forked from dolphin-emu/dolphin
		
	efb scale : auto fractional: the original scaling way, will grant a 1:1 pixel mapping between efb and screen giving the best image quality even in non standard resolutions at the cost of glitches in some games. auto integral: automatic but only int values for the scale, no glitches but only the correct pixel scaling when using some resolutions. the rest are the fixed scales. enjoy. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5639 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			587 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			587 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <d3dx9.h>
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#include "Globals.h"
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#include "Statistics.h"
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#include "MemoryUtil.h"
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#include "Hash.h"
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#include "CommonPaths.h"
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#include "FileUtil.h"
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#include "D3DBase.h"
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#include "D3DTexture.h"
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#include "D3DUtil.h"
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#include "FramebufferManager.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderCache.h"
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#include "Render.h"
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#include "TextureDecoder.h"
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#include "TextureCache.h"
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#include "HiresTextures.h"
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#include "debugger/debugger.h"
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u8 *TextureCache::temp = NULL;
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TextureCache::TexCache TextureCache::textures;
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extern int frameCount;
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#define TEMP_SIZE (1024*1024*4)
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#define TEXTURE_KILL_THRESHOLD 200
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void TextureCache::TCacheEntry::Destroy(bool shutdown)
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{
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	if (texture)
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		texture->Release();
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	texture = 0;
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	if (!isRenderTarget && !shutdown && !g_ActiveConfig.bSafeTextureCache)
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	{
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		u32 *ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr);
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		if (ptr && *ptr == hash)
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			*ptr = oldpixel;
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	}
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}
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void TextureCache::Init()
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{
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	temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
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	TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter);
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	HiresTextures::Init(globals->unique_id);
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}
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void TextureCache::Invalidate(bool shutdown)
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{
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	for (TexCache::iterator iter = textures.begin(); iter != textures.end(); ++iter)
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		iter->second.Destroy(shutdown);
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	textures.clear();
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	HiresTextures::Shutdown();
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}
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void TextureCache::InvalidateRange(u32 start_address, u32 size)
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{
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	TexCache::iterator iter = textures.begin();
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	while (iter != textures.end())
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	{
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		if (iter->second.IntersectsMemoryRange(start_address, size))
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		{
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			iter->second.Destroy(false);
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			textures.erase(iter++);
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		}
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		else {
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			++iter;
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		}
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	}
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}
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bool TextureCache::TCacheEntry::IntersectsMemoryRange(u32 range_address, u32 range_size)
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{
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	if (addr + size_in_bytes < range_address)
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		return false;
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	if (addr >= range_address + range_size)
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		return false;
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	return true;
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}
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void TextureCache::Shutdown()
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{
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	Invalidate(true);
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	FreeMemoryPages(temp, TEMP_SIZE);
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	temp = NULL;
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}
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void TextureCache::Cleanup()
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{
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	TexCache::iterator iter = textures.begin();
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	while (iter != textures.end())
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	{
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		if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second.frameCount)
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		{
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			if (!iter->second.isRenderTarget)
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			{
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				iter->second.Destroy(false);
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				iter = textures.erase(iter);
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			}
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			else
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			{
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				// Used to be just iter++
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				iter->second.Destroy(false);
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				iter = textures.erase(iter);
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			}
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		}
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		else
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		{
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			++iter;
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		}
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	}
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}
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TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width, int height, int tex_format, int tlutaddr, int tlutfmt,bool UseNativeMips, int maxlevel)
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{
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	if (address == 0)
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		return NULL;
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	u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
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	int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1; //TexelSizeInNibbles(format)*width*height/16;
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	int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1; //TexelSizeInNibbles(format)*width*height/16;
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	int bsdepth = TexDecoder_GetTexelSizeInNibbles(tex_format);
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	int expandedWidth  = (width + bsw)  & (~bsw);
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	int expandedHeight = (height + bsh) & (~bsh);
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	u64 hash_value;
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	u32 texID = address;
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	u64 texHash;
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	u32 FullFormat = tex_format;
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	if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
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		u32 FullFormat = (tex_format | (tlutfmt << 16));
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	if (g_ActiveConfig.bSafeTextureCache || g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures)
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	{
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		texHash =  TexDecoder_GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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		if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
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		{
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			// WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up)
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			// tlut size can be up to 32768B (GX_TF_C14X2) but Safer == Slower.
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			// This trick (to change the texID depending on the TLUT addr) is a trick to get around
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			// an issue with metroid prime's fonts, where it has multiple sets of fonts on top of
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			// each other stored in a single texture, and uses the palette to make different characters
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			// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
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			// we must make sure that texture with different tluts get different IDs.
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			u64 tlutHash = TexDecoder_GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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			texHash ^= tlutHash;
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			if (g_ActiveConfig.bSafeTextureCache)
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			{
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				texID = texID ^ ((u32)(tlutHash & 0xFFFFFFFF)) ^ ((u32)((tlutHash >> 32) & 0xFFFFFFFF));
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			}
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		}
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		if (g_ActiveConfig.bSafeTextureCache)
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			hash_value = texHash;
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	}
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	bool skip_texture_create = false;
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	TexCache::iterator iter = textures.find(texID);
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	if (iter != textures.end())
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	{
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		TCacheEntry &entry = iter->second;
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		if (!g_ActiveConfig.bSafeTextureCache)
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			hash_value = ((u32 *)ptr)[0];
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		if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash) && FullFormat == entry.fmt/* && entry.MipLevels == maxlevel*/))
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		{
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			entry.frameCount = frameCount;
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			D3D::SetTexture(stage, entry.texture);
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			return &entry;
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		}
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		else
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		{
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			// Let's reload the new texture data into the same texture,
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			// instead of destroying it and having to create a new one.
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			// Might speed up movie playback very, very slightly.
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			if (width == entry.w && height==entry.h && FullFormat == entry.fmt/* && entry.MipLevels < maxlevel*/) 
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			{
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				skip_texture_create = true;
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			}
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			else
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			{
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				entry.Destroy(false);
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				textures.erase(iter);
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			}
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		}
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	}
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	// Make an entry in the table
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	TCacheEntry& entry = textures[texID];
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	PC_TexFormat pcfmt = PC_TEX_FMT_NONE;
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	if (g_ActiveConfig.bHiresTextures)
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	{
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		// Load Custom textures
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		char texPathTemp[MAX_PATH];
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		int oldWidth = width;
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		int oldHeight = height;
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		sprintf(texPathTemp, "%s_%08x_%i", globals->unique_id, texHash, tex_format);
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		pcfmt = HiresTextures::GetHiresTex(texPathTemp, &width, &height, tex_format, temp);
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		if (pcfmt != PC_TEX_FMT_NONE)
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		{
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			expandedWidth = width;
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			expandedHeight = height;
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			entry.scaleX = (float) width / oldWidth;
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			entry.scaleY = (float) height / oldHeight;
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		}
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	}
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	if (pcfmt == PC_TEX_FMT_NONE)
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		pcfmt = TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt);
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	D3DFORMAT d3d_fmt;
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	bool swap_r_b = false;
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	switch (pcfmt) {
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	case PC_TEX_FMT_BGRA32:
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		d3d_fmt = D3DFMT_A8R8G8B8;
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		break;
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	case PC_TEX_FMT_RGBA32:
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		d3d_fmt = D3DFMT_A8R8G8B8;
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		swap_r_b = true;
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		break;
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	case PC_TEX_FMT_RGB565:
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		d3d_fmt = D3DFMT_R5G6B5;
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		break;
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	case PC_TEX_FMT_IA4_AS_IA8:
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		d3d_fmt = D3DFMT_A8L8;
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		break;
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	case PC_TEX_FMT_I8:
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	case PC_TEX_FMT_I4_AS_I8:
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		d3d_fmt = D3DFMT_A8P8; // A hack which means the format is a packed
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							   // 8-bit intensity texture. It is unpacked
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							   // to A8L8 in D3DTexture.cpp
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		break;
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	case PC_TEX_FMT_IA8:
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		d3d_fmt = D3DFMT_A8L8;
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		break;
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	case PC_TEX_FMT_DXT1:
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		d3d_fmt = D3DFMT_DXT1;
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		break;
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	}
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	entry.oldpixel = ((u32 *)ptr)[0];
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	if (g_ActiveConfig.bSafeTextureCache)
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		entry.hash = hash_value;
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	else
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	{
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		entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
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		((u32 *)ptr)[0] = entry.hash;
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	}
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	entry.addr = address;
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	entry.size_in_bytes = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format);
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	entry.isRenderTarget = false;
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	bool isPow2 = !((width & (width - 1)) || (height & (height - 1)));
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	entry.isNonPow2 = false;
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	int TexLevels = (width > height)?width:height;
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	TexLevels =  (isPow2 && UseNativeMips && (maxlevel > 0)) ? (int)(log((double)TexLevels)/log((double)2)) + 1 : ((isPow2)? 0 : 1);
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	if(TexLevels > (maxlevel + 1) && maxlevel > 0)
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		TexLevels = (maxlevel + 1);
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	entry.MipLevels = maxlevel;
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	if (!skip_texture_create)
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	{
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		entry.texture = D3D::CreateTexture2D((BYTE*)temp, width, height, expandedWidth, d3d_fmt, swap_r_b, TexLevels);
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	}
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	else
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	{
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		D3D::ReplaceTexture2D(entry.texture, (BYTE*)temp, width, height, expandedWidth, d3d_fmt, swap_r_b, 0);
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	}
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	if(TexLevels > 1 && pcfmt != PC_TEX_FMT_NONE)
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	{
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		int level = 1;
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		int mipWidth = (width + 1) >> 1;
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		int mipHeight = (height + 1) >> 1;
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		ptr +=  entry.size_in_bytes;
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		while((mipHeight || mipWidth) && (level < TexLevels))
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		{
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			u32 currentWidth = (mipWidth > 0)? mipWidth : 1;
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			u32 currentHeight = (mipHeight > 0)? mipHeight : 1;
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			expandedWidth  = (currentWidth + bsw)  & (~bsw);
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			expandedHeight = (currentHeight + bsh) & (~bsh);
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			TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt);
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			D3D::ReplaceTexture2D(entry.texture, (BYTE*)temp, currentWidth, currentHeight, expandedWidth, d3d_fmt, swap_r_b,level);
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			u32 size = (max(mipWidth, bsw) * max(mipHeight, bsh) * bsdepth) >> 1;
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			ptr +=  size;
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			mipWidth >>= 1;
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			mipHeight >>= 1;
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			level++;
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		}
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	}
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	entry.frameCount = frameCount;
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	entry.w = width;
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	entry.h = height;
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	entry.fmt = FullFormat;
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	if (g_ActiveConfig.bDumpTextures)
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	{
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		// dump texture to file
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		char szTemp[MAX_PATH];
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		char szDir[MAX_PATH];
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		const char* uniqueId = globals->unique_id;
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		bool bCheckedDumpDir = false;
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		sprintf(szDir, "%s%s", File::GetUserPath(D_DUMPTEXTURES_IDX), uniqueId);
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		if (!bCheckedDumpDir)
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		{
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			if (!File::Exists(szDir) || !File::IsDirectory(szDir))
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				File::CreateDir(szDir);
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			bCheckedDumpDir = true;
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		}
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		sprintf(szTemp, "%s/%s_%08x_%i.png", szDir, uniqueId, texHash, tex_format);
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		if (!File::Exists(szTemp))
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			D3DXSaveTextureToFileA(szTemp,D3DXIFF_PNG,entry.texture,0);
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	}
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	INCSTAT(stats.numTexturesCreated);
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	SETSTAT(stats.numTexturesAlive, (int)textures.size());
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	//Set the texture!
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	D3D::SetTexture(stage, entry.texture);
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	DEBUGGER_PAUSE_LOG_AT(NEXT_NEW_TEXTURE,true,{printf("A new texture (%d x %d) is loaded", width, height);});
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	return &entry;
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}
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void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source_rect)
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{
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	int efb_w = source_rect.GetWidth();
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	int efb_h = source_rect.GetHeight();
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	int tex_w = (abs(source_rect.GetWidth()) >> bScaleByHalf);
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	int tex_h = (abs(source_rect.GetHeight()) >> bScaleByHalf);
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	//compensate the texture grow if supersampling is enabled to conserve memory usage
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	float SuperSampleCompensation = g_ActiveConfig.iMultisampleMode + 1;
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	SuperSampleCompensation = 1.0f / SuperSampleCompensation;
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	float xScale = Renderer::GetTargetScaleX();
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	float yScale = Renderer::GetTargetScaleY();
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	int Scaledtex_w = (g_ActiveConfig.bCopyEFBScaled)?((int)(xScale * SuperSampleCompensation *  tex_w)):tex_w;
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	int Scaledtex_h = (g_ActiveConfig.bCopyEFBScaled)?((int)(yScale * SuperSampleCompensation * tex_h)):tex_h;
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	TexCache::iterator iter;
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	LPDIRECT3DTEXTURE9 tex = NULL;
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	iter = textures.find(address);
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	if (iter != textures.end())
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	{
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		if (iter->second.isRenderTarget && iter->second.Scaledw == Scaledtex_w && iter->second.Scaledh == Scaledtex_h)
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		{
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			tex = iter->second.texture;
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			iter->second.frameCount = frameCount;
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		}
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		else
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		{
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			// Remove it and recreate it as a render target
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			if(iter->second.texture)
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				iter->second.texture->Release();
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			iter->second.texture = 0;
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			textures.erase(iter);
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		}
 | 
						|
	}
 | 
						|
 | 
						|
	if(!tex)
 | 
						|
	{
 | 
						|
		TCacheEntry entry;
 | 
						|
		entry.isRenderTarget = true;
 | 
						|
		entry.hash = 0;
 | 
						|
		entry.frameCount = frameCount;
 | 
						|
		entry.w = tex_w;
 | 
						|
		entry.h = tex_h;
 | 
						|
		entry.Scaledw = Scaledtex_w;
 | 
						|
		entry.Scaledh = Scaledtex_h;
 | 
						|
		entry.fmt = copyfmt;
 | 
						|
		entry.isNonPow2 = true;
 | 
						|
		D3D::dev->CreateTexture(Scaledtex_w, Scaledtex_h, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &entry.texture, 0);
 | 
						|
		textures[address] = entry;
 | 
						|
		tex = entry.texture;
 | 
						|
	}
 | 
						|
 | 
						|
 | 
						|
	float colmat[16]= {0.0f};
 | 
						|
	float fConstAdd[4] = {0.0f};
 | 
						|
 | 
						|
	if (bFromZBuffer)
 | 
						|
	{
 | 
						|
		switch(copyfmt)
 | 
						|
		{
 | 
						|
			case 0: // Z4
 | 
						|
			case 1: // Z8
 | 
						|
				colmat[0] = colmat[4] = colmat[8] = colmat[12] =1.0f;
 | 
						|
				break;
 | 
						|
			case 3: // Z16 //?
 | 
						|
				colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f;
 | 
						|
			case 11: // Z16 (reverse order)
 | 
						|
				colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
 | 
						|
				break;
 | 
						|
			case 6: // Z24X8
 | 
						|
				colmat[0] = colmat[5] = colmat[10] = 1.0f;
 | 
						|
				break;
 | 
						|
			case 9: // Z8M
 | 
						|
				colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
 | 
						|
				break;
 | 
						|
			case 10: // Z8L
 | 
						|
				colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
 | 
						|
				break;
 | 
						|
			case 12: // Z16L
 | 
						|
				colmat[2] = colmat[6] = colmat[10] = colmat[13] = 1.0f;
 | 
						|
				break;
 | 
						|
			default:
 | 
						|
				ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", copyfmt);
 | 
						|
				colmat[2] = colmat[5] = colmat[8] = 1.0f;
 | 
						|
				break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else if (bIsIntensityFmt)
 | 
						|
	{
 | 
						|
		fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f;
 | 
						|
		switch (copyfmt)
 | 
						|
		{
 | 
						|
			case 0: // I4
 | 
						|
			case 1: // I8
 | 
						|
			case 2: // IA4
 | 
						|
			case 3: // IA8
 | 
						|
				// TODO - verify these coefficients
 | 
						|
				colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f;
 | 
						|
				colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f;
 | 
						|
				colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f;
 | 
						|
 | 
						|
				if (copyfmt < 2)
 | 
						|
				{
 | 
						|
					fConstAdd[3] = 16.0f / 255.0f;
 | 
						|
					colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f;
 | 
						|
				}
 | 
						|
				else// alpha
 | 
						|
					colmat[15] = 1;
 | 
						|
 | 
						|
				break;
 | 
						|
			default:
 | 
						|
				ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%x", copyfmt);
 | 
						|
				colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
 | 
						|
				break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		switch (copyfmt)
 | 
						|
		{
 | 
						|
			case 0: // R4
 | 
						|
			case 8: // R8
 | 
						|
				colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
 | 
						|
				break;
 | 
						|
			case 2: // RA4
 | 
						|
			case 3: // RA8
 | 
						|
				colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1;
 | 
						|
				break;
 | 
						|
 | 
						|
			case 7: // A8
 | 
						|
				colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1; 
 | 
						|
				break;
 | 
						|
			case 9: // G8
 | 
						|
				colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
 | 
						|
				break;
 | 
						|
			case 10: // B8
 | 
						|
				colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
 | 
						|
				break;
 | 
						|
			case 11: // RG8
 | 
						|
				colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
 | 
						|
				break;
 | 
						|
			case 12: // GB8
 | 
						|
				colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
 | 
						|
				break;
 | 
						|
 | 
						|
			case 4: // RGB565
 | 
						|
				colmat[0] = colmat[5] = colmat[10] = 1;
 | 
						|
				fConstAdd[3] = 1; // set alpha to 1
 | 
						|
				break;
 | 
						|
			case 5: // RGB5A3
 | 
						|
			case 6: // RGBA8
 | 
						|
				colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
 | 
						|
				break;
 | 
						|
 | 
						|
			default:
 | 
						|
				ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", copyfmt);
 | 
						|
				colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
 | 
						|
				break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	// Make sure to resolve anything we need to read from.
 | 
						|
	LPDIRECT3DTEXTURE9 read_texture = bFromZBuffer ? FBManager.GetEFBDepthTexture(source_rect) : FBManager.GetEFBColorTexture(source_rect);
 | 
						|
	
 | 
						|
	// We have to run a pixel shader, for color conversion.
 | 
						|
	Renderer::ResetAPIState(); // reset any game specific settings
 | 
						|
	LPDIRECT3DSURFACE9 Rendersurf = NULL;
 | 
						|
	tex->GetSurfaceLevel(0,&Rendersurf);
 | 
						|
	D3D::dev->SetDepthStencilSurface(NULL);
 | 
						|
	D3D::dev->SetRenderTarget(0, Rendersurf);
 | 
						|
	
 | 
						|
	D3DVIEWPORT9 vp;
 | 
						|
 | 
						|
	// Stretch picture with increased internal resolution
 | 
						|
	vp.X = 0;
 | 
						|
	vp.Y = 0;
 | 
						|
	vp.Width  = Scaledtex_w;
 | 
						|
	vp.Height = Scaledtex_h;
 | 
						|
	vp.MinZ = 0.0f;
 | 
						|
	vp.MaxZ = 1.0f;
 | 
						|
	D3D::dev->SetViewport(&vp);
 | 
						|
	RECT destrect;
 | 
						|
	destrect.bottom = Scaledtex_h;
 | 
						|
	destrect.left = 0;
 | 
						|
	destrect.right = Scaledtex_w;
 | 
						|
	destrect.top = 0;
 | 
						|
	
 | 
						|
 | 
						|
	PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
 | 
						|
	TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect);
 | 
						|
	RECT sourcerect;
 | 
						|
	sourcerect.bottom = targetSource.bottom;
 | 
						|
	sourcerect.left = targetSource.left;
 | 
						|
	sourcerect.right = targetSource.right;
 | 
						|
	sourcerect.top = targetSource.top;
 | 
						|
 | 
						|
	if(bScaleByHalf)
 | 
						|
	{
 | 
						|
		D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
 | 
						|
		D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
 | 
						|
		D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
 | 
						|
	}
 | 
						|
	
 | 
						|
 | 
						|
	D3DFORMAT bformat = FBManager.GetEFBDepthRTSurfaceFormat();
 | 
						|
	int SSAAMode = ( g_ActiveConfig.iMultisampleMode > 3 )? 0 : g_ActiveConfig.iMultisampleMode;
 | 
						|
	D3D::drawShadedTexQuad(
 | 
						|
		read_texture,
 | 
						|
		&sourcerect, 
 | 
						|
		Renderer::GetFullTargetWidth() , 
 | 
						|
		Renderer::GetFullTargetHeight(),
 | 
						|
		Scaledtex_w,
 | 
						|
		Scaledtex_h,
 | 
						|
		((bformat != FOURCC_RAWZ && bformat != D3DFMT_D24X8) && bFromZBuffer)?  PixelShaderCache::GetDepthMatrixProgram(SSAAMode): PixelShaderCache::GetColorMatrixProgram(SSAAMode),
 | 
						|
		VertexShaderCache::GetSimpleVertexShader(SSAAMode));
 | 
						|
	
 | 
						|
	
 | 
						|
	D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
 | 
						|
	D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
 | 
						|
	D3D::SetTexture(0,NULL);
 | 
						|
	D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
 | 
						|
	D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
 | 
						|
	Renderer::RestoreAPIState();
 | 
						|
	Rendersurf->Release();
 | 
						|
}
 | 
						|
 |