hopefully fixed zww issue with new efb to ram.

implemented new efb to ram in opengl
modified TextureConversionShader preparing the implementation of new efb to ram in dx11
please test for regressions

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5874 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-07-12 19:30:25 +00:00
parent dcc51e0ef8
commit 9cb41e7c70
11 changed files with 445 additions and 287 deletions

View File

@ -81,10 +81,7 @@ void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const
// bpmem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
if (!g_ActiveConfig.bEFBCopyDisable)
{
if (g_ActiveConfig.bCopyEFBToTexture) // To OGL Texture
TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
else // To RAM
TextureConverter::EncodeToRam(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
}
}

View File

@ -886,9 +886,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
// Copy the framebuffer to screen.
// Render to the real buffer now.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
// Texture map s_xfbTexture onto the main buffer
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
@ -905,6 +903,9 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
if(g_ActiveConfig.bUseXFB)
{
// draw each xfb source
// Render to the real buffer now.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
for (u32 i = 0; i < xfbCount; ++i)
{
xfbSource = xfbSourceList[i];
@ -992,6 +993,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
{
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(Rc);
GLuint read_texture = g_framebufferManager.ResolveAndGetRenderTarget(Rc);
// Render to the real buffer now.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
if (applyShader)

View File

@ -112,7 +112,7 @@ FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
if (s_encodingPrograms[format].glprogid == 0)
{
const char* shader = TextureConversionShader::GenerateEncodingShader(format);
const char* shader = TextureConversionShader::GenerateEncodingShader(format,API_OPENGL);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader) {
@ -170,7 +170,7 @@ void Shutdown()
void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight, int readStride, bool toTexture, bool linearFilter)
{
Renderer::ResetAPIState();
// switch to texture converter frame buffer
// attach render buffer as color destination
@ -240,13 +240,7 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
GL_REPORT_ERRORD();
g_framebufferManager.SetFramebuffer(0);
VertexShaderManager::SetViewportChanged();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
Renderer::RestoreAPIState();
GL_REPORT_ERRORD();
}
void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
@ -312,6 +306,74 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
scaledSource.right = expandedWidth / samples;
int cacheBytes = 32;
if ((format & 0x0f) == 6)
cacheBytes = 64;
int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
Renderer::ResetAPIState();
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0);
g_framebufferManager.SetFramebuffer(0);
VertexShaderManager::SetViewportChanged();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
Renderer::RestoreAPIState();
GL_REPORT_ERRORD();
}
u64 EncodeToRamFromTexture(u32 address,GLuint source_texture,float MValueX,float MValueY,bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
{
u32 format = copyfmt;
if (bFromZBuffer)
{
format |= _GX_TF_ZTF;
if (copyfmt == 11)
format = GX_TF_Z16;
else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
format |= _GX_TF_CTF;
}
else
if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
format |= _GX_TF_CTF;
FRAGMENTSHADER& texconv_shader = GetOrCreateEncodingShader(format);
if (texconv_shader.glprogid == 0)
return 0;
u8 *dest_ptr = Memory_GetPtr(address);
int width = (source.right - source.left) >> bScaleByHalf;
int height = (source.bottom - source.top) >> bScaleByHalf;
int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);
u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
u16 blkH = TexDecoder_GetBlockHeightInTexels(format) - 1;
u16 samples = TextureConversionShader::GetEncodedSampleCount(format);
// 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);
float sampleStride = bScaleByHalf?2.0f:1.0f;
float top = (EFB_HEIGHT - source.top - expandedHeight) * MValueY ;
TextureConversionShader::SetShaderParameters((float)expandedWidth,
expandedHeight * MValueY,
source.left * MValueX,
top,
sampleStride * MValueX,
sampleStride * MValueY);
TargetRectangle scaledSource;
scaledSource.top = 0;
scaledSource.bottom = expandedHeight;
scaledSource.left = 0;
scaledSource.right = expandedWidth / samples;
int cacheBytes = 32;
if ((format & 0x0f) == 6)
cacheBytes = 64;
@ -319,12 +381,26 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0);
TextureMngr::MakeRangeDynamic(address,size_in_bytes);
u64 Hashvalue = 0;
if(g_ActiveConfig.bVerifyTextureModificationsByCPU)
{
Hashvalue = TexDecoder_GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
}
return Hashvalue;
}
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight)
{
Renderer::ResetAPIState();
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
g_framebufferManager.SetFramebuffer(0);
VertexShaderManager::SetViewportChanged();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
Renderer::RestoreAPIState();
GL_REPORT_ERRORD();
}

View File

@ -37,6 +37,8 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture);
u64 EncodeToRamFromTexture(u32 address,GLuint source_texture,float MValueX,float MValueY, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source);
}
#endif // _TEXTURECONVERTER_H_

View File

@ -52,6 +52,7 @@
#include "FramebufferManager.h"
#include "FileUtil.h"
#include "HiresTextures.h"
#include "TextureConverter.h"
u8 *TextureMngr::temp = NULL;
TextureMngr::TexCache TextureMngr::textures;
@ -95,13 +96,13 @@ bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int he
return SaveTGA(filename, width, height, &data[0]);
}
bool TextureMngr::TCacheEntry::IntersectsMemoryRange(u32 range_address, u32 range_size)
int TextureMngr::TCacheEntry::IntersectsMemoryRange(u32 range_address, u32 range_size)
{
if (addr + size_in_bytes < range_address)
return false;
return -1;
if (addr >= range_address + range_size)
return false;
return true;
return 1;
return 0;
}
void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0 &newmode,TexMode1 &newmode1)
@ -197,14 +198,8 @@ void TextureMngr::ProgressiveCleanup()
{
if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second.frameCount)
{
if (!iter->second.isRenderTarget) {
iter->second.Destroy(false);
textures.erase(iter++);
}
else {
iter->second.Destroy(false);
textures.erase(iter++);
}
iter->second.Destroy(false);
iter = textures.erase(iter);
}
else
++iter;
@ -216,17 +211,34 @@ void TextureMngr::InvalidateRange(u32 start_address, u32 size)
TexCache::iterator iter = textures.begin();
while (iter != textures.end())
{
if (iter->second.IntersectsMemoryRange(start_address, size))
int rangePosition = iter->second.IntersectsMemoryRange(start_address, size);
if (rangePosition == 0)
{
iter->second.Destroy(false);
textures.erase(iter++);
}
else {
++iter;
else
{
++iter;
}
}
}
void TextureMngr::MakeRangeDynamic(u32 start_address, u32 size)
{
TexCache::iterator iter = textures.begin();
while (iter != textures.end())
{
int rangePosition = iter->second.IntersectsMemoryRange(start_address, size);
if ( rangePosition == 0)
{
iter->second.hash = 0;
}
++iter;
}
}
TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width, int height, u32 tex_format, int tlutaddr, int tlutfmt)
{
// notes (about "UNsafe texture cache"):
@ -273,6 +285,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
u32 texID = address;
u64 texHash = 0;
u32 FullFormat = tex_format;
bool TextureIsDinamic = false;
if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
FullFormat = (tex_format | (tlutfmt << 16));
if (g_ActiveConfig.bSafeTextureCache || g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures)
@ -306,19 +319,47 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
TCacheEntry &entry = iter->second;
if (!g_ActiveConfig.bSafeTextureCache)
hash_value = ((u32 *)ptr)[0];
{
if(entry.isRenderTarget || entry.isDinamic)
{
if(!g_ActiveConfig.bCopyEFBToTexture && g_ActiveConfig.bVerifyTextureModificationsByCPU)
{
hash_value = TexDecoder_GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
{
hash_value ^= TexDecoder_GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
}
}
else
{
hash_value = 0;
}
}
else
{
hash_value = ((u32 *)ptr)[0];
}
}
else
{
if(entry.isRenderTarget || entry.isDinamic)
{
if(g_ActiveConfig.bCopyEFBToTexture || !g_ActiveConfig.bVerifyTextureModificationsByCPU)
{
hash_value = 0;
}
}
}
if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash) && ((int) FullFormat == entry.fmt && entry.MipLevels >= maxlevel)))
if (((entry.isRenderTarget || entry.isDinamic) && hash_value == entry.hash && address == entry.addr)
|| ((address == entry.addr) && (hash_value == entry.hash) && ((int) FullFormat == entry.fmt) && entry.MipLevels >= maxlevel))
{
entry.frameCount = frameCount;
glEnable(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D);
// entry.isRectangle ? TextureMngr::EnableTex2D(texstage) : TextureMngr::EnableTexRECT(texstage);
glBindTexture(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture);
glBindTexture(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture);
GL_REPORT_ERRORD();
//if (entry.mode.hex != tm0.hex || entry.mode1.hex != tm1.hex)//gl needs this refreshed for every texture to work right
entry.SetTextureParameters(tm0,tm1);
//DebugLog("%cC addr: %08x | fmt: %i | e.hash: %08x | w:%04i h:%04i", g_ActiveConfig.bSafeTextureCache ? 'S' : 'U'
// , address, tex_format, entry.hash, width, height);
entry.SetTextureParameters(tm0,tm1);
entry.isDinamic = false;
return &entry;
}
else
@ -326,12 +367,14 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
// Let's reload the new texture data into the same texture,
// instead of destroying it and having to create a new one.
// Might speed up movie playback very, very slightly.
if (width == entry.w && height == entry.h && (int) FullFormat == entry.fmt)
{
TextureIsDinamic = (entry.isRenderTarget || entry.isDinamic) && !g_ActiveConfig.bCopyEFBToTexture;
if (!entry.isRenderTarget &&
((!entry.isDinamic && width == entry.w && height==entry.h && FullFormat == entry.fmt)
|| (entry.isDinamic && entry.w == width && entry.h == height)))
{
glBindTexture(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture);
GL_REPORT_ERRORD();
//if (entry.mode.hex != tm0.hex || entry.mode1.hex != tm1.hex) //gl needs this refreshed for every texture to work right
entry.SetTextureParameters(tm0,tm1);
entry.SetTextureParameters(tm0,tm1);
skip_texture_create = true;
}
else
@ -344,6 +387,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
//Make an entry in the table
TCacheEntry& entry = textures[texID];
entry.isDinamic = TextureIsDinamic;
PC_TexFormat dfmt = PC_TEX_FMT_NONE;
if (g_ActiveConfig.bHiresTextures)
@ -370,12 +414,12 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
entry.oldpixel = ((u32 *)ptr)[0];
if (g_ActiveConfig.bSafeTextureCache)
if (g_ActiveConfig.bSafeTextureCache || entry.isDinamic)
entry.hash = hash_value;
else
else
{
entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
((u32 *)ptr)[0] = entry.hash;
((u32 *)ptr)[0] = entry.hash;
}
entry.addr = address;
@ -575,9 +619,6 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
// IA4,RA4 - IA4
// Z8M,G8,I8,A8,Z8,R8,B8,Z8L - I8
// Z16,GB8,RG8,Z16L,IA8,RA8 - IA8
GLenum gl_format = GL_RGBA;
GLenum gl_iformat = 4;
GLenum gl_type = GL_UNSIGNED_BYTE;
float colmat[16];
float fConstAdd[4] = {0};
memset(colmat, 0, sizeof(colmat));
@ -688,6 +729,9 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
int w = (abs(source_rect.GetWidth()) >> bScaleByHalf);
int h = (abs(source_rect.GetHeight()) >> bScaleByHalf);
GLenum gl_format = GL_RGBA;
GLenum gl_iformat = 4;
GLenum gl_type = GL_UNSIGNED_BYTE;
GL_REPORT_ERRORD();
@ -699,12 +743,14 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
GL_REPORT_ERRORD();
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, gl_iformat, w, h, 0, gl_format, gl_type, NULL);
GL_REPORT_ERRORD();
entry.isRenderTarget = true;
entry.isDinamic = false;
}
else
{
_assert_(entry.texture);
GL_REPORT_ERRORD();
if (entry.w == w && entry.h == h && entry.isRectangle && entry.fmt == (int) copyfmt)
if (entry.w == w && entry.h == h && entry.isRectangle)
{
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
// for some reason mario sunshine errors here...
@ -717,6 +763,8 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, gl_iformat, w, h, 0, gl_format, gl_type, NULL);
GL_REPORT_ERRORD();
entry.isRenderTarget = true;
entry.isDinamic = false;
}
}
@ -737,7 +785,6 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
entry.w = w;
entry.h = h;
entry.isRectangle = true;
entry.isRenderTarget = true;
entry.fmt = copyfmt;
// Make sure to resolve anything we need to read from.
@ -747,41 +794,57 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
// We have to run a pixel shader, for color conversion.
Renderer::ResetAPIState(); // reset any game specific settings
if(!entry.isDinamic || g_ActiveConfig.bCopyEFBToTexture)
{
if (s_TempFramebuffer == 0)
glGenFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer);
if (s_TempFramebuffer == 0)
glGenFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer);
g_framebufferManager.SetFramebuffer(s_TempFramebuffer);
// Bind texture to temporary framebuffer
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, entry.texture, 0);
GL_REPORT_FBO_ERROR();
GL_REPORT_ERRORD();
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
glViewport(0, 0, w, h);
g_framebufferManager.SetFramebuffer(s_TempFramebuffer);
// Bind texture to temporary framebuffer
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, entry.texture, 0);
GL_REPORT_FBO_ERROR();
GL_REPORT_ERRORD();
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
glViewport(0, 0, w, h);
PixelShaderCache::SetCurrentShader(bFromZBuffer ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
GL_REPORT_ERRORD();
PixelShaderCache::SetCurrentShader(bFromZBuffer ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
GL_REPORT_ERRORD();
TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect);
TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect);
glBegin(GL_QUADS);
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.bottom); glVertex2f(-1, 1);
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.top ); glVertex2f(-1, -1);
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.top ); glVertex2f( 1, -1);
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.bottom); glVertex2f( 1, 1);
glEnd();
glBegin(GL_QUADS);
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.bottom); glVertex2f(-1, 1);
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.top ); glVertex2f(-1, -1);
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.top ); glVertex2f( 1, -1);
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.bottom); glVertex2f( 1, 1);
glEnd();
GL_REPORT_ERRORD();
GL_REPORT_ERRORD();
// Unbind texture from temporary framebuffer
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
// Unbind texture from temporary framebuffer
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
}
if(!g_ActiveConfig.bCopyEFBToTexture)
{
textures[address].hash = TextureConverter::EncodeToRamFromTexture(
address,
read_texture,
Renderer::GetTargetScaleX(),
Renderer::GetTargetScaleY(),
bFromZBuffer,
bIsIntensityFmt,
copyfmt,
bScaleByHalf,
source_rect);
}
// Return to the EFB.
g_framebufferManager.SetFramebuffer(0);
Renderer::RestoreAPIState();

View File

@ -29,7 +29,7 @@ class TextureMngr
public:
struct TCacheEntry
{
TCacheEntry() : texture(0), addr(0), size_in_bytes(0), hash(0), w(0), h(0),MipLevels(0), scaleX(1.0f), scaleY(1.0f), isRenderTarget(false), isRectangle(true), bHaveMipMaps(false) { mode.hex = 0xFCFCFCFC; }
TCacheEntry() : texture(0), addr(0), size_in_bytes(0), hash(0), w(0), h(0),MipLevels(0), scaleX(1.0f), scaleY(1.0f),isDinamic(false), isRenderTarget(false), isRectangle(true), bHaveMipMaps(false) { mode.hex = 0xFCFCFCFC; }
GLuint texture;
u32 addr;
@ -47,13 +47,14 @@ public:
bool isRenderTarget; // if render texture, then rendertex is filled with the direct copy of the render target
// later conversions would have to convert properly from rendertexfmt to texfmt
bool isDinamic;// mofified from cpu
bool isRectangle; // if nonpow2, use GL_TEXTURE_2D, else GL_TEXTURE_RECTANGLE_NV
bool bHaveMipMaps;
void SetTextureParameters(TexMode0& newmode,TexMode1 &newmode1);
void Destroy(bool shutdown);
void ConvertFromRenderTarget(u32 taddr, int twidth, int theight, int tformat, int tlutaddr, int tlutfmt);
bool IntersectsMemoryRange(u32 range_address, u32 range_size);
int IntersectsMemoryRange(u32 range_address, u32 range_size);
};
private:
@ -68,7 +69,7 @@ public:
static void Shutdown();
static void Invalidate(bool shutdown);
static void InvalidateRange(u32 start_address, u32 size);
static void MakeRangeDynamic(u32 start_address, u32 size);
static TCacheEntry* Load(int texstage, u32 address, int width, int height, u32 format, int tlutaddr, int tlutfmt);
static void CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source);