pcsx2/plugins/GSdx/GSTextureCache9.cpp

306 lines
6.9 KiB
C++

/*
* 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 "GSTextureCache9.h"
// GSTextureCache9
GSTextureCache9::GSTextureCache9(GSRenderer* r)
: GSTextureCache(r)
{
}
// GSRenderTarget9
void GSTextureCache9::GSRenderTarget9::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();
if(GSTexture* offscreen = m_renderer->m_dev->CopyOffscreen(m_texture, src, w, h))
{
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.WriteFrame16(addr + offset[x], ((uint32*)m.bits)[i]);
}
}
}
else
{
ASSERT(0);
}
offscreen->Unmap();
}
m_renderer->m_dev->Recycle(offscreen);
}
}
// GSTexture9
bool GSTextureCache9::GSCachedTexture9::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 GSTextureCache9::GSCachedTexture9::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_TEXA = m_renderer->m_env.TEXA;
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)
{
GSVector4i r(0, 0, w, h);
(*(GSDevice9*)m_renderer->m_dev)->StretchRect(*(GSTexture9*)st, r, *(GSTexture9*)dt, r, D3DTEXF_POINT);
}
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_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;
}
bool GSTextureCache9::GSCachedTexture9::Create(GSDepthStencil* ds)
{
m_rendered = true;
// TODO
return false;
}