Better texture copying. And possible support for DXT1.
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@ -1058,17 +1058,23 @@ D3D11GraphicsDriver::TextureInfo D3D11GraphicsDriver::GetTextureInfo(
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// a2xx_sq_surfaceformat
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TextureInfo info;
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info.format = DXGI_FORMAT_UNKNOWN;
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info.bpp = 0;
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info.block_width = 0;
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info.block_height = 0;
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info.block_size = 0;
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info.pitch = 0;
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switch (fetch.format) {
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case FMT_8_8_8_8:
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info.format = DXGI_FORMAT_B8G8R8A8_UNORM;
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info.bpp = 4;
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info.block_size = 1;
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info.pitch = 4;
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break;
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case FMT_4_4_4_4:
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info.format = DXGI_FORMAT_B4G4R4A4_UNORM;
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info.bpp = 2;
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info.block_size = 1;
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info.pitch = 2;
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break;
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case FMT_DXT1:
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info.format = DXGI_FORMAT_BC1_UNORM;
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info.block_size = 4;
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info.pitch = 8;
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break;
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case FMT_1_REVERSE:
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case FMT_1:
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@ -1086,7 +1092,6 @@ D3D11GraphicsDriver::TextureInfo D3D11GraphicsDriver::GetTextureInfo(
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case FMT_8_8_8_8_A:
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case FMT_10_11_11:
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case FMT_11_11_10:
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case FMT_DXT1:
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case FMT_DXT2_3:
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case FMT_DXT4_5:
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case FMT_24_8:
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@ -1170,15 +1175,13 @@ int D3D11GraphicsDriver::FetchTexture2D(
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uint32_t width = fetch.size_2d.width;
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uint32_t height = fetch.size_2d.height;
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uint32_t data_pitch = MAX(256, XENEXTPOW2(width));
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// TODO(benvanik): block height rounding?
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uint32_t data_height = height;
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size_t data_size = data_pitch * data_height * info.bpp;
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uint32_t padded_width = MAX(256, XENEXTPOW2(width));
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uint32_t padded_height = MAX(256, XENEXTPOW2(height));
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D3D11_TEXTURE2D_DESC texture_desc;
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xe_zero_struct(&texture_desc, sizeof(texture_desc));
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texture_desc.Width = data_pitch;
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texture_desc.Height = data_height;
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texture_desc.Width = padded_width;
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texture_desc.Height = padded_height;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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texture_desc.Format = info.format;
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@ -1204,11 +1207,14 @@ int D3D11GraphicsDriver::FetchTexture2D(
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}
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const uint8_t* src = memory_->Translate(address);
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uint8_t* dest = (uint8_t*)res.pData;
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for (size_t y = 0; y < height; y++) {
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for (size_t x = 0; x < width * info.bpp; x++) {
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auto row_pitch = (width / info.block_size) * info.pitch;
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auto padded_row_pitch = (padded_width / info.block_size) * info.pitch;
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for (size_t y = 0; y < height / info.block_size; y++) {
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for (size_t x = 0; x < row_pitch; x++) {
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dest[x] = src[x];
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}
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src += data_pitch * info.bpp;
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src += padded_row_pitch;
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dest += res.RowPitch;
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}
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context_->Unmap(*out_texture, 0);
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@ -68,9 +68,8 @@ private:
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Shader::tex_buffer_desc_t& desc);
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typedef struct {
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DXGI_FORMAT format;
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uint32_t bpp;
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uint32_t block_width;
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uint32_t block_height;
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uint32_t block_size;
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uint32_t pitch;
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} TextureInfo;
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TextureInfo GetTextureInfo(xenos::xe_gpu_texture_fetch_t& fetch);
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int FetchTexture1D(xenos::xe_gpu_texture_fetch_t& fetch,
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