本文整理汇总了C++中EFBRectangle::GetWidth方法的典型用法代码示例。如果您正苦于以下问题:C++ EFBRectangle::GetWidth方法的具体用法?C++ EFBRectangle::GetWidth怎么用?C++ EFBRectangle::GetWidth使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类EFBRectangle
的用法示例。
在下文中一共展示了EFBRectangle::GetWidth方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CopyToVirtualXFB
void FramebufferManagerBase::CopyToVirtualXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma)
{
if (!g_framebuffer_manager)
return;
VirtualXFBListType::iterator vxfb = FindVirtualXFB(xfbAddr, sourceRc.GetWidth(), fbHeight);
if (m_virtualXFBList.end() == vxfb)
{
if (m_virtualXFBList.size() < MAX_VIRTUAL_XFB)
{
// create a new Virtual XFB and place it at the front of the list
m_virtualXFBList.emplace_front();
vxfb = m_virtualXFBList.begin();
}
else
{
// Replace the last virtual XFB
--vxfb;
}
}
//else // replace existing virtual XFB
// move this Virtual XFB to the front of the list.
if (m_virtualXFBList.begin() != vxfb)
m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, vxfb);
unsigned int target_width, target_height;
g_framebuffer_manager->GetTargetSize(&target_width, &target_height);
// recreate if needed
if (vxfb->xfbSource && (vxfb->xfbSource->texWidth != target_width || vxfb->xfbSource->texHeight != target_height))
vxfb->xfbSource.reset();
if (!vxfb->xfbSource)
{
vxfb->xfbSource = g_framebuffer_manager->CreateXFBSource(target_width, target_height, m_EFBLayers);
if (!vxfb->xfbSource)
return;
vxfb->xfbSource->texWidth = target_width;
vxfb->xfbSource->texHeight = target_height;
}
vxfb->xfbSource->srcAddr = vxfb->xfbAddr = xfbAddr;
vxfb->xfbSource->srcWidth = vxfb->xfbWidth = sourceRc.GetWidth();
vxfb->xfbSource->srcHeight = vxfb->xfbHeight = fbHeight;
vxfb->xfbSource->sourceRc = g_renderer->ConvertEFBRectangle(sourceRc);
// keep stale XFB data from being used
ReplaceVirtualXFB();
// Copy EFB data to XFB and restore render target again
vxfb->xfbSource->CopyEFB(Gamma);
}
示例2: CopyToRealXFB
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma)
{
u8* xfb_in_ram = Memory::GetPointer(xfbAddr);
if (!xfb_in_ram)
{
WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
return;
}
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
std::swap(targetRc.top, targetRc.bottom);
TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(), targetRc, xfb_in_ram, sourceRc.GetWidth(), fbStride, fbHeight, Gamma);
}
示例3: CopyRenderTargetToTexture
//.........这里部分代码省略.........
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
cbufid = 22;
break;
case 10: // B8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
cbufid = 23;
break;
case 11: // RG8
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
cbufid = 24;
break;
case 12: // GB8
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1.0f;
cbufid = 25;
break;
case 4: // RGB565
colmat[0] = colmat[5] = colmat[10] = 1.0f;
ColorMask[0] = ColorMask[2] = 31.0f;
ColorMask[4] = ColorMask[6] = 1.0f / 31.0f;
ColorMask[1] = 63.0f;
ColorMask[5] = 1.0f / 63.0f;
fConstAdd[3] = 1.0f; // set alpha to 1
cbufid = 26;
break;
case 5: // RGB5A3
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
ColorMask[0] = ColorMask[1] = ColorMask[2] = 31.0f;
ColorMask[4] = ColorMask[5] = ColorMask[6] = 1.0f / 31.0f;
ColorMask[3] = 7.0f;
ColorMask[7] = 1.0f / 7.0f;
cbufid = 27;
if (!efbHasAlpha) {
ColorMask[3] = 0.0f;
fConstAdd[3] = 1.0f;
cbufid = 28;
}
break;
case 6: // RGBA8
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
cbufid = 29;
if (!efbHasAlpha) {
ColorMask[3] = 0.0f;
fConstAdd[3] = 1.0f;
cbufid = 30;
}
break;
default:
ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", dstFormat);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
cbufid = 31;
break;
}
}
const unsigned int tex_w = scaleByHalf ? srcRect.GetWidth()/2 : srcRect.GetWidth();
const unsigned int tex_h = scaleByHalf ? srcRect.GetHeight()/2 : srcRect.GetHeight();
unsigned int scaled_tex_w = g_ActiveConfig.bCopyEFBScaled ? Renderer::EFBToScaledX(tex_w) : tex_w;
unsigned int scaled_tex_h = g_ActiveConfig.bCopyEFBScaled ? Renderer::EFBToScaledY(tex_h) : tex_h;
TCacheEntryBase *entry = textures[dstAddr];
if (entry)
{
if (entry->type == TCET_EC_DYNAMIC && entry->native_width == tex_w && entry->native_height == tex_h)
{
scaled_tex_w = tex_w;
scaled_tex_h = tex_h;
}
else if (!(entry->type == TCET_EC_VRAM && entry->virtual_width == scaled_tex_w && entry->virtual_height == scaled_tex_h))
{
// remove it and recreate it as a render target
delete entry;
entry = nullptr;
}
}
if (nullptr == entry)
{
// create the texture
textures[dstAddr] = entry = g_texture_cache->CreateRenderTargetTexture(scaled_tex_w, scaled_tex_h);
// TODO: Using the wrong dstFormat, dumb...
entry->SetGeneralParameters(dstAddr, 0, dstFormat, 1);
entry->SetDimensions(tex_w, tex_h, scaled_tex_w, scaled_tex_h);
entry->SetHashes(TEXHASH_INVALID);
entry->type = TCET_EC_VRAM;
}
entry->frameCount = frameCount;
entry->FromRenderTarget(dstAddr, dstFormat, srcFormat, srcRect, isIntensity, scaleByHalf, cbufid, colmat);
}
示例4: CopyRenderTargetToTexture
//.........这里部分代码省略.........
{
ColorMask[3] = 0.0f;
fConstAdd[3] = 1.0f;
cbufid = 28;
}
break;
case 6: // RGBA8
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
cbufid = 29;
if (!efbHasAlpha)
{
ColorMask[3] = 0.0f;
fConstAdd[3] = 1.0f;
cbufid = 30;
}
break;
default:
ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", dstFormat);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
cbufid = 31;
break;
}
}
u8* dst = Memory::GetPointer(dstAddr);
if (dst == nullptr)
{
ERROR_LOG(VIDEO, "Trying to copy from EFB to invalid address 0x%8x", dstAddr);
return;
}
const unsigned int tex_w = scaleByHalf ? srcRect.GetWidth() / 2 : srcRect.GetWidth();
const unsigned int tex_h = scaleByHalf ? srcRect.GetHeight() / 2 : srcRect.GetHeight();
unsigned int scaled_tex_w = g_ActiveConfig.bCopyEFBScaled ? Renderer::EFBToScaledX(tex_w) : tex_w;
unsigned int scaled_tex_h = g_ActiveConfig.bCopyEFBScaled ? Renderer::EFBToScaledY(tex_h) : tex_h;
// remove all texture cache entries at dstAddr
{
std::pair<TexCache::iterator, TexCache::iterator> iter_range = textures_by_address.equal_range((u64)dstAddr);
TexCache::iterator iter = iter_range.first;
while (iter != iter_range.second)
{
iter = FreeTexture(iter);
}
}
// create the texture
TCacheEntryConfig config;
config.rendertarget = true;
config.width = scaled_tex_w;
config.height = scaled_tex_h;
config.layers = FramebufferManagerBase::GetEFBLayers();
TCacheEntryBase* entry = AllocateTexture(config);
entry->SetGeneralParameters(dstAddr, 0, dstFormat);
entry->SetDimensions(tex_w, tex_h, 1);
entry->frameCount = FRAMECOUNT_INVALID;
entry->SetEfbCopy(dstStride);
entry->is_custom_tex = false;
entry->FromRenderTarget(dst, dstFormat, dstStride, srcFormat, srcRect, isIntensity, scaleByHalf, cbufid, colmat);
示例5: CopyRenderTargetToTexture
//.........这里部分代码省略.........
{
ColorMask[3] = 0.0f;
fConstAdd[3] = 1.0f;
cbufid = 28;
}
break;
case 6: // RGBA8
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
cbufid = 29;
if (!efbHasAlpha)
{
ColorMask[3] = 0.0f;
fConstAdd[3] = 1.0f;
cbufid = 30;
}
break;
default:
ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", dstFormat);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1.0f;
cbufid = 31;
break;
}
}
u8* dst = Memory::GetPointer(dstAddr);
if (dst == nullptr)
{
ERROR_LOG(VIDEO, "Trying to copy from EFB to invalid address 0x%8x", dstAddr);
return;
}
const unsigned int tex_w = scaleByHalf ? srcRect.GetWidth() / 2 : srcRect.GetWidth();
const unsigned int tex_h = scaleByHalf ? srcRect.GetHeight() / 2 : srcRect.GetHeight();
unsigned int scaled_tex_w = g_ActiveConfig.bCopyEFBScaled ? Renderer::EFBToScaledX(tex_w) : tex_w;
unsigned int scaled_tex_h = g_ActiveConfig.bCopyEFBScaled ? Renderer::EFBToScaledY(tex_h) : tex_h;
// Remove all texture cache entries at dstAddr
// It's not possible to have two EFB copies at the same address, this makes sure any old efb copies
// (or normal textures) are removed from texture cache. They are also un-linked from any partially
// updated textures, which forces that partially updated texture to be updated.
// TODO: This also wipes out non-efb copies, which is counterproductive.
{
std::pair<TexCache::iterator, TexCache::iterator> iter_range = textures_by_address.equal_range((u64)dstAddr);
TexCache::iterator iter = iter_range.first;
while (iter != iter_range.second)
{
iter = InvalidateTexture(iter);
}
}
// Get the base (in memory) format of this efb copy.
int baseFormat = TexDecoder_GetEfbCopyBaseFormat(dstFormat);
u32 blockH = TexDecoder_GetBlockHeightInTexels(baseFormat);
const u32 blockW = TexDecoder_GetBlockWidthInTexels(baseFormat);
// Round up source height to multiple of block size
u32 actualHeight = ROUND_UP(tex_h, blockH);
const u32 actualWidth = ROUND_UP(tex_w, blockW);
u32 num_blocks_y = actualHeight / blockH;
const u32 num_blocks_x = actualWidth / blockW;
示例6: Encode
size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
bool isIntensity, bool scaleByHalf)
{
if (!m_ready) // Make sure we initialized OK
return 0;
// Clamp srcRect to 640x528. BPS: The Strike tries to encode an 800x600
// texture, which is invalid.
EFBRectangle correctSrc = srcRect;
correctSrc.ClampUL(0, 0, EFB_WIDTH, EFB_HEIGHT);
// Validate source rect size
if (correctSrc.GetWidth() <= 0 || correctSrc.GetHeight() <= 0)
return 0;
HRESULT hr;
unsigned int blockW = BLOCK_WIDTHS[dstFormat];
unsigned int blockH = BLOCK_HEIGHTS[dstFormat];
// Round up source dims to multiple of block size
unsigned int actualWidth = correctSrc.GetWidth() / (scaleByHalf ? 2 : 1);
actualWidth = (actualWidth + blockW-1) & ~(blockW-1);
unsigned int actualHeight = correctSrc.GetHeight() / (scaleByHalf ? 2 : 1);
actualHeight = (actualHeight + blockH-1) & ~(blockH-1);
unsigned int numBlocksX = actualWidth/blockW;
unsigned int numBlocksY = actualHeight/blockH;
unsigned int cacheLinesPerRow;
if (dstFormat == 0x6) // RGBA takes two cache lines per block; all others take one
cacheLinesPerRow = numBlocksX*2;
else
cacheLinesPerRow = numBlocksX;
_assert_msg_(VIDEO, cacheLinesPerRow*32 <= MAX_BYTES_PER_BLOCK_ROW, "cache lines per row sanity check");
unsigned int totalCacheLines = cacheLinesPerRow * numBlocksY;
_assert_msg_(VIDEO, totalCacheLines*32 <= MAX_BYTES_PER_ENCODE, "total encode size sanity check");
size_t encodeSize = 0;
// Reset API
g_renderer->ResetAPIState();
// Set up all the state for EFB encoding
{
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(cacheLinesPerRow * 8), FLOAT(numBlocksY));
D3D::context->RSSetViewports(1, &vp);
EFBRectangle fullSrcRect;
fullSrcRect.left = 0;
fullSrcRect.top = 0;
fullSrcRect.right = EFB_WIDTH;
fullSrcRect.bottom = EFB_HEIGHT;
TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(fullSrcRect);
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
ID3D11ShaderResourceView* pEFB = (srcFormat == PEControl::Z24) ?
FramebufferManager::GetResolvedEFBDepthTexture()->GetSRV() :
// FIXME: Instead of resolving EFB, it would be better to pick out a
// single sample from each pixel. The game may break if it isn't
// expecting the blurred edges around multisampled shapes.
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
EFBEncodeParams params;
params.SrcLeft = correctSrc.left;
params.SrcTop = correctSrc.top;
params.DestWidth = actualWidth;
params.ScaleFactor = scaleByHalf ? 2 : 1;
D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0);
D3D::stateman->SetPixelConstants(m_encodeParams);
// Use linear filtering if (bScaleByHalf), use point filtering otherwise
if (scaleByHalf)
D3D::SetLinearCopySampler();
else
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(pEFB,
targetRect.AsRECT(),
Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
// Copy to staging buffer
D3D11_BOX srcBox = CD3D11_BOX(0, 0, 0, cacheLinesPerRow * 8, numBlocksY, 1);
D3D::context->CopySubresourceRegion(m_outStage, 0, 0, 0, 0, m_out, 0, &srcBox);
// Transfer staging buffer to GameCube/Wii RAM
D3D11_MAPPED_SUBRESOURCE map = { 0 };
hr = D3D::context->Map(m_outStage, 0, D3D11_MAP_READ, 0, &map);
CHECK(SUCCEEDED(hr), "map staging buffer (0x%x)", hr);
u8* src = (u8*)map.pData;
for (unsigned int y = 0; y < numBlocksY; ++y)
//.........这里部分代码省略.........