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Merged some FramebufferManager code into VideoCommon.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6417 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -18,8 +18,9 @@
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#ifndef _FBMANAGER_D3D_H_
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#define _FBMANAGER_D3D_H_
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#include <list>
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#include "D3DBase.h"
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#include "D3DTexture.h"
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#include "FramebufferManagerBase.h"
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// On the GameCube, the game sends a request for the graphics processor to
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// transfer its internal EFB (Embedded Framebuffer) to an area in GameCube RAM
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@ -52,82 +53,40 @@
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// There may be multiple XFBs in GameCube RAM. This is the maximum number to
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// virtualize.
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const int MAX_VIRTUAL_XFB = 8;
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inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
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struct XFBSource : public XFBSourceBase
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{
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return !((aLower >= bUpper) || (bLower >= aUpper));
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}
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XFBSource(D3DTexture2D *_tex) : tex(_tex) {}
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~XFBSource() { tex->Release(); }
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struct XFBSource
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{
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XFBSource() : srcAddr(0), srcWidth(0), srcHeight(0), tex(NULL), texWidth(0), texHeight(0) {}
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void Draw(const MathUtil::Rectangle<float> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc, int width, int height) const;
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void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight);
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void CopyEFB();
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u32 srcAddr;
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u32 srcWidth;
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u32 srcHeight;
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D3DTexture2D* tex;
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unsigned int texWidth;
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unsigned int texHeight;
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D3DTexture2D* const tex;
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};
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class FramebufferManager
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class FramebufferManager : public FramebufferManagerBase
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{
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public:
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FramebufferManager()
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{
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m_efb.color_tex = NULL;
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m_efb.color_staging_buf = NULL;
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m_efb.depth_tex = NULL;
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m_efb.depth_staging_buf = NULL;
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m_efb.depth_read_texture = NULL;
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FramebufferManager();
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~FramebufferManager();
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m_realXFBSource.tex = NULL;
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}
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static D3DTexture2D* &GetEFBColorTexture();
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static ID3D11Texture2D* &GetEFBColorStagingBuffer();
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void Create();
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void Destroy();
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void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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const XFBSource** GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
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D3DTexture2D* &GetEFBColorTexture();
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ID3D11Texture2D* &GetEFBColorStagingBuffer();
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D3DTexture2D* &GetEFBDepthTexture();
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D3DTexture2D* &GetEFBDepthReadTexture();
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ID3D11Texture2D* &GetEFBDepthStagingBuffer();
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static D3DTexture2D* &GetEFBDepthTexture();
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static D3DTexture2D* &GetEFBDepthReadTexture();
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static ID3D11Texture2D* &GetEFBDepthStagingBuffer();
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private:
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XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height);
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void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc);
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struct VirtualXFB
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{
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// Address and size in GameCube RAM
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u32 xfbAddr;
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u32 xfbWidth;
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u32 xfbHeight;
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void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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XFBSource xfbSource;
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};
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typedef std::list<VirtualXFB> VirtualXFBListType;
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VirtualXFBListType::iterator findVirtualXFB(u32 xfbAddr, u32 width, u32 height);
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void replaceVirtualXFB();
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void copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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void copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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const XFBSource** getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
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const XFBSource** getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
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XFBSource m_realXFBSource; // Only used in Real XFB mode
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VirtualXFBListType m_virtualXFBList; // Only used in Virtual XFB mode
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const XFBSource* m_overlappingXFBArray[MAX_VIRTUAL_XFB];
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struct
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static struct Efb
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{
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D3DTexture2D* color_tex;
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ID3D11Texture2D* color_staging_buf;
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@ -138,6 +97,4 @@ private:
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} m_efb;
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};
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extern FramebufferManager g_framebufferManager;
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#endif
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