mirror of https://github.com/PCSX2/pcsx2.git
155 lines
4.0 KiB
C++
155 lines
4.0 KiB
C++
/*
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* Copyright (C) 2011-2011 Gregory hainaut
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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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA 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 "GSTextureCacheOGL.h"
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GSTextureCacheOGL::GSTextureCacheOGL(GSRenderer* r)
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: GSTextureCache(r)
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{
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}
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void GSTextureCacheOGL::Read(Target* t, const GSVector4i& r)
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{
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if (!t->m_dirty.empty() || (r.width() == 0 && r.height() == 0))
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return;
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const GIFRegTEX0& TEX0 = t->m_TEX0;
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GLuint fmt;
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int ps_shader;
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switch (TEX0.PSM)
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{
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case PSM_PSMCT32:
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case PSM_PSMCT24:
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fmt = GL_RGBA8;
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ps_shader = ShaderConvert_COPY;
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break;
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case PSM_PSMCT16:
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case PSM_PSMCT16S:
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fmt = GL_R16UI;
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ps_shader = ShaderConvert_RGBA8_TO_16_BITS;
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break;
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case PSM_PSMZ32:
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fmt = GL_R32UI;
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ps_shader = ShaderConvert_FLOAT32_TO_32_BITS;
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break;
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case PSM_PSMZ24:
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fmt = GL_R32UI;
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ps_shader = ShaderConvert_FLOAT32_TO_32_BITS;
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break;
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case PSM_PSMZ16:
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case PSM_PSMZ16S:
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fmt = GL_R16UI;
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ps_shader = ShaderConvert_FLOAT32_TO_32_BITS;
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break;
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default:
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return;
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}
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// Yes lots of logging, but I'm not confident with this code
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GL_PUSH("Texture Cache Read. Format(0x%x)", TEX0.PSM);
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GL_PERF("TC: Read Back Target: %d (0x%x)[fmt: 0x%x]. Size %dx%d",
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t->m_texture->GetID(), TEX0.TBP0, TEX0.PSM, r.width(), r.height());
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GSVector4 src = GSVector4(r) * GSVector4(t->m_texture->GetScale()).xyxy() / GSVector4(t->m_texture->GetSize()).xyxy();
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if(GSTexture* offscreen = m_renderer->m_dev->CopyOffscreen(t->m_texture, src, r.width(), r.height(), fmt, ps_shader))
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{
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GSTexture::GSMap m;
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GSVector4i r_offscreen(0, 0, r.width(), r.height());
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if(offscreen->Map(m, &r_offscreen))
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{
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// TODO: block level write
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GSOffset* off = m_renderer->m_mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM);
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switch(TEX0.PSM)
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{
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case PSM_PSMCT32:
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m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r);
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break;
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case PSM_PSMCT24:
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m_renderer->m_mem.WritePixel24(m.bits, m.pitch, off, r);
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break;
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case PSM_PSMCT16:
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case PSM_PSMCT16S:
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m_renderer->m_mem.WritePixel16(m.bits, m.pitch, off, r);
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break;
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case PSM_PSMZ32:
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m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r);
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break;
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case PSM_PSMZ24:
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m_renderer->m_mem.WritePixel24(m.bits, m.pitch, off, r);
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break;
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case PSM_PSMZ16:
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case PSM_PSMZ16S:
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m_renderer->m_mem.WritePixel16(m.bits, m.pitch, off, r);
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break;
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default:
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ASSERT(0);
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}
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offscreen->Unmap();
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}
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// FIXME invalidate data
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m_renderer->m_dev->Recycle(offscreen);
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}
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}
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void GSTextureCacheOGL::Read(Source* t, const GSVector4i& r)
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{
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const GIFRegTEX0& TEX0 = t->m_TEX0;
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// FIXME Create a get function to avoid the useless copy
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// Note: With openGL 4.5 you can use glGetTextureSubImage
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if (GSTexture* offscreen = m_renderer->m_dev->CreateOffscreen(r.width(), r.height())) {
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m_renderer->m_dev->CopyRect(t->m_texture, offscreen, r);
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GSTexture::GSMap m;
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GSVector4i r_offscreen(0, 0, r.width(), r.height());
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if (offscreen->Map(m, &r_offscreen)) {
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GSOffset* off = m_renderer->m_mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM);
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m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r);
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offscreen->Unmap();
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}
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// FIXME invalidate data
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m_renderer->m_dev->Recycle(offscreen);
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}
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}
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