mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-10-02 09:12:03 +02:00
thanks for the comments in the prev commit they make my re think the approach. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5136 8ced0084-cf51-0410-be5f-012b33b47a6e
752 lines
24 KiB
C++
752 lines
24 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <vector>
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#include "Globals.h"
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#include "CommonPaths.h"
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#include "StringUtil.h"
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#include <fstream>
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#ifdef _WIN32
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#define _interlockedbittestandset workaround_ms_header_bug_platform_sdk6_set
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#define _interlockedbittestandreset workaround_ms_header_bug_platform_sdk6_reset
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#define _interlockedbittestandset64 workaround_ms_header_bug_platform_sdk6_set64
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#define _interlockedbittestandreset64 workaround_ms_header_bug_platform_sdk6_reset64
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#include <intrin.h>
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#undef _interlockedbittestandset
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#undef _interlockedbittestandreset
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#undef _interlockedbittestandset64
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#undef _interlockedbittestandreset64
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#endif
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#include "VideoConfig.h"
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#include "Hash.h"
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#include "Statistics.h"
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#include "Profiler.h"
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#include "ImageWrite.h"
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#include "Render.h"
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#include "MemoryUtil.h"
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#include "BPStructs.h"
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#include "TextureDecoder.h"
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#include "TextureMngr.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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#include "FramebufferManager.h"
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#include "FileUtil.h"
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#include "HiresTextures.h"
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u8 *TextureMngr::temp = NULL;
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TextureMngr::TexCache TextureMngr::textures;
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extern int frameCount;
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static u32 s_TempFramebuffer = 0;
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#define TEMP_SIZE (1024*1024*4)
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#define TEXTURE_KILL_THRESHOLD 200
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static const GLint c_MinLinearFilter[8] = {
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GL_NEAREST,
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GL_NEAREST_MIPMAP_NEAREST,
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GL_NEAREST_MIPMAP_LINEAR,
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GL_NEAREST,
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GL_LINEAR,
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GL_LINEAR_MIPMAP_NEAREST,
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GL_LINEAR_MIPMAP_LINEAR,
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GL_LINEAR,
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};
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static const GLint c_WrapSettings[4] = {
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GL_CLAMP_TO_EDGE,
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GL_REPEAT,
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GL_MIRRORED_REPEAT,
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GL_REPEAT,
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};
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bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height)
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{
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std::vector<u32> data(width * height);
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glBindTexture(textarget, tex);
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glGetTexImage(textarget, 0, GL_BGRA, GL_UNSIGNED_BYTE, &data[0]);
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GLenum err = GL_REPORT_ERROR();
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if (err != GL_NO_ERROR)
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{
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PanicAlert("Can't save texture, GL Error: %s", gluErrorString(err));
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return false;
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}
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return SaveTGA(filename, width, height, &data[0]);
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}
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bool TextureMngr::TCacheEntry::IntersectsMemoryRange(u32 range_address, u32 range_size)
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{
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if (addr + size_in_bytes < range_address)
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return false;
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if (addr >= range_address + range_size)
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return false;
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return true;
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}
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void TextureMngr::TCacheEntry::SetTextureParameters(TexMode0 &newmode)
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{
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mode = newmode;
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if (isRectangle)
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{
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// very limited!
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
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(newmode.mag_filter || g_ActiveConfig.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
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(g_ActiveConfig.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
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if (newmode.wrap_s == 2 || newmode.wrap_t == 2)
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DEBUG_LOG(VIDEO, "cannot support mirrorred repeat mode");
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if (newmode.wrap_s == 1 || newmode.wrap_t == 1)
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DEBUG_LOG(VIDEO, "cannot support repeat mode");
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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(newmode.mag_filter || g_Config.bForceFiltering) ? GL_LINEAR : GL_NEAREST);
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if (bHaveMipMaps) {
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int filt = newmode.min_filter;
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if (g_ActiveConfig.bForceFiltering && newmode.min_filter < 4)
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newmode.min_filter += 4; // take equivalent forced linear
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c_MinLinearFilter[filt]);
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}
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else
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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(g_ActiveConfig.bForceFiltering || newmode.min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c_WrapSettings[newmode.wrap_s]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c_WrapSettings[newmode.wrap_t]);
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}
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if (g_Config.iMaxAnisotropy >= 1)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_ActiveConfig.iMaxAnisotropy));
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}
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void TextureMngr::TCacheEntry::Destroy(bool shutdown)
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{
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if (!texture)
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return;
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glDeleteTextures(1, &texture);
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if (!isRenderTarget && !shutdown && !g_ActiveConfig.bSafeTextureCache) {
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u32 *ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr);
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if (ptr && *ptr == hash)
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*ptr = oldpixel;
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}
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texture = 0;
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}
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void TextureMngr::Init()
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{
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temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
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TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter);
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HiresTextures::Init(globals->unique_id);
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}
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void TextureMngr::Invalidate(bool shutdown)
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{
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for (TexCache::iterator iter = textures.begin(); iter != textures.end(); ++iter)
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iter->second.Destroy(shutdown);
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textures.clear();
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HiresTextures::Shutdown();
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}
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void TextureMngr::Shutdown()
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{
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Invalidate(true);
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if (s_TempFramebuffer) {
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glDeleteFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer);
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s_TempFramebuffer = 0;
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}
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FreeMemoryPages(temp, TEMP_SIZE);
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temp = NULL;
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}
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void TextureMngr::ProgressiveCleanup()
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{
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TexCache::iterator iter = textures.begin();
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while (iter != textures.end())
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{
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if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second.frameCount)
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{
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if (!iter->second.isRenderTarget) {
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iter->second.Destroy(false);
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ERASE_THROUGH_ITERATOR(textures, iter);
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}
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else {
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iter->second.Destroy(false);
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ERASE_THROUGH_ITERATOR(textures, iter);
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}
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}
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else
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iter++;
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}
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}
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void TextureMngr::InvalidateRange(u32 start_address, u32 size)
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{
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TexCache::iterator iter = textures.begin();
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while (iter != textures.end())
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{
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if (iter->second.IntersectsMemoryRange(start_address, size))
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{
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iter->second.Destroy(false);
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ERASE_THROUGH_ITERATOR(textures, iter);
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}
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else {
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++iter;
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}
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}
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}
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TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width, int height, u32 tex_format, int tlutaddr, int tlutfmt)
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{
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// notes (about "UNsafe texture cache"):
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// Have to be removed soon.
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// But we keep it until the "safe" way became rock solid
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// pros: it has an unique ID held by the texture data itself (@address) once cached.
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// cons: it writes this unique ID in the gc RAM <- very dangerous (break MP1) and ugly
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// notes (about "safe texture cache"):
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// Metroids text issue (character table):
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// Same addr, same GX_TF_C4 texture data but different TLUT (hence different outputs).
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// That's why we have to hash the TLUT too for TLUT tex_format dependent textures (ie. GX_TF_C4, GX_TF_C8, GX_TF_C14X2).
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// And since the address and tex data don't change, the key index in the cacheEntry map can't be the address but
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// have to be a real unique ID.
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// DONE but not satifiying yet -> may break copyEFBToTexture sometimes.
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// Pokemon Colosseum text issue (plain text):
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// Use a GX_TF_I4 512x512 text-flush-texture at a const address.
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// The problem here was just the sparse hash on the texture. This texture is partly overwrited (what is needed only)
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// so lot's of remaning old text. Thin white chars on black bg too.
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// TODO: - clean this up when ready to kill old "unsafe texture cache"
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// - fix the key index situation with CopyRenderTargetToTexture.
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// Could happen only for GX_TF_C4, GX_TF_C8 and GX_TF_C14X2 fmt.
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// Wonder if we can't use tex width&height to know if EFB might be copied to it...
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// raw idea: TOCHECK if addresses are aligned we have few bits left...
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if (address == 0)
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return NULL;
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TexMode0 &tm0 = bpmem.tex[texstage > 3].texMode0[texstage & 3];
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u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
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int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1;
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int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1;
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int expandedWidth = (width + bsw) & (~bsw);
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int expandedHeight = (height + bsh) & (~bsh);
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u64 hash_value;
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u32 texID = address;
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u64 texHash;
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u32 FullFormat = tex_format;
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if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
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FullFormat = (tex_format | (tlutfmt << 16));
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if (g_ActiveConfig.bSafeTextureCache || g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures)
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{
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texHash = TexDecoder_GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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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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u64 tlutHash = TexDecoder_GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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texHash ^= tlutHash;
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if (g_ActiveConfig.bSafeTextureCache)
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{
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texID = texID ^ ((u32)(tlutHash & 0xFFFFFFFF)) ^ ((u32)((tlutHash >> 32) & 0xFFFFFFFF));
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}
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}
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if (g_ActiveConfig.bSafeTextureCache)
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hash_value = texHash;
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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) && (int) FullFormat == entry.fmt))
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{
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entry.frameCount = frameCount;
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glEnable(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D);
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// entry.isRectangle ? TextureMngr::EnableTex2D(texstage) : TextureMngr::EnableTexRECT(texstage);
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glBindTexture(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture);
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GL_REPORT_ERRORD();
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if (entry.mode.hex != tm0.hex)
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entry.SetTextureParameters(tm0);
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//DebugLog("%cC addr: %08x | fmt: %i | e.hash: %08x | w:%04i h:%04i", g_ActiveConfig.bSafeTextureCache ? 'S' : 'U'
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// , address, tex_format, entry.hash, width, height);
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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 && (int) FullFormat == entry.fmt)
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{
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glBindTexture(entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D, entry.texture);
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GL_REPORT_ERRORD();
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if (entry.mode.hex != tm0.hex)
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entry.SetTextureParameters(tm0);
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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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//Make an entry in the table
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TCacheEntry& entry = textures[texID];
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PC_TexFormat dfmt = PC_TEX_FMT_NONE;
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if (g_ActiveConfig.bHiresTextures)
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{
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//Load Custom textures
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char texPathTemp[MAX_PATH];
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int oldWidth = width;
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int oldHeight = height;
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sprintf(texPathTemp, "%s_%08x_%i", globals->unique_id, (unsigned int) texHash, tex_format);
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dfmt = HiresTextures::GetHiresTex(texPathTemp, &width, &height, tex_format, temp);
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if (dfmt != PC_TEX_FMT_NONE)
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{
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expandedWidth = width;
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expandedHeight = height;
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entry.scaleX = (float) width / oldWidth;
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entry.scaleY = (float) height / oldHeight;
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}
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}
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if (dfmt == PC_TEX_FMT_NONE)
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dfmt = TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt);
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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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// For static textures, we use NPOT.
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entry.isRectangle = false;
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// old code: entry.isRectangle = ((width & (width - 1)) || (height & (height - 1)));
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GLenum target = entry.isRectangle ? GL_TEXTURE_RECTANGLE_ARB : GL_TEXTURE_2D;
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if (!skip_texture_create) {
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glGenTextures(1, (GLuint *)&entry.texture);
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glBindTexture(target, entry.texture);
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}
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if (dfmt != PC_TEX_FMT_DXT1)
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{
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if (expandedWidth != width)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, expandedWidth);
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int gl_format;
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int gl_iformat;
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int gl_type;
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switch (dfmt)
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{
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default:
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case PC_TEX_FMT_NONE:
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PanicAlert("Invalid PC texture format %i", dfmt);
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case PC_TEX_FMT_BGRA32:
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gl_format = GL_BGRA;
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gl_iformat = 4;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_RGBA32:
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gl_format = GL_RGBA;
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gl_iformat = 4;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_I4_AS_I8:
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gl_format = GL_LUMINANCE;
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gl_iformat = GL_INTENSITY4;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_IA4_AS_IA8:
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gl_format = GL_LUMINANCE_ALPHA;
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gl_iformat = GL_LUMINANCE4_ALPHA4;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_I8:
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gl_format = GL_LUMINANCE;
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gl_iformat = GL_INTENSITY8;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_IA8:
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gl_format = GL_LUMINANCE_ALPHA;
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gl_iformat = GL_LUMINANCE8_ALPHA8;
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gl_type = GL_UNSIGNED_BYTE;
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break;
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case PC_TEX_FMT_RGB565:
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gl_format = GL_RGB;
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gl_iformat = GL_RGB;
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gl_type = GL_UNSIGNED_SHORT_5_6_5;
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break;
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}
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bool GenerateMipmaps = !entry.isRectangle && ((tm0.min_filter & 3) == 1 || (tm0.min_filter & 3) == 2);
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if (GenerateMipmaps)
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{
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glTexParameteri(target, GL_GENERATE_MIPMAP, GL_TRUE);
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}
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if(skip_texture_create)
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{
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glTexSubImage2D(target, 0,0,0,width, height, gl_format, gl_type, temp);
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}
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else
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{
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glTexImage2D(target, 0, gl_iformat, width, height, 0, gl_format, gl_type, temp);
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}
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if (GenerateMipmaps)
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{
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glTexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
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entry.bHaveMipMaps = true;
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}
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if (expandedWidth != width) // reset
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
}
|
|
else
|
|
{
|
|
if(skip_texture_create)
|
|
{
|
|
glCompressedTexSubImage2D(target, 0,0,0,width, height,
|
|
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,expandedWidth*expandedHeight/2, temp);
|
|
}
|
|
else
|
|
{
|
|
glCompressedTexImage2D(target, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
|
|
width, height, 0, expandedWidth*expandedHeight/2, temp);
|
|
}
|
|
}
|
|
|
|
entry.frameCount = frameCount;
|
|
entry.w = width;
|
|
entry.h = height;
|
|
entry.fmt = FullFormat;
|
|
entry.SetTextureParameters(tm0);
|
|
|
|
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",File::GetUserPath(D_DUMPTEXTURES_IDX), uniqueId);
|
|
|
|
if(!bCheckedDumpDir)
|
|
{
|
|
if (!File::Exists(szDir) || !File::IsDirectory(szDir))
|
|
File::CreateDir(szDir);
|
|
|
|
bCheckedDumpDir = true;
|
|
}
|
|
|
|
sprintf(szTemp, "%s/%s_%08x_%i.tga",szDir, uniqueId, (unsigned int) texHash, tex_format);
|
|
if (!File::Exists(szTemp))
|
|
{
|
|
SaveTexture(szTemp, target, entry.texture, expandedWidth, expandedHeight);
|
|
}
|
|
}
|
|
|
|
INCSTAT(stats.numTexturesCreated);
|
|
SETSTAT(stats.numTexturesAlive, textures.size());
|
|
return &entry;
|
|
}
|
|
|
|
|
|
void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source_rect)
|
|
{
|
|
DVSTARTPROFILE();
|
|
GL_REPORT_ERRORD();
|
|
|
|
// for intensity values, use Y of YUV format!
|
|
// for all purposes, treat 4bit equivalents as 8bit (probably just used for compression)
|
|
// RGBA8 - RGBA8
|
|
// RGB565 - RGB565
|
|
// RGB5A3 - RGB5A3
|
|
// I4,R4,Z4 - I4
|
|
// IA4,RA4 - IA4
|
|
// Z8M,G8,I8,A8,Z8,R8,B8,Z8L - I8
|
|
// Z16,GB8,RG8,Z16L,IA8,RA8 - IA8
|
|
GLenum gl_format = GL_RGBA;
|
|
GLenum gl_iformat = 4;
|
|
GLenum gl_type = GL_UNSIGNED_BYTE;
|
|
float colmat[16];
|
|
float fConstAdd[4] = {0};
|
|
memset(colmat, 0, sizeof(colmat));
|
|
|
|
if (bFromZBuffer)
|
|
{
|
|
switch(copyfmt)
|
|
{
|
|
case 0: // Z4
|
|
case 1: // Z8
|
|
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
|
|
break;
|
|
case 3: // Z16 //?
|
|
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
|
|
break;
|
|
case 11: // Z16 (reverse order)
|
|
colmat[2] = colmat[6] = colmat[10] = colmat[13] = 1;
|
|
break;
|
|
case 6: // Z24X8
|
|
colmat[2] = colmat[5] = colmat[8] = colmat[15] = 1;
|
|
break;
|
|
case 9: // Z8M
|
|
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
|
|
break;
|
|
case 10: // Z8L
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
|
|
break;
|
|
case 12: // Z16L
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
|
|
break;
|
|
default:
|
|
ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", copyfmt);
|
|
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
|
|
break;
|
|
}
|
|
}
|
|
else if (bIsIntensityFmt)
|
|
{
|
|
// TODO - verify these coefficients
|
|
fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f;
|
|
colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f;
|
|
colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f;
|
|
colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f;
|
|
if (copyfmt < 2)
|
|
{
|
|
fConstAdd[3] = 16.0f / 255.0f;
|
|
colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f;
|
|
}
|
|
else// alpha
|
|
colmat[15] = 1;
|
|
}
|
|
else
|
|
{
|
|
switch (copyfmt)
|
|
{
|
|
case 0: // R4
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
|
|
break;
|
|
case 8: // R8
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
|
|
break;
|
|
case 2: // RA4
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1;
|
|
break;
|
|
case 3: // RA8
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1;
|
|
break;
|
|
case 7: // A8
|
|
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1;
|
|
break;
|
|
case 9: // G8
|
|
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
|
|
break;
|
|
case 10: // B8
|
|
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
|
|
break;
|
|
case 11: // RG8
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
|
|
break;
|
|
case 12: // GB8
|
|
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
|
|
break;
|
|
case 4: // RGB565
|
|
colmat[0] = colmat[5] = colmat[10] = 1;
|
|
fConstAdd[3] = 1; // set alpha to 1
|
|
break;
|
|
case 5: // RGB5A3
|
|
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
|
|
break;
|
|
case 6: // RGBA8
|
|
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
|
|
break;
|
|
default:
|
|
ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", copyfmt);
|
|
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool bIsInit = textures.find(address) != textures.end();
|
|
|
|
PRIM_LOG("copytarg: addr=0x%x, fromz=%d, intfmt=%d, copyfmt=%d", address, (int)bFromZBuffer, (int)bIsIntensityFmt,copyfmt);
|
|
|
|
TCacheEntry& entry = textures[address];
|
|
entry.hash = 0;
|
|
entry.frameCount = frameCount;
|
|
|
|
int w = (abs(source_rect.GetWidth()) >> bScaleByHalf);
|
|
int h = (abs(source_rect.GetHeight()) >> bScaleByHalf);
|
|
|
|
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
if (!bIsInit)
|
|
{
|
|
glGenTextures(1, (GLuint *)&entry.texture);
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
|
|
GL_REPORT_ERRORD();
|
|
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, gl_iformat, w, h, 0, gl_format, gl_type, NULL);
|
|
GL_REPORT_ERRORD();
|
|
}
|
|
else
|
|
{
|
|
_assert_(entry.texture);
|
|
GL_REPORT_ERRORD();
|
|
if (entry.w == w && entry.h == h && entry.isRectangle && entry.fmt == (int) copyfmt)
|
|
{
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
|
|
// for some reason mario sunshine errors here...
|
|
// Beyond Good and Evil does too, occasionally.
|
|
GL_REPORT_ERRORD();
|
|
} else {
|
|
// Delete existing texture.
|
|
glDeleteTextures(1,(GLuint *)&entry.texture);
|
|
glGenTextures(1, (GLuint *)&entry.texture);
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, entry.texture);
|
|
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, gl_iformat, w, h, 0, gl_format, gl_type, NULL);
|
|
GL_REPORT_ERRORD();
|
|
}
|
|
}
|
|
|
|
if (!bIsInit || !entry.isRenderTarget)
|
|
{
|
|
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
if (glGetError() != GL_NO_ERROR) {
|
|
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
GL_REPORT_ERRORD();
|
|
}
|
|
}
|
|
|
|
entry.w = w;
|
|
entry.h = h;
|
|
entry.isRectangle = true;
|
|
entry.isRenderTarget = true;
|
|
entry.fmt = copyfmt;
|
|
|
|
// Make sure to resolve anything we need to read from.
|
|
GLuint read_texture = bFromZBuffer ? g_framebufferManager.ResolveAndGetDepthTarget(source_rect) : g_framebufferManager.ResolveAndGetRenderTarget(source_rect);
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
// We have to run a pixel shader, for color conversion.
|
|
Renderer::ResetAPIState(); // reset any game specific settings
|
|
|
|
if (s_TempFramebuffer == 0)
|
|
glGenFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer);
|
|
|
|
g_framebufferManager.SetFramebuffer(s_TempFramebuffer);
|
|
// Bind texture to temporary framebuffer
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, entry.texture, 0);
|
|
GL_REPORT_FBO_ERROR();
|
|
GL_REPORT_ERRORD();
|
|
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glEnable(GL_TEXTURE_RECTANGLE_ARB);
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
|
|
|
|
glViewport(0, 0, w, h);
|
|
|
|
PixelShaderCache::EnableShader(bFromZBuffer ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
|
|
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
|
|
GL_REPORT_ERRORD();
|
|
|
|
TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect);
|
|
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.bottom); glVertex2f(-1, 1);
|
|
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.top ); glVertex2f(-1, -1);
|
|
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.top ); glVertex2f( 1, -1);
|
|
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.bottom); glVertex2f( 1, 1);
|
|
glEnd();
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
// Unbind texture from temporary framebuffer
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
|
|
|
|
// Return to the EFB.
|
|
g_framebufferManager.SetFramebuffer(0);
|
|
Renderer::RestoreAPIState();
|
|
VertexShaderManager::SetViewportChanged();
|
|
TextureMngr::DisableStage(0);
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
if (g_ActiveConfig.bDumpEFBTarget)
|
|
{
|
|
static int count = 0;
|
|
SaveTexture(StringFromFormat("%sefb_frame_%i.tga", File::GetUserPath(D_DUMPTEXTURES_IDX), count++).c_str(), GL_TEXTURE_RECTANGLE_ARB, entry.texture, entry.w, entry.h);
|
|
}
|
|
}
|
|
|
|
void TextureMngr::DisableStage(int stage)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + stage);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
|
}
|
|
|
|
void TextureMngr::ClearRenderTargets()
|
|
{
|
|
for (TexCache::iterator iter = textures.begin(); iter != textures.end(); iter++)
|
|
iter->second.isRenderTarget = false;
|
|
}
|