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https://github.com/dolphin-emu/dolphin.git
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D3D9:
- Assign width and height to the actual powers of two rather than to the exponents... - Clean up FramebufferManager() - Make use of more depth buffer formats to prevent some devices from failing to create a depth buffer Should fix issue 3256. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6730 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -29,100 +29,102 @@
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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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inline void GetSurface(IDirect3DTexture9* texture, IDirect3DSurface9** surface)
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{
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if (!texture) return;
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texture->GetSurfaceLevel(0, surface);
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}
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FramebufferManager::Efb FramebufferManager::s_efb;
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FramebufferManager::FramebufferManager()
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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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// Get the framebuffer texture
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// EFB color texture - primary render target
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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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}
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D3DPOOL_DEFAULT, &s_efb.color_texture, NULL);
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GetSurface(s_efb.color_texture, &s_efb.color_surface);
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CHECK(hr, "Create color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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// Render buffer for AccessEFB (color data)
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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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D3DPOOL_DEFAULT, &s_efb.colorRead_texture, NULL);
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GetSurface(s_efb.colorRead_texture, &s_efb.color_ReadBuffer);
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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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{
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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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// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_ReadBuffer
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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[5] = {
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D3DFORMAT DepthTexFormats[] = {
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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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D3DFMT_D24X8,
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D3DFMT_D24X4S4,
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D3DFMT_D24S8,
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D3DFMT_D24FS8,
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D3DFMT_D32, // too much precision, but who cares
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D3DFMT_D16, // much lower precision, but better than nothing
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D3DFMT_D15S1,
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};
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for (int i = 0; i < 5; ++i)
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// check format support
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for (int i = 0; i < sizeof(DepthTexFormats)/sizeof(D3DFORMAT); ++i)
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{
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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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if (!FAILED(hr))
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if (D3D::CheckDepthStencilSupport(s_efb.color_surface_Format, DepthTexFormats[i]))
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{
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s_efb.depth_surface_Format = DepthTexFormats[i];
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break;
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}
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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_surface_Format == D3DFMT_UNKNOWN)
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{
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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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{
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DepthTexFormats[0] = D3DFMT_A8R8G8B8;
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PanicAlert("No supported depth format found, disabling depth buffers.\nExpect glitches.");
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}
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else
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{
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DepthTexFormats[0] = D3DFMT_R32F;
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}
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// EFB depth buffer - primary depth buffer
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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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GetSurface(s_efb.depth_texture, &s_efb.depth_surface);
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CHECK(hr, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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DepthTexFormats[1] = D3DFMT_A8R8G8B8;
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// Render buffer for AccessEFB (depth data)
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if (s_efb.depth_surface_Format == FOURCC_RAWZ || s_efb.depth_surface_Format == D3DFMT_D24X8)
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DepthTexFormats[0] = D3DFMT_A8R8G8B8;
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else
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DepthTexFormats[0] = D3DFMT_R32F;
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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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// Get the framebuffer Depth texture
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DepthTexFormats[1] = D3DFMT_A8R8G8B8;
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for (int i = 0; i < 2; ++i)
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{
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if (D3D::CheckTextureSupport(D3DUSAGE_RENDERTARGET, DepthTexFormats[i]))
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{
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s_efb.depth_ReadBuffer_Format = DepthTexFormats[i];
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break;
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}
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}
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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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{
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s_efb.depthRead_texture->GetSurfaceLevel(0, &s_efb.depth_ReadBuffer);
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D3DPOOL_DEFAULT, &s_efb.depthRead_texture, NULL);
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GetSurface(s_efb.depthRead_texture, &s_efb.depth_ReadBuffer);
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CHECK(hr, "Create depth read texture (hr=%#x)", hr);
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_ReadBuffer
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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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}
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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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CHECK(hr, "Create depth offscreen surface (hr=%#x)", hr);
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// create resources for ReinterpretPixelData
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// ReinterpretPixelData - EFB color data will be copy-converted to this texture and the buffers are swapped then
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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_reinterpret_texture, NULL);
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if (s_efb.color_reinterpret_texture)
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{
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hr = s_efb.color_reinterpret_texture->GetSurfaceLevel(0, &s_efb.color_reinterpret_surface);
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}
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D3DPOOL_DEFAULT, &s_efb.color_reinterpret_texture, NULL);
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GetSurface(s_efb.color_reinterpret_texture, &s_efb.color_reinterpret_surface);
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CHECK(hr, "Create color reinterpret texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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}
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@ -140,6 +142,9 @@ FramebufferManager::~FramebufferManager()
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SAFE_RELEASE(s_efb.depthRead_texture);
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SAFE_RELEASE(s_efb.color_reinterpret_texture);
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SAFE_RELEASE(s_efb.color_reinterpret_surface);
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s_efb.color_surface_Format = D3DFMT_UNKNOWN;
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s_efb.depth_surface_Format = D3DFMT_UNKNOWN;
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s_efb.depth_ReadBuffer_Format = D3DFMT_UNKNOWN;
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}
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XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
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