mixed commit:

in D3D and Opengl:
fixed one nasty bug in texture loading where if a dynamic texture keeps his format but the tlut format is changed, the try or reloading the texture in the same texture could cause a hang if the size of the resulting texture is different than the original (size in bytes)
Applied a ugly temporal hack to the texture conversor to solve efb to ram misalignments and effect distortions.
in D3D:
Pseudo implementation of logic ops using basic blending: the first 8 operations are "good approximations", the remaining 8 are bullshit :) if someone have a better approximation to emulate this logic please let me know.
please test if i don't break anything in the process and test Mario kart wee you will get a nice surprise.:)
 

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4656 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2009-12-07 18:48:31 +00:00
parent 85a9b3dc2c
commit d02426a8e9
14 changed files with 634 additions and 67 deletions

View File

@ -71,7 +71,7 @@ void SetDitherMode(const BPCmd &bp)
}
void SetLogicOpMode(const BPCmd &bp)
{
// Logic op blending. D3D can't do this but can fake some modes.
Renderer::SetLogicOpMode();
}
void SetColorMask(const BPCmd &bp)

View File

@ -103,13 +103,20 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
break;
case D3DFMT_A8R8G8B8:
{
u32* pIn = pBuffer;
for (int y = 0; y < height; y++)
/*if(Lock.Pitch == width * 4)
{
u32* pBits = (u32*)((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width * 4);
pIn += pitch;
memcpy(Lock.pBits,buffer,width*height*4);
}
else
{*/
u32* pIn = pBuffer;
for (int y = 0; y < height; y++)
{
u32* pBits = (u32*)((u8*)Lock.pBits + (y * Lock.Pitch));
memcpy(pBits, pIn, width * 4);
pIn += pitch;
}
//}
}
break;
case D3DFMT_DXT1:
@ -122,6 +129,25 @@ LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int
return pTexture;
}
LPDIRECT3DTEXTURE9 CreateOnlyTexture2D(const int width, const int height, D3DFORMAT fmt)
{
LPDIRECT3DTEXTURE9 pTexture;
// crazy bitmagic, sorry :)
bool isPow2 = !((width&(width-1)) || (height&(height-1)));
bool bExpand = false;
HRESULT hr;
// TODO(ector): Allow mipmaps for non-pow textures on newer cards?
// TODO(ector): Use the game-specified mipmaps?
if (!isPow2)
hr = dev->CreateTexture(width, height, 1, 0, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
else
hr = dev->CreateTexture(width, height, 0, D3DUSAGE_AUTOGENMIPMAP, fmt, D3DPOOL_MANAGED, &pTexture, NULL);
if (FAILED(hr))
return 0;
return pTexture;
}
void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const u8* buffer, const int width, const int height,const int pitch, D3DFORMAT fmt)
{
u32* pBuffer = (u32*)buffer;

View File

@ -25,4 +25,5 @@ namespace D3D
void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const u8* buffer, const int width, const int height,const int pitch, D3DFORMAT fmt);
LPDIRECT3DTEXTURE9 CreateRenderTarget(const int width, const int height);
LPDIRECT3DSURFACE9 CreateDepthStencilSurface(const int width, const int height);
LPDIRECT3DTEXTURE9 CreateOnlyTexture2D(const int width, const int height, D3DFORMAT fmt);
}

View File

@ -91,6 +91,86 @@ static const D3DBLEND d3dDestFactors[8] =
D3DBLEND_INVDESTALPHA
};
// 0 0x00
// 1 Source & destination
// 2 Source & ~destination
// 3 Source
// 4 ~Source & destination
// 5 Destination
// 6 Source ^ destination = Source & ~destination | ~Source & destination
// 7 Source | destination
// 8 ~(Source | destination)
// 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
// 10 ~Destination
// 11 Source | ~destination
// 12 ~Source
// 13 ~Source | destination
// 14 ~(Source & destination)
// 15 0xff
static const D3DBLENDOP d3dLogincOPop[16] =
{
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_REVSUBTRACT,
D3DBLENDOP_REVSUBTRACT,
D3DBLENDOP_SUBTRACT,
D3DBLENDOP_SUBTRACT,
D3DBLENDOP_REVSUBTRACT,
D3DBLENDOP_REVSUBTRACT,
D3DBLENDOP_SUBTRACT,
D3DBLENDOP_ADD
};
static const D3DBLEND d3dLogicOpSrcFactors[16] =
{
D3DBLEND_ZERO,
D3DBLEND_DESTCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_ONE,
D3DBLEND_ZERO,
D3DBLEND_ZERO,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_ONE,
D3DBLEND_ONE,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_ONE,
D3DBLEND_ONE,
D3DBLEND_ONE,
D3DBLEND_ONE,
D3DBLEND_ONE,
D3DBLEND_ONE
};
static const D3DBLEND d3dLogicOpDestFactors[16] =
{
D3DBLEND_ZERO,
D3DBLEND_ZERO,
D3DBLEND_ZERO,
D3DBLEND_ZERO,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_ONE,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_ONE,
D3DBLEND_ONE,
D3DBLEND_SRCCOLOR,
D3DBLEND_ONE,
D3DBLEND_ONE,
D3DBLEND_ONE,
D3DBLEND_ONE,
D3DBLEND_SRCCOLOR,
D3DBLEND_ONE
};
static const D3DCULL d3dCullModes[4] =
{
@ -160,7 +240,7 @@ bool Renderer::Init()
{
UpdateActiveConfig();
int fullScreenRes, w_temp, h_temp;
s_blendMode = 0;
s_blendMode = 0;
int backbuffer_ms_mode = 0; // g_ActiveConfig.iMultisampleMode;
sscanf(g_Config.cFSResolution, "%dx%d", &w_temp, &h_temp);
@ -823,10 +903,10 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
D3D::dev->SetScissorRect(&sirc);
if(zEnable)
D3D::SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
D3D::drawClearQuad(&sirc,color,(z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetSimpleVertexShader());
D3D::drawClearQuad(&sirc,color ,(z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetSimpleVertexShader());
if(zEnable)
D3D::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]);
//D3D::dev->Clear(0, NULL, (colorEnable ? D3DCLEAR_TARGET : 0)| ( zEnable ? D3DCLEAR_ZBUFFER : 0), color,(z & 0xFFFFFF) / float(0xFFFFFF), 0);
//D3D::dev->Clear(0, NULL, (colorEnable ? D3DCLEAR_TARGET : 0)| ( zEnable ? D3DCLEAR_ZBUFFER : 0), color | ((alphaEnable)?0:0xFF000000),(z & 0xFFFFFF) / float(0xFFFFFF), 0);
SetScissorRect();
UpdateViewport();
}
@ -838,7 +918,8 @@ void Renderer::SetBlendMode(bool forceUpdate)
// 2 - reverse subtract enable (else add)
// 3-5 - srcRGB function
// 6-8 - dstRGB function
if(bpmem.blendmode.logicopenable)
return;
u32 newval = bpmem.blendmode.subtract << 2;
if (bpmem.blendmode.subtract) {
@ -937,27 +1018,12 @@ void Renderer::RestoreAPIState()
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
SetScissorRect();
SetColorMask();
SetBlendMode(true);
SetLogicOpMode();
}
void Renderer::SetGenerationMode()
{
D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
if (bpmem.genMode.cullmode == 3)
{
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, 0);
}
else
{
DWORD write = 0;
if (bpmem.blendmode.alphaupdate)
write = D3DCOLORWRITEENABLE_ALPHA;
if (bpmem.blendmode.colorupdate)
write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, write);
}
D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
}
void Renderer::SetDepthMode()
@ -977,7 +1043,17 @@ void Renderer::SetDepthMode()
void Renderer::SetLogicOpMode()
{
//TODO
if (bpmem.blendmode.logicopenable)
{
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
D3D::SetRenderState(D3DRS_BLENDOP, d3dLogincOPop[bpmem.blendmode.logicmode]);
D3D::SetRenderState(D3DRS_SRCBLEND, d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
D3D::SetRenderState(D3DRS_DESTBLEND, d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
}
else
{
SetBlendMode(true);
}
}
void Renderer::SetDitherMode()

View File

@ -133,7 +133,7 @@ void TextureCache::Cleanup()
}
}
TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width, int height, int tex_format, int tlutaddr, int tlutfmt)
/*TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width, int height, int tex_format, int tlutaddr, int tlutfmt)
{
if (address == 0)
return NULL;
@ -203,6 +203,162 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
}
}
//PC_TexFormat pcfmt = TexDecoder_Decode(temp, ptr, expandedWidth, height, tex_format, tlutaddr, tlutfmt);
PC_TexFormat pcfmt = GetPC_TexFormat(tex_format, tlutfmt);
D3DFORMAT d3d_fmt;
switch (pcfmt) {
case PC_TEX_FMT_BGRA32:
case PC_TEX_FMT_RGBA32:
d3d_fmt = D3DFMT_A8R8G8B8;
break;
case PC_TEX_FMT_RGB565:
d3d_fmt = D3DFMT_R5G6B5;
break;
case PC_TEX_FMT_IA4_AS_IA8:
d3d_fmt = D3DFMT_A8L8;
break;
case PC_TEX_FMT_I8:
case PC_TEX_FMT_I4_AS_I8:
d3d_fmt = D3DFMT_A8L8;
break;
case PC_TEX_FMT_IA8:
d3d_fmt = D3DFMT_A8L8;
break;
case PC_TEX_FMT_DXT1:
d3d_fmt = D3DFMT_DXT1;
break;
}
//Make an entry in the table
TCacheEntry& entry = textures[texID];
entry.oldpixel = ((u32 *)ptr)[0];
if (g_ActiveConfig.bSafeTextureCache)
entry.hash = hash_value;
else
{
entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
((u32 *)ptr)[0] = entry.hash;
}
entry.addr = address;
entry.size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, tex_format);
entry.isRenderTarget = false;
entry.isNonPow2 = ((width & (width - 1)) || (height & (height - 1)));
if (!skip_texture_create) {
entry.texture = D3D::CreateOnlyTexture2D(width, height, d3d_fmt);
}
D3DLOCKED_RECT Lock;
entry.texture->LockRect(0, &Lock, NULL, 0);
TexDecoder_DirectDecode((u8*)Lock.pBits,ptr,expandedWidth,height,Lock.Pitch,tex_format,tlutaddr,tlutfmt);
entry.texture->UnlockRect(0);
entry.frameCount = frameCount;
entry.w = width;
entry.h = height;
entry.fmt = tex_format;
if (g_ActiveConfig.bDumpTextures)
{
// dump texture to file
char szTemp[MAX_PATH];
char szDir[MAX_PATH];
const char* uniqueId = globals->unique_id;
bool bCheckedDumpDir = false;
sprintf(szDir, "%s/%s", FULL_DUMP_TEXTURES_DIR, uniqueId);
if (!bCheckedDumpDir)
{
if (!File::Exists(szDir) || !File::IsDirectory(szDir))
File::CreateDir(szDir);
bCheckedDumpDir = true;
}
sprintf(szTemp, "%s/%s_%08x_%i.png", szDir, uniqueId, texHash, tex_format);
//sprintf(szTemp, "%s\\txt_%04i_%i.png", g_Config.texDumpPath.c_str(), counter++, format); <-- Old method
if (!File::Exists(szTemp))
D3DXSaveTextureToFileA(szTemp,D3DXIFF_BMP,entry.texture,0);
}
INCSTAT(stats.numTexturesCreated);
SETSTAT(stats.numTexturesAlive, (int)textures.size());
//Set the texture!
D3D::SetTexture(stage, entry.texture);
DEBUGGER_PAUSE_LOG_AT(NEXT_NEW_TEXTURE,true,{printf("A new texture (%d x %d) is loaded", width, height);});
return &entry;
}*/
TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width, int height, int tex_format, int tlutaddr, int tlutfmt)
{
if (address == 0)
return NULL;
u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1; //TexelSizeInNibbles(format)*width*height/16;
int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1; //TexelSizeInNibbles(format)*width*height/16;
int expandedWidth = (width + bsw) & (~bsw);
int expandedHeight = (height + bsh) & (~bsh);
u32 hash_value;
u32 texID = address;
u32 texHash;
if (g_ActiveConfig.bSafeTextureCache || g_ActiveConfig.bDumpTextures)
{
texHash = TexDecoder_GetSafeTextureHash(ptr, expandedWidth, expandedHeight, tex_format, 0);
if (g_ActiveConfig.bSafeTextureCache)
hash_value = texHash;
if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
{
// WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up)
// tlut size can be up to 32768B (GX_TF_C14X2) but Safer == Slower.
// This trick (to change the texID depending on the TLUT addr) is a trick to get around
// an issue with metroid prime's fonts, where it has multiple sets of fonts on top of
// each other stored in a single texture, and uses the palette to make different characters
// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
// we must make sure that texture with different tluts get different IDs.
u32 tlutHash = TexDecoder_GetTlutHash(&texMem[tlutaddr], (tex_format == GX_TF_C4) ? 32 : 128);
texHash ^= tlutHash;
if (g_ActiveConfig.bSafeTextureCache)
texID ^= tlutHash;
}
}
bool skip_texture_create = false;
TexCache::iterator iter = textures.find(texID);
if (iter != textures.end())
{
TCacheEntry &entry = iter->second;
if (!g_ActiveConfig.bSafeTextureCache)
hash_value = ((u32 *)ptr)[0];
if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash)))
{
entry.frameCount = frameCount;
D3D::SetTexture(stage, entry.texture);
return &entry;
}
else
{
// 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 &&(tex_format | (tlutfmt << 16)) == entry.fmt)
{
skip_texture_create = true;
}
else
{
entry.Destroy(false);
textures.erase(iter);
}
}
}
PC_TexFormat pcfmt = TexDecoder_Decode(temp, ptr, expandedWidth, height, tex_format, tlutaddr, tlutfmt);
D3DFORMAT d3d_fmt;
@ -255,7 +411,7 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
entry.frameCount = frameCount;
entry.w = width;
entry.h = height;
entry.fmt = tex_format;
entry.fmt = tex_format | (tlutfmt << 16);
if (g_ActiveConfig.bDumpTextures)
{
@ -286,8 +442,7 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
DEBUGGER_PAUSE_LOG_AT(NEXT_NEW_TEXTURE,true,{printf("A new texture (%d x %d) is loaded", width, height);});
return &entry;
}
}
void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source_rect)
{
int efb_w = source_rect.GetWidth();

View File

@ -40,7 +40,9 @@ public:
int frameCount;
int w, h, fmt;
float scaleX, scaleY; // Hires texutres need this
bool isRenderTarget;
bool isNonPow2;
@ -51,6 +53,12 @@ public:
hash = 0;
paletteHash = 0;
oldpixel = 0;
addr = 0;
size_in_bytes = 0;
frameCount = 0;
scaleX = 1.0f;
scaleY = 1.0f;
isNonPow2 = true;
}
void Destroy(bool shutdown);
bool IntersectsMemoryRange(u32 range_address, u32 range_size);

View File

@ -363,8 +363,8 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
TextureConversionShader::SetShaderParameters(
(float)expandedWidth,
expandedHeight * MValueY,
ceilf(source.left * MValueX + 1.0f),
ceilf(source.top * MValueY + 1.0f),
source.left * MValueX,
source.top * MValueY,
sampleStride * MValueX,
sampleStride * MValueY,
(float)Renderer::GetTargetWidth(),

View File

@ -252,12 +252,15 @@ void Flush()
if (tentry) {
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
if (tentry->scaleX != 1.0f || tentry->scaleY != 1.0f)
PixelShaderManager::SetCustomTexScale(i, tentry->scaleX, tentry->scaleY);
}
else
{
DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to load texture\n");});
ERROR_LOG(VIDEO, "error loading texture");
}
}
}
PixelShaderManager::SetTexturesUsed(0);