ppsspp/GPU/Directx9/DepalettizeShaderDX9.cpp
Unknown W. Brackets 6e50a0b274 Allow depal palette entries to repeat.
This is what happens if the base is 0x10 in 8888 mode (means | 0x100.)
2015-04-26 00:36:08 -07:00

177 lines
5.0 KiB
C++

// Copyright (c) 2014- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <map>
#include "base/logging.h"
#include "Common/Log.h"
#include "Core/Reporting.h"
#include "GPU/GPUState.h"
#include "GPU/Directx9/TextureCacheDX9.h"
#include "GPU/Directx9/DepalettizeShaderDX9.h"
#include "GPU/Common/DepalettizeShaderCommon.h"
#include "GPU/Directx9/helper/global.h"
namespace DX9 {
static const int DEPAL_TEXTURE_OLD_AGE = 120;
#ifdef _WIN32
#define SHADERLOG
#endif
static const char *depalVShaderHLSL =
"struct VS_IN {\n"
" float3 a_position : POSITION;\n"
" float2 a_texcoord0 : TEXCOORD0;\n"
"};\n"
"struct VS_OUT {\n"
" float4 Position : POSITION;\n"
" float2 Texcoord : TEXCOORD0;\n"
"};\n"
"VS_OUT main(VS_IN input) {\n"
" VS_OUT output;\n"
" output.Texcoord = input.a_texcoord0;\n"
" output.Position = float4(input.a_position, 1.0);\n"
" return output;\n"
"}\n";
DepalShaderCacheDX9::DepalShaderCacheDX9() : vertexShader_(nullptr) {
std::string errorMessage;
if (!DX9::CompileVertexShader(depalVShaderHLSL, &vertexShader_, nullptr, errorMessage)) {
ERROR_LOG(G3D, "error compling depal vshader: %s", errorMessage.c_str());
}
}
DepalShaderCacheDX9::~DepalShaderCacheDX9() {
Clear();
if (vertexShader_) {
vertexShader_->Release();
}
}
u32 DepalShaderCacheDX9::GenerateShaderID(GEBufferFormat pixelFormat) {
return (gstate.clutformat & 0xFFFFFF) | (pixelFormat << 24);
}
LPDIRECT3DTEXTURE9 DepalShaderCacheDX9::GetClutTexture(const u32 clutID, u32 *rawClut) {
GEPaletteFormat palFormat = gstate.getClutPaletteFormat();
const u32 realClutID = clutID ^ palFormat;
auto oldtex = texCache_.find(realClutID);
if (oldtex != texCache_.end()) {
oldtex->second->lastFrame = gpuStats.numFlips;
return oldtex->second->texture;
}
D3DFORMAT dstFmt = DX9::getClutDestFormat(palFormat);
int texturePixels = palFormat == GE_CMODE_32BIT_ABGR8888 ? 256 : 512;
DepalTextureDX9 *tex = new DepalTextureDX9();
// Create texture
D3DPOOL pool = D3DPOOL_MANAGED;
int usage = 0;
if (pD3DdeviceEx) {
pool = D3DPOOL_DEFAULT;
usage = D3DUSAGE_DYNAMIC; // TODO: Switch to using a staging texture?
}
HRESULT hr = pD3Ddevice->CreateTexture(texturePixels, 1, 1, usage, (D3DFORMAT)D3DFMT(dstFmt), pool, &tex->texture, NULL);
if (FAILED(hr)) {
ERROR_LOG(G3D, "Failed to create D3D texture for depal");
delete tex;
return nullptr;
}
D3DLOCKED_RECT rect;
hr = tex->texture->LockRect(0, &rect, NULL, 0);
if (FAILED(hr)) {
ERROR_LOG(G3D, "Failed to lock D3D texture for depal");
delete tex;
return nullptr;
}
// Regardless of format, the CLUT should always be 1024 bytes.
memcpy(rect.pBits, rawClut, 1024);
tex->texture->UnlockRect(0);
pD3Ddevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
pD3Ddevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
pD3Ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_POINT);
pD3Ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
tex->lastFrame = gpuStats.numFlips;
texCache_[realClutID] = tex;
return tex->texture;
}
void DepalShaderCacheDX9::Clear() {
for (auto shader = cache_.begin(); shader != cache_.end(); ++shader) {
shader->second->pixelShader->Release();
delete shader->second;
}
cache_.clear();
for (auto tex = texCache_.begin(); tex != texCache_.end(); ++tex) {
tex->second->texture->Release();
delete tex->second;
}
texCache_.clear();
}
void DepalShaderCacheDX9::Decimate() {
for (auto tex = texCache_.begin(); tex != texCache_.end();) {
if (tex->second->lastFrame + DEPAL_TEXTURE_OLD_AGE < gpuStats.numFlips) {
tex->second->texture->Release();
delete tex->second;
texCache_.erase(tex++);
} else {
++tex;
}
}
}
LPDIRECT3DPIXELSHADER9 DepalShaderCacheDX9::GetDepalettizePixelShader(GEBufferFormat pixelFormat) {
u32 id = GenerateShaderID(pixelFormat);
auto shader = cache_.find(id);
if (shader != cache_.end()) {
return shader->second->pixelShader;
}
char *buffer = new char[2048];
GenerateDepalShader(buffer, pixelFormat, HLSL_DX9);
LPDIRECT3DPIXELSHADER9 pshader;
std::string errorMessage;
if (!CompilePixelShader(buffer, &pshader, NULL, errorMessage)) {
ERROR_LOG(G3D, "Failed to compile depal pixel shader: %s\n\n%s", buffer, errorMessage.c_str());
delete[] buffer;
return nullptr;
}
DepalShaderDX9 *depal = new DepalShaderDX9();
depal->pixelShader = pshader;
cache_[id] = depal;
delete[] buffer;
return depal->pixelShader;
}
} // namespace