mirror of https://github.com/PCSX2/pcsx2.git
306 lines
6.9 KiB
C++
306 lines
6.9 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 "GSTextureCache9.h"
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// GSTextureCache9
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GSTextureCache9::GSTextureCache9(GSRenderer* r)
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: GSTextureCache(r)
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{
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}
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// GSRenderTarget9
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void GSTextureCache9::GSRenderTarget9::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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// printf("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 = GSVector4(r) * GSVector4(m_texture->m_scale).xyxy() / GSVector4(m_texture->GetSize()).xyxy();
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if(GSTexture* offscreen = m_renderer->m_dev->CopyOffscreen(m_texture, src, w, h))
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{
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GSTexture::GSMap m;
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if(offscreen->Map(m))
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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++, m.bits += m.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*)m.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++, m.bits += m.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*)m.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++, m.bits += m.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.WriteFrame16(addr + offset[x], ((uint32*)m.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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}
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// GSTexture9
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bool GSTextureCache9::GSCachedTexture9::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_TEXA = m_renderer->m_env.TEXA;
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m_bpp = 0;
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ASSERT(m_texture == NULL);
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m_texture = m_renderer->m_dev->CreateTexture(1 << m_TEX0.TW, 1 << m_TEX0.TH);
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return m_texture != NULL;
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}
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bool GSTextureCache9::GSCachedTexture9::Create(GSRenderTarget* rt)
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{
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// TODO: clean up this mess
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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_TEXA = m_renderer->m_env.TEXA;
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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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GSVector2i rtsize = rt->m_texture->GetSize();
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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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ASSERT(m_texture == NULL);
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m_texture = m_renderer->m_dev->CreateRenderTarget(rtsize.x, rtsize.y);
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GSVector4 size = GSVector4(rtsize).xyxy();
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GSVector4 scale = GSVector4(rt->m_texture->m_scale).xyxy();
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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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GSVector4i br(0, 0, bw, bh);
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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 = GSVector4(GSVector4i(sx, sy).xyxy() + br) * scale / size;
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GSVector4 dst = GSVector4(GSVector4i(dx, dy).xyxy() + br) * scale;
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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 > rtsize.x)
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{
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scale.x = (float)rtsize.x / tw;
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dst.z = (float)rtsize.x * scale.x / rt->m_texture->m_scale.x;
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w = rtsize.x;
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}
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if(h > rtsize.y)
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{
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scale.y = (float)rtsize.y / th;
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dst.w = (float)rtsize.y * scale.y / rt->m_texture->m_scale.y;
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h = rtsize.y;
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}
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GSVector4 src(0, 0, w, h);
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GSTexture* st = m_texture ? m_texture : rt->m_texture;
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GSTexture* dt = m_renderer->m_dev->CreateRenderTarget(w, h);
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if(!m_texture)
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{
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m_texture = dt;
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}
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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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GSVector4i r(0, 0, w, h);
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(*(GSDevice9*)m_renderer->m_dev)->StretchRect(*(GSTexture9*)st, r, *(GSTexture9*)dt, r, D3DTEXF_POINT);
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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(dt != m_texture)
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{
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m_renderer->m_dev->Recycle(m_texture);
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m_texture = dt;
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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_bpp = 0;
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break;
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case PSM_PSMCT24:
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m_bpp = 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_bpp = 2;
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break;
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case PSM_PSMT8H:
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m_bpp = 3;
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m_palette = m_renderer->m_dev->CreateTexture(256, 1);
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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 GSTextureCache9::GSCachedTexture9::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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