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TextureCache: Move EFB copy cache code from TextureConverter to TextureCache
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@ -252,10 +252,10 @@ void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 sr
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s_texConvReadSurface = TrnBuffers[index].ReadSurface;
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Rendersurf = TrnBuffers[index].RenderSurface;
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hr = D3D::dev->SetDepthStencilSurface(NULL);
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hr = D3D::dev->SetRenderTarget(0, Rendersurf);
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if (linearFilter)
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{
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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@ -290,7 +290,7 @@ void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 sr
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D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
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// .. and then read back the results.
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// TODO: make this less slow.
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hr = D3D::dev->GetRenderTargetData(Rendersurf,s_texConvReadSurface);
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D3DLOCKED_RECT drect;
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@ -313,7 +313,7 @@ void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 sr
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hr = s_texConvReadSurface->UnlockRect();
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}
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u64 EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture, u32 SourceW, u32 SourceH, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
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int EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture, u32 SourceW, u32 SourceH, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
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{
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u32 format = copyfmt;
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@ -371,16 +371,7 @@ u64 EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture, u32 So
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int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
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EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0,1.0f);
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u64 hash = GetHash64(dest_ptr,size_in_bytes,g_ActiveConfig.iSafeTextureCache_ColorSamples);
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if (g_ActiveConfig.bEFBCopyCacheEnable)
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{
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// If the texture in RAM is already in the texture cache, do not copy it again as it has not changed.
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if (TextureCache::Find(address, hash))
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return hash;
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}
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TextureCache::MakeRangeDynamic(address,size_in_bytes);
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return hash;
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return size_in_bytes; // TODO: D3D11 is calculating this value differently!
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}
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void EncodeToRamYUYV(LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight,float Gamma)
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@ -421,7 +412,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, LPDIRECT3DTEXTURE
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destTexture->GetSurfaceLevel(0,&Rendersurf);
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D3D::dev->SetDepthStencilSurface(NULL);
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D3D::dev->SetRenderTarget(0, Rendersurf);
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D3DVIEWPORT9 vp;
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// Stretch picture with increased internal resolution
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