mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
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:
@ -133,7 +133,7 @@ void TextureCache::Cleanup()
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}
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}
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TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width, int height, int tex_format, int tlutaddr, int tlutfmt)
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/*TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width, int height, int tex_format, int tlutaddr, int tlutfmt)
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{
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if (address == 0)
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return NULL;
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@ -203,6 +203,162 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
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}
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}
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//PC_TexFormat pcfmt = TexDecoder_Decode(temp, ptr, expandedWidth, height, tex_format, tlutaddr, tlutfmt);
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PC_TexFormat pcfmt = GetPC_TexFormat(tex_format, tlutfmt);
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D3DFORMAT d3d_fmt;
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switch (pcfmt) {
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case PC_TEX_FMT_BGRA32:
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case PC_TEX_FMT_RGBA32:
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d3d_fmt = D3DFMT_A8R8G8B8;
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break;
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case PC_TEX_FMT_RGB565:
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d3d_fmt = D3DFMT_R5G6B5;
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break;
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case PC_TEX_FMT_IA4_AS_IA8:
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d3d_fmt = D3DFMT_A8L8;
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break;
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case PC_TEX_FMT_I8:
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case PC_TEX_FMT_I4_AS_I8:
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d3d_fmt = D3DFMT_A8L8;
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break;
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case PC_TEX_FMT_IA8:
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d3d_fmt = D3DFMT_A8L8;
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break;
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case PC_TEX_FMT_DXT1:
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d3d_fmt = D3DFMT_DXT1;
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break;
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}
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//Make an entry in the table
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TCacheEntry& entry = textures[texID];
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entry.oldpixel = ((u32 *)ptr)[0];
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if (g_ActiveConfig.bSafeTextureCache)
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entry.hash = hash_value;
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else
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{
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entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
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((u32 *)ptr)[0] = entry.hash;
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}
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entry.addr = address;
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entry.size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, tex_format);
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entry.isRenderTarget = false;
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entry.isNonPow2 = ((width & (width - 1)) || (height & (height - 1)));
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if (!skip_texture_create) {
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entry.texture = D3D::CreateOnlyTexture2D(width, height, d3d_fmt);
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}
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D3DLOCKED_RECT Lock;
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entry.texture->LockRect(0, &Lock, NULL, 0);
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TexDecoder_DirectDecode((u8*)Lock.pBits,ptr,expandedWidth,height,Lock.Pitch,tex_format,tlutaddr,tlutfmt);
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entry.texture->UnlockRect(0);
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entry.frameCount = frameCount;
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entry.w = width;
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entry.h = height;
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entry.fmt = tex_format;
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if (g_ActiveConfig.bDumpTextures)
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{
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// dump texture to file
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char szTemp[MAX_PATH];
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char szDir[MAX_PATH];
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const char* uniqueId = globals->unique_id;
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bool bCheckedDumpDir = false;
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sprintf(szDir, "%s/%s", FULL_DUMP_TEXTURES_DIR, uniqueId);
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if (!bCheckedDumpDir)
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{
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if (!File::Exists(szDir) || !File::IsDirectory(szDir))
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File::CreateDir(szDir);
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bCheckedDumpDir = true;
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}
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sprintf(szTemp, "%s/%s_%08x_%i.png", szDir, uniqueId, texHash, tex_format);
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//sprintf(szTemp, "%s\\txt_%04i_%i.png", g_Config.texDumpPath.c_str(), counter++, format); <-- Old method
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if (!File::Exists(szTemp))
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D3DXSaveTextureToFileA(szTemp,D3DXIFF_BMP,entry.texture,0);
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}
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INCSTAT(stats.numTexturesCreated);
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SETSTAT(stats.numTexturesAlive, (int)textures.size());
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//Set the texture!
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D3D::SetTexture(stage, entry.texture);
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DEBUGGER_PAUSE_LOG_AT(NEXT_NEW_TEXTURE,true,{printf("A new texture (%d x %d) is loaded", width, height);});
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return &entry;
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}*/
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TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width, int height, int tex_format, int tlutaddr, int tlutfmt)
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{
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if (address == 0)
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return NULL;
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u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
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int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1; //TexelSizeInNibbles(format)*width*height/16;
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int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1; //TexelSizeInNibbles(format)*width*height/16;
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int expandedWidth = (width + bsw) & (~bsw);
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int expandedHeight = (height + bsh) & (~bsh);
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u32 hash_value;
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u32 texID = address;
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u32 texHash;
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if (g_ActiveConfig.bSafeTextureCache || g_ActiveConfig.bDumpTextures)
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{
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texHash = TexDecoder_GetSafeTextureHash(ptr, expandedWidth, expandedHeight, tex_format, 0);
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if (g_ActiveConfig.bSafeTextureCache)
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hash_value = texHash;
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if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
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{
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// WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up)
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// tlut size can be up to 32768B (GX_TF_C14X2) but Safer == Slower.
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// This trick (to change the texID depending on the TLUT addr) is a trick to get around
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// an issue with metroid prime's fonts, where it has multiple sets of fonts on top of
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// each other stored in a single texture, and uses the palette to make different characters
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// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
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// we must make sure that texture with different tluts get different IDs.
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u32 tlutHash = TexDecoder_GetTlutHash(&texMem[tlutaddr], (tex_format == GX_TF_C4) ? 32 : 128);
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texHash ^= tlutHash;
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if (g_ActiveConfig.bSafeTextureCache)
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texID ^= tlutHash;
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}
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}
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bool skip_texture_create = false;
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TexCache::iterator iter = textures.find(texID);
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if (iter != textures.end())
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{
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TCacheEntry &entry = iter->second;
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if (!g_ActiveConfig.bSafeTextureCache)
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hash_value = ((u32 *)ptr)[0];
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if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash)))
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{
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entry.frameCount = frameCount;
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D3D::SetTexture(stage, entry.texture);
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return &entry;
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}
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else
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{
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// Let's reload the new texture data into the same texture,
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// instead of destroying it and having to create a new one.
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// Might speed up movie playback very, very slightly.
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if (width == entry.w && height==entry.h &&(tex_format | (tlutfmt << 16)) == entry.fmt)
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{
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skip_texture_create = true;
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}
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else
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{
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entry.Destroy(false);
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textures.erase(iter);
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}
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}
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}
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PC_TexFormat pcfmt = TexDecoder_Decode(temp, ptr, expandedWidth, height, tex_format, tlutaddr, tlutfmt);
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D3DFORMAT d3d_fmt;
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@ -255,7 +411,7 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
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entry.frameCount = frameCount;
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entry.w = width;
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entry.h = height;
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entry.fmt = tex_format;
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entry.fmt = tex_format | (tlutfmt << 16);
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if (g_ActiveConfig.bDumpTextures)
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{
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@ -286,8 +442,7 @@ TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width,
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DEBUGGER_PAUSE_LOG_AT(NEXT_NEW_TEXTURE,true,{printf("A new texture (%d x %d) is loaded", width, height);});
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return &entry;
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}
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}
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void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source_rect)
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{
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int efb_w = source_rect.GetWidth();
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