d3d: a little speedup in efb to ram please test and let me know the result

opengl: a little code cleanup and possible speedup in texture recreation.
d3d and opengl :plugins corrected the efb alignment when efb to ram is used.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4637 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2009-12-03 20:09:15 +00:00
parent afdfd29fcd
commit a99a1451f9
5 changed files with 158 additions and 196 deletions

View File

@ -33,18 +33,21 @@
#include "D3DUtil.h"
#include "D3DShader.h"
#include "TextureCache.h"
#include "Math.h"
namespace TextureConverter
{
/*static LPDIRECT3DTEXTURE9 s_texConvFrameBuffer = 0;
static LPDIRECT3DTEXTURE9 s_srcTexture = 0; // for decoding from RAM
static u32 s_srcTextureWidth = 0;
static u32 s_srcTextureHeight = 0;
static LPDIRECT3DSURFACE9 s_texConvReadSurface = 0;
const int renderBufferWidth = 1024;
const int renderBufferHeight = 1024;*/
struct TransformBuffer
{
LPDIRECT3DTEXTURE9 FBTexture;
LPDIRECT3DSURFACE9 RenderSurface;
LPDIRECT3DSURFACE9 ReadSurface;
int Width;
int Height;
};
const u32 NUM_TRANSFORM_BUFFERS = 16;
static TransformBuffer TrnBuffers[NUM_TRANSFORM_BUFFERS];
static u32 WorkingBuffers = 0;
static LPDIRECT3DPIXELSHADER9 s_rgbToYuyvProgram = NULL;
static LPDIRECT3DPIXELSHADER9 s_yuyvToRgbProgram = NULL;
@ -136,17 +139,21 @@ LPDIRECT3DPIXELSHADER9 GetOrCreateEncodingShader(u32 format)
void Init()
{
/*HRESULT hr = D3D::dev->CreateTexture(renderBufferWidth, renderBufferHeight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, &s_texConvFrameBuffer, NULL);
hr = D3D::dev->CreateTexture(renderBufferWidth, renderBufferHeight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, &s_srcTexture, NULL);
hr = D3D::dev->CreateOffscreenPlainSurface(renderBufferWidth, renderBufferWidth, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &s_texConvReadSurface, NULL );*/
for (unsigned int i = 0; i < NUM_ENCODING_PROGRAMS; i++)
{
s_encodingPrograms[i] = NULL;
}
for (unsigned int i = 0; i < NUM_TRANSFORM_BUFFERS; i++)
{
TrnBuffers[i].FBTexture = NULL;
TrnBuffers[i].RenderSurface = NULL;
TrnBuffers[i].ReadSurface = NULL;
TrnBuffers[i].Width = 0;
TrnBuffers[i].Height = 0;
}
CreateRgbToYuyvProgram();
CreateYuyvToRgbProgram();
}
void Shutdown()
@ -158,22 +165,30 @@ void Shutdown()
s_yuyvToRgbProgram->Release();
s_yuyvToRgbProgram=NULL;
/*if(s_texConvReadSurface)
s_texConvReadSurface->Release();
s_texConvReadSurface=NULL;*/
for (unsigned int i = 0; i < NUM_ENCODING_PROGRAMS; i++)
{
if(s_encodingPrograms[i])
s_encodingPrograms[i]->Release();
s_encodingPrograms[i] = NULL;
}
/*if(s_srcTexture)
s_srcTexture->Release();
s_srcTexture=NULL;
if(s_texConvFrameBuffer)
s_texConvFrameBuffer->Release();
s_texConvFrameBuffer = NULL;*/
for (unsigned int i = 0; i < NUM_TRANSFORM_BUFFERS; i++)
{
if(TrnBuffers[i].RenderSurface != NULL)
TrnBuffers[i].RenderSurface->Release();
TrnBuffers[i].RenderSurface = NULL;
if(TrnBuffers[i].ReadSurface != NULL)
TrnBuffers[i].ReadSurface->Release();
TrnBuffers[i].ReadSurface = NULL;
if(TrnBuffers[i].FBTexture != NULL)
TrnBuffers[i].FBTexture->Release();
TrnBuffers[i].FBTexture = NULL;
TrnBuffers[i].Width = 0;
TrnBuffers[i].Height = 0;
}
WorkingBuffers = 0;
}
void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourceRc,
@ -181,31 +196,57 @@ void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 sr
{
HRESULT hr;
Renderer::ResetAPIState();
// switch to texture converter frame buffer
LPDIRECT3DTEXTURE9 tempTexture = 0;
hr = D3D::dev->CreateTexture(dstWidth, dstHeight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, &tempTexture, NULL);
LPDIRECT3DSURFACE9 Rendersurf = NULL;
tempTexture->GetSurfaceLevel(0,&Rendersurf);
hr = D3D::dev->SetDepthStencilSurface(NULL);
hr = D3D::dev->SetRenderTarget(0, Rendersurf);
u32 index =0;
while(index < WorkingBuffers && (TrnBuffers[index].Width != dstWidth || TrnBuffers[index].Height != dstHeight))
index++;
LPDIRECT3DSURFACE9 s_texConvReadSurface = NULL;
LPDIRECT3DSURFACE9 Rendersurf = NULL;
if(index >= WorkingBuffers)
{
if(WorkingBuffers < NUM_TRANSFORM_BUFFERS)
WorkingBuffers++;
if(index >= WorkingBuffers)
index--;
if(TrnBuffers[index].RenderSurface != NULL)
{
TrnBuffers[index].RenderSurface->Release();
TrnBuffers[index].RenderSurface = NULL;
}
if(TrnBuffers[index].ReadSurface != NULL)
{
TrnBuffers[index].ReadSurface->Release();
TrnBuffers[index].ReadSurface = NULL;
}
if(TrnBuffers[index].FBTexture != NULL)
{
TrnBuffers[index].FBTexture->Release();
TrnBuffers[index].FBTexture = NULL;
}
TrnBuffers[index].Width = dstWidth;
TrnBuffers[index].Height = dstHeight;
D3D::dev->CreateTexture(dstWidth, dstHeight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, &TrnBuffers[index].FBTexture, NULL);
TrnBuffers[index].FBTexture->GetSurfaceLevel(0,&TrnBuffers[index].RenderSurface);
D3D::dev->CreateOffscreenPlainSurface(dstWidth, dstHeight, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &TrnBuffers[index].ReadSurface, NULL );
}
s_texConvReadSurface = TrnBuffers[index].ReadSurface;
Rendersurf = TrnBuffers[index].RenderSurface;
hr = D3D::dev->SetDepthStencilSurface(NULL);
hr = D3D::dev->SetRenderTarget(0, Rendersurf);
if (linearFilter)
{
D3D::dev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
D3D::dev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
D3D::dev->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
D3D::dev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
}
else
{
D3D::dev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
D3D::dev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
D3D::dev->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
}
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
@ -232,18 +273,14 @@ void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 sr
hr = D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
Renderer::RestoreAPIState();
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
D3D::RefreshSamplerState(0, D3DSAMP_MIPFILTER);
// .. and then readback the results.
// TODO: make this less slow.
D3DLOCKED_RECT drect;
LPDIRECT3DSURFACE9 s_tempConvReadSurface = 0;
hr = D3D::dev->CreateOffscreenPlainSurface(dstWidth, dstHeight, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &s_tempConvReadSurface, NULL );
hr = D3D::dev->GetRenderTargetData(Rendersurf,s_tempConvReadSurface);
if((hr = s_tempConvReadSurface->LockRect(&drect, &DstRect, D3DLOCK_READONLY)) != D3D_OK)
hr = D3D::dev->GetRenderTargetData(Rendersurf,s_texConvReadSurface);
if((hr = s_texConvReadSurface->LockRect(&drect, &DstRect, D3DLOCK_READONLY)) != D3D_OK)
{
PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" :
hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
@ -273,11 +310,8 @@ void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 sr
else
memcpy(destAddr,drect.pBits,dstWidth*dstHeight*4);// 4 bytes per pixel
hr = s_tempConvReadSurface->UnlockRect();
}
s_tempConvReadSurface->Release();
Rendersurf->Release();
tempTexture->Release();
hr = s_texConvReadSurface->UnlockRect();
}
}
void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
@ -324,14 +358,13 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
float MValueX = Renderer::GetTargetScaleX();
float MValueY = Renderer::GetTargetScaleY();
float top = source.top * MValueY;
float sampleStride = bScaleByHalf?2.0f:1.0f;
TextureConversionShader::SetShaderParameters(
(float)expandedWidth,
expandedHeight * MValueY,
source.left * MValueX + 0.5f,
top + 0.5f,
ceilf(source.left * MValueX + 1.0f),
ceilf(source.top * MValueY + 1.0f),
sampleStride * MValueX,
sampleStride * MValueY,
(float)Renderer::GetTargetWidth(),