GPU: Use a texture directly for MakePixelTexture.

This makes it easier to do things with it.
This commit is contained in:
Unknown W. Brackets 2020-05-11 09:47:26 -07:00
parent 2653e50200
commit 762b656ea2
20 changed files with 317 additions and 315 deletions

View file

@ -131,13 +131,9 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
pFramebufferPixelShader = nullptr;
}
pFramebufferVertexDecl->Release();
if (drawPixelsTex_) {
drawPixelsTex_->Release();
}
for (auto &it : offscreenSurfaces_) {
it.second.surface->Release();
}
delete [] convBuf;
if (stencilUploadPS_) {
stencilUploadPS_->Release();
}
@ -163,87 +159,52 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
drawEngine_ = td;
}
void FramebufferManagerDX9::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) {
u8 *convBuf = NULL;
D3DLOCKED_RECT rect;
// TODO: Check / use D3DCAPS2_DYNAMICTEXTURES?
if (drawPixelsTex_ && (drawPixelsTexW_ != width || drawPixelsTexH_ != height)) {
drawPixelsTex_->Release();
drawPixelsTex_ = nullptr;
}
if (!drawPixelsTex_) {
int usage = 0;
D3DPOOL pool = D3DPOOL_MANAGED;
if (deviceEx_) {
pool = D3DPOOL_DEFAULT;
usage = D3DUSAGE_DYNAMIC;
}
HRESULT hr = device_->CreateTexture(width, height, 1, usage, D3DFMT_A8R8G8B8, pool, &drawPixelsTex_, NULL);
if (FAILED(hr)) {
drawPixelsTex_ = nullptr;
ERROR_LOG(G3D, "Failed to create drawpixels texture");
}
drawPixelsTexW_ = width;
drawPixelsTexH_ = height;
}
if (!drawPixelsTex_) {
return;
}
drawPixelsTex_->LockRect(0, &rect, NULL, D3DLOCK_DISCARD);
convBuf = (u8*)rect.pBits;
// Final format is BGRA(directx)
if (srcPixelFormat != GE_FORMAT_8888 || srcStride != 512) {
Draw::Texture *FramebufferManagerDX9::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) {
auto generateTexture = [&](uint8_t *data, const uint8_t *initData, uint32_t w, uint32_t h, uint32_t d, uint32_t byteStride, uint32_t sliceByteStride) {
for (int y = 0; y < height; y++) {
const u16_le *src16 = (const u16_le *)srcPixels + srcStride * y;
const u32_le *src32 = (const u32_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(data + byteStride * y);
switch (srcPixelFormat) {
case GE_FORMAT_565:
{
const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
ConvertRGB565ToBGRA8888(dst, src, width);
}
ConvertRGB565ToBGRA8888(dst, src16, width);
break;
// faster
case GE_FORMAT_5551:
{
const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
ConvertRGBA5551ToBGRA8888(dst, src, width);
}
ConvertRGBA5551ToBGRA8888(dst, src16, width);
break;
case GE_FORMAT_4444:
{
const u16_le *src = (const u16_le *)srcPixels + srcStride * y;
u8 *dst = (u8 *)(convBuf + rect.Pitch * y);
ConvertRGBA4444ToBGRA8888((u32 *)dst, src, width);
}
ConvertRGBA4444ToBGRA8888(dst, src16, width);
break;
case GE_FORMAT_8888:
{
const u32_le *src = (const u32_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
ConvertRGBA8888ToBGRA8888(dst, src, width);
}
ConvertRGBA8888ToBGRA8888(dst, src32, width);
break;
case GE_FORMAT_INVALID:
_dbg_assert_msg_(G3D, false, "Invalid pixelFormat passed to DrawPixels().");
break;
}
}
} else {
for (int y = 0; y < height; y++) {
const u32_le *src = (const u32_le *)srcPixels + srcStride * y;
u32 *dst = (u32 *)(convBuf + rect.Pitch * y);
ConvertRGBA8888ToBGRA8888(dst, src, width);
}
}
};
drawPixelsTex_->UnlockRect(0);
device_->SetTexture(0, drawPixelsTex_);
// D3DXSaveTextureToFile("game:\\cc.png", D3DXIFF_PNG, drawPixelsTex_, NULL);
Draw::TextureDesc desc{
Draw::TextureType::LINEAR2D,
Draw::DataFormat::B8G8R8A8_UNORM,
width,
height,
1,
1,
false,
"DrawPixels",
{ (uint8_t *)srcPixels },
generateTexture,
};
Draw::Texture *tex = draw_->CreateTexture(desc);
if (!tex)
ERROR_LOG(G3D, "Failed to create drawpixels texture");
return tex;
}
void FramebufferManagerDX9::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) {