Example #1
0
        private void UploadTexture(NvGpuVmm Vmm, long BasePosition, int TexIndex, int HndIndex)
        {
            long Position = BasePosition + HndIndex * 4;

            int TextureHandle = Vmm.ReadInt32(Position);

            int TicIndex = (TextureHandle >> 0) & 0xfffff;
            int TscIndex = (TextureHandle >> 20) & 0xfff;

            long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
            long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);

            TicPosition += TicIndex * 0x20;
            TscPosition += TscIndex * 0x20;

            GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition);

            long TextureAddress = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;

            long Tag = TextureAddress;

            TextureAddress = Vmm.GetPhysicalAddress(TextureAddress);

            if (IsFrameBufferPosition(TextureAddress))
            {
                //This texture is a frame buffer texture,
                //we shouldn't read anything from memory and bind
                //the frame buffer texture instead, since we're not
                //really writing anything to memory.
                Gpu.Renderer.BindFrameBufferTexture(TextureAddress, TexIndex, Sampler);
            }
            else
            {
                GalTexture NewTexture = TextureFactory.MakeTexture(Vmm, TicPosition);

                long Size = (uint)TextureHelper.GetTextureSize(NewTexture);

                if (Gpu.Renderer.TryGetCachedTexture(Tag, Size, out GalTexture Texture))
                {
                    if (NewTexture.Equals(Texture) && !Vmm.IsRegionModified(Tag, Size, NvGpuBufferType.Texture))
                    {
                        Gpu.Renderer.BindTexture(Tag, TexIndex);

                        return;
                    }
                }

                byte[] Data = TextureFactory.GetTextureData(Vmm, TicPosition);

                Gpu.Renderer.SetTextureAndSampler(Tag, Data, NewTexture, Sampler);

                Gpu.Renderer.BindTexture(Tag, TexIndex);
            }
        }
Example #2
0
        private void UploadTexture(NvGpuVmm Vmm, long BasePosition, int TexIndex, int HndIndex)
        {
            long Position = BasePosition + HndIndex * 4;

            int TextureHandle = Vmm.ReadInt32(Position);

            if (TextureHandle == 0)
            {
                //TODO: Is this correct?
                //Some games like puyo puyo will have 0 handles.
                //It may be just normal behaviour or a bug caused by sync issues.
                //The game does initialize the value properly after through.
                return;
            }

            int TicIndex = (TextureHandle >> 0) & 0xfffff;
            int TscIndex = (TextureHandle >> 20) & 0xfff;

            long TicPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexHeaderPoolOffset);
            long TscPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.TexSamplerPoolOffset);

            TicPosition += TicIndex * 0x20;
            TscPosition += TscIndex * 0x20;

            GalTextureSampler Sampler = TextureFactory.MakeSampler(Gpu, Vmm, TscPosition);

            long Key = Vmm.ReadInt64(TicPosition + 4) & 0xffffffffffff;

            Key = Vmm.GetPhysicalAddress(Key);

            if (IsFrameBufferPosition(Key))
            {
                //This texture is a frame buffer texture,
                //we shouldn't read anything from memory and bind
                //the frame buffer texture instead, since we're not
                //really writing anything to memory.
                Gpu.Renderer.FrameBuffer.BindTexture(Key, TexIndex);
            }
            else
            {
                GalTexture NewTexture = TextureFactory.MakeTexture(Vmm, TicPosition);

                long Size = (uint)TextureHelper.GetTextureSize(NewTexture);

                bool HasCachedTexture = false;

                if (Gpu.Renderer.Texture.TryGetCachedTexture(Key, Size, out GalTexture Texture))
                {
                    if (NewTexture.Equals(Texture) && !Vmm.IsRegionModified(Key, Size, NvGpuBufferType.Texture))
                    {
                        Gpu.Renderer.Texture.Bind(Key, TexIndex);

                        HasCachedTexture = true;
                    }
                }

                if (!HasCachedTexture)
                {
                    byte[] Data = TextureFactory.GetTextureData(Vmm, TicPosition);

                    Gpu.Renderer.Texture.Create(Key, Data, NewTexture);
                }

                Gpu.Renderer.Texture.Bind(Key, TexIndex);
            }

            Gpu.Renderer.Texture.SetSampler(Sampler);
        }