/* * 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* renderer) : GSTextureCache(renderer) { } // 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 :) CRect r = m_dirty.GetDirtyRect(m_TEX0, m_texture.GetSize()); m_dirty.clear(); if(r.IsRectEmpty()) return; int w = r.Width(); int h = r.Height(); static BYTE* buff = (BYTE*)_aligned_malloc(1024 * 1024 * 4, 16); static int pitch = 1024 * 4; GIFRegTEXA TEXA; TEXA.AEM = 1; TEXA.TA0 = 0; TEXA.TA1 = 0x80; GIFRegCLAMP CLAMP; CLAMP.WMS = 0; CLAMP.WMT = 0; m_renderer->m_mem.ReadTexture(r, buff, pitch, m_TEX0, TEXA, CLAMP); // s->m_perfmon.Put(GSPerfMon::Unswizzle, w * h * 4); Texture texture; if(!m_renderer->m_dev.CreateTexture(texture, w, h)) return; texture.Update(CRect(0, 0, w, h), buff, pitch); GSVector4 dr( m_texture.m_scale.x * r.left, m_texture.m_scale.y * r.top, m_texture.m_scale.x * r.right, m_texture.m_scale.y * r.bottom); m_renderer->m_dev.StretchRect(texture, m_texture, dr); m_renderer->m_dev.Recycle(texture); } void GSTextureCache10::GSRenderTargetHW10::Read(CRect 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; } TRACE(_T("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; src.x = m_texture.m_scale.x * r.left / m_texture.GetWidth(); src.y = m_texture.m_scale.y * r.top / m_texture.GetHeight(); src.z = m_texture.m_scale.x * r.right / m_texture.GetWidth(); src.w = m_texture.m_scale.y * r.bottom / m_texture.GetHeight(); DXGI_FORMAT format = m_TEX0.PSM == PSM_PSMCT16 || m_TEX0.PSM == PSM_PSMCT16S ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R8G8B8A8_UNORM; Texture offscreen; if(!m_renderer->m_dev.CopyOffscreen(m_texture, src, offscreen, w, h, format)) return; BYTE* bits; int pitch; if(offscreen.Map(&bits, pitch)) { // TODO: block level write DWORD bp = m_TEX0.TBP0; DWORD 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) { DWORD 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], ((DWORD*)bits)[i]); } } } else if(m_TEX0.PSM == PSM_PSMCT24) { for(int y = r.top; y < r.bottom; y++, bits += pitch) { DWORD 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], ((DWORD*)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) { DWORD 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], ((WORD*)bits)[i]); } } } else { ASSERT(0); } offscreen.Unmap(); } m_renderer->m_dev.Recycle(offscreen); } // GSDepthStencilHW10 void GSTextureCache10::GSDepthStencilHW10::Update() { __super::Update(); // TODO } // GSTextureHW10 bool GSTextureCache10::GSTextureHW10::Create() { // m_renderer->m_perfmon.Put(GSPerfMon::WriteTexture, 1); m_TEX0 = m_renderer->m_context->TEX0; m_CLAMP = m_renderer->m_context->CLAMP; DWORD 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: TRACE(_T("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; return m_renderer->m_dev.CreateTexture(m_texture, w, h, format); } bool GSTextureCache10::GSTextureHW10::Create(GSRenderTarget* rt) { rt->Update(); // m_renderer->m_perfmon.Put(GSPerfMon::ConvertRT2T, 1); m_TEX0 = m_renderer->m_context->TEX0; m_CLAMP = m_renderer->m_context->CLAMP; 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); // 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) m_renderer->m_dev.CreateRenderTarget(m_texture, rt->m_texture.GetWidth(), rt->m_texture.GetHeight()); int bw = 64; int bh = m_TEX0.PSM == PSM_PSMCT32 || m_TEX0.PSM == PSM_PSMCT24 ? 32 : 64; 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, dst; src.x = rt->m_texture.m_scale.x * sx / rt->m_texture.GetWidth(); src.y = rt->m_texture.m_scale.y * sy / rt->m_texture.GetHeight(); src.z = rt->m_texture.m_scale.x * (sx + bw) / rt->m_texture.GetWidth(); src.w = rt->m_texture.m_scale.y * (sy + bh) / rt->m_texture.GetHeight(); dst.x = rt->m_texture.m_scale.x * dx; dst.y = rt->m_texture.m_scale.y * dy; dst.z = rt->m_texture.m_scale.x * (dx + bw); dst.w = rt->m_texture.m_scale.y * (dy + bh); 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 > rt->m_texture.GetWidth()) { scale.x = (float)rt->m_texture.GetWidth() / tw; dst.z = (float)rt->m_texture.GetWidth() * scale.x / rt->m_texture.m_scale.x; w = rt->m_texture.GetWidth(); } if(h > rt->m_texture.GetHeight()) { scale.y = (float)rt->m_texture.GetHeight() / th; dst.w = (float)rt->m_texture.GetHeight() * scale.y / rt->m_texture.m_scale.y; h = rt->m_texture.GetHeight(); } GSVector4 src(0, 0, w, h); Texture* st; Texture* dt; Texture tmp; if(!m_texture) { st = &rt->m_texture; dt = &m_texture; } else { st = &m_texture; dt = &tmp; } m_renderer->m_dev.CreateRenderTarget(*dt, w, h); 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}; m_renderer->m_dev->CopySubresourceRegion(*dt, 0, 0, 0, 0, *st, 0, &box); } else { src.z /= st->GetWidth(); src.w /= st->GetHeight(); m_renderer->m_dev.StretchRect(*st, src, *dt, dst); } if(tmp) { m_renderer->m_dev.Recycle(m_texture); m_texture = tmp; } 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_renderer->m_dev.CreateTexture(m_palette, 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::GSTextureHW10::Create(GSDepthStencil* ds) { m_rendered = true; // TODO return false; } void GSTextureCache10::GSTextureHW10::Update() { __super::Update(); if(m_rendered) { return; } CRect r; if(!GetDirtyRect(r)) { return; } m_valid |= r; //TRACE(_T("GSTexture::Update %d,%d - %d,%d (%08x)\n"), r.left, r.top, r.right, r.bottom, m_TEX0.TBP0); static BYTE* bits = (BYTE*)::_aligned_malloc(1024 * 1024 * 4, 16); int pitch = 1024 * 4; if(m_renderer->m_psrr) { m_renderer->m_mem.ReadTextureNPNC(r, bits, pitch, m_renderer->m_context->TEX0, m_renderer->m_env.TEXA, m_renderer->m_context->CLAMP); } else { m_renderer->m_mem.ReadTextureNP(r, bits, pitch, m_renderer->m_context->TEX0, m_renderer->m_env.TEXA, m_renderer->m_context->CLAMP); } m_texture.Update(r, bits, pitch); m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, r.Width() * r.Height() * m_bpp >> 3); }