mirror of https://github.com/PCSX2/pcsx2.git
414 lines
9.3 KiB
C++
414 lines
9.3 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "StdAfx.h"
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#include "GSTextureCache10.h"
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// GSTextureCache10
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GSTextureCache10::GSTextureCache10(GSRenderer<GSDevice10>* renderer)
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: GSTextureCache<GSDevice10>(renderer)
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{
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}
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// GSRenderTargetHW10
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void GSTextureCache10::GSRenderTargetHW10::Update()
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{
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__super::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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GSVector4i r = m_dirty.GetDirtyRectAndClear(m_TEX0, m_texture.GetSize());
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if(r.rempty()) return;
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int w = r.width();
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int h = r.height();
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static uint8* buff = (uint8*)_aligned_malloc(1024 * 1024 * 4, 16);
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static int pitch = 1024 * 4;
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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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GIFRegCLAMP CLAMP;
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CLAMP.WMS = 0;
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CLAMP.WMT = 0;
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m_renderer->m_mem.ReadTexture(r, buff, pitch, m_TEX0, TEXA, CLAMP);
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// s->m_perfmon.Put(GSPerfMon::Unswizzle, w * h * 4);
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Texture texture;
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if(!m_renderer->m_dev.CreateTexture(texture, w, h))
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return;
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texture.Update(GSVector4i(0, 0, w, h), buff, pitch);
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GSVector4 dr(
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m_texture.m_scale.x * r.left,
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m_texture.m_scale.y * r.top,
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m_texture.m_scale.x * r.right,
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m_texture.m_scale.y * r.bottom);
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m_renderer->m_dev.StretchRect(texture, m_texture, dr);
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m_renderer->m_dev.Recycle(texture);
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}
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void GSTextureCache10::GSRenderTargetHW10::Read(const GSVector4i& r)
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{
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if(m_TEX0.PSM != PSM_PSMCT32
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&& m_TEX0.PSM != PSM_PSMCT24
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&& m_TEX0.PSM != PSM_PSMCT16
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&& m_TEX0.PSM != PSM_PSMCT16S)
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{
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//ASSERT(0);
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return;
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}
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if(!m_dirty.empty())
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{
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return;
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}
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TRACE(_T("GSRenderTarget::Read %d,%d - %d,%d (%08x)\n"), r.left, r.top, r.right, r.bottom, m_TEX0.TBP0);
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// m_renderer->m_perfmon.Put(GSPerfMon::ReadRT, 1);
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int w = r.width();
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int h = r.height();
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GSVector4 src;
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src.x = m_texture.m_scale.x * r.left / m_texture.GetWidth();
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src.y = m_texture.m_scale.y * r.top / m_texture.GetHeight();
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src.z = m_texture.m_scale.x * r.right / m_texture.GetWidth();
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src.w = m_texture.m_scale.y * r.bottom / m_texture.GetHeight();
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DXGI_FORMAT format = m_TEX0.PSM == PSM_PSMCT16 || m_TEX0.PSM == PSM_PSMCT16S ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R8G8B8A8_UNORM;
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Texture offscreen;
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if(!m_renderer->m_dev.CopyOffscreen(m_texture, src, offscreen, w, h, format))
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return;
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uint8* bits;
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int pitch;
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if(offscreen.Map(&bits, pitch))
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{
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// TODO: block level write
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uint32 bp = m_TEX0.TBP0;
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uint32 bw = m_TEX0.TBW;
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GSLocalMemory::pixelAddress pa = GSLocalMemory::m_psm[m_TEX0.PSM].pa;
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if(m_TEX0.PSM == PSM_PSMCT32)
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{
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for(int y = r.top; y < r.bottom; y++, bits += pitch)
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{
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uint32 addr = pa(0, y, bp, bw);
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int* offset = GSLocalMemory::m_psm[m_TEX0.PSM].rowOffset[y & 7];
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for(int x = r.left, i = 0; x < r.right; x++, i++)
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{
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m_renderer->m_mem.WritePixel32(addr + offset[x], ((uint32*)bits)[i]);
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}
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}
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}
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else if(m_TEX0.PSM == PSM_PSMCT24)
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{
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for(int y = r.top; y < r.bottom; y++, bits += pitch)
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{
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uint32 addr = pa(0, y, bp, bw);
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int* offset = GSLocalMemory::m_psm[m_TEX0.PSM].rowOffset[y & 7];
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for(int x = r.left, i = 0; x < r.right; x++, i++)
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{
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m_renderer->m_mem.WritePixel24(addr + offset[x], ((uint32*)bits)[i]);
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}
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}
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}
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else if(m_TEX0.PSM == PSM_PSMCT16 || m_TEX0.PSM == PSM_PSMCT16S)
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{
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for(int y = r.top; y < r.bottom; y++, bits += pitch)
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{
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uint32 addr = pa(0, y, bp, bw);
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int* offset = GSLocalMemory::m_psm[m_TEX0.PSM].rowOffset[y & 7];
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for(int x = r.left, i = 0; x < r.right; x++, i++)
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{
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m_renderer->m_mem.WritePixel16(addr + offset[x], ((uint16*)bits)[i]);
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}
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}
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}
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else
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{
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ASSERT(0);
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}
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offscreen.Unmap();
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}
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m_renderer->m_dev.Recycle(offscreen);
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}
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// GSDepthStencilHW10
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void GSTextureCache10::GSDepthStencilHW10::Update()
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{
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__super::Update();
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// TODO
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}
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// GSTextureHW10
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bool GSTextureCache10::GSTextureHW10::Create()
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{
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// m_renderer->m_perfmon.Put(GSPerfMon::WriteTexture, 1);
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m_TEX0 = m_renderer->m_context->TEX0;
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m_CLAMP = m_renderer->m_context->CLAMP;
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uint32 psm = m_TEX0.PSM;
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switch(psm)
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{
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case PSM_PSMT8:
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case PSM_PSMT8H:
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case PSM_PSMT4:
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case PSM_PSMT4HL:
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case PSM_PSMT4HH:
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psm = m_TEX0.CPSM;
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break;
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}
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DXGI_FORMAT format;
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switch(psm)
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{
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default:
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TRACE(_T("Invalid TEX0.PSM/CPSM (%I64d, %I64d)\n"), m_TEX0.PSM, m_TEX0.CPSM);
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case PSM_PSMCT32:
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m_bpp = 32;
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m_bpp2 = 0;
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format = DXGI_FORMAT_R8G8B8A8_UNORM;
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break;
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case PSM_PSMCT24:
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m_bpp = 32;
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m_bpp2 = 1;
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format = DXGI_FORMAT_R8G8B8A8_UNORM;
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break;
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case PSM_PSMCT16:
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case PSM_PSMCT16S:
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m_bpp = 16;
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m_bpp2 = 5;
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format = DXGI_FORMAT_R16_UNORM;
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break;
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}
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int w = 1 << m_TEX0.TW;
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int h = 1 << m_TEX0.TH;
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return m_renderer->m_dev.CreateTexture(m_texture, w, h, format);
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}
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bool GSTextureCache10::GSTextureHW10::Create(GSRenderTarget* rt)
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{
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rt->Update();
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// m_renderer->m_perfmon.Put(GSPerfMon::ConvertRT2T, 1);
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m_TEX0 = m_renderer->m_context->TEX0;
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m_CLAMP = m_renderer->m_context->CLAMP;
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m_rendered = true;
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int tw = 1 << m_TEX0.TW;
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int th = 1 << m_TEX0.TH;
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int tp = (int)m_TEX0.TW << 6;
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// 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)
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int w = (int)(rt->m_texture.m_scale.x * tw);
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int h = (int)(rt->m_texture.m_scale.y * th);
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// pitch conversion
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if(rt->m_TEX0.TBW != m_TEX0.TBW) // && rt->m_TEX0.PSM == m_TEX0.PSM
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{
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// sfex3 uses this trick (bw: 10 -> 5, wraps the right side below the left)
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// ASSERT(rt->m_TEX0.TBW > m_TEX0.TBW); // otherwise scale.x need to be reduced to make the larger texture fit (TODO)
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m_renderer->m_dev.CreateRenderTarget(m_texture, rt->m_texture.GetWidth(), rt->m_texture.GetHeight());
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int bw = 64;
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int bh = m_TEX0.PSM == PSM_PSMCT32 || m_TEX0.PSM == PSM_PSMCT24 ? 32 : 64;
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int sw = (int)rt->m_TEX0.TBW << 6;
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int dw = (int)m_TEX0.TBW << 6;
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int dh = 1 << m_TEX0.TH;
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if(sw != 0)
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for(int dy = 0; dy < dh; dy += bh)
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{
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for(int dx = 0; dx < dw; dx += bw)
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{
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int o = dy * dw / bh + dx;
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int sx = o % sw;
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int sy = o / sw;
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GSVector4 src, dst;
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src.x = rt->m_texture.m_scale.x * sx / rt->m_texture.GetWidth();
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src.y = rt->m_texture.m_scale.y * sy / rt->m_texture.GetHeight();
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src.z = rt->m_texture.m_scale.x * (sx + bw) / rt->m_texture.GetWidth();
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src.w = rt->m_texture.m_scale.y * (sy + bh) / rt->m_texture.GetHeight();
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dst.x = rt->m_texture.m_scale.x * dx;
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dst.y = rt->m_texture.m_scale.y * dy;
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dst.z = rt->m_texture.m_scale.x * (dx + bw);
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dst.w = rt->m_texture.m_scale.y * (dy + bh);
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m_renderer->m_dev.StretchRect(rt->m_texture, src, m_texture, dst);
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// TODO: this is quite a lot of StretchRect, do it with one Draw
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}
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}
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}
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else if(tw < tp)
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{
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// FIXME: timesplitters blurs the render target by blending itself over a couple of times
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if(tw == 256 && th == 128 && tp == 512 && (m_TEX0.TBP0 == 0 || m_TEX0.TBP0 == 0x00e00))
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{
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return false;
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}
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}
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// width/height conversion
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GSVector2 scale = rt->m_texture.m_scale;
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GSVector4 dst(0, 0, w, h);
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if(w > rt->m_texture.GetWidth())
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{
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scale.x = (float)rt->m_texture.GetWidth() / tw;
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dst.z = (float)rt->m_texture.GetWidth() * scale.x / rt->m_texture.m_scale.x;
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w = rt->m_texture.GetWidth();
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}
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if(h > rt->m_texture.GetHeight())
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{
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scale.y = (float)rt->m_texture.GetHeight() / th;
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dst.w = (float)rt->m_texture.GetHeight() * scale.y / rt->m_texture.m_scale.y;
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h = rt->m_texture.GetHeight();
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}
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GSVector4 src(0, 0, w, h);
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Texture* st;
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Texture* dt;
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Texture tmp;
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if(!m_texture)
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{
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st = &rt->m_texture;
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dt = &m_texture;
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}
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else
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{
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st = &m_texture;
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dt = &tmp;
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}
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m_renderer->m_dev.CreateRenderTarget(*dt, w, h);
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if(src.x == dst.x && src.y == dst.y && src.z == dst.z && src.w == dst.w)
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{
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D3D10_BOX box = {0, 0, 0, w, h, 1};
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m_renderer->m_dev->CopySubresourceRegion(*dt, 0, 0, 0, 0, *st, 0, &box);
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}
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else
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{
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src.z /= st->GetWidth();
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src.w /= st->GetHeight();
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m_renderer->m_dev.StretchRect(*st, src, *dt, dst);
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}
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if(tmp)
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{
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m_renderer->m_dev.Recycle(m_texture);
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m_texture = tmp;
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}
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m_texture.m_scale = scale;
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switch(m_TEX0.PSM)
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{
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case PSM_PSMCT32:
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m_bpp2 = 0;
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break;
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case PSM_PSMCT24:
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m_bpp2 = 1;
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break;
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case PSM_PSMCT16:
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case PSM_PSMCT16S:
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m_bpp2 = 2;
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break;
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case PSM_PSMT8H:
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m_bpp2 = 3;
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m_renderer->m_dev.CreateTexture(m_palette, 256, 1, m_TEX0.CPSM == PSM_PSMCT32 ? DXGI_FORMAT_R8G8B8A8_UNORM : DXGI_FORMAT_R16_UNORM); //
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m_initpalette = true;
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break;
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case PSM_PSMT4HL:
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case PSM_PSMT4HH:
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ASSERT(0); // TODO
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break;
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}
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return true;
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}
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bool GSTextureCache10::GSTextureHW10::Create(GSDepthStencil* ds)
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{
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m_rendered = true;
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// TODO
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return false;
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}
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