/* * 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) { } // Source10 bool GSTextureCache10::Source10::Create() { // m_renderer->m_perfmon.Put(GSPerfMon::WriteTexture, 1); m_TEX0 = m_renderer->m_context->TEX0; m_TEXA = m_renderer->m_env.TEXA; m_bpp = 0; ASSERT(m_texture == NULL); m_texture = m_renderer->m_dev->CreateTexture(1 << m_TEX0.TW, 1 << m_TEX0.TH); return m_texture != NULL; } bool GSTextureCache10::Source10::Create(Target* dst) { m_target = true; if(dst->m_type != RenderTarget) { // TODO return false; } // TODO: clean up this mess dst->Update(); // m_renderer->m_perfmon.Put(GSPerfMon::ConvertRT2T, 1); m_TEX0 = m_renderer->m_context->TEX0; m_TEXA = m_renderer->m_env.TEXA; 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)(dst->m_texture->m_scale.x * tw); int h = (int)(dst->m_texture->m_scale.y * th); GSVector2i dstsize = dst->m_texture->GetSize(); // pitch conversion if(dst->m_TEX0.TBW != m_TEX0.TBW) // && dst->m_TEX0.PSM == m_TEX0.PSM { // sfex3 uses this trick (bw: 10 -> 5, wraps the right side below the left) // ASSERT(dst->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(dstsize.x, dstsize.y); GSVector4 size = GSVector4(dstsize).xyxy(); GSVector4 scale = GSVector4(dst->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)dst->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 sr = GSVector4(GSVector4i(sx, sy).xyxy() + br) * scale / size; GSVector4 dr = GSVector4(GSVector4i(dx, dy).xyxy() + br) * scale; m_renderer->m_dev->StretchRect(dst->m_texture, sr, m_texture, dr); // 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 = dst->m_texture->m_scale; GSVector4 dr(0, 0, w, h); if(w > dstsize.x) { scale.x = (float)dstsize.x / tw; dr.z = (float)dstsize.x * scale.x / dst->m_texture->m_scale.x; w = dstsize.x; } if(h > dstsize.y) { scale.y = (float)dstsize.y / th; dr.w = (float)dstsize.y * scale.y / dst->m_texture->m_scale.y; h = dstsize.y; } GSVector4 sr(0, 0, w, h); GSTexture* st = m_texture ? m_texture : dst->m_texture; GSTexture* dt = m_renderer->m_dev->CreateRenderTarget(w, h); if(!m_texture) { m_texture = dt; } if((sr == dr).alltrue()) { 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 { sr.z /= st->GetWidth(); sr.w /= st->GetHeight(); m_renderer->m_dev->StretchRect(st, sr, dt, dr); } 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_bpp = 0; break; case PSM_PSMCT24: m_bpp = 1; break; case PSM_PSMCT16: case PSM_PSMCT16S: m_bpp = 2; break; case PSM_PSMT8H: m_bpp = 3; m_palette = m_renderer->m_dev->CreateTexture(256, 1); m_initpalette = true; break; case PSM_PSMT4HL: case PSM_PSMT4HH: ASSERT(0); // TODO break; } return true; } // Target10 void GSTextureCache10::Target10::Read(const GSVector4i& r) { if(m_type != RenderTarget) { // TODO return; } 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)) { GSTexture::GSMap m; if(offscreen->Map(m)) { // 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++, m.bits += m.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*)m.bits)[i]); } } } else if(m_TEX0.PSM == PSM_PSMCT24) { for(int y = r.top; y < r.bottom; y++, m.bits += m.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*)m.bits)[i]); } } } else if(m_TEX0.PSM == PSM_PSMCT16 || m_TEX0.PSM == PSM_PSMCT16S) { for(int y = r.top; y < r.bottom; y++, m.bits += m.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*)m.bits)[i]); } } } else { ASSERT(0); } offscreen->Unmap(); } m_renderer->m_dev->Recycle(offscreen); } }