Clarify texture cache code. Previously, there were THREE sets of texture dimensions, and it was hard to tell which set was for what purpose.

Now, there are two:
Real dimensions: Width and height of the original GameCube texture
Virtual dimensions: Width and height of the texture used by dolphin-emu's renderer

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6291 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check
2010-10-20 00:39:45 +00:00
parent 9a03484d64
commit 0e534dd033
8 changed files with 33 additions and 27 deletions

View File

@ -263,8 +263,8 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
// TODO: Is the mipLevels check needed?
if (!entry->isRenderTarget &&
((!entry->isDynamic && width == entry->w && height == entry->h && full_format == entry->format && entry->mipLevels == maxlevel)
|| (entry->isDynamic && entry->w == width && entry->h == height)))
((!entry->isDynamic && width == entry->realW && height == entry->realH && full_format == entry->format && entry->mipLevels == maxlevel)
|| (entry->isDynamic && entry->realW == width && entry->realH == height)))
{
// reuse the texture
}
@ -319,11 +319,11 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
entry->mipLevels = maxlevel;
entry->size_in_bytes = texture_size;
entry->scaledW = entry->w = width;
entry->scaledH = entry->h = height;
entry->virtualW = width;
entry->virtualH = height;
entry->nativeH = nativeH;
entry->nativeW = nativeW;
entry->realW = nativeW;
entry->realH = nativeH;
entry->isRenderTarget = false;
entry->isNonPow2 = false;
@ -608,8 +608,8 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer,
TCacheEntryBase *entry = textures[address];
if (entry)
{
if ((entry->isRenderTarget && entry->scaledW == scaled_tex_w && entry->scaledH == scaled_tex_h)
|| (entry->isDynamic && entry->w == tex_w && entry->h == tex_h))
if ((entry->isRenderTarget && entry->virtualW == scaled_tex_w && entry->virtualH == scaled_tex_h)
|| (entry->isDynamic && entry->realW == tex_w && entry->realH == tex_h))
{
texture_is_dynamic = entry->isDynamic;
}
@ -635,11 +635,11 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer,
entry->addr = address;
entry->hash = 0;
entry->w = entry->nativeW = tex_w;
entry->h = entry->nativeH = tex_h;
entry->realW = tex_w;
entry->realH = tex_h;
entry->scaledW = scaled_tex_w;
entry->scaledH = scaled_tex_h;
entry->virtualW = scaled_tex_w;
entry->virtualH = scaled_tex_h;
entry->format = copyfmt;
entry->mipLevels = 0;

View File

@ -24,9 +24,15 @@ public:
u32 format;
int frameCount;
unsigned int w, h, mipLevels;
// TODO: it looks like scaledW/H can be removed and w/h can be used in their place
unsigned int scaledW, scaledH, nativeW, nativeH;
unsigned int realW, realH; // Texture dimensions from the GameCube's point of view
unsigned int virtualW, virtualH; // Texture dimensions from OUR point of view
// Real and virtual dimensions are usually the same, but may be
// different if e.g. we use high-res textures. Then, realW,realH will
// be the dimensions of the original GameCube texture and
// virtualW,virtualH will be the dimensions of the high-res texture.
unsigned int mipLevels;
bool isRenderTarget;
bool isDynamic; // mofified from cpu