Пример #1
0
int EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture, u32 SourceW, u32 SourceH, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& 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;

	LPDIRECT3DPIXELSHADER9 texconv_shader = GetOrCreateEncodingShader(format);
	if (!texconv_shader)
		return 0;

	u8 *dest_ptr = Memory::GetPointer(address);

	int width = (source.right - source.left) >> bScaleByHalf;
	int height = (source.bottom - source.top) >> bScaleByHalf;

	int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);

	u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
	u16 blkH = TexDecoder_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);

    float sampleStride = bScaleByHalf ? 2.f : 1.f;
	TextureConversionShader::SetShaderParameters(
		(float)expandedWidth,
		(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
		(float)Renderer::EFBToScaledX(source.left),
		(float)Renderer::EFBToScaledY(source.top),
		Renderer::EFBToScaledXf(sampleStride),
		Renderer::EFBToScaledYf(sampleStride),
		(float)SourceW,
		(float)SourceH);

	TargetRectangle scaledSource;
	scaledSource.top = 0;
	scaledSource.bottom = expandedHeight;
	scaledSource.left = 0;
	scaledSource.right = expandedWidth / samples;
	int cacheBytes = 32;
    if ((format & 0x0f) == 6)
        cacheBytes = 64;

    int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
	EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0,1.0f);
	return size_in_bytes; // TODO: D3D11 is calculating this value differently!
}
Пример #2
0
int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& 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;

	SHADER& texconv_shader = GetOrCreateEncodingShader(format);

	u8 *dest_ptr = Memory::GetPointer(address);

	int width = (source.right - source.left) >> bScaleByHalf;
	int height = (source.bottom - source.top) >> bScaleByHalf;

	int size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, format);

	u16 blkW = TexDecoder_GetBlockWidthInTexels(format) - 1;
	u16 blkH = TexDecoder_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);

	texconv_shader.Bind();
	glUniform4i(s_encodingUniforms[format],
		source.left, source.top,
		expandedWidth, bScaleByHalf ? 2 : 1);

	TargetRectangle scaledSource;
	scaledSource.top = 0;
	scaledSource.bottom = expandedHeight;
	scaledSource.left = 0;
	scaledSource.right = expandedWidth / samples;
	int cacheBytes = 32;
	if ((format & 0x0f) == 6)
		cacheBytes = 64;

	int readStride = (expandedWidth * cacheBytes) /
		TexDecoder_GetBlockWidthInTexels(format);
	EncodeToRamUsingShader(source_texture, scaledSource,
		dest_ptr, expandedWidth / samples, expandedHeight, readStride,
		bScaleByHalf > 0 && !bFromZBuffer);
	return size_in_bytes; // TODO: D3D11 is calculating this value differently!

}
Пример #3
0
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
{
    g_renderer->ResetAPIState();

    s_rgbToYuyvProgram.Bind();

    EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
    FramebufferManager::SetFramebuffer(0);
    VertexShaderManager::SetViewportChanged();
    TextureCache::DisableStage(0);
    g_renderer->RestoreAPIState();
    GL_REPORT_ERRORD();
}
Пример #4
0
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
{
	g_renderer->ResetAPIState();

	s_rgbToYuyvProgram.Bind();

	glUniform4f(s_rgbToYuyvUniform_loc, sourceRc.left, sourceRc.top, sourceRc.right, sourceRc.bottom);

	// We enable linear filtering, because the gamecube does filtering in the vertical direction when
	// yscale is enabled.
	// Otherwise we get jaggies when a game uses yscaling (most PAL games)
	EncodeToRamUsingShader(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, dstWidth*dstHeight*2, true);
	FramebufferManager::SetFramebuffer(0);
	TextureCache::DisableStage(0);
	g_renderer->RestoreAPIState();
	GL_REPORT_ERRORD();
}
Пример #5
0
void EncodeToRamYUYV(LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight,float Gamma)
{
	TextureConversionShader::SetShaderParameters(
		(float)dstWidth, 
		(float)dstHeight, 
		0.0f , 
		0.0f, 
		1.0f, 
		1.0f,
		(float)Renderer::GetTargetWidth(),
		(float)Renderer::GetTargetHeight());
	g_renderer->ResetAPIState();
	EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr,
		dstWidth / 2, dstHeight, dstWidth * 2, false, false,Gamma);
	D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
	D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
	g_renderer->RestoreAPIState();
}
Пример #6
0
void EncodeToRamFromTexture(u8 *dest_ptr, const TextureCache::TCacheEntryBase *texture_entry, u32 SourceW, u32 SourceH,
	LPDIRECT3DTEXTURE9 source_texture, bool bFromZBuffer, bool bIsIntensityFmt, int bScaleByHalf, const EFBRectangle& source)
{
	LPDIRECT3DPIXELSHADER9 texconv_shader = GetOrCreateEncodingShader(texture_entry->format);
	if (!texconv_shader)
		return;

	int width = (source.right - source.left) >> bScaleByHalf;
	int height = (source.bottom - source.top) >> bScaleByHalf;

	u16 blkW = TexDecoder_GetBlockWidthInTexels(texture_entry->format);
	u16 blkH = TexDecoder_GetBlockHeightInTexels(texture_entry->format);
	u16 samples = TextureConversionShader::GetEncodedSampleCount(texture_entry->format);

	// only copy on cache line boundaries
	// extra pixels are copied but not displayed in the resulting texture
	s32 expandedWidth = ROUND_UP(width, blkW);
	s32 expandedHeight = ROUND_UP(height, blkH);

	float sampleStride = bScaleByHalf ? 2.f : 1.f;
	TextureConversionShaderLegacy::SetShaderParameters(
		(float)expandedWidth,
		(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
		(float)Renderer::EFBToScaledX(source.left),
		(float)Renderer::EFBToScaledY(source.top),
		Renderer::EFBToScaledXf(sampleStride),
		Renderer::EFBToScaledYf(sampleStride),
		(float)SourceW,
		(float)SourceH);
	D3D::dev->SetPixelShaderConstantF(C_COLORMATRIX, PixelShaderManager::GetBuffer(), 2);
	TargetRectangle scaledSource;
	scaledSource.top = 0;
	scaledSource.bottom = expandedHeight;
	scaledSource.left = 0;
	scaledSource.right = expandedWidth / samples;
	int cacheBytes = 32;
	if ((texture_entry->format & 0x0f) == 6)
		cacheBytes = 64;
	int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(texture_entry->format);
	EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, (expandedWidth / samples) * 4, expandedHeight, texture_entry->BytesPerRow(), readStride, bScaleByHalf > 0, 1.0f);
}