mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Merged some FramebufferManager code into VideoCommon.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6417 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -501,15 +501,15 @@ static void DX9DebuggerUpdateScreen()
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D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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D3D::dev->SetDepthStencilSurface(NULL);
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D3D::dev->StretchRect(g_framebufferManager.GetEFBColorRTSurface(), NULL,
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D3D::dev->StretchRect(FramebufferManager::GetEFBColorRTSurface(), NULL,
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D3D::GetBackBufferSurface(), NULL,
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D3DTEXF_LINEAR);
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D3D::dev->EndScene();
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D3D::dev->Present(NULL, NULL, NULL, NULL);
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D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
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D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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D3D::dev->BeginScene();
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}
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else
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@ -23,117 +23,84 @@
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#include "VertexShaderCache.h"
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#include "TextureConverter.h"
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// TODO: this is probably somewhere else
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#define SAFE_RELEASE(p) if (p) { (p)->Release(); (p) = NULL; }
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#undef CHECK
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#define CHECK(hr, Message, ...) if (FAILED(hr)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
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FramebufferManager g_framebufferManager;
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FramebufferManager::Efb FramebufferManager::s_efb;
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorRTSurface()
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FramebufferManager::FramebufferManager()
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{
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return s_efb_color_surface;
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}
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s_efb.color_texture = NULL;
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s_efb.colorRead_texture = NULL;
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s_efb.depth_texture = NULL;
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s_efb.depthRead_texture = NULL;
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthRTSurface()
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{
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return s_efb_depth_surface;
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}
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s_efb.depth_surface = NULL;
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s_efb.color_surface = NULL;
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s_efb.color_ReadBuffer = NULL;
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s_efb.depth_ReadBuffer = NULL;
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s_efb.color_OffScreenReadBuffer = NULL;
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s_efb.depth_OffScreenReadBuffer = NULL;
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorOffScreenRTSurface()
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{
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return s_efb_color_OffScreenReadBuffer;
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}
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s_efb.color_surface_Format = D3DFMT_FORCE_DWORD;
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s_efb.depth_surface_Format = D3DFMT_FORCE_DWORD;
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s_efb.depth_ReadBuffer_Format = D3DFMT_FORCE_DWORD;
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthOffScreenRTSurface()
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{
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return s_efb_depth_OffScreenReadBuffer;
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}
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorReadSurface()
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{
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return s_efb_color_ReadBuffer;
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}
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthReadSurface()
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{
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return s_efb_depth_ReadBuffer;
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}
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D3DFORMAT FramebufferManager::GetEFBDepthRTSurfaceFormat()
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{
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return s_efb_depth_surface_Format;
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}
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D3DFORMAT FramebufferManager::GetEFBDepthReadSurfaceFormat()
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{
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return s_efb_depth_ReadBuffer_Format;
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}
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D3DFORMAT FramebufferManager::GetEFBColorRTSurfaceFormat()
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{
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return s_efb_color_surface_Format;
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}
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LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBColorTexture()
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{
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return s_efb_color_texture;
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}
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LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBDepthTexture()
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{
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return s_efb_depth_texture;
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}
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void FramebufferManager::Create()
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{
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// Simplest possible setup to start with.
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int target_width = Renderer::GetFullTargetWidth();
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int target_height = Renderer::GetFullTargetHeight();
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s_efb_color_surface_Format = D3DFMT_A8R8G8B8;
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s_efb.color_surface_Format = D3DFMT_A8R8G8B8;
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// Get the framebuffer texture
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HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb_color_texture, NULL);
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if(s_efb_color_texture)
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HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb.color_texture, NULL);
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if (s_efb.color_texture)
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{
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hr = s_efb_color_texture->GetSurfaceLevel(0, &s_efb_color_surface);
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hr = s_efb.color_texture->GetSurfaceLevel(0, &s_efb.color_surface);
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}
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CHECK(hr, "Create color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb_colorRead_texture, NULL);
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hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb.colorRead_texture, NULL);
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CHECK(hr, "Create Color Read Texture (hr=%#x)", hr);
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if(s_efb_colorRead_texture)
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if (s_efb.colorRead_texture)
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{
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s_efb_colorRead_texture->GetSurfaceLevel(0, &s_efb_color_ReadBuffer);
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s_efb.colorRead_texture->GetSurfaceLevel(0, &s_efb.color_ReadBuffer);
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}
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// Create an offscreen surface that we can lock to retrieve the data
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hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb_color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb_color_OffScreenReadBuffer, NULL);
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hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb.color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb.color_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create offscreen color surface (hr=%#x)", hr);
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// Select a Z-buffer format with hardware support
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D3DFORMAT *DepthTexFormats = new D3DFORMAT[5];
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DepthTexFormats[0] = FOURCC_INTZ;
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DepthTexFormats[1] = FOURCC_DF24;
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DepthTexFormats[2] = FOURCC_RAWZ;
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DepthTexFormats[3] = FOURCC_DF16;
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DepthTexFormats[4] = D3DFMT_D24X8;
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D3DFORMAT DepthTexFormats[5] = {
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FOURCC_INTZ,
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FOURCC_DF24,
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FOURCC_RAWZ,
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FOURCC_DF16,
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D3DFMT_D24X8
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};
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for(int i = 0; i < 5; i++)
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for (int i = 0; i < 5; ++i)
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{
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s_efb_depth_surface_Format = DepthTexFormats[i];
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s_efb.depth_surface_Format = DepthTexFormats[i];
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// Create the framebuffer depth texture
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb_depth_surface_Format,
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D3DPOOL_DEFAULT, &s_efb_depth_texture, NULL);
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb.depth_surface_Format,
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D3DPOOL_DEFAULT, &s_efb.depth_texture, NULL);
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if (!FAILED(hr))
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break;
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}
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CHECK(hr, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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// Get the Surface
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if(s_efb_depth_texture)
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if (s_efb.depth_texture)
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{
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s_efb_depth_texture->GetSurfaceLevel(0, &s_efb_depth_surface);
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s_efb.depth_texture->GetSurfaceLevel(0, &s_efb.depth_surface);
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}
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// Create a 4x4 pixel texture to work as a buffer for peeking
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if(s_efb_depth_surface_Format == FOURCC_RAWZ || s_efb_depth_surface_Format == D3DFMT_D24X8)
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if (s_efb.depth_surface_Format == FOURCC_RAWZ || s_efb.depth_surface_Format == D3DFMT_D24X8)
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{
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DepthTexFormats[0] = D3DFMT_A8R8G8B8;
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}
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@ -141,161 +108,82 @@ void FramebufferManager::Create()
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{
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DepthTexFormats[0] = D3DFMT_R32F;
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}
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DepthTexFormats[1] = D3DFMT_A8R8G8B8;
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for(int i = 0; i < 2; i++)
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for (int i = 0; i < 2; ++i)
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{
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s_efb_depth_ReadBuffer_Format = DepthTexFormats[i];
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s_efb.depth_ReadBuffer_Format = DepthTexFormats[i];
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// Get the framebuffer Depth texture
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hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb_depth_ReadBuffer_Format,
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D3DPOOL_DEFAULT, &s_efb_depthRead_texture, NULL);
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hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb.depth_ReadBuffer_Format,
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D3DPOOL_DEFAULT, &s_efb.depthRead_texture, NULL);
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if (!FAILED(hr))
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break;
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}
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CHECK(hr, "Create depth read texture (hr=%#x)", hr);
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if(s_efb_depthRead_texture)
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if (s_efb.depthRead_texture)
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{
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s_efb_depthRead_texture->GetSurfaceLevel(0, &s_efb_depth_ReadBuffer);
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s_efb.depthRead_texture->GetSurfaceLevel(0, &s_efb.depth_ReadBuffer);
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}
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// Create an offscreen surface that we can lock to retrieve the data
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hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb_depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL);
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hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb.depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb.depth_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create depth offscreen surface (hr=%#x)", hr);
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delete [] DepthTexFormats;
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}
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void FramebufferManager::Destroy()
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FramebufferManager::~FramebufferManager()
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{
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if (s_efb_depth_surface)
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s_efb_depth_surface->Release();
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s_efb_depth_surface = NULL;
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if (s_efb_color_surface)
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s_efb_color_surface->Release();
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s_efb_color_surface = NULL;
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if (s_efb_color_ReadBuffer)
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s_efb_color_ReadBuffer->Release();
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s_efb_color_ReadBuffer = NULL;
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if (s_efb_depth_ReadBuffer)
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s_efb_depth_ReadBuffer->Release();
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s_efb_depth_ReadBuffer = NULL;
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if (s_efb_color_OffScreenReadBuffer)
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s_efb_color_OffScreenReadBuffer->Release();
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s_efb_color_OffScreenReadBuffer = NULL;
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if (s_efb_depth_OffScreenReadBuffer)
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s_efb_depth_OffScreenReadBuffer->Release();
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s_efb_depth_OffScreenReadBuffer = NULL;
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if (s_efb_color_texture)
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s_efb_color_texture->Release();
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s_efb_color_texture = NULL;
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if (s_efb_colorRead_texture)
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s_efb_colorRead_texture->Release();
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s_efb_colorRead_texture = NULL;
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if (s_efb_depth_texture)
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s_efb_depth_texture->Release();
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s_efb_depth_texture = NULL;
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if (s_efb_depthRead_texture)
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s_efb_depthRead_texture->Release();
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s_efb_depthRead_texture = NULL;
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for (VirtualXFBListType::iterator it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
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{
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if(it->xfbSource.texture)
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it->xfbSource.texture->Release();
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}
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m_virtualXFBList.clear();
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if(m_realXFBSource.texture)
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m_realXFBSource.texture->Release();
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m_realXFBSource.texture = NULL;
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SAFE_RELEASE(s_efb.depth_surface);
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SAFE_RELEASE(s_efb.color_surface);
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SAFE_RELEASE(s_efb.color_ReadBuffer);
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SAFE_RELEASE(s_efb.depth_ReadBuffer);
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SAFE_RELEASE(s_efb.color_OffScreenReadBuffer);
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SAFE_RELEASE(s_efb.depth_OffScreenReadBuffer);
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SAFE_RELEASE(s_efb.color_texture);
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SAFE_RELEASE(s_efb.colorRead_texture);
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SAFE_RELEASE(s_efb.depth_texture);
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SAFE_RELEASE(s_efb.depthRead_texture);
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}
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void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
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{
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if (g_ActiveConfig.bUseRealXFB)
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copyToRealXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
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else
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copyToVirtualXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
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LPDIRECT3DTEXTURE9 tex;
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D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET,
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s_efb.color_surface_Format, D3DPOOL_DEFAULT, &tex, NULL);
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return new XFBSource(tex);
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}
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const XFBSource** FramebufferManager::GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
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void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
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{
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if (g_ActiveConfig.bUseRealXFB)
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return getRealXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
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else
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return getVirtualXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
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const float scaleX = Renderer::GetXFBScaleX();
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const float scaleY = Renderer::GetXFBScaleY();
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TargetRectangle targetSource;
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targetSource.top = (int)(sourceRc.top *scaleY);
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targetSource.bottom = (int)(sourceRc.bottom *scaleY);
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targetSource.left = (int)(sourceRc.left *scaleX);
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targetSource.right = (int)(sourceRc.right * scaleX);
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*width = targetSource.right - targetSource.left;
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*height = targetSource.bottom - targetSource.top;
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}
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FramebufferManager::VirtualXFBListType::iterator FramebufferManager::findVirtualXFB(u32 xfbAddr, u32 width, u32 height)
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void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc, int width, int height) const
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{
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u32 srcLower = xfbAddr;
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u32 srcUpper = xfbAddr + 2 * width * height;
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VirtualXFBListType::iterator it;
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for (it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
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{
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u32 dstLower = it->xfbAddr;
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u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
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if (dstLower >= srcLower && dstUpper <= srcUpper)
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return it;
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}
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// That address is not in the Virtual XFB list.
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return m_virtualXFBList.end();
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D3D::drawShadedTexSubQuad(texture, &sourcerc, texWidth, texHeight, &drawrc, width , height,
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PixelShaderCache::GetColorCopyProgram(0), VertexShaderCache::GetSimpleVertexShader(0));
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}
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void FramebufferManager::replaceVirtualXFB()
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void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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{
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VirtualXFBListType::iterator it = m_virtualXFBList.begin();
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s32 srcLower = it->xfbAddr;
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s32 srcUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
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s32 lineSize = 2 * it->xfbWidth;
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++it;
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while (it != m_virtualXFBList.end())
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{
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s32 dstLower = it->xfbAddr;
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s32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
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if (dstLower >= srcLower && dstUpper <= srcUpper)
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{
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// Invalidate the data
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it->xfbAddr = 0;
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it->xfbHeight = 0;
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it->xfbWidth = 0;
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}
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else if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
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{
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s32 upperOverlap = (srcUpper - dstLower) / lineSize;
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s32 lowerOverlap = (dstUpper - srcLower) / lineSize;
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if (upperOverlap > 0 && lowerOverlap < 0)
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{
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it->xfbAddr += lineSize * upperOverlap;
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it->xfbHeight -= upperOverlap;
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}
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else if (lowerOverlap > 0)
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{
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it->xfbHeight -= lowerOverlap;
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}
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}
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++it;
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}
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TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
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}
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void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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{
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u8* xfb_in_ram = Memory_GetPtr(xfbAddr);
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if (!xfb_in_ram)
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@ -308,190 +196,47 @@ void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, c
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TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(), targetRc, xfb_in_ram, fbWidth, fbHeight);
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}
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|
||||
void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
|
||||
void XFBSource::CopyEFB()
|
||||
{
|
||||
LPDIRECT3DTEXTURE9 xfbTexture;
|
||||
HRESULT hr = 0;
|
||||
|
||||
VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, fbWidth, fbHeight);
|
||||
|
||||
if (it == m_virtualXFBList.end() && (int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
|
||||
{
|
||||
// Replace the last virtual XFB
|
||||
--it;
|
||||
}
|
||||
|
||||
float scaleX = Renderer::GetXFBScaleX();
|
||||
float scaleY = Renderer::GetXFBScaleY();
|
||||
TargetRectangle targetSource,efbSource;
|
||||
efbSource = Renderer::ConvertEFBRectangle(sourceRc);
|
||||
targetSource.top = (int)(sourceRc.top *scaleY);
|
||||
targetSource.bottom = (int)(sourceRc.bottom *scaleY);
|
||||
targetSource.left = (int)(sourceRc.left *scaleX);
|
||||
targetSource.right = (int)(sourceRc.right * scaleX);
|
||||
int target_width = targetSource.right - targetSource.left;
|
||||
int target_height = targetSource.bottom - targetSource.top;
|
||||
if (it != m_virtualXFBList.end())
|
||||
{
|
||||
// Overwrite an existing Virtual XFB.
|
||||
|
||||
it->xfbAddr = xfbAddr;
|
||||
it->xfbWidth = fbWidth;
|
||||
it->xfbHeight = fbHeight;
|
||||
|
||||
it->xfbSource.srcAddr = xfbAddr;
|
||||
it->xfbSource.srcWidth = fbWidth;
|
||||
it->xfbSource.srcHeight = fbHeight;
|
||||
|
||||
if(it->xfbSource.texWidth != target_width || it->xfbSource.texHeight != target_height || !(it->xfbSource.texture))
|
||||
{
|
||||
if(it->xfbSource.texture)
|
||||
it->xfbSource.texture->Release();
|
||||
it->xfbSource.texture = NULL;
|
||||
hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
|
||||
D3DPOOL_DEFAULT, &(it->xfbSource.texture), NULL);
|
||||
|
||||
}
|
||||
|
||||
xfbTexture = it->xfbSource.texture;
|
||||
|
||||
it->xfbSource.texWidth = target_width;
|
||||
it->xfbSource.texHeight = target_height;
|
||||
|
||||
// Move this Virtual XFB to the front of the list.
|
||||
m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, it);
|
||||
|
||||
// Keep stale XFB data from being used
|
||||
replaceVirtualXFB();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Create a new Virtual XFB and place it at the front of the list.
|
||||
|
||||
D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
|
||||
D3DPOOL_DEFAULT, &xfbTexture, NULL);
|
||||
VirtualXFB newVirt;
|
||||
|
||||
newVirt.xfbAddr = xfbAddr;
|
||||
newVirt.xfbWidth = fbWidth;
|
||||
newVirt.xfbHeight = fbHeight;
|
||||
|
||||
newVirt.xfbSource.texture = xfbTexture;
|
||||
newVirt.xfbSource.texWidth = target_width;
|
||||
newVirt.xfbSource.texHeight = target_height;
|
||||
|
||||
// Add the new Virtual XFB to the list
|
||||
|
||||
if ((int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
|
||||
{
|
||||
// List overflowed; delete the oldest.
|
||||
m_virtualXFBList.back().xfbSource.texture->Release();
|
||||
m_virtualXFBList.pop_back();
|
||||
}
|
||||
|
||||
m_virtualXFBList.push_front(newVirt);
|
||||
}
|
||||
|
||||
// Copy EFB data to XFB and restore render target again
|
||||
if(!xfbTexture)
|
||||
return;
|
||||
LPDIRECT3DTEXTURE9 read_texture = GetEFBColorTexture();
|
||||
|
||||
Renderer::ResetAPIState(); // Reset any game specific settings
|
||||
LPDIRECT3DSURFACE9 Rendersurf = NULL;
|
||||
|
||||
xfbTexture->GetSurfaceLevel(0, &Rendersurf);
|
||||
texture->GetSurfaceLevel(0, &Rendersurf);
|
||||
D3D::dev->SetDepthStencilSurface(NULL);
|
||||
D3D::dev->SetRenderTarget(0, Rendersurf);
|
||||
|
||||
D3DVIEWPORT9 vp;
|
||||
|
||||
D3DVIEWPORT9 vp;
|
||||
vp.X = 0;
|
||||
vp.Y = 0;
|
||||
vp.Width = target_width;
|
||||
vp.Height = target_height;
|
||||
vp.Width = texWidth;
|
||||
vp.Height = texHeight;
|
||||
vp.MinZ = 0.0f;
|
||||
vp.MaxZ = 1.0f;
|
||||
D3D::dev->SetViewport(&vp);
|
||||
|
||||
RECT sourcerect;
|
||||
sourcerect.bottom = efbSource.bottom;
|
||||
sourcerect.left = efbSource.left;
|
||||
sourcerect.right = efbSource.right;
|
||||
sourcerect.top = efbSource.top;
|
||||
sourcerect.bottom = sourceRc.bottom;
|
||||
sourcerect.left = sourceRc.left;
|
||||
sourcerect.right = sourceRc.right;
|
||||
sourcerect.top = sourceRc.top;
|
||||
|
||||
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
||||
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
||||
|
||||
D3D::drawShadedTexQuad(
|
||||
read_texture,
|
||||
FramebufferManager::GetEFBColorTexture(),
|
||||
&sourcerect,
|
||||
Renderer::GetFullTargetWidth(),
|
||||
Renderer::GetFullTargetHeight(),
|
||||
target_width,
|
||||
target_height,
|
||||
texWidth,
|
||||
texHeight,
|
||||
PixelShaderCache::GetColorCopyProgram( g_ActiveConfig.iMultisampleMode),
|
||||
VertexShaderCache::GetSimpleVertexShader( g_ActiveConfig.iMultisampleMode));
|
||||
|
||||
|
||||
|
||||
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
||||
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
|
||||
D3D::SetTexture(0, NULL);
|
||||
D3D::dev->SetRenderTarget(0, GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(GetEFBDepthRTSurface());
|
||||
Renderer::RestoreAPIState();
|
||||
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
||||
|
||||
Rendersurf->Release();
|
||||
}
|
||||
|
||||
const XFBSource** FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
|
||||
{
|
||||
xfbCount = 1;
|
||||
|
||||
m_realXFBSource.texWidth = fbWidth;
|
||||
m_realXFBSource.texHeight = fbHeight;
|
||||
|
||||
m_realXFBSource.srcAddr = xfbAddr;
|
||||
m_realXFBSource.srcWidth = fbWidth;
|
||||
m_realXFBSource.srcHeight = fbHeight;
|
||||
|
||||
if (!m_realXFBSource.texture)
|
||||
{
|
||||
D3D::dev->CreateTexture(fbWidth, fbHeight, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
|
||||
D3DPOOL_DEFAULT, &m_realXFBSource.texture, NULL);
|
||||
}
|
||||
|
||||
// Decode YUYV data from GameCube RAM
|
||||
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, m_realXFBSource.texture);
|
||||
|
||||
m_overlappingXFBArray[0] = &m_realXFBSource;
|
||||
|
||||
return &m_overlappingXFBArray[0];
|
||||
}
|
||||
|
||||
const XFBSource** FramebufferManager::getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
|
||||
{
|
||||
xfbCount = 0;
|
||||
|
||||
if (m_virtualXFBList.size() == 0)
|
||||
{
|
||||
// No Virtual XFBs available.
|
||||
return NULL;
|
||||
}
|
||||
|
||||
u32 srcLower = xfbAddr;
|
||||
u32 srcUpper = xfbAddr + 2 * fbWidth * fbHeight;
|
||||
|
||||
VirtualXFBListType::reverse_iterator it;
|
||||
for (it = m_virtualXFBList.rbegin(); it != m_virtualXFBList.rend(); ++it)
|
||||
{
|
||||
u32 dstLower = it->xfbAddr;
|
||||
u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
|
||||
|
||||
if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
|
||||
{
|
||||
m_overlappingXFBArray[xfbCount] = &(it->xfbSource);
|
||||
xfbCount++;
|
||||
}
|
||||
}
|
||||
|
||||
return &m_overlappingXFBArray[0];
|
||||
}
|
||||
|
@ -18,8 +18,8 @@
|
||||
#ifndef _FRAMEBUFFERMANAGER_D3D_H_
|
||||
#define _FRAMEBUFFERMANAGER_D3D_H_
|
||||
|
||||
#include <list>
|
||||
#include "D3DBase.h"
|
||||
#include "FramebufferManagerBase.h"
|
||||
|
||||
// On the GameCube, the game sends a request for the graphics processor to
|
||||
// transfer its internal EFB (Embedded Framebuffer) to an area in GameCube RAM
|
||||
@ -50,124 +50,65 @@
|
||||
// Disadvantages: If the GameCube CPU writes directly to the XFB (which is
|
||||
// possible but uncommon), the Virtual XFB will not capture this information.
|
||||
|
||||
// There may be multiple XFBs in GameCube RAM. This is the maximum number to
|
||||
// virtualize.
|
||||
const int MAX_VIRTUAL_XFB = 8;
|
||||
|
||||
inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
|
||||
struct XFBSource : public XFBSourceBase
|
||||
{
|
||||
return !((aLower >= bUpper) || (bLower >= aUpper));
|
||||
}
|
||||
XFBSource(LPDIRECT3DTEXTURE9 tex) : texture(tex) {}
|
||||
~XFBSource() { texture->Release(); }
|
||||
|
||||
struct XFBSource
|
||||
{
|
||||
XFBSource()
|
||||
{
|
||||
this->srcAddr = 0;
|
||||
this->srcWidth = 0;
|
||||
this->srcHeight = 0;
|
||||
this->texture = 0;
|
||||
this->texWidth = 0;
|
||||
this->texHeight = 0;
|
||||
}
|
||||
void Draw(const MathUtil::Rectangle<float> &sourcerc,
|
||||
const MathUtil::Rectangle<float> &drawrc, int width, int height) const;
|
||||
void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight);
|
||||
void CopyEFB();
|
||||
|
||||
u32 srcAddr;
|
||||
u32 srcWidth;
|
||||
u32 srcHeight;
|
||||
|
||||
LPDIRECT3DTEXTURE9 texture;
|
||||
int texWidth;
|
||||
int texHeight;
|
||||
LPDIRECT3DTEXTURE9 const texture;
|
||||
};
|
||||
|
||||
class FramebufferManager
|
||||
class FramebufferManager : public FramebufferManagerBase
|
||||
{
|
||||
private:
|
||||
|
||||
struct VirtualXFB
|
||||
{
|
||||
// Address and size in GameCube RAM
|
||||
u32 xfbAddr;
|
||||
u32 xfbWidth;
|
||||
u32 xfbHeight;
|
||||
|
||||
XFBSource xfbSource;
|
||||
};
|
||||
|
||||
typedef std::list<VirtualXFB> VirtualXFBListType;
|
||||
|
||||
VirtualXFBListType::iterator findVirtualXFB(u32 xfbAddr, u32 width, u32 height);
|
||||
|
||||
void replaceVirtualXFB();
|
||||
|
||||
void copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
|
||||
void copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
|
||||
const XFBSource** getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
|
||||
const XFBSource** getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
|
||||
|
||||
XFBSource m_realXFBSource; // Only used in Real XFB mode
|
||||
VirtualXFBListType m_virtualXFBList; // Only used in Virtual XFB mode
|
||||
|
||||
const XFBSource* m_overlappingXFBArray[MAX_VIRTUAL_XFB];
|
||||
|
||||
LPDIRECT3DTEXTURE9 s_efb_color_texture;//Texture thats contains the color data of the render target
|
||||
LPDIRECT3DTEXTURE9 s_efb_colorRead_texture;//1 pixel texture for temporal data store
|
||||
LPDIRECT3DTEXTURE9 s_efb_depth_texture;//Texture thats contains the depth data of the render target
|
||||
LPDIRECT3DTEXTURE9 s_efb_depthRead_texture;//4 pixel texture for temporal data store
|
||||
|
||||
LPDIRECT3DSURFACE9 s_efb_depth_surface;//Depth Surface
|
||||
LPDIRECT3DSURFACE9 s_efb_color_surface;//Color Surface
|
||||
LPDIRECT3DSURFACE9 s_efb_color_ReadBuffer;//Surface 0 of s_efb_colorRead_texture
|
||||
LPDIRECT3DSURFACE9 s_efb_depth_ReadBuffer;//Surface 0 of s_efb_depthRead_texture
|
||||
LPDIRECT3DSURFACE9 s_efb_color_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
|
||||
LPDIRECT3DSURFACE9 s_efb_depth_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
|
||||
|
||||
D3DFORMAT s_efb_color_surface_Format;//Format of the color Surface
|
||||
D3DFORMAT s_efb_depth_surface_Format;//Format of the Depth Surface
|
||||
D3DFORMAT s_efb_depth_ReadBuffer_Format;//Format of the Depth color Read Surface
|
||||
public:
|
||||
FramebufferManager()
|
||||
FramebufferManager();
|
||||
~FramebufferManager();
|
||||
|
||||
static LPDIRECT3DTEXTURE9 GetEFBColorTexture() { return s_efb.color_texture; }
|
||||
static LPDIRECT3DTEXTURE9 GetEFBDepthTexture() { return s_efb.depth_texture; }
|
||||
|
||||
static LPDIRECT3DSURFACE9 GetEFBColorRTSurface() { return s_efb.color_surface; }
|
||||
static LPDIRECT3DSURFACE9 GetEFBDepthRTSurface() { return s_efb.depth_surface; }
|
||||
|
||||
static LPDIRECT3DSURFACE9 GetEFBColorOffScreenRTSurface() { return s_efb.color_OffScreenReadBuffer; }
|
||||
static LPDIRECT3DSURFACE9 GetEFBDepthOffScreenRTSurface() { return s_efb.depth_OffScreenReadBuffer; }
|
||||
|
||||
static D3DFORMAT GetEFBDepthRTSurfaceFormat() { return s_efb.depth_surface_Format; }
|
||||
static D3DFORMAT GetEFBColorRTSurfaceFormat() { return s_efb.color_surface_Format; }
|
||||
static D3DFORMAT GetEFBDepthReadSurfaceFormat() { return s_efb.depth_ReadBuffer_Format; }
|
||||
|
||||
static LPDIRECT3DSURFACE9 GetEFBColorReadSurface() { return s_efb.color_ReadBuffer; }
|
||||
static LPDIRECT3DSURFACE9 GetEFBDepthReadSurface() { return s_efb.depth_ReadBuffer; }
|
||||
|
||||
private:
|
||||
XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height);
|
||||
void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc);
|
||||
|
||||
void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
|
||||
|
||||
static struct Efb
|
||||
{
|
||||
s_efb_color_texture = NULL;
|
||||
s_efb_colorRead_texture = NULL;
|
||||
s_efb_depth_texture = NULL;
|
||||
s_efb_depthRead_texture = NULL;
|
||||
|
||||
s_efb_depth_surface = NULL;
|
||||
s_efb_color_surface = NULL;
|
||||
s_efb_color_ReadBuffer = NULL;
|
||||
s_efb_depth_ReadBuffer = NULL;
|
||||
s_efb_color_OffScreenReadBuffer = NULL;
|
||||
s_efb_depth_OffScreenReadBuffer = NULL;
|
||||
|
||||
s_efb_color_surface_Format = D3DFMT_FORCE_DWORD;
|
||||
s_efb_depth_surface_Format = D3DFMT_FORCE_DWORD;
|
||||
s_efb_depth_ReadBuffer_Format = D3DFMT_FORCE_DWORD;
|
||||
m_realXFBSource.texture = NULL;
|
||||
}
|
||||
|
||||
void Create();
|
||||
void Destroy();
|
||||
|
||||
void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
|
||||
const XFBSource** GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
|
||||
|
||||
LPDIRECT3DTEXTURE9 GetEFBColorTexture();
|
||||
LPDIRECT3DTEXTURE9 GetEFBDepthTexture();
|
||||
|
||||
LPDIRECT3DSURFACE9 GetEFBColorRTSurface();
|
||||
LPDIRECT3DSURFACE9 GetEFBDepthRTSurface();
|
||||
LPDIRECT3DSURFACE9 GetEFBColorOffScreenRTSurface();
|
||||
LPDIRECT3DSURFACE9 GetEFBDepthOffScreenRTSurface();
|
||||
D3DFORMAT GetEFBDepthRTSurfaceFormat();
|
||||
D3DFORMAT GetEFBColorRTSurfaceFormat();
|
||||
D3DFORMAT GetEFBDepthReadSurfaceFormat();
|
||||
LPDIRECT3DSURFACE9 GetEFBColorReadSurface();
|
||||
LPDIRECT3DSURFACE9 GetEFBDepthReadSurface();
|
||||
LPDIRECT3DTEXTURE9 color_texture;//Texture thats contains the color data of the render target
|
||||
LPDIRECT3DTEXTURE9 colorRead_texture;//1 pixel texture for temporal data store
|
||||
LPDIRECT3DTEXTURE9 depth_texture;//Texture thats contains the depth data of the render target
|
||||
LPDIRECT3DTEXTURE9 depthRead_texture;//4 pixel texture for temporal data store
|
||||
|
||||
LPDIRECT3DSURFACE9 depth_surface;//Depth Surface
|
||||
LPDIRECT3DSURFACE9 color_surface;//Color Surface
|
||||
LPDIRECT3DSURFACE9 color_ReadBuffer;//Surface 0 of colorRead_texture
|
||||
LPDIRECT3DSURFACE9 depth_ReadBuffer;//Surface 0 of depthRead_texture
|
||||
LPDIRECT3DSURFACE9 color_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
|
||||
LPDIRECT3DSURFACE9 depth_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
|
||||
|
||||
D3DFORMAT color_surface_Format;//Format of the color Surface
|
||||
D3DFORMAT depth_surface_Format;//Format of the Depth Surface
|
||||
D3DFORMAT depth_ReadBuffer_Format;//Format of the Depth color Read Surface
|
||||
} s_efb;
|
||||
};
|
||||
|
||||
extern FramebufferManager g_framebufferManager;
|
||||
|
||||
#endif
|
||||
|
@ -244,7 +244,7 @@ void SetupDeviceObjects()
|
||||
{
|
||||
D3D::font.Init();
|
||||
VertexLoaderManager::Init();
|
||||
g_framebufferManager.Create();
|
||||
g_framebuffer_manager = new FramebufferManager;
|
||||
|
||||
VertexShaderManager::Dirty();
|
||||
PixelShaderManager::Dirty();
|
||||
@ -264,7 +264,7 @@ void TeardownDeviceObjects()
|
||||
ScreenShootMEMSurface = NULL;
|
||||
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
||||
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
|
||||
g_framebufferManager.Destroy();
|
||||
delete g_framebuffer_manager;
|
||||
D3D::font.Shutdown();
|
||||
TextureCache::Invalidate(false);
|
||||
VertexLoaderManager::Shutdown();
|
||||
@ -373,8 +373,8 @@ bool Renderer::Init()
|
||||
D3D::dev->SetViewport(&vp);
|
||||
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 0, 0);
|
||||
|
||||
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
|
||||
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
||||
vp.X = (s_Fulltarget_width - s_target_width) / 2;
|
||||
vp.Y = (s_Fulltarget_height - s_target_height) / 2;
|
||||
vp.Width = s_target_width;
|
||||
@ -617,7 +617,7 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
|
||||
// just use progressive.
|
||||
if (g_ActiveConfig.bUseXFB)
|
||||
{
|
||||
g_framebufferManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
|
||||
FramebufferManager::CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -729,15 +729,15 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
||||
LPDIRECT3DSURFACE9 pEFBSurf, pBufferRT, pSystemBuf;
|
||||
if(type == PEEK_Z || type == POKE_Z)
|
||||
{
|
||||
pEFBSurf = g_framebufferManager.GetEFBDepthRTSurface();
|
||||
pBufferRT = g_framebufferManager.GetEFBDepthReadSurface();
|
||||
pSystemBuf = g_framebufferManager.GetEFBDepthOffScreenRTSurface();
|
||||
pEFBSurf = FramebufferManager::GetEFBDepthRTSurface();
|
||||
pBufferRT = FramebufferManager::GetEFBDepthReadSurface();
|
||||
pSystemBuf = FramebufferManager::GetEFBDepthOffScreenRTSurface();
|
||||
}
|
||||
else //if(type == PEEK_COLOR || type == POKE_COLOR)
|
||||
{
|
||||
pEFBSurf = g_framebufferManager.GetEFBColorRTSurface();
|
||||
pBufferRT = g_framebufferManager.GetEFBColorReadSurface();
|
||||
pSystemBuf = g_framebufferManager.GetEFBColorOffScreenRTSurface();
|
||||
pEFBSurf = FramebufferManager::GetEFBColorRTSurface();
|
||||
pBufferRT = FramebufferManager::GetEFBColorReadSurface();
|
||||
pSystemBuf = FramebufferManager::GetEFBColorOffScreenRTSurface();
|
||||
}
|
||||
|
||||
// Buffer not found alert
|
||||
@ -763,7 +763,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
||||
RectToLock.top = targetPixelRc.top;
|
||||
if (type == PEEK_Z)
|
||||
{
|
||||
if (g_framebufferManager.GetEFBDepthRTSurfaceFormat() == D3DFMT_D24X8)
|
||||
if (FramebufferManager::GetEFBDepthRTSurfaceFormat() == D3DFMT_D24X8)
|
||||
return 0;
|
||||
|
||||
RECT PixelRect;
|
||||
@ -798,7 +798,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
||||
float fConstAdd[4] = {0.0f};
|
||||
colmat[0] = colmat[5] = colmat[10] = 1.0f;
|
||||
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
|
||||
LPDIRECT3DTEXTURE9 read_texture = g_framebufferManager.GetEFBDepthTexture();
|
||||
LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBDepthTexture();
|
||||
|
||||
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
|
||||
|
||||
@ -808,13 +808,13 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
||||
Renderer::GetFullTargetWidth(),
|
||||
Renderer::GetFullTargetHeight(),
|
||||
4, 4,
|
||||
(g_framebufferManager.GetEFBDepthRTSurfaceFormat() == FOURCC_RAWZ) ? PixelShaderCache::GetColorMatrixProgram(0) : PixelShaderCache::GetDepthMatrixProgram(0),
|
||||
(FramebufferManager::GetEFBDepthRTSurfaceFormat() == FOURCC_RAWZ) ? PixelShaderCache::GetColorMatrixProgram(0) : PixelShaderCache::GetDepthMatrixProgram(0),
|
||||
VertexShaderCache::GetSimpleVertexShader(0));
|
||||
|
||||
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
||||
|
||||
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
|
||||
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
||||
RestoreAPIState();
|
||||
|
||||
// Retrieve the pixel data to the local memory buffer
|
||||
@ -831,7 +831,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
||||
float val = 0.0f;
|
||||
u32 z = 0;
|
||||
|
||||
switch (g_framebufferManager.GetEFBDepthReadSurfaceFormat())
|
||||
switch (FramebufferManager::GetEFBDepthReadSurfaceFormat())
|
||||
{
|
||||
case D3DFMT_R32F:
|
||||
val = ((float*)drect.pBits)[6];
|
||||
@ -973,10 +973,12 @@ void UpdateViewport()
|
||||
{
|
||||
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
||||
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
|
||||
g_framebufferManager.Destroy();
|
||||
g_framebufferManager.Create();
|
||||
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
|
||||
|
||||
delete g_framebuffer_manager;
|
||||
g_framebuffer_manager = new FramebufferManager;
|
||||
|
||||
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
||||
}
|
||||
}
|
||||
vp.X = X;
|
||||
@ -1052,7 +1054,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
|
||||
if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
|
||||
u32 xfbCount = 0;
|
||||
const XFBSource** xfbSourceList = g_framebufferManager.GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
|
||||
const XFBSourceBase *const *xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
|
||||
if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
|
||||
{
|
||||
g_VideoInitialize.pCopiedToXFB(false);
|
||||
@ -1133,7 +1135,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
||||
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
||||
|
||||
const XFBSource* xfbSource = NULL;
|
||||
const XFBSourceBase* xfbSource = NULL;
|
||||
|
||||
if(g_ActiveConfig.bUseXFB)
|
||||
{
|
||||
@ -1181,13 +1183,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
drawRc.right = 1;
|
||||
}
|
||||
|
||||
D3D::drawShadedTexSubQuad(xfbSource->texture,&sourceRc,xfbSource->texWidth,xfbSource->texHeight,&drawRc,Width,Height,PixelShaderCache::GetColorCopyProgram(0),VertexShaderCache::GetSimpleVertexShader(0));
|
||||
xfbSource->Draw(sourceRc, drawRc, Width, Height);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TargetRectangle targetRc = ConvertEFBRectangle(rc);
|
||||
LPDIRECT3DTEXTURE9 read_texture = g_framebufferManager.GetEFBColorTexture();
|
||||
LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBColorTexture();
|
||||
D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),Width,Height,PixelShaderCache::GetColorCopyProgram(g_Config.iMultisampleMode),VertexShaderCache::GetSimpleVertexShader(g_Config.iMultisampleMode));
|
||||
}
|
||||
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
||||
@ -1375,11 +1377,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
}
|
||||
else
|
||||
{
|
||||
g_framebufferManager.Destroy();
|
||||
g_framebufferManager.Create();
|
||||
delete g_framebuffer_manager;
|
||||
g_framebuffer_manager = new FramebufferManager;
|
||||
}
|
||||
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
|
||||
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
||||
}
|
||||
|
||||
// Place messages on the picture, then copy it to the screen
|
||||
@ -1407,8 +1409,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
D3D::BeginFrame();
|
||||
RestoreAPIState();
|
||||
|
||||
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
|
||||
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
||||
UpdateViewport();
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
// For testing zbuffer targets.
|
||||
|
@ -74,8 +74,8 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
|
||||
bool bIsIntensityFmt, u32 copyfmt)
|
||||
{
|
||||
const LPDIRECT3DTEXTURE9 read_texture = bFromZBuffer ?
|
||||
g_framebufferManager.GetEFBDepthTexture() :
|
||||
g_framebufferManager.GetEFBColorTexture();
|
||||
FramebufferManager::GetEFBDepthTexture() :
|
||||
FramebufferManager::GetEFBColorTexture();
|
||||
|
||||
if (!isDynamic || g_ActiveConfig.bCopyEFBToTexture)
|
||||
{
|
||||
@ -128,7 +128,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
|
||||
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
||||
}
|
||||
|
||||
D3DFORMAT bformat = g_framebufferManager.GetEFBDepthRTSurfaceFormat();
|
||||
D3DFORMAT bformat = FramebufferManager::GetEFBDepthRTSurfaceFormat();
|
||||
int SSAAMode = g_ActiveConfig.iMultisampleMode;
|
||||
|
||||
D3D::drawShadedTexQuad(read_texture, &sourcerect,
|
||||
@ -163,8 +163,8 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
|
||||
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
||||
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
|
||||
D3D::SetTexture(0, NULL);
|
||||
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
|
||||
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
||||
}
|
||||
|
||||
TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width, unsigned int height,
|
||||
|
@ -325,7 +325,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
|
||||
|
||||
u8 *dest_ptr = Memory_GetPtr(address);
|
||||
|
||||
LPDIRECT3DTEXTURE9 source_texture = bFromZBuffer ? g_framebufferManager.GetEFBDepthTexture() : g_framebufferManager.GetEFBColorTexture();
|
||||
LPDIRECT3DTEXTURE9 source_texture = bFromZBuffer ? FramebufferManager::GetEFBDepthTexture() : FramebufferManager::GetEFBColorTexture();
|
||||
int width = (source.right - source.left) >> bScaleByHalf;
|
||||
int height = (source.bottom - source.top) >> bScaleByHalf;
|
||||
|
||||
@ -374,8 +374,8 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
|
||||
int readStride = (expandedWidth * cacheBytes) / TexDecoder_GetBlockWidthInTexels(format);
|
||||
Renderer::ResetAPIState();
|
||||
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0);
|
||||
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
|
||||
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
||||
Renderer::RestoreAPIState();
|
||||
}
|
||||
|
||||
@ -461,8 +461,8 @@ void EncodeToRamYUYV(LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourc
|
||||
(float)Renderer::GetFullTargetHeight());
|
||||
Renderer::ResetAPIState();
|
||||
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
|
||||
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
|
||||
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
||||
Renderer::RestoreAPIState();
|
||||
}
|
||||
|
||||
@ -534,8 +534,8 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, LPDIRECT3DTEXTURE
|
||||
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
||||
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
|
||||
D3D::SetTexture(0,NULL);
|
||||
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
|
||||
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
||||
Renderer::RestoreAPIState();
|
||||
Rendersurf->Release();
|
||||
s_srcTexture->Release();
|
||||
|
Reference in New Issue
Block a user