dolphin/Source/Plugins/Plugin_VideoOGL/Src/TextureMngr.h
Rodolfo Osvaldo Bogado 9e2bbec47f a lot of modifications here :)
first fixed scaling when updating backbuffer to make it friendly with encoders, now frame dumping must work without errors in any codec.
clean screenshot and frame dumping code now is more correct, faster and stable.
improve safe texture cache, improving the distribution of the hash algorithm, including tlut hash in the final hash of the texture, and making use of a 64 bit hash to make it more accurate.
clean a lot of code and corrected some missused vertex formats when drawing full screen quads.
and biggest change last:
implemented pseudo antialiasing: a image post-process algorithm that mimics antialiazing and is fare more easier to implement in this scenario.
you can change the intensity of the effect changing the values of the antialiasing combo. the right value depends on the game.
for example mkwii looks awesome with 8x.
please try all the changes and let me know the results.
if something is broken, please let me know and will fix it asap.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5000 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-03 03:52:50 +00:00

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2.9 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _TEXTUREMNGR_H_
#define _TEXTUREMNGR_H_
#include <map>
#include "VideoCommon.h"
#include "GLUtil.h"
#include "BPStructs.h"
class TextureMngr
{
public:
struct TCacheEntry
{
TCacheEntry() : texture(0), addr(0), size_in_bytes(0), hash(0), w(0), h(0), scaleX(1.0f), scaleY(1.0f), isRenderTarget(false), isRectangle(true), bHaveMipMaps(false) { mode.hex = 0xFCFCFCFC; }
GLuint texture;
u32 addr;
u32 size_in_bytes;
u64 hash;
u32 paletteHash;
u32 oldpixel; // used for simple cleanup
TexMode0 mode; // current filter and clamp modes that texture is set to
int frameCount;
int w, h, fmt;
float scaleX, scaleY; // Hires texutres need this
bool isRenderTarget; // if render texture, then rendertex is filled with the direct copy of the render target
// later conversions would have to convert properly from rendertexfmt to texfmt
bool isRectangle; // if nonpow2, use GL_TEXTURE_2D, else GL_TEXTURE_RECTANGLE_NV
bool bHaveMipMaps;
void SetTextureParameters(TexMode0& newmode);
void Destroy(bool shutdown);
void ConvertFromRenderTarget(u32 taddr, int twidth, int theight, int tformat, int tlutaddr, int tlutfmt);
bool IntersectsMemoryRange(u32 range_address, u32 range_size);
};
private:
typedef std::map<u32, TCacheEntry> TexCache;
static u8 *temp;
static TexCache textures;
public:
static void Init();
static void ProgressiveCleanup();
static void Shutdown();
static void Invalidate(bool shutdown);
static void InvalidateRange(u32 start_address, u32 size);
static TCacheEntry* Load(int texstage, u32 address, int width, int height, u32 format, int tlutaddr, int tlutfmt);
static void CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source);
static void DisableStage(int stage); // sets active texture
static void ClearRenderTargets(); // sets render target value of all textures to false
};
bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height);
#endif // _TEXTUREMNGR_H_