Files
pcsx2/plugins/GSdx/GSTextureCacheOGL.cpp
T
Gregory Hainaut da741e294e gsdx-ogl: optimize GPU->CPU memory transfer size
Might help for snow engine game (a little)

Previous code use to read the full texture whereas now it will be limited
to the size of the useful data.
2016-03-18 20:24:42 +01:00

132 lines
3.1 KiB
C++

/*
* Copyright (C) 2011-2011 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* 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; either version 2, or (at your option)
* any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSTextureCacheOGL.h"
GSTextureCacheOGL::GSTextureCacheOGL(GSRenderer* r)
: GSTextureCache(r)
{
}
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 = 0;
break;
case PSM_PSMCT16:
case PSM_PSMCT16S:
fmt = GL_R16UI;
ps_shader = 1;
break;
case PSM_PSMZ32:
fmt = GL_R32UI;
ps_shader = 10;
break;
case PSM_PSMZ24:
fmt = GL_R32UI;
ps_shader = 10;
break;
case PSM_PSMZ16:
case PSM_PSMZ16S:
fmt = GL_R16UI;
ps_shader = 10;
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);
}
GL_POP();
}