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DX11:
Implement safe texture cache. Fix screenshot functionality. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5732 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -879,7 +879,31 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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}
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if (s_bScreenshot)
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{
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HRESULT hr = D3DX11SaveTextureToFileA(D3D::context, D3D::GetBackBuffer()->GetTex(), D3DX11_IFF_PNG, s_sScreenshotName);
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// copy back buffer to system memory
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ID3D11Texture2D* buftex;
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D3D11_TEXTURE2D_DESC tex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateTexture2D(&tex_desc, NULL, &buftex);
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if (FAILED(hr)) PanicAlert("Failed to create screenshot buffer texture");
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D3D::context->CopyResource(buftex, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex());
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// D3DX11SaveTextureToFileA doesn't allow us to ignore the alpha channel, so we need to strip it out ourselves
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(buftex, 0, D3D11_MAP_READ_WRITE, 0, &map);
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for (unsigned int y = 0; y < D3D::GetBackBufferHeight(); ++y)
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{
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u32* ptr = (u32*)((u8*)map.pData + y * map.RowPitch);
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for (unsigned int x = 0; x < D3D::GetBackBufferWidth(); ++x)
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{
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*ptr = 0xFF000000 | (*ptr & 0xFFFFFF);
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ptr++;
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}
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}
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D3D::context->Unmap(buftex, 0);
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// ready to be saved
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hr = D3DX11SaveTextureToFileA(D3D::context, buftex, D3DX11_IFF_PNG, s_sScreenshotName);
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if (FAILED(hr)) PanicAlert("Failed to save screenshot");
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buftex->Release();
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s_bScreenshot = false;
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}
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@ -56,7 +56,8 @@ extern int frameCount;
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void TextureCache::TCacheEntry::Destroy(bool shutdown)
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{
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SAFE_RELEASE(texture);
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if (!isRenderTarget && !shutdown)
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if (!isRenderTarget && !shutdown && !g_ActiveConfig.bSafeTextureCache)
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{
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u32* ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr);
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if (ptr && *ptr == hash)
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@ -193,10 +194,35 @@ TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, u
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u64 hash_value;
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u32 texID = address;
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u64 texHash;
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u32 FullFormat = tex_format;
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if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
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u32 FullFormat = (tex_format | (tlutfmt << 16));
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// hires textures and texture dumping not supported, yet
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if (g_ActiveConfig.bSafeTextureCache/* || g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures*/)
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{
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texHash = TexDecoder_GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
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{
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// WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up)
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// tlut size can be up to 32768B (GX_TF_C14X2) but Safer == Slower.
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// This trick (to change the texID depending on the TLUT addr) is a trick to get around
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// an issue with metroid prime's fonts, where it has multiple sets of fonts on top of
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// each other stored in a single texture, and uses the palette to make different characters
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// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
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// we must make sure that texture with different tluts get different IDs.
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u64 tlutHash = TexDecoder_GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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texHash ^= tlutHash;
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if (g_ActiveConfig.bSafeTextureCache)
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{
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texID = texID ^ ((u32)(tlutHash & 0xFFFFFFFF)) ^ ((u32)((tlutHash >> 32) & 0xFFFFFFFF));
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}
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}
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if (g_ActiveConfig.bSafeTextureCache)
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hash_value = texHash;
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}
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bool skip_texture_create = false;
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TexCache::iterator iter = textures.find(texID);
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@ -204,7 +230,8 @@ TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, u
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{
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TCacheEntry &entry = iter->second;
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hash_value = ((u32*)ptr)[0];
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if (!g_ActiveConfig.bSafeTextureCache)
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hash_value = ((u32*)ptr)[0];
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// TODO: Is the (entry.MipLevels == maxlevel) check needed?
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if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash) && FullFormat == entry.fmt && entry.MipLevels == maxlevel))
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@ -243,7 +270,8 @@ TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, u
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bool swap_r_b = false;
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entry.oldpixel = ((u32*)ptr)[0];
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entry.hash = ((u32*)ptr)[0] = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
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if (g_ActiveConfig.bSafeTextureCache) entry.hash = hash_value;
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else entry.hash = ((u32*)ptr)[0] = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
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entry.addr = address;
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entry.size_in_bytes = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format);
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