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

@ -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);
}

View File

@ -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;

View File

@ -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();

View File

@ -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);
}