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https://github.com/dolphin-emu/dolphin.git
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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
This commit is contained in:
@ -18,8 +18,8 @@
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#ifndef _FRAMEBUFFERMANAGER_D3D_H_
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#define _FRAMEBUFFERMANAGER_D3D_H_
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#include <list>
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#include "D3DBase.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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@ -50,124 +50,65 @@
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// Disadvantages: If the GameCube CPU writes directly to the XFB (which is
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// possible but uncommon), the Virtual XFB will not capture this information.
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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(LPDIRECT3DTEXTURE9 tex) : texture(tex) {}
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~XFBSource() { texture->Release(); }
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struct XFBSource
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{
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XFBSource()
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{
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this->srcAddr = 0;
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this->srcWidth = 0;
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this->srcHeight = 0;
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this->texture = 0;
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this->texWidth = 0;
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this->texHeight = 0;
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}
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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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LPDIRECT3DTEXTURE9 texture;
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int texWidth;
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int texHeight;
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LPDIRECT3DTEXTURE9 const texture;
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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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private:
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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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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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LPDIRECT3DTEXTURE9 s_efb_color_texture;//Texture thats contains the color data of the render target
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LPDIRECT3DTEXTURE9 s_efb_colorRead_texture;//1 pixel texture for temporal data store
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LPDIRECT3DTEXTURE9 s_efb_depth_texture;//Texture thats contains the depth data of the render target
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LPDIRECT3DTEXTURE9 s_efb_depthRead_texture;//4 pixel texture for temporal data store
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LPDIRECT3DSURFACE9 s_efb_depth_surface;//Depth Surface
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LPDIRECT3DSURFACE9 s_efb_color_surface;//Color Surface
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LPDIRECT3DSURFACE9 s_efb_color_ReadBuffer;//Surface 0 of s_efb_colorRead_texture
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LPDIRECT3DSURFACE9 s_efb_depth_ReadBuffer;//Surface 0 of s_efb_depthRead_texture
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LPDIRECT3DSURFACE9 s_efb_color_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
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LPDIRECT3DSURFACE9 s_efb_depth_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
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D3DFORMAT s_efb_color_surface_Format;//Format of the color Surface
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D3DFORMAT s_efb_depth_surface_Format;//Format of the Depth Surface
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D3DFORMAT s_efb_depth_ReadBuffer_Format;//Format of the Depth color Read Surface
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public:
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FramebufferManager()
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FramebufferManager();
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~FramebufferManager();
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static LPDIRECT3DTEXTURE9 GetEFBColorTexture() { return s_efb.color_texture; }
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static LPDIRECT3DTEXTURE9 GetEFBDepthTexture() { return s_efb.depth_texture; }
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static LPDIRECT3DSURFACE9 GetEFBColorRTSurface() { return s_efb.color_surface; }
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static LPDIRECT3DSURFACE9 GetEFBDepthRTSurface() { return s_efb.depth_surface; }
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static LPDIRECT3DSURFACE9 GetEFBColorOffScreenRTSurface() { return s_efb.color_OffScreenReadBuffer; }
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static LPDIRECT3DSURFACE9 GetEFBDepthOffScreenRTSurface() { return s_efb.depth_OffScreenReadBuffer; }
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static D3DFORMAT GetEFBDepthRTSurfaceFormat() { return s_efb.depth_surface_Format; }
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static D3DFORMAT GetEFBColorRTSurfaceFormat() { return s_efb.color_surface_Format; }
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static D3DFORMAT GetEFBDepthReadSurfaceFormat() { return s_efb.depth_ReadBuffer_Format; }
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static LPDIRECT3DSURFACE9 GetEFBColorReadSurface() { return s_efb.color_ReadBuffer; }
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static LPDIRECT3DSURFACE9 GetEFBDepthReadSurface() { return s_efb.depth_ReadBuffer; }
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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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void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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static struct Efb
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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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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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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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m_realXFBSource.texture = NULL;
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}
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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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LPDIRECT3DTEXTURE9 GetEFBColorTexture();
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LPDIRECT3DTEXTURE9 GetEFBDepthTexture();
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LPDIRECT3DSURFACE9 GetEFBColorRTSurface();
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LPDIRECT3DSURFACE9 GetEFBDepthRTSurface();
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LPDIRECT3DSURFACE9 GetEFBColorOffScreenRTSurface();
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LPDIRECT3DSURFACE9 GetEFBDepthOffScreenRTSurface();
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D3DFORMAT GetEFBDepthRTSurfaceFormat();
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D3DFORMAT GetEFBColorRTSurfaceFormat();
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D3DFORMAT GetEFBDepthReadSurfaceFormat();
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LPDIRECT3DSURFACE9 GetEFBColorReadSurface();
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LPDIRECT3DSURFACE9 GetEFBDepthReadSurface();
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LPDIRECT3DTEXTURE9 color_texture;//Texture thats contains the color data of the render target
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LPDIRECT3DTEXTURE9 colorRead_texture;//1 pixel texture for temporal data store
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LPDIRECT3DTEXTURE9 depth_texture;//Texture thats contains the depth data of the render target
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LPDIRECT3DTEXTURE9 depthRead_texture;//4 pixel texture for temporal data store
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LPDIRECT3DSURFACE9 depth_surface;//Depth Surface
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LPDIRECT3DSURFACE9 color_surface;//Color Surface
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LPDIRECT3DSURFACE9 color_ReadBuffer;//Surface 0 of colorRead_texture
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LPDIRECT3DSURFACE9 depth_ReadBuffer;//Surface 0 of depthRead_texture
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LPDIRECT3DSURFACE9 color_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
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LPDIRECT3DSURFACE9 depth_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
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D3DFORMAT color_surface_Format;//Format of the color Surface
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D3DFORMAT depth_surface_Format;//Format of the Depth Surface
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D3DFORMAT depth_ReadBuffer_Format;//Format of the Depth color Read Surface
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} s_efb;
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};
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extern FramebufferManager g_framebufferManager;
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#endif
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