/* * Copyright (C) 2011-2011 Gregory hainaut * 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include "GSTextureCacheOGL.h" GSTextureCacheOGL::GSTextureCacheOGL(GSRenderer* r) : GSTextureCache(r) { } void GSTextureCacheOGL::Read(Target* t, const GSVector4i& r) { if (!t->m_dirty.empty() || r.width() == 0 || r.height() == 0) return; const GIFRegTEX0& TEX0 = t->m_TEX0; GLuint fmt; int ps_shader; switch (TEX0.PSM) { case PSM_PSMCT32: case PSM_PSMCT24: fmt = GL_RGBA8; ps_shader = ShaderConvert_COPY; break; case PSM_PSMCT16: case PSM_PSMCT16S: fmt = GL_R16UI; ps_shader = ShaderConvert_RGBA8_TO_16_BITS; break; case PSM_PSMZ32: fmt = GL_R32UI; ps_shader = ShaderConvert_FLOAT32_TO_32_BITS; break; case PSM_PSMZ24: fmt = GL_R32UI; ps_shader = ShaderConvert_FLOAT32_TO_32_BITS; break; case PSM_PSMZ16: case PSM_PSMZ16S: fmt = GL_R16UI; ps_shader = ShaderConvert_FLOAT32_TO_32_BITS; break; default: return; } // Yes lots of logging, but I'm not confident with this code GL_PUSH("Texture Cache Read. Format(0x%x)", TEX0.PSM); GL_PERF("TC: Read Back Target: %d (0x%x)[fmt: 0x%x]. Size %dx%d", t->m_texture->GetID(), TEX0.TBP0, TEX0.PSM, r.width(), r.height()); GSVector4 src = GSVector4(r) * GSVector4(t->m_texture->GetScale()).xyxy() / GSVector4(t->m_texture->GetSize()).xyxy(); if(GSTexture* offscreen = m_renderer->m_dev->CopyOffscreen(t->m_texture, src, r.width(), r.height(), fmt, ps_shader)) { GSTexture::GSMap m; GSVector4i r_offscreen(0, 0, r.width(), r.height()); if(offscreen->Map(m, &r_offscreen)) { // TODO: block level write GSOffset* off = m_renderer->m_mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM); switch(TEX0.PSM) { case PSM_PSMCT32: m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r); break; case PSM_PSMCT24: m_renderer->m_mem.WritePixel24(m.bits, m.pitch, off, r); break; case PSM_PSMCT16: case PSM_PSMCT16S: m_renderer->m_mem.WritePixel16(m.bits, m.pitch, off, r); break; case PSM_PSMZ32: m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r); break; case PSM_PSMZ24: m_renderer->m_mem.WritePixel24(m.bits, m.pitch, off, r); break; case PSM_PSMZ16: case PSM_PSMZ16S: m_renderer->m_mem.WritePixel16(m.bits, m.pitch, off, r); break; default: ASSERT(0); } offscreen->Unmap(); } // FIXME invalidate data m_renderer->m_dev->Recycle(offscreen); } } void GSTextureCacheOGL::Read(Source* t, const GSVector4i& r) { const GIFRegTEX0& TEX0 = t->m_TEX0; // FIXME Create a get function to avoid the useless copy // Note: With openGL 4.5 you can use glGetTextureSubImage if (GSTexture* offscreen = m_renderer->m_dev->CreateOffscreen(r.width(), r.height())) { m_renderer->m_dev->CopyRect(t->m_texture, offscreen, r); GSTexture::GSMap m; GSVector4i r_offscreen(0, 0, r.width(), r.height()); if (offscreen->Map(m, &r_offscreen)) { GSOffset* off = m_renderer->m_mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM); m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r); offscreen->Unmap(); } // FIXME invalidate data m_renderer->m_dev->Recycle(offscreen); } }