added an option to copy textures from the EFB to system memory. this is slower but shouldn't cause the compatibility issues the previous method of copying them directly to a GL texture has. the new method can be tested by disabling "copy EFB to texture" in the hacks section. the new method still needs some tweaks.

fixed some off-by-one errors in the EFB to texture copy and the scissor box. also fixed a couple asserts I was getting in the volume directory stuff.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1853 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
donkopunchstania
2009-01-11 22:25:57 +00:00
parent 394b040f61
commit d6e8c1f5d0
15 changed files with 928 additions and 57 deletions

View File

@ -16,9 +16,12 @@
// http://code.google.com/p/dolphin-emu/
#include "TextureConverter.h"
#include "TextureConversionShader.h"
#include "PixelShaderCache.h"
#include "VertexShaderManager.h"
#include "Globals.h"
#include "Config.h"
#include "ImageWrite.h"
#include "GLUtil.h"
#include "Render.h"
@ -35,6 +38,11 @@ const int renderBufferHeight = 1024;
static FRAGMENTSHADER s_rgbToYuyvProgram;
static FRAGMENTSHADER s_yuyvToRgbProgram;
// todo - store shaders in a smarter way - there are not 64 different copy texture formats
const u32 NUM_ENCODING_PROGRAMS = 64;
static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
void CreateRgbToYuyvProgram()
{
// output is BGRA because that is slightly faster than RGBA
@ -50,10 +58,12 @@ void CreateRgbToYuyvProgram()
" float y0 = (0.257f * c0.r) + (0.504f * c0.g) + (0.098f * c0.b) + 0.0625f;\n"
" float u0 =-(0.148f * c0.r) - (0.291f * c0.g) + (0.439f * c0.b) + 0.5f;\n"
" float v0 = (0.439f * c0.r) - (0.368f * c0.g) - (0.071f * c0.b) + 0.5f;\n"
" float y1 = (0.257f * c1.r) + (0.504f * c1.g) + (0.098f * c1.b) + 0.0625f;\n"
" float v1 = (0.439f * c1.r) - (0.368f * c1.g) - (0.071f * c1.b) + 0.5f;\n"
" float u1 =-(0.148f * c1.r) - (0.291f * c1.g) + (0.439f * c1.b) + 0.5f;\n"
" float v1 = (0.439f * c1.r) - (0.368f * c1.g) - (0.071f * c1.b) + 0.5f;\n"
" ocol0 = float4(y1, u0, y0, v1);\n"
" ocol0 = float4(y1, (u0 + u1) / 2, y0, (v0 + v1) / 2);\n"
"}\n";
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram)) {
@ -88,6 +98,39 @@ void CreateYuyvToRgbProgram()
}
}
FRAGMENTSHADER& GetOrCreateEncodingShader(u32 format)
{
if(format > NUM_ENCODING_PROGRAMS)
{
PanicAlert("Unknown texture copy format: 0x%x\n", format);
return s_encodingPrograms[0];
}
// todo - this does not handle the case that an application is using RGB555/4443
// and switches EFB formats between a format that does and does not support alpha
if(s_encodingPrograms[format].glprogid == 0)
{
char* shader = TextureConversionShader::GenerateEncodingShader(format);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_Config.iLog & CONF_SAVESHADERS && shader) {
static int counter = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%s/enc_%04i.txt", g_Config.texDumpPath, counter++);
SaveData(szTemp, shader);
}
#endif
if (!PixelShaderCache::CompilePixelShader(s_encodingPrograms[format], shader)) {
const char* error = cgGetLastListing(g_cgcontext);
ERROR_LOG("Failed to create encoding fragment program\n");
}
}
return s_encodingPrograms[format];
}
void Init()
{
glGenFramebuffersEXT( 1, &s_frameBuffer);
@ -114,16 +157,14 @@ void Shutdown()
glDeleteFramebuffersEXT(1, &s_frameBuffer);
}
void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight)
u8* destAddr, int dstWidth, int dstHeight, bool linearFilter, FRAGMENTSHADER& shader)
{
Renderer::SetRenderMode(Renderer::RM_Normal);
Renderer::ResetGLState();
float dstFormatFactor = 0.5f;
float dstFmtWidth = dstWidth * dstFormatFactor;
// switch to texture converter frame buffer
// attach render buffer as color destination
Renderer::SetFramebuffer(s_frameBuffer);
@ -134,18 +175,28 @@ void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
// set source texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, srcTexture);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
if(linearFilter)
{
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
//
TextureMngr::EnableTexRECT(0);
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
GL_REPORT_ERRORD();
glViewport(0, 0, (GLsizei)dstFmtWidth, (GLsizei)dstHeight);
glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, s_rgbToYuyvProgram.glprogid);
glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, shader.glprogid);
glBegin(GL_QUADS);
glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1);
@ -155,8 +206,8 @@ void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
glEnd();
GL_REPORT_ERRORD();
// TODO: this is real slow. try using a pixel buffer object.
glReadPixels(0, 0, (GLsizei)dstFmtWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
// TODO: make this less slow.
glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
GL_REPORT_ERRORD();
Renderer::SetFramebuffer(0);
@ -170,6 +221,74 @@ void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
GL_REPORT_ERRORD();
}
void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const TRectangle& 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& fs = GetOrCreateEncodingShader(format);
if(fs.glprogid == 0)
return;
u8* ptr = Memory_GetPtr(address);
u32 target = bFromZBuffer?Renderer::GetZBufferTarget():Renderer::GetRenderTarget();
s32 width = source.right - source.left;
s32 height = source.bottom - source.top;
if(bScaleByHalf)
{
width /= 2;
height /= 2;
}
u16 blkW = TextureConversionShader::GetBlockWidthInTexels(format) - 1;
u16 blkH = TextureConversionShader::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);
u32 top = Renderer::GetTargetHeight() - (source.top + expandedHeight);
TextureConversionShader::SetShaderParameters(expandedWidth, expandedHeight, source.left, top, bScaleByHalf?2.0f:1.0f, format);
TRectangle scaledSource;
scaledSource.top = 0;
scaledSource.bottom = expandedHeight;
scaledSource.left = 0;
scaledSource.right = expandedWidth / samples;
EncodeToRam(target, scaledSource, ptr, expandedWidth / samples, expandedHeight, bScaleByHalf, fs);
if (bFromZBuffer )
Renderer::SetZBufferRender(); // notify for future settings
}
void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight)
{
EncodeToRam(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, false, s_rgbToYuyvProgram);
}
void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTexture)
{
Renderer::SetRenderMode(Renderer::RM_Normal);
@ -190,7 +309,7 @@ void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTextur
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
// TODO: this is slow. try using a pixel buffer object.
// TODO: make this less slow.
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
TextureMngr::EnableTexRECT(0);