
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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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// GH: it must be doable
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// 1/ rescale the new t to the good size
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// 2/ copy each rectangle (rescale the rectangle) (use CopyRect or multiple vertex)
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// Alternate
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// 1/ uses multiple vertex rectangle
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GSVector4i r = m_dirty.GetDirtyRectAndClear(m_TEX0, m_texture->GetSize());
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if (r.rempty()) return;
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if(m_type == RenderTarget)
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{
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int w = r.width();
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int h = r.height();
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if(GSTexture* t = m_renderer->m_dev->CreateTexture(w, h))
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{
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const GSOffset* off = 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;
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TEXA.TA0 = 0;
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TEXA.TA1 = 0x80;
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GSTexture* t = m_renderer->m_dev->CreateTexture(w, h);
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if (t == NULL) return;
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// No handling please
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if ((m_type == DepthStencil) && !m_depth_supported) {
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// do the most likely thing a direct write would do, clear it
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GL_INS("ERROR: Update DepthStencil dummy");
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if((m_renderer->m_game.flags & CRC::ZWriteMustNotClear) == 0)
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m_renderer->m_dev->ClearDepth(m_texture, 0);
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return;
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}
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const GSOffset* off = m_renderer->m_mem.GetOffset(m_TEX0.TBP0, m_TEX0.TBW, m_TEX0.PSM);
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GSTexture::GSMap m;
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if(t->Map(m))
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@ -1316,20 +1332,21 @@ void GSTextureCache::Target::Update()
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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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// Copy the new GS memory content into the destination texture.
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if(m_type == RenderTarget)
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{
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GL_INS("ERROR: Update RenderTarget");
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m_renderer->m_dev->Recycle(t);
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}
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m_renderer->m_dev->StretchRect(t, m_texture, GSVector4(r) * GSVector4(m_texture->GetScale()).xyxy());
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}
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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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GL_INS("ERROR: Update DepthStencil");
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if((m_renderer->m_game.flags & CRC::ZWriteMustNotClear) == 0)
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{
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m_renderer->m_dev->ClearDepth(m_texture, 0);
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}
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m_renderer->m_dev->StretchRect(t, m_texture, GSVector4(r) * GSVector4(m_texture->GetScale()).xyxy(), 12);
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}
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m_renderer->m_dev->Recycle(t);
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}
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// GSTextureCache::SourceMap
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@ -80,9 +80,10 @@ public:
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bool m_used;
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GSDirtyRectList m_dirty;
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GSVector4i m_valid;
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bool m_depth_supported;
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public:
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Target(GSRenderer* r, const GIFRegTEX0& TEX0, uint8* temp);
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Target(GSRenderer* r, const GIFRegTEX0& TEX0, uint8* temp, bool depth_supported);
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virtual void Update();
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};
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