コード例 #1
0
void GSTextureCacheOGL::Read(Source* t, const GSVector4i& r)
{
	const GIFRegTEX0& TEX0 = t->m_TEX0;

	// FIXME Create a get function to avoid the useless copy
	// Note: With openGL 4.5 you can use glGetTextureSubImage

	if (GSTexture* offscreen  = m_renderer->m_dev->CreateOffscreen(r.width(), r.height())) {
		m_renderer->m_dev->CopyRect(t->m_texture, offscreen, r);

		GSTexture::GSMap m;
		GSVector4i r_offscreen(0, 0, r.width(), r.height());

		if (offscreen->Map(m, &r_offscreen)) {
			GSOffset* off = m_renderer->m_mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM);

			m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r);

			offscreen->Unmap();
		}

		// FIXME invalidate data
		m_renderer->m_dev->Recycle(offscreen);
	}
}
コード例 #2
0
ファイル: GSTextureCache11.cpp プロジェクト: Asmodean-/pcsx2
void GSTextureCache11::Read(Source* t, const GSVector4i& r)
{
	// FIXME: copy was copyied from openGL. It is unlikely to work.

	const GIFRegTEX0& TEX0 = t->m_TEX0;

	if (GSTexture* offscreen  = m_renderer->m_dev->CreateOffscreen(r.width(), r.height())) {
		m_renderer->m_dev->CopyRect(t->m_texture, offscreen, r);

		GSTexture::GSMap m;
		GSVector4i r_offscreen(0, 0, r.width(), r.height());

		if (offscreen->Map(m, &r_offscreen)) {
			GSOffset* off = m_renderer->m_mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM);

			m_renderer->m_mem.WritePixel32(m.bits, m.pitch, off, r);

			offscreen->Unmap();
		}

		// FIXME invalidate data
		m_renderer->m_dev->Recycle(offscreen);
	}
}
コード例 #3
0
void GSTextureCacheOGL::Read(Target* t, const GSVector4i& r)
{
	if (!t->m_dirty.empty() || r.width() == 0 || r.height() == 0)
		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 = ShaderConvert_COPY;
			break;

		case PSM_PSMCT16:
		case PSM_PSMCT16S:
			fmt = GL_R16UI;
			ps_shader = ShaderConvert_RGBA8_TO_16_BITS;
			break;

		case PSM_PSMZ32:
			fmt = GL_R32UI;
			ps_shader = ShaderConvert_FLOAT32_TO_32_BITS;
			break;

		case PSM_PSMZ24:
			fmt = GL_R32UI;
			ps_shader = ShaderConvert_FLOAT32_TO_32_BITS;
			break;

		case PSM_PSMZ16:
		case PSM_PSMZ16S:
			fmt = GL_R16UI;
			ps_shader = ShaderConvert_FLOAT32_TO_32_BITS;
			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_PERF("TC: Read Back Target: %d (0x%x)[fmt: 0x%x]. Size %dx%d",
			t->m_texture->GetID(), TEX0.TBP0, TEX0.PSM, r.width(), r.height());

	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;
		GSVector4i r_offscreen(0, 0, r.width(), r.height());

		if(offscreen->Map(m, &r_offscreen))
		{
			// 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);
	}
}