/* * 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. * * 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. * * You should have received a copy of the GNU General Public License * along with GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "StdAfx.h" #include "GSTextureCache10.h" // GSTextureCache10 GSTextureCache10::GSTextureCache10(GSRenderer* r) : GSTextureCache(r) { } // GSRenderTargetHW10 void GSTextureCache10::GSRenderTargetHW10::Update() { __super::Update(); // FIXME: the union of the rects may also update wrong parts of the render target (but a lot faster :) GSVector4i r = m_dirty.GetDirtyRectAndClear(m_TEX0, m_texture->GetSize()); if(r.rempty()) return; int w = r.width(); int h = r.height(); if(GSTexture* t = m_renderer->m_dev->CreateTexture(w, h)) { static uint8* buff = (uint8*)_aligned_malloc(1024 * 1024 * 4, 16); static int pitch = 1024 * 4; GIFRegTEXA TEXA; TEXA.AEM = 1; TEXA.TA0 = 0; TEXA.TA1 = 0x80; m_renderer->m_mem.ReadTexture(r, buff, pitch, m_TEX0, TEXA); // s->m_perfmon.Put(GSPerfMon::Unswizzle, w * h * 4); t->Update(GSVector4i(0, 0, w, h), buff, pitch); GSVector4 dr = GSVector4(r) * GSVector4(m_texture->m_scale).xyxy(); m_renderer->m_dev->StretchRect(t, m_texture, dr); m_renderer->m_dev->Recycle(t); } } void GSTextureCache10::GSRenderTargetHW10::Read(const GSVector4i& r) { if(m_TEX0.PSM != PSM_PSMCT32 && m_TEX0.PSM != PSM_PSMCT24 && m_TEX0.PSM != PSM_PSMCT16 && m_TEX0.PSM != PSM_PSMCT16S) { //ASSERT(0); return; } if(!m_dirty.empty()) { return; } // printf("GSRenderTarget::Read %d,%d - %d,%d (%08x)\n", r.left, r.top, r.right, r.bottom, m_TEX0.TBP0); // m_renderer->m_perfmon.Put(GSPerfMon::ReadRT, 1); int w = r.width(); int h = r.height(); GSVector4 src = GSVector4(r) * GSVector4(m_texture->m_scale).xyxy() / GSVector4(m_texture->GetSize()).xyxy(); DXGI_FORMAT format = m_TEX0.PSM == PSM_PSMCT16 || m_TEX0.PSM == PSM_PSMCT16S ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R8G8B8A8_UNORM; if(GSTexture* offscreen = m_renderer->m_dev->CopyOffscreen(m_texture, src, w, h, format)) { uint8* bits; int pitch; if(offscreen->Map(&bits, pitch)) { // TODO: block level write uint32 bp = m_TEX0.TBP0; uint32 bw = m_TEX0.TBW; GSLocalMemory::pixelAddress pa = GSLocalMemory::m_psm[m_TEX0.PSM].pa; if(m_TEX0.PSM == PSM_PSMCT32) { for(int y = r.top; y < r.bottom; y++, bits += pitch) { uint32 addr = pa(0, y, bp, bw); int* offset = GSLocalMemory::m_psm[m_TEX0.PSM].rowOffset[y & 7]; for(int x = r.left, i = 0; x < r.right; x++, i++) { m_renderer->m_mem.WritePixel32(addr + offset[x], ((uint32*)bits)[i]); } } } else if(m_TEX0.PSM == PSM_PSMCT24) { for(int y = r.top; y < r.bottom; y++, bits += pitch) { uint32 addr = pa(0, y, bp, bw); int* offset = GSLocalMemory::m_psm[m_TEX0.PSM].rowOffset[y & 7]; for(int x = r.left, i = 0; x < r.right; x++, i++) { m_renderer->m_mem.WritePixel24(addr + offset[x], ((uint32*)bits)[i]); } } } else if(m_TEX0.PSM == PSM_PSMCT16 || m_TEX0.PSM == PSM_PSMCT16S) { for(int y = r.top; y < r.bottom; y++, bits += pitch) { uint32 addr = pa(0, y, bp, bw); int* offset = GSLocalMemory::m_psm[m_TEX0.PSM].rowOffset[y & 7]; for(int x = r.left, i = 0; x < r.right; x++, i++) { m_renderer->m_mem.WritePixel16(addr + offset[x], ((uint16*)bits)[i]); } } } else { ASSERT(0); } offscreen->Unmap(); } m_renderer->m_dev->Recycle(offscreen); } } // GSDepthStencilHW10 void GSTextureCache10::GSDepthStencilHW10::Update() { __super::Update(); // TODO } // GSTextureHW10 bool GSTextureCache10::GSCachedTextureHW10::Create() { // m_renderer->m_perfmon.Put(GSPerfMon::WriteTexture, 1); m_TEX0 = m_renderer->m_context->TEX0; uint32 psm = m_TEX0.PSM; switch(psm) { case PSM_PSMT8: case PSM_PSMT8H: case PSM_PSMT4: case PSM_PSMT4HL: case PSM_PSMT4HH: psm = m_TEX0.CPSM; break; } DXGI_FORMAT format; switch(psm) { default: // printf("Invalid TEX0.PSM/CPSM (%I64d, %I64d)\n", m_TEX0.PSM, m_TEX0.CPSM); case PSM_PSMCT32: m_bpp = 32; m_bpp2 = 0; format = DXGI_FORMAT_R8G8B8A8_UNORM; break; case PSM_PSMCT24: m_bpp = 32; m_bpp2 = 1; format = DXGI_FORMAT_R8G8B8A8_UNORM; break; case PSM_PSMCT16: case PSM_PSMCT16S: m_bpp = 16; m_bpp2 = 5; format = DXGI_FORMAT_R16_UNORM; break; } int w = 1 << m_TEX0.TW; int h = 1 << m_TEX0.TH; ASSERT(m_texture == NULL); m_texture = m_renderer->m_dev->CreateTexture(w, h, format); return m_texture != NULL; } bool GSTextureCache10::GSCachedTextureHW10::Create(GSRenderTarget* rt) { // TODO: clean up this mess rt->Update(); // m_renderer->m_perfmon.Put(GSPerfMon::ConvertRT2T, 1); m_TEX0 = m_renderer->m_context->TEX0; m_rendered = true; int tw = 1 << m_TEX0.TW; int th = 1 << m_TEX0.TH; int tp = (int)m_TEX0.TW << 6; // 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) int w = (int)(rt->m_texture->m_scale.x * tw); int h = (int)(rt->m_texture->m_scale.y * th); GSVector2i rtsize = rt->m_texture->GetSize(); // pitch conversion if(rt->m_TEX0.TBW != m_TEX0.TBW) // && rt->m_TEX0.PSM == m_TEX0.PSM { // sfex3 uses this trick (bw: 10 -> 5, wraps the right side below the left) // ASSERT(rt->m_TEX0.TBW > m_TEX0.TBW); // otherwise scale.x need to be reduced to make the larger texture fit (TODO) ASSERT(m_texture == NULL); m_texture = m_renderer->m_dev->CreateRenderTarget(rtsize.x, rtsize.y); GSVector4 size = GSVector4(rtsize).xyxy(); GSVector4 scale = GSVector4(rt->m_texture->m_scale).xyxy(); int bw = 64; int bh = m_TEX0.PSM == PSM_PSMCT32 || m_TEX0.PSM == PSM_PSMCT24 ? 32 : 64; GSVector4i br(0, 0, bw, bh); int sw = (int)rt->m_TEX0.TBW << 6; int dw = (int)m_TEX0.TBW << 6; int dh = 1 << m_TEX0.TH; if(sw != 0) for(int dy = 0; dy < dh; dy += bh) { for(int dx = 0; dx < dw; dx += bw) { int o = dy * dw / bh + dx; int sx = o % sw; int sy = o / sw; GSVector4 src = GSVector4(GSVector4i(sx, sy).xyxy() + br) * scale / size; GSVector4 dst = GSVector4(GSVector4i(dx, dy).xyxy() + br) * scale; m_renderer->m_dev->StretchRect(rt->m_texture, src, m_texture, dst); // TODO: this is quite a lot of StretchRect, do it with one Draw } } } else if(tw < tp) { // FIXME: timesplitters blurs the render target by blending itself over a couple of times if(tw == 256 && th == 128 && tp == 512 && (m_TEX0.TBP0 == 0 || m_TEX0.TBP0 == 0x00e00)) { return false; } } // width/height conversion GSVector2 scale = rt->m_texture->m_scale; GSVector4 dst(0, 0, w, h); if(w > rtsize.x) { scale.x = (float)rtsize.x / tw; dst.z = (float)rtsize.x * scale.x / rt->m_texture->m_scale.x; w = rtsize.x; } if(h > rtsize.y) { scale.y = (float)rtsize.y / th; dst.w = (float)rtsize.y * scale.y / rt->m_texture->m_scale.y; h = rtsize.y; } GSVector4 src(0, 0, w, h); GSTexture* st = m_texture ? m_texture : rt->m_texture; GSTexture* dt = m_renderer->m_dev->CreateRenderTarget(w, h); if(!m_texture) { m_texture = dt; } if(src.x == dst.x && src.y == dst.y && src.z == dst.z && src.w == dst.w) { D3D10_BOX box = {0, 0, 0, w, h, 1}; (*(GSDevice10*)m_renderer->m_dev)->CopySubresourceRegion(*(GSTexture10*)dt, 0, 0, 0, 0, *(GSTexture10*)st, 0, &box); } else { src.z /= st->GetWidth(); src.w /= st->GetHeight(); m_renderer->m_dev->StretchRect(st, src, dt, dst); } if(dt != m_texture) { m_renderer->m_dev->Recycle(m_texture); m_texture = dt; } m_texture->m_scale = scale; switch(m_TEX0.PSM) { case PSM_PSMCT32: m_bpp2 = 0; break; case PSM_PSMCT24: m_bpp2 = 1; break; case PSM_PSMCT16: case PSM_PSMCT16S: m_bpp2 = 2; break; case PSM_PSMT8H: m_bpp2 = 3; m_palette = m_renderer->m_dev->CreateTexture(256, 1, m_TEX0.CPSM == PSM_PSMCT32 ? DXGI_FORMAT_R8G8B8A8_UNORM : DXGI_FORMAT_R16_UNORM); // m_initpalette = true; break; case PSM_PSMT4HL: case PSM_PSMT4HH: ASSERT(0); // TODO break; } return true; } bool GSTextureCache10::GSCachedTextureHW10::Create(GSDepthStencil* ds) { m_rendered = true; // TODO return false; }