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authorbooto <remornicus@gmail.com>2015-07-07 21:09:25 +0800
committerbooto <remornicus@gmail.com>2015-07-25 01:52:12 +0800
commit2e28ed3291bc531ba5d0cd4057aa9cefdbf128be (patch)
tree670a913b5e6a6a3cddb7d325a1b3f6a51108cb08 /Source/Core/VideoBackends/OGL/TextureConverter.cpp
parent9e4dae4a036fdc2f0a78e04a4215cd24c5c3ca0f (diff)
Video: respect stride of efb copies to xfb
Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureConverter.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/TextureConverter.cpp40
1 files changed, 17 insertions, 23 deletions
diff --git a/Source/Core/VideoBackends/OGL/TextureConverter.cpp b/Source/Core/VideoBackends/OGL/TextureConverter.cpp
index c696ccf687..c25d30d088 100644
--- a/Source/Core/VideoBackends/OGL/TextureConverter.cpp
+++ b/Source/Core/VideoBackends/OGL/TextureConverter.cpp
@@ -213,12 +213,12 @@ void Shutdown()
s_texConvFrameBuffer[1] = 0;
}
+// dst_line_size, writeStride in bytes
+
static void EncodeToRamUsingShader(GLuint srcTexture,
- u8* destAddr, int dstWidth, int dstHeight, int readStride,
- bool linearFilter)
+ u8* destAddr, u32 dst_line_size, u32 dstHeight,
+ u32 writeStride, bool linearFilter)
{
-
-
// switch to texture converter frame buffer
// attach render buffer as color destination
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer[0]);
@@ -234,19 +234,13 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
else
g_sampler_cache->BindNearestSampler(9);
- glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
+ glViewport(0, 0, (GLsizei)(dst_line_size / 4), (GLsizei)dstHeight);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- // .. and then read back the results.
- // TODO: make this less slow.
-
- int writeStride = bpmem.copyMipMapStrideChannels * 32;
- int dstSize = dstWidth*dstHeight*4;
- int readHeight = readStride / dstWidth / 4; // 4 bytes per pixel
- int readLoops = dstHeight / readHeight;
+ int dstSize = dst_line_size * dstHeight;
- if (writeStride != readStride && readLoops > 1)
+ if ((writeStride != dst_line_size) && (dstHeight > 1))
{
// writing to a texture of a different size
// also copy more then one block line, so the different strides matters
@@ -255,13 +249,13 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
// CPU overhead because of the pbo
glBindBuffer(GL_PIXEL_PACK_BUFFER, s_PBO);
glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, nullptr, GL_STREAM_READ);
- glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, nullptr);
+ glReadPixels(0, 0, (GLsizei)(dst_line_size / 4), (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, nullptr);
u8* pbo = (u8*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, dstSize, GL_MAP_READ_BIT);
- for (int i = 0; i < readLoops; i++)
+ for (size_t i = 0; i < dstHeight; ++i)
{
- memcpy(destAddr, pbo, readStride);
- pbo += readStride;
+ memcpy(destAddr, pbo, dst_line_size);
+ pbo += dst_line_size;
destAddr += writeStride;
}
@@ -270,11 +264,11 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
}
else
{
- glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
+ glReadPixels(0, 0, (GLsizei)(dst_line_size / 4), (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
}
}
-int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
+int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source, u32 writeStride)
{
u32 format = copyfmt;
@@ -323,13 +317,13 @@ int EncodeToRamFromTexture(u32 address,GLuint source_texture, bool bFromZBuffer,
cacheLinesPerRow = numBlocksX;
EncodeToRamUsingShader(source_texture,
- dest_ptr, cacheLinesPerRow * 8, numBlocksY, cacheLinesPerRow * 32,
- bScaleByHalf > 0 && !bFromZBuffer);
+ dest_ptr, cacheLinesPerRow * 32, numBlocksY,
+ writeStride, bScaleByHalf > 0 && !bFromZBuffer);
return size_in_bytes; // TODO: D3D11 is calculating this value differently!
}
-void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, int dstWidth, int dstHeight)
+void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* destAddr, u32 dstWidth, u32 dstStride, u32 dstHeight)
{
g_renderer->ResetAPIState();
@@ -341,7 +335,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
// 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, destAddr, dstWidth / 2, dstHeight, dstWidth*dstHeight*2, true);
+ EncodeToRamUsingShader(srcTexture, destAddr, dstWidth * 2, dstHeight, dstStride * 2, true);
FramebufferManager::SetFramebuffer(0);
TextureCache::DisableStage(0);
g_renderer->RestoreAPIState();