TextureCache: Extract BP enum check to VideoCommon.

We have TOO many video backends.
This commit is contained in:
degasus 2016-12-26 20:54:37 +01:00
parent d07d9ba499
commit 04f319066d
23 changed files with 112 additions and 135 deletions

View File

@ -86,7 +86,7 @@ void PSTextureEncoder::Shutdown()
}
void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat,
u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
{
if (!m_ready) // Make sure we initialized OK
@ -95,13 +95,12 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
HRESULT hr;
// Resolve MSAA targets before copying.
ID3D11ShaderResourceView* pEFB =
(srcFormat == PEControl::Z24) ?
FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
// FIXME: Instead of resolving EFB, it would be better to pick out a
// single sample from each pixel. The game may break if it isn't
// expecting the blurred edges around multisampled shapes.
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
// FIXME: Instead of resolving EFB, it would be better to pick out a
// single sample from each pixel. The game may break if it isn't
// expecting the blurred edges around multisampled shapes.
ID3D11ShaderResourceView* pEFB = is_depth_copy ?
FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
// Reset API
g_renderer->ResetAPIState();
@ -137,7 +136,7 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
D3D::drawShadedTexQuad(
pEFB, targetRect.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
SetStaticShader(format, srcFormat, isIntensity, scaleByHalf),
SetStaticShader(format, is_depth_copy, isIntensity, scaleByHalf),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
// Copy to staging buffer
@ -167,27 +166,22 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
FramebufferManager::GetEFBDepthTexture()->GetDSV());
}
ID3D11PixelShader* PSTextureEncoder::SetStaticShader(unsigned int dstFormat,
PEControl::PixelFormat srcFormat,
ID3D11PixelShader* PSTextureEncoder::SetStaticShader(unsigned int dstFormat, bool is_depth_copy,
bool isIntensity, bool scaleByHalf)
{
size_t fetchNum = static_cast<size_t>(srcFormat);
size_t scaledFetchNum = scaleByHalf ? 1 : 0;
size_t intensityNum = isIntensity ? 1 : 0;
size_t generatorNum = dstFormat;
ComboKey key = MakeComboKey(dstFormat, srcFormat, isIntensity, scaleByHalf);
ComboKey key = MakeComboKey(dstFormat, is_depth_copy, isIntensity, scaleByHalf);
ComboMap::iterator it = m_staticShaders.find(key);
if (it == m_staticShaders.end())
{
INFO_LOG(VIDEO, "Compiling efb encoding shader for dstFormat 0x%X, srcFormat %d, isIntensity "
"%d, scaleByHalf %d",
dstFormat, static_cast<int>(srcFormat), isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
INFO_LOG(VIDEO,
"Compiling efb encoding shader for dstFormat 0x%X, is_depth_copy %d, isIntensity "
"%d, scaleByHalf %d",
dstFormat, is_depth_copy, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
u32 format = dstFormat;
if (srcFormat == PEControl::Z24)
if (is_depth_copy)
{
format |= _GX_TF_ZTF;
if (dstFormat == 11)
@ -205,9 +199,9 @@ ID3D11PixelShader* PSTextureEncoder::SetStaticShader(unsigned int dstFormat,
const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::D3D);
if (!D3D::CompilePixelShader(shader, &bytecode))
{
WARN_LOG(VIDEO, "EFB encoder shader for dstFormat 0x%X, srcFormat %d, isIntensity %d, "
WARN_LOG(VIDEO, "EFB encoder shader for dstFormat 0x%X, is_depth_copy %d, isIntensity %d, "
"scaleByHalf %d failed to compile",
dstFormat, static_cast<int>(srcFormat), isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
dstFormat, is_depth_copy, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
m_staticShaders[key] = nullptr;
return nullptr;
}
@ -218,8 +212,9 @@ ID3D11PixelShader* PSTextureEncoder::SetStaticShader(unsigned int dstFormat,
CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
char debugName[255] = {};
sprintf_s(debugName, "efb encoder pixel shader (dst:%d, src:%d, intensity:%d, scale:%d)",
dstFormat, srcFormat, isIntensity, scaleByHalf);
sprintf_s(debugName,
"efb encoder pixel shader (dst:%d, is_depth_copy:%d, intensity:%d, scale:%d)",
dstFormat, is_depth_copy, isIntensity, scaleByHalf);
D3D::SetDebugObjectName(newShader, debugName);
it = m_staticShaders.emplace(key, newShader).first;

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@ -31,8 +31,8 @@ public:
void Init();
void Shutdown();
void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf);
u32 memory_stride, bool is_depth_copy, const EFBRectangle& srcRect, bool isIntensity,
bool scaleByHalf);
private:
bool m_ready;
@ -42,16 +42,16 @@ private:
ID3D11Texture2D* m_outStage;
ID3D11Buffer* m_encodeParams;
ID3D11PixelShader* SetStaticShader(unsigned int dstFormat, PEControl::PixelFormat srcFormat,
bool isIntensity, bool scaleByHalf);
ID3D11PixelShader* SetStaticShader(unsigned int dstFormat, bool is_depth_copy, bool isIntensity,
bool scaleByHalf);
typedef unsigned int ComboKey; // Key for a shader combination
ComboKey MakeComboKey(unsigned int dstFormat, PEControl::PixelFormat srcFormat, bool isIntensity,
ComboKey MakeComboKey(unsigned int dstFormat, bool is_depth_copy, bool isIntensity,
bool scaleByHalf)
{
return (dstFormat << 4) | (static_cast<int>(srcFormat) << 2) | (isIntensity ? (1 << 1) : 0) |
(scaleByHalf ? (1 << 0) : 0);
return (dstFormat << 4) | (static_cast<int>(is_depth_copy) << 2) |
(isIntensity ? (1 << 1) : 0) | (scaleByHalf ? (1 << 0) : 0);
}
typedef std::map<ComboKey, ID3D11PixelShader*> ComboMap;

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@ -179,7 +179,7 @@ TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntry
}
}
void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat,
void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, bool is_depth_copy,
const EFBRectangle& srcRect, bool scaleByHalf,
unsigned int cbufid, const float* colmat)
{
@ -187,15 +187,14 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
// This is because multisampled texture reads go through Load, not Sample, and the linear
// filter is ignored.
bool multisampled = (g_ActiveConfig.iMultisamples > 1);
ID3D11ShaderResourceView* efbTexSRV = (srcFormat == PEControl::Z24) ?
ID3D11ShaderResourceView* efbTexSRV = is_depth_copy ?
FramebufferManager::GetEFBDepthTexture()->GetSRV() :
FramebufferManager::GetEFBColorTexture()->GetSRV();
if (multisampled && scaleByHalf)
{
multisampled = false;
efbTexSRV = (srcFormat == PEControl::Z24) ?
FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
efbTexSRV = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
}
g_renderer->ResetAPIState();
@ -239,8 +238,8 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
// Create texture copy
D3D::drawShadedTexQuad(
efbTexSRV, &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
srcFormat == PEControl::Z24 ? PixelShaderCache::GetDepthMatrixProgram(multisampled) :
PixelShaderCache::GetColorMatrixProgram(multisampled),
is_depth_copy ? PixelShaderCache::GetDepthMatrixProgram(multisampled) :
PixelShaderCache::GetColorMatrixProgram(multisampled),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader());
@ -251,11 +250,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
}
void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat,
u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
{
g_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride,
srcFormat, srcRect, isIntensity, scaleByHalf);
is_depth_copy, srcRect, isIntensity, scaleByHalf);
}
const char palette_shader[] =

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@ -34,7 +34,7 @@ private:
void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 levels) override;
void FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
void FromRenderTarget(u8* dst, bool is_depth_copy, const EFBRectangle& srcRect,
bool scaleByHalf, unsigned int cbufid, const float* colmat) override;
void Bind(unsigned int stage) override;
@ -54,8 +54,8 @@ private:
TlutFormat format) override;
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf) override;
u32 memory_stride, bool is_depth_copy, const EFBRectangle& srcRect, bool isIntensity,
bool scaleByHalf) override;
bool CompileShaders() override { return true; }
void DeleteShaders() override {}

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@ -24,7 +24,7 @@ public:
virtual void Shutdown() = 0;
// Returns size in bytes of encoded block of memory
virtual void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat srcFormat,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf) = 0;
u32 memory_stride, bool is_depth_copy, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf) = 0;
};
}

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@ -106,9 +106,8 @@ void PSTextureEncoder::Shutdown()
}
void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
bool is_intensity, bool scale_by_half)
u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& src_rect, bool is_intensity, bool scale_by_half)
{
if (!m_ready) // Make sure we initialized OK
return;
@ -117,7 +116,7 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
// Resolve MSAA targets before copying.
D3DTexture2D* efb_source =
(src_format == PEControl::Z24) ?
is_depth_copy ?
FramebufferManager::GetResolvedEFBDepthTexture() :
// EXISTINGD3D11TODO: Instead of resolving EFB, it would be better to pick out a
// single sample from each pixel. The game may break if it isn't
@ -163,7 +162,7 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
D3D::DrawShadedTexQuad(
efb_source, target_rect.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
SetStaticShader(format, src_format, is_intensity, scale_by_half),
SetStaticShader(format, is_depth_copy, is_intensity, scale_by_half),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(), D3D12_SHADER_BYTECODE(), 1.0f, 0,
DXGI_FORMAT_B8G8R8A8_UNORM, false, false /* Render target is not multisampled */
@ -219,27 +218,21 @@ void PSTextureEncoder::Encode(u8* dst, u32 format, u32 native_width, u32 bytes_p
m_out_readback_buffer->Unmap(0, &write_range);
}
D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format,
PEControl::PixelFormat src_format,
D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format, bool is_depth_copy,
bool is_intensity, bool scale_by_half)
{
size_t fetch_num = static_cast<size_t>(src_format);
size_t scaled_fetch_num = scale_by_half ? 1 : 0;
size_t intensity_num = is_intensity ? 1 : 0;
size_t generator_num = dst_format;
ComboKey key = MakeComboKey(dst_format, src_format, is_intensity, scale_by_half);
ComboKey key = MakeComboKey(dst_format, is_depth_copy, is_intensity, scale_by_half);
ComboMap::iterator it = m_static_shaders_map.find(key);
if (it == m_static_shaders_map.end())
{
INFO_LOG(VIDEO, "Compiling efb encoding shader for dst_format 0x%X, src_format %d, "
INFO_LOG(VIDEO, "Compiling efb encoding shader for dst_format 0x%X, is_depth_copy %d, "
"is_intensity %d, scale_by_half %d",
dst_format, static_cast<int>(src_format), is_intensity ? 1 : 0, scale_by_half ? 1 : 0);
dst_format, is_depth_copy, is_intensity ? 1 : 0, scale_by_half ? 1 : 0);
u32 format = dst_format;
if (src_format == PEControl::Z24)
if (is_depth_copy)
{
format |= _GX_TF_ZTF;
if (dst_format == 11)
@ -257,10 +250,9 @@ D3D12_SHADER_BYTECODE PSTextureEncoder::SetStaticShader(unsigned int dst_format,
const char* shader = TextureConversionShader::GenerateEncodingShader(format, APIType::D3D);
if (!D3D::CompilePixelShader(shader, &bytecode))
{
WARN_LOG(VIDEO, "EFB encoder shader for dst_format 0x%X, src_format %d, is_intensity %d, "
WARN_LOG(VIDEO, "EFB encoder shader for dst_format 0x%X, is_depth_copy %d, is_intensity %d, "
"scale_by_half %d failed to compile",
dst_format, static_cast<int>(src_format), is_intensity ? 1 : 0,
scale_by_half ? 1 : 0);
dst_format, is_depth_copy, is_intensity ? 1 : 0, scale_by_half ? 1 : 0);
m_static_shaders_blobs[key] = {};
return {};
}

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@ -18,7 +18,7 @@ public:
void Init();
void Shutdown();
void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
bool is_intensity, bool scale_by_half);
private:
@ -32,14 +32,14 @@ private:
ID3D12Resource* m_encode_params_buffer = nullptr;
void* m_encode_params_buffer_data = nullptr;
D3D12_SHADER_BYTECODE SetStaticShader(unsigned int dst_format, PEControl::PixelFormat src_format,
D3D12_SHADER_BYTECODE SetStaticShader(unsigned int dst_format, bool is_depth_copy,
bool is_intensity, bool scale_by_half);
using ComboKey = unsigned int; // Key for a shader combination
static ComboKey MakeComboKey(unsigned int dst_format, PEControl::PixelFormat src_format,
bool is_intensity, bool scale_by_half)
static ComboKey MakeComboKey(unsigned int dst_format, bool is_depth_copy, bool is_intensity,
bool scale_by_half)
{
return (dst_format << 4) | (static_cast<int>(src_format) << 2) | (is_intensity ? (1 << 1) : 0) |
return (dst_format << 4) | (is_depth_copy << 2) | (is_intensity ? (1 << 1) : 0) |
(scale_by_half ? (1 << 0) : 0);
}

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@ -229,7 +229,7 @@ TextureCacheBase::TCacheEntryBase* TextureCache::CreateTexture(const TCacheEntry
}
}
void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat src_format,
void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, bool is_depth_copy,
const EFBRectangle& srcRect, bool scale_by_half,
unsigned int cbuf_id, const float* colmat)
{
@ -237,14 +237,13 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
// This is because multisampled texture reads go through Load, not Sample, and the linear
// filter is ignored.
bool multisampled = (g_ActiveConfig.iMultisamples > 1);
D3DTexture2D* efb_tex = (src_format == PEControl::Z24) ?
FramebufferManager::GetEFBDepthTexture() :
FramebufferManager::GetEFBColorTexture();
D3DTexture2D* efb_tex = is_depth_copy ? FramebufferManager::GetEFBDepthTexture() :
FramebufferManager::GetEFBColorTexture();
if (multisampled && scale_by_half)
{
multisampled = false;
efb_tex = (src_format == PEControl::Z24) ? FramebufferManager::GetResolvedEFBDepthTexture() :
FramebufferManager::GetResolvedEFBColorTexture();
efb_tex = is_depth_copy ? FramebufferManager::GetResolvedEFBDepthTexture() :
FramebufferManager::GetResolvedEFBColorTexture();
}
// set transformation
@ -286,8 +285,8 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
// Create texture copy
D3D::DrawShadedTexQuad(
efb_tex, &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
(src_format == PEControl::Z24) ? StaticShaderCache::GetDepthMatrixPixelShader(multisampled) :
StaticShaderCache::GetColorMatrixPixelShader(multisampled),
is_depth_copy ? StaticShaderCache::GetDepthMatrixPixelShader(multisampled) :
StaticShaderCache::GetColorMatrixPixelShader(multisampled),
StaticShaderCache::GetSimpleVertexShader(),
StaticShaderCache::GetSimpleVertexShaderInputLayout(),
StaticShaderCache::GetCopyGeometryShader(), 1.0f, 0, DXGI_FORMAT_R8G8B8A8_UNORM, false,
@ -305,11 +304,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
}
void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat,
u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
{
s_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride,
srcFormat, srcRect, isIntensity, scaleByHalf);
is_depth_copy, srcRect, isIntensity, scaleByHalf);
}
static const constexpr char s_palette_shader_hlsl[] =

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@ -41,7 +41,7 @@ private:
void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 levels) override;
void FromRenderTarget(u8* dst, PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
void FromRenderTarget(u8* dst, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, unsigned int cbuf_id, const float* colmat) override;
void Bind(unsigned int stage) override;
@ -61,7 +61,7 @@ private:
TlutFormat format) override;
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
bool is_intensity, bool scale_by_half) override;
bool CompileShaders() override { return true; }

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@ -24,7 +24,7 @@ public:
virtual void Shutdown() = 0;
// Returns size in bytes of encoded block of memory
virtual void Encode(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format,
const EFBRectangle& src_rect, bool is_intensity, bool scale_by_half) = 0;
u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
bool is_intensity, bool scale_by_half) = 0;
};
}

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@ -21,7 +21,7 @@ public:
}
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
bool is_intensity, bool scale_by_half) override
{
}
@ -32,7 +32,7 @@ private:
TCacheEntry(const TCacheEntryConfig& _config) : TCacheEntryBase(_config) {}
~TCacheEntry() {}
void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 level) override {}
void FromRenderTarget(u8* dst, PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
void FromRenderTarget(u8* dst, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, unsigned int cbufid, const float* colmat) override
{
}

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@ -204,14 +204,14 @@ void TextureCache::TCacheEntry::Load(const u8* buffer, u32 width, u32 height, u3
TextureCache::SetStage();
}
void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, PEControl::PixelFormat srcFormat,
void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, bool is_depth_copy,
const EFBRectangle& srcRect, bool scaleByHalf,
unsigned int cbufid, const float* colmat)
{
g_renderer->ResetAPIState(); // reset any game specific settings
// Make sure to resolve anything we need to read from.
const GLuint read_texture = (srcFormat == PEControl::Z24) ?
const GLuint read_texture = is_depth_copy ?
FramebufferManager::ResolveAndGetDepthTarget(srcRect) :
FramebufferManager::ResolveAndGetRenderTarget(srcRect);
@ -229,7 +229,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, PEControl::Pixe
glViewport(0, 0, config.width, config.height);
GLuint uniform_location;
if (srcFormat == PEControl::Z24)
if (is_depth_copy)
{
s_DepthMatrixProgram.Bind();
if (s_DepthCbufid != cbufid)
@ -257,11 +257,11 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dstPointer, PEControl::Pixe
}
void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat,
u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf)
{
TextureConverter::EncodeToRamFromTexture(dst, format, native_width, bytes_per_row, num_blocks_y,
memory_stride, srcFormat, isIntensity, scaleByHalf,
memory_stride, is_depth_copy, isIntensity, scaleByHalf,
srcRect);
}

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@ -41,7 +41,7 @@ private:
void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 level) override;
void FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
void FromRenderTarget(u8* dst, bool is_depth_copy, const EFBRectangle& srcRect,
bool scaleByHalf, unsigned int cbufid, const float* colmat) override;
void Bind(unsigned int stage) override;
@ -53,8 +53,8 @@ private:
TlutFormat format) override;
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf) override;
u32 memory_stride, bool is_depth_copy, const EFBRectangle& srcRect, bool isIntensity,
bool scaleByHalf) override;
bool CompileShaders() override;
void DeleteShaders() override;

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@ -270,7 +270,7 @@ static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line
}
void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat,
u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source)
{
g_renderer->ResetAPIState();
@ -281,12 +281,11 @@ void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 byte
glUniform4i(s_encodingUniforms[format], source.left, source.top, native_width,
bScaleByHalf ? 2 : 1);
const GLuint read_texture = (srcFormat == PEControl::Z24) ?
FramebufferManager::ResolveAndGetDepthTarget(source) :
FramebufferManager::ResolveAndGetRenderTarget(source);
const GLuint read_texture = is_depth_copy ? FramebufferManager::ResolveAndGetDepthTarget(source) :
FramebufferManager::ResolveAndGetRenderTarget(source);
EncodeToRamUsingShader(read_texture, dest_ptr, bytes_per_row, num_blocks_y, memory_stride,
bScaleByHalf > 0 && srcFormat != PEControl::Z24);
bScaleByHalf > 0 && !is_depth_copy);
FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState();

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@ -25,7 +25,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
// returns size of the encoded data (in bytes)
void EncodeToRamFromTexture(u8* dest_ptr, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat srcFormat,
u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source);
}

View File

@ -53,8 +53,8 @@ public:
{
}
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf) override
u32 memory_stride, bool is_depth_copy, const EFBRectangle& srcRect, bool isIntensity,
bool scaleByHalf) override
{
EfbCopy::CopyEfb();
}
@ -65,7 +65,7 @@ private:
TCacheEntry(const TCacheEntryConfig& _config) : TCacheEntryBase(_config) {}
~TCacheEntry() {}
void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 level) override {}
void FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
void FromRenderTarget(u8* dst, bool is_depth_copy, const EFBRectangle& srcRect,
bool scaleByHalf, unsigned int cbufid, const float* colmat) override
{
EfbCopy::CopyEfb();

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@ -88,13 +88,8 @@ void TextureCache::ConvertTexture(TCacheEntryBase* base_entry, TCacheEntryBase*
m_texture_converter->ConvertTexture(entry, unconverted, m_render_pass, palette, format);
}
static bool IsDepthCopyFormat(PEControl::PixelFormat format)
{
return format == PEControl::Z24;
}
void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, PEControl::PixelFormat src_format,
u32 num_blocks_y, u32 memory_stride, bool is_depth_copy,
const EFBRectangle& src_rect, bool is_intensity, bool scale_by_half)
{
// Flush EFB pokes first, as they're expected to be included.
@ -107,7 +102,7 @@ void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_
{static_cast<u32>(scaled_src_rect.GetWidth()),
static_cast<u32>(scaled_src_rect.GetHeight())}};
Texture2D* src_texture;
if (IsDepthCopyFormat(src_format))
if (is_depth_copy)
src_texture = FramebufferManager::GetInstance()->ResolveEFBDepthTexture(region);
else
src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
@ -124,8 +119,8 @@ void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_texture_converter->EncodeTextureToMemory(src_texture->GetView(), dst, format, native_width,
bytes_per_row, num_blocks_y, memory_stride, src_format,
is_intensity, scale_by_half, src_rect);
bytes_per_row, num_blocks_y, memory_stride,
is_depth_copy, is_intensity, scale_by_half, src_rect);
// Transition back to original state
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(), original_layout);
@ -436,7 +431,7 @@ void TextureCache::TCacheEntry::Load(const u8* buffer, unsigned int width, unsig
}
}
void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat src_format,
void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, bool is_depth_copy,
const EFBRectangle& src_rect, bool scale_by_half,
unsigned int cbufid, const float* colmat)
{
@ -444,7 +439,6 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, PEControl::PixelFormat
FramebufferManager* framebuffer_mgr =
static_cast<FramebufferManager*>(g_framebuffer_manager.get());
TargetRectangle scaled_src_rect = g_renderer->ConvertEFBRectangle(src_rect);
bool is_depth_copy = IsDepthCopyFormat(src_format);
// Flush EFB pokes first, as they're expected to be included.
framebuffer_mgr->FlushEFBPokes();

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@ -29,7 +29,7 @@ public:
VkFramebuffer GetFramebuffer() const { return m_framebuffer; }
void Load(const u8* buffer, unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int level) override;
void FromRenderTarget(u8* dst, PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
void FromRenderTarget(u8* dst, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, unsigned int cbufid, const float* colmat) override;
void CopyRectangleFromTexture(const TCacheEntryBase* source,
const MathUtil::Rectangle<int>& src_rect,
@ -60,7 +60,7 @@ public:
TlutFormat format) override;
void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format, const EFBRectangle& src_rect,
u32 memory_stride, bool is_depth_copy, const EFBRectangle& src_rect,
bool is_intensity, bool scale_by_half) override;
void CopyRectangleFromTexture(TCacheEntry* dst_texture, const MathUtil::Rectangle<int>& dst_rect,

View File

@ -207,7 +207,7 @@ void TextureConverter::ConvertTexture(TextureCache::TCacheEntry* dst_entry,
void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, u32 format,
u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat src_format,
u32 memory_stride, bool is_depth_copy,
bool is_intensity, int scale_by_half,
const EFBRectangle& src_rect)
{
@ -234,7 +234,7 @@ void TextureConverter::EncodeTextureToMemory(VkImageView src_texture, u8* dest_p
draw.SetPushConstants(position_uniform, sizeof(position_uniform));
// Doesn't make sense to linear filter depth values
draw.SetPSSampler(0, src_texture, (scale_by_half && src_format != PEControl::Z24) ?
draw.SetPSSampler(0, src_texture, (scale_by_half && !is_depth_copy) ?
g_object_cache->GetLinearSampler() :
g_object_cache->GetPointSampler());

View File

@ -35,8 +35,8 @@ public:
// NOTE: Executes the current command buffer.
void EncodeTextureToMemory(VkImageView src_texture, u8* dest_ptr, u32 format, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
PEControl::PixelFormat src_format, bool is_intensity,
int scale_by_half, const EFBRectangle& source);
bool is_depth_copy, bool is_intensity, int scale_by_half,
const EFBRectangle& source);
// Encodes texture to guest memory in XFB (YUYV) format.
void EncodeTextureToMemoryYUYV(void* dst_ptr, u32 dst_width, u32 dst_stride, u32 dst_height,

View File

@ -227,9 +227,10 @@ static void BPWritten(const BPCmd& bp)
{
// bpmem.zcontrol.pixel_format to PEControl::Z24 is when the game wants to copy from ZBuffer
// (Zbuffer uses 24-bit Format)
bool is_depth_copy = bpmem.zcontrol.pixel_format == PEControl::Z24;
g_texture_cache->CopyRenderTargetToTexture(destAddr, PE_copy.tp_realFormat(), destStride,
bpmem.zcontrol.pixel_format, srcRect,
!!PE_copy.intensity_fmt, !!PE_copy.half_scale);
is_depth_copy, srcRect, !!PE_copy.intensity_fmt,
!!PE_copy.half_scale);
}
else
{

View File

@ -862,9 +862,8 @@ TextureCacheBase::TCacheEntryBase* TextureCacheBase::Load(const u32 stage)
}
void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, u32 dstStride,
PEControl::PixelFormat srcFormat,
const EFBRectangle& srcRect, bool isIntensity,
bool scaleByHalf)
bool is_depth_copy, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf)
{
// Emulation methods:
//
@ -936,7 +935,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFo
unsigned int cbufid = -1;
bool efbHasAlpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
if (srcFormat == PEControl::Z24)
if (is_depth_copy)
{
switch (dstFormat)
{
@ -1240,7 +1239,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFo
if (copy_to_ram)
{
CopyEFB(dst, dstFormat, tex_w, bytes_per_row, num_blocks_y, dstStride, srcFormat, srcRect,
CopyEFB(dst, dstFormat, tex_w, bytes_per_row, num_blocks_y, dstStride, is_depth_copy, srcRect,
isIntensity, scaleByHalf);
}
else
@ -1321,7 +1320,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFo
entry->SetEfbCopy(dstStride);
entry->is_custom_tex = false;
entry->FromRenderTarget(dst, srcFormat, srcRect, scaleByHalf, cbufid, colmat);
entry->FromRenderTarget(dst, is_depth_copy, srcRect, scaleByHalf, cbufid, colmat);
u64 hash = entry->CalculateHash();
entry->SetHashes(hash, hash);

View File

@ -128,9 +128,8 @@ public:
const MathUtil::Rectangle<int>& dstrect) = 0;
virtual void Load(const u8* buffer, u32 width, u32 height, u32 expanded_width, u32 level) = 0;
virtual void FromRenderTarget(u8* dst, PEControl::PixelFormat srcFormat,
const EFBRectangle& srcRect, bool scaleByHalf,
unsigned int cbufid, const float* colmat) = 0;
virtual void FromRenderTarget(u8* dst, bool is_depth_copy, const EFBRectangle& srcRect,
bool scaleByHalf, unsigned int cbufid, const float* colmat) = 0;
bool OverlapsMemoryRange(u32 range_address, u32 range_size) const;
@ -154,8 +153,8 @@ public:
virtual TCacheEntryBase* CreateTexture(const TCacheEntryConfig& config) = 0;
virtual void CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y,
u32 memory_stride, PEControl::PixelFormat srcFormat,
const EFBRectangle& srcRect, bool isIntensity, bool scaleByHalf) = 0;
u32 memory_stride, bool is_depth_copy, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf) = 0;
virtual bool CompileShaders() = 0;
virtual void DeleteShaders() = 0;
@ -164,8 +163,8 @@ public:
void UnbindTextures();
virtual void BindTextures();
void CopyRenderTargetToTexture(u32 dstAddr, unsigned int dstFormat, u32 dstStride,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf);
bool is_depth_copy, const EFBRectangle& srcRect, bool isIntensity,
bool scaleByHalf);
virtual void ConvertTexture(TCacheEntryBase* entry, TCacheEntryBase* unconverted, void* palette,
TlutFormat format) = 0;