Пример #1
0
	void Sync() {
		uint32 segment_current = m_offset / m_seg_size;
		uint32 segment_next    = (m_offset + m_size) / m_seg_size;

		if (segment_current != segment_next) {
			if (segment_next >= countof(m_fence)) {
				segment_next = 0;
			}
			// Align current transfer on the start of the segment
			m_offset = m_seg_size * segment_next;

			// protect the left segment
			m_fence[segment_current] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);

			// Check next segment is free
			if (m_fence[segment_next]) {
				GLenum status = glClientWaitSync(m_fence[segment_next], GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
				// Potentially it doesn't work on AMD driver which might always return GL_CONDITION_SATISFIED
				if (status != GL_ALREADY_SIGNALED) {
					GL_PERF("GL_PIXEL_UNPACK_BUFFER: Sync Sync (%x)! Buffer too small ?", status);
				}

				glDeleteSync(m_fence[segment_next]);
				m_fence[segment_next] = 0;
			}
		}
	}
Пример #2
0
EXPORT_C GSinitReadFIFO2(uint8* mem, uint32 size)
{
	GL_PERF("Init Read FIFO2");
	try
	{
		s_gs->InitReadFIFO(mem, size);
	}
	catch (GSDXRecoverableError)
	{
	}
}
Пример #3
0
EXPORT_C GSinitReadFIFO(uint8* mem)
{
	GL_PERF("Init Read FIFO1");
	try
	{
		s_gs->InitReadFIFO(mem, 1);
	}
	catch (GSDXRecoverableError)
	{
	}
}
Пример #4
0
EXPORT_C GSinitReadFIFO2(uint8* mem, uint32 size)
{
	GL_PERF("Init Read FIFO2");
	try
	{
		s_gs->InitReadFIFO(mem, size);
	}
	catch (GSDXRecoverableError)
	{
	}
	catch (const std::bad_alloc&)
	{
		fprintf(stderr, "GSdx: Memory allocation error\n");
	}
}
Пример #5
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);
	}
}