EFB to ram scales correctly non-native resolutions.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2724 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
donkopunchstania 2009-03-22 09:00:43 +00:00
parent c4c5911538
commit 772f11ce71
3 changed files with 93 additions and 89 deletions

View File

@ -123,44 +123,46 @@ u16 GetEncodedSampleCount(u32 format)
}
}
// block dimensions : block width, block height, samples, pixelStride
// block dimensions : widthStride, heightStride
// texture dims : width, height, x offset, y offset
void WriteSwizzler(char*& p)
void WriteSwizzler(char*& p, u32 format)
{
WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX);
WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1);
WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1);
float blkW = (float)GetBlockWidthInTexels(format);
float blkH = (float)GetBlockHeightInTexels(format);
float samples = (float)GetEncodedSampleCount(format);
WRITE(p,
"uniform samplerRECT samp0 : register(s0);\n"
"uniform samplerRECT samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
"{\n"
" float2 sampleUv;\n"
" float2 uv1 = floor(uv0);\n");
" float2 uv1 = floor(uv0);\n"
" uv1.x = uv1.x * blkDims.z;\n"
WRITE(p, " uv1.x = uv1.x * %f;\n", samples);
" float bw = blkDims.x;\n"
" float bh = blkDims.y;\n"
WRITE(p, " float xl = floor(uv1.x / %f);\n", blkW);
WRITE(p, " float xib = uv1.x - (xl * %f);\n", blkW);
WRITE(p, " float yl = floor(uv1.y / %f);\n", blkH);
WRITE(p, " float yb = yl * %f;\n", blkH);
WRITE(p, " float yoff = uv1.y - yb;\n");
WRITE(p, " float xp = uv1.x + (yoff * textureDims.x);\n");
WRITE(p, " float xel = floor(xp / %f);\n", blkW);
WRITE(p, " float xb = floor(xel / %f);\n", blkH);
WRITE(p, " float xoff = xel - (xb * %f);\n", blkH);
" float xl = floor(uv1.x / bw);\n"
" float xib = uv1.x - (xl * bw);\n"
" float yl = floor(uv1.y / bh);\n"
" float yb = yl * bh;\n"
" float yoff = uv1.y - yb;\n"
" float xp = uv1.x + (yoff * textureDims.x);\n"
" float xel = floor(xp / bw);\n"
" float xb = floor(xel / bh);\n"
" float xoff = xel - (xb * bh);\n"
WRITE(p, " sampleUv.x = xib + (xb * %f);\n", blkW);
WRITE(p, " sampleUv.y = yb + xoff;\n");
" float2 sampleUv;\n"
" sampleUv.x = xib + (xb * bw);\n"
" sampleUv.y = yb + xoff;\n"
" sampleUv = sampleUv * blkDims.w;\n"
" sampleUv.y = textureDims.y - sampleUv.y;\n"
WRITE(p, " sampleUv = sampleUv * blkDims.xy;\n"
" sampleUv.y = textureDims.y - sampleUv.y;\n"
" sampleUv.x = sampleUv.x + textureDims.z;\n"
" sampleUv.y = sampleUv.y + textureDims.w;\n");
" sampleUv.x = sampleUv.x + textureDims.z;\n"
" sampleUv.y = sampleUv.y + textureDims.w;\n");
}
void WriteSampleColor(char*& p, const char* colorComp, const char* dest)
@ -175,7 +177,7 @@ void WriteColorToIntensity(char*& p, const char* src, const char* dest)
void WriteIncrementSampleX(char*& p)
{
WRITE(p, " sampleUv.x = sampleUv.x + blkDims.w;\n");
WRITE(p, " sampleUv.x = sampleUv.x + blkDims.x;\n");
}
void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest)
@ -186,7 +188,7 @@ void WriteToBitDepth(char*& p, u8 depth, const char* src, const char* dest)
void WriteI8Encoder(char* p)
{
WriteSwizzler(p);
WriteSwizzler(p, GX_TF_I8);
WRITE(p, " float3 texSample;\n");
WriteSampleColor(p, "rgb", "texSample");
@ -209,7 +211,7 @@ void WriteI8Encoder(char* p)
void WriteI4Encoder(char* p)
{
WriteSwizzler(p);
WriteSwizzler(p, GX_TF_I4);
WRITE(p, " float3 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
@ -254,7 +256,7 @@ void WriteI4Encoder(char* p)
void WriteIA8Encoder(char* p)
{
WriteSwizzler(p);
WriteSwizzler(p, GX_TF_IA8);
WRITE(p, " float4 texSample;\n");
WriteSampleColor(p, "rgba", "texSample");
@ -271,7 +273,7 @@ void WriteIA8Encoder(char* p)
void WriteIA4Encoder(char* p)
{
WriteSwizzler(p);
WriteSwizzler(p, GX_TF_IA4);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
@ -279,21 +281,21 @@ void WriteIA4Encoder(char* p)
WriteSampleColor(p, "rgba", "texSample");
WRITE(p, " color0.b = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.b");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgba", "texSample");
WRITE(p, " color0.g = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.g");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgba", "texSample");
WRITE(p, " color0.r = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.r");
WriteIncrementSampleX(p);
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgba", "texSample");
WRITE(p, " color0.a = texSample.a;\n");
WriteColorToIntensity(p, "texSample", "color1.a");
WriteColorToIntensity(p, "texSample", "color1.a");
WriteToBitDepth(p, 4, "color0", "color0");
WriteToBitDepth(p, 4, "color1", "color1");
@ -304,28 +306,28 @@ void WriteIA4Encoder(char* p)
void WriteRGB565Encoder(char* p)
{
WriteSwizzler(p);
WriteSwizzler(p, GX_TF_RGB565);
WRITE(p, " float3 texSample;\n");
WRITE(p, " float gInt;\n");
WRITE(p, " float gUpper;\n");
WRITE(p, " float gLower;\n");
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample");
WriteToBitDepth(p, 6, "texSample.g", "gInt");
WRITE(p, " gUpper = floor(gInt / 8.0f);\n");
WRITE(p, " gUpper = floor(gInt / 8.0f);\n");
WRITE(p, " gLower = gInt - gUpper * 8.0f;\n");
WriteToBitDepth(p, 5, "texSample.r", "ocol0.b");
WRITE(p, " ocol0.b = ocol0.b * 8.0f + gUpper;\n");
WriteToBitDepth(p, 5, "texSample.b", "ocol0.g");
WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0f;\n");
WRITE(p, " ocol0.g = ocol0.g + gLower * 32.0f;\n");
WriteIncrementSampleX(p);
WriteSampleColor(p, "rgb", "texSample");
WriteSampleColor(p, "rgb", "texSample");
WriteToBitDepth(p, 6, "texSample.g", "gInt");
WRITE(p, " gUpper = floor(gInt / 8.0f);\n");
WRITE(p, " gUpper = floor(gInt / 8.0f);\n");
WRITE(p, " gLower = gInt - gUpper * 8.0f;\n");
WriteToBitDepth(p, 5, "texSample.r", "ocol0.r");
@ -339,7 +341,7 @@ void WriteRGB565Encoder(char* p)
void WriteRGB5A3Encoder(char* p)
{
WriteSwizzler(p);
WriteSwizzler(p, GX_TF_RGB5A3);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float color0;\n");
@ -406,7 +408,7 @@ void WriteRGB5A3Encoder(char* p)
void WriteRGBA4443Encoder(char* p)
{
WriteSwizzler(p);
WriteSwizzler(p, GX_TF_RGB5A3);
WRITE(p, " float4 texSample;\n");
WRITE(p, " float4 color0;\n");
@ -430,46 +432,48 @@ void WriteRGBA4443Encoder(char* p)
WRITE(p, "}\n");
}
// block dimensions : block width, block height, samples, pixelStride
// block dimensions : widthStride, heightStride
// texture dims : width, height, x offset, y offset
void WriteRGBA8Encoder(char* p, bool fromDepth)
{
WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX);
WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1);
WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1);
float blkW = (float)GetBlockWidthInTexels(GX_TF_RGBA8);
float blkH = (float)GetBlockHeightInTexels(GX_TF_RGBA8);
float samples = (float)GetEncodedSampleCount(GX_TF_RGBA8);
// Swizzling for RGBA8 format
WRITE(p,
"uniform samplerRECT samp0 : register(s0);\n"
"uniform samplerRECT samp0 : register(s0);\n"
"void main(\n"
" out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n"
"{\n"
" float2 uv1 = floor(uv0);\n"
" float2 sampleUv;\n"
" float2 uv1 = floor(uv0);\n");
WRITE(p, " float yl = floor(uv1.y / %f);\n", blkH);
WRITE(p, " float yb = yl * %f;\n", blkH);
WRITE(p, " float yoff = uv1.y - yb;\n");
WRITE(p, " float xp = uv1.x + (yoff * textureDims.x);\n");
WRITE(p, " float xel = floor(xp / 2);\n");
WRITE(p, " float xb = floor(xel / %f);\n", blkH);
WRITE(p, " float xoff = xel - (xb * %f);\n", blkH);
WRITE(p, " float x2 = uv1.x * 2;\n");
WRITE(p, " float xl = floor(x2 / %f);\n", blkW);
WRITE(p, " float xib = x2 - (xl * %f);\n", blkW);
WRITE(p, " float halfxb = floor(xb / 2);\n");
" float bw = blkDims.x;\n"
" float bh = blkDims.y;\n"
" float yl = floor(uv1.y / bh);\n"
" float yb = yl * bh;\n"
" float yoff = uv1.y - yb;\n"
" float xp = uv1.x + (yoff * textureDims.x);\n"
" float xel = floor(xp / 2);\n"
" float xb = floor(xel / bh);\n"
" float xoff = xel - (xb * bh);\n"
WRITE(p, " sampleUv.x = xib + (halfxb * %f);\n", blkW);
WRITE(p, " sampleUv.y = yb + xoff;\n");
WRITE(p, " sampleUv = sampleUv * blkDims.xy;\n");
WRITE(p, " sampleUv.y = textureDims.y - sampleUv.y;\n");
" float x2 = uv1.x * 2;\n"
" float xl = floor(x2 / bw);\n"
" float xib = x2 - (xl * bw);\n"
" float halfxb = floor(xb / 2);\n"
" float2 sampleUv;\n"
" sampleUv.x = xib + (halfxb * bw);\n"
" sampleUv.y = yb + xoff;\n"
" sampleUv = sampleUv * blkDims.w;\n"
" sampleUv.y = textureDims.y - sampleUv.y;\n"
" sampleUv.x = sampleUv.x + textureDims.z;\n"
" sampleUv.y = sampleUv.y + textureDims.w;\n");
WRITE(p, " sampleUv.x = sampleUv.x + textureDims.z;\n");
WRITE(p, " sampleUv.y = sampleUv.y + textureDims.w;\n");
WRITE(p, " float cl1 = xb - (halfxb * 2);\n");
WRITE(p, " float cl0 = 1.0f - cl1;\n");
@ -498,14 +502,14 @@ void WriteRGBA8Encoder(char* p, bool fromDepth)
WRITE(p, " color1.r = texSample.g;\n");
WRITE(p, " color1.a = texSample.b;\n");
WRITE(p, " ocol0 = (cl0 * color0) + (cl1 * color1);\n");
WRITE(p, " ocol0 = (cl0 * color0) + (cl1 * color1);\n");
WRITE(p, "}\n");
}
void WriteC4Encoder(char* p, const char* comp)
{
WriteSwizzler(p);
WriteSwizzler(p, GX_CTF_R4);
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
@ -541,7 +545,7 @@ void WriteC4Encoder(char* p, const char* comp)
void WriteC8Encoder(char* p, const char* comp)
{
WriteSwizzler(p);
WriteSwizzler(p, GX_CTF_R8);
WriteSampleColor(p, comp, "ocol0.b");
WriteIncrementSampleX(p);
@ -559,7 +563,7 @@ void WriteC8Encoder(char* p, const char* comp)
void WriteCC4Encoder(char* p, const char* comp)
{
WriteSwizzler(p);
WriteSwizzler(p, GX_CTF_RA4);
WRITE(p, " float2 texSample;\n");
WRITE(p, " float4 color0;\n");
WRITE(p, " float4 color1;\n");
@ -592,7 +596,7 @@ void WriteCC4Encoder(char* p, const char* comp)
void WriteCC8Encoder(char* p, const char* comp)
{
WriteSwizzler(p);
WriteSwizzler(p, GX_CTF_RA8);
WriteSampleColor(p, comp, "ocol0.bg");
WriteIncrementSampleX(p);
@ -630,7 +634,7 @@ const char *GenerateEncodingShader(u32 format)
break;
case GX_TF_RGBA8:
WriteRGBA8Encoder(p, false);
break;
break;
case GX_CTF_R4:
WriteC4Encoder(p, "r");
break;
@ -681,10 +685,9 @@ const char *GenerateEncodingShader(u32 format)
// byte order is reversed
WriteCC8Encoder(p, "rg");
break;
default:
default:
PanicAlert("Unknown texture copy format: 0x%x\n", format);
break;
break;
}
if (text[sizeof(text) - 1] != 0x7C)
@ -693,14 +696,10 @@ const char *GenerateEncodingShader(u32 format)
return text;
}
void SetShaderParameters(u32 width, u32 height, u32 offsetX, u32 offsetY, float pixelStride, u32 format)
void SetShaderParameters(float width, float height, float offsetX, float offsetY, float widthStride, float heightStride)
{
u16 blkW = GetBlockWidthInTexels(format);
u16 blkH = GetBlockHeightInTexels(format);
u16 samples = GetEncodedSampleCount(format);
SetPSConstant4f(C_COLORMATRIX, (float)blkW, (float)blkH, (float)samples, pixelStride);
SetPSConstant4f(C_COLORMATRIX + 1, (float)width, (float)(height - 1), (float)offsetX, (float)offsetY);
SetPSConstant4f(C_COLORMATRIX, widthStride, heightStride, 0.0f, 0.0f);
SetPSConstant4f(C_COLORMATRIX + 1, width, (height - 1), offsetX, offsetY);
}
} // namespace

View File

@ -31,7 +31,7 @@ u16 GetEncodedSampleCount(u32 format);
const char *GenerateEncodingShader(u32 format);
void SetShaderParameters(u32 width, u32 height, u32 offsetX, u32 offsetY, float pixelStride, u32 format);
void SetShaderParameters(float width, float height, float offsetX, float offsetY, float widthStride, float heightStride);
}

View File

@ -272,17 +272,22 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
// only copy on cache line boundaries
// extra pixels are copied but not displayed in the resulting texture
s32 expandedWidth = (width + blkW) & (~blkW);
s32 expandedHeight = (height + blkH) & (~blkH);
s32 expandedHeight = (height + blkH) & (~blkH);
u32 top = Renderer::GetTargetHeight() - (source.top + expandedHeight);
float MValueX = Renderer::GetTargetScaleX();
float MValueY = Renderer::GetTargetScaleY();
TextureConversionShader::SetShaderParameters(expandedWidth, expandedHeight, source.left, top, bScaleByHalf?2.0f:1.0f, format);
float top = Renderer::GetTargetHeight() - (source.top + expandedHeight) * MValueY;
float sampleStride = bScaleByHalf?2.0f:1.0f;
TextureConversionShader::SetShaderParameters((float)expandedWidth, expandedHeight * MValueY, source.left * MValueX, top, sampleStride * MValueX, sampleStride * MValueY);
TRectangle scaledSource;
scaledSource.top = 0;
scaledSource.bottom = expandedHeight;
scaledSource.left = 0;
scaledSource.right = expandedWidth / samples;
scaledSource.right = expandedWidth / samples;
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, bScaleByHalf);