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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_H_
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#define _FRAMEBUFFERMANAGER_H_
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#include <list>
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#include "GLUtil.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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@ -52,116 +52,70 @@
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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(GLuint tex) : texture(tex) {}
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~XFBSource() { glDeleteTextures(1, &texture); }
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struct XFBSource
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{
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XFBSource() :
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texture(0)
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{}
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void CopyEFB();
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void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight);
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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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u32 srcAddr;
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u32 srcWidth;
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u32 srcHeight;
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GLuint texture;
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int texWidth;
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int texHeight;
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TargetRectangle sourceRc;
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const GLuint 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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public:
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FramebufferManager() :
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m_efbFramebuffer(0),
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m_efbColor(0),
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m_efbDepth(0),
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m_resolvedFramebuffer(0),
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m_resolvedColorTexture(0),
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m_resolvedDepthTexture(0),
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m_xfbFramebuffer(0)
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{}
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void Init(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples);
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void Shutdown();
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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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FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples);
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~FramebufferManager();
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// To get the EFB in texture form, these functions may have to transfer
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// the EFB to a resolved texture first.
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GLuint GetEFBColorTexture(const EFBRectangle& sourceRc) const;
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GLuint GetEFBDepthTexture(const EFBRectangle& sourceRc) const;
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static GLuint GetEFBColorTexture(const EFBRectangle& sourceRc);
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static GLuint GetEFBDepthTexture(const EFBRectangle& sourceRc);
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GLuint GetEFBFramebuffer() const { return m_efbFramebuffer; }
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static GLuint GetEFBFramebuffer() { return m_efbFramebuffer; }
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static GLuint GetXFBFramebuffer() { return m_xfbFramebuffer; }
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// Resolved framebuffer is only used in MSAA mode.
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GLuint GetResolvedFramebuffer() const { return m_resolvedFramebuffer; }
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static GLuint GetResolvedFramebuffer() { return m_resolvedFramebuffer; }
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void SetFramebuffer(GLuint fb);
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static void SetFramebuffer(GLuint fb);
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// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
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// Thus, this call may be expensive. Don't repeat it unnecessarily.
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// If not in MSAA mode, will just return the render target texture ID.
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// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
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GLuint ResolveAndGetRenderTarget(const EFBRectangle &rect);
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static GLuint ResolveAndGetRenderTarget(const EFBRectangle &rect);
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// Same as above but for the depth Target.
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// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
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GLuint ResolveAndGetDepthTarget(const EFBRectangle &rect);
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static GLuint ResolveAndGetDepthTarget(const EFBRectangle &rect);
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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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static int m_targetWidth;
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static int m_targetHeight;
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static int m_msaaSamples;
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static int m_msaaCoverageSamples;
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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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int m_targetWidth;
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int m_targetHeight;
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int m_msaaSamples;
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int m_msaaCoverageSamples;
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GLuint m_efbFramebuffer;
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GLuint m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
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GLuint m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
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static GLuint m_efbFramebuffer;
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static GLuint m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
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static GLuint m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
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// Only used in MSAA mode.
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GLuint m_resolvedFramebuffer;
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GLuint m_resolvedColorTexture;
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GLuint m_resolvedDepthTexture;
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static GLuint m_resolvedFramebuffer;
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static GLuint m_resolvedColorTexture;
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static GLuint m_resolvedDepthTexture;
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GLuint m_xfbFramebuffer; // Only used in MSAA mode
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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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static GLuint m_xfbFramebuffer; // Only used in MSAA mode
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};
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extern FramebufferManager g_framebufferManager;
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#endif
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