GSTexture* GSRendererHW::GetOutput(int i, int& y_offset) { const GSRegDISPFB& DISPFB = m_regs->DISP[i].DISPFB; GIFRegTEX0 TEX0; TEX0.TBP0 = DISPFB.Block(); TEX0.TBW = DISPFB.FBW; TEX0.PSM = DISPFB.PSM; // TRACE(_T("[%d] GetOutput %d %05x (%d)\n"), (int)m_perfmon.GetFrame(), i, (int)TEX0.TBP0, (int)TEX0.PSM); GSTexture* t = NULL; if(GSTextureCache::Target* rt = m_tc->LookupTarget(TEX0, m_width, m_height, GetFrameRect(i).bottom)) { t = rt->m_texture; int delta = TEX0.TBP0 - rt->m_TEX0.TBP0; if (delta > 0) { // Code was corrected to use generic format. But I'm not sure behavior is correct. // Let's keep the warning to easily spot game that trigger this code path. #ifndef DISABLE_WIP_ASSERTION ASSERT(DISPFB.PSM == PSM_PSMCT32 || DISPFB.PSM == PSM_PSMCT24); #endif int pages = delta >> 5u; int y_pages = pages / DISPFB.FBW; y_offset = y_pages * GSLocalMemory::m_psm[DISPFB.PSM].pgs.y; GL_CACHE("Frame y offset %d pixels, unit %d", y_offset, i); }
void GSTextureCacheOGL::Read(Target* t, const GSVector4i& r) { if(!t->m_dirty.empty()) { return; } const GIFRegTEX0& TEX0 = t->m_TEX0; GLuint fmt; int ps_shader; switch (TEX0.PSM) { case PSM_PSMCT32: case PSM_PSMCT24: fmt = GL_RGBA8; ps_shader = 0; break; case PSM_PSMCT16: case PSM_PSMCT16S: fmt = GL_R16UI; ps_shader = 1; break; case PSM_PSMZ32: fmt = GL_R32UI; ps_shader = 10; break; case PSM_PSMZ24: fmt = GL_R32UI; ps_shader = 10; break; case PSM_PSMZ16: case PSM_PSMZ16S: fmt = GL_R16UI; ps_shader = 10; break; default: return; } // Yes lots of logging, but I'm not confident with this code GL_PUSH("Texture Cache Read. Format(0x%x)", TEX0.PSM); GL_CACHE("TC: Read Back Target: %d (0x%x)[fmt: 0x%x]", t->m_texture->GetID(), TEX0.TBP0, TEX0.PSM); GL_PERF("Read texture from GPU. Format(0x%x)", TEX0.PSM); GSVector4 src = GSVector4(r) * GSVector4(t->m_texture->GetScale()).xyxy() / GSVector4(t->m_texture->GetSize()).xyxy(); if(GSTexture* offscreen = m_renderer->m_dev->CopyOffscreen(t->m_texture, src, r.width(), r.height(), fmt, ps_shader)) { GSTexture::GSMap m; if(offscreen->Map(m)) { // TODO: block level write GSOffset* off = m_renderer->m_mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM); switch(TEX0.PSM) { case PSM_PSMCT32: m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r); break; case PSM_PSMCT24: m_renderer->m_mem.WritePixel24(m.bits, m.pitch, off, r); break; case PSM_PSMCT16: case PSM_PSMCT16S: m_renderer->m_mem.WritePixel16(m.bits, m.pitch, off, r); break; case PSM_PSMZ32: m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r); break; case PSM_PSMZ24: m_renderer->m_mem.WritePixel24(m.bits, m.pitch, off, r); break; case PSM_PSMZ16: case PSM_PSMZ16S: m_renderer->m_mem.WritePixel16(m.bits, m.pitch, off, r); break; default: ASSERT(0); } offscreen->Unmap(); } // FIXME invalidate data m_renderer->m_dev->Recycle(offscreen); } GL_POP(); }