mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
add *.user, Win32, and x64 build dir to ignore list for DebuggerUICommon and Unit Tests
add *.aps to ignore list for DolphinWX dir add eol-style native to 120 or so files git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3689 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -1,152 +1,152 @@
|
||||
// Copyright (C) 2003-2009 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#ifndef _FRAMEBUFFERMANAGER_H_
|
||||
#define _FRAMEBUFFERMANAGER_H_
|
||||
|
||||
#include <list>
|
||||
#include "GLUtil.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
|
||||
// called the XFB (External Framebuffer). The size and location of the XFB is
|
||||
// decided at the time of the copy, and the format is always YUYV. The video
|
||||
// interface is given a pointer to the XFB, which will be decoded and
|
||||
// displayed on the TV.
|
||||
//
|
||||
// There are two ways for Dolphin to emulate this:
|
||||
//
|
||||
// Real XFB mode:
|
||||
//
|
||||
// Dolphin will behave like the GameCube and encode the EFB to
|
||||
// a portion of GameCube RAM. The emulated video interface will decode the data
|
||||
// for output to the screen.
|
||||
//
|
||||
// Advantages: Behaves exactly like the GameCube.
|
||||
// Disadvantages: Resolution will be limited.
|
||||
//
|
||||
// Virtual XFB mode:
|
||||
//
|
||||
// When a request is made to copy the EFB to an XFB, Dolphin
|
||||
// will remember the RAM location and size of the XFB in a Virtual XFB list.
|
||||
// The video interface will look up the XFB in the list and use the enhanced
|
||||
// data stored there, if available.
|
||||
//
|
||||
// Advantages: Enables high resolution graphics, better than real hardware.
|
||||
// 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 = 4;
|
||||
|
||||
inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
|
||||
{
|
||||
return (
|
||||
(aLower >= bLower && aLower < bUpper) ||
|
||||
(aUpper >= bLower && aUpper < bUpper) ||
|
||||
(bLower >= aLower && bLower < aUpper) ||
|
||||
(bUpper >= aLower && bUpper < aUpper)
|
||||
);
|
||||
}
|
||||
|
||||
struct XFBSource
|
||||
{
|
||||
XFBSource() :
|
||||
texture(0)
|
||||
{}
|
||||
|
||||
GLuint texture;
|
||||
int texWidth;
|
||||
int texHeight;
|
||||
|
||||
TRectangle sourceRc;
|
||||
};
|
||||
|
||||
class FramebufferManager
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
FramebufferManager() :
|
||||
m_efbFramebuffer(0),
|
||||
m_efbColor(0),
|
||||
m_efbDepth(0),
|
||||
m_resolvedFramebuffer(0),
|
||||
m_resolvedColorTexture(0),
|
||||
m_resolvedDepthTexture(0),
|
||||
m_xfbFramebuffer(0)
|
||||
{}
|
||||
|
||||
void Init(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples);
|
||||
void Shutdown();
|
||||
|
||||
// sourceRc is in GL target coordinates, not GameCube EFB coordinates!
|
||||
// TODO: Clean that up.
|
||||
void CopyToXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc);
|
||||
|
||||
const XFBSource* GetXFBSource(u32 xfbAddr, u32 srcWidth, u32 srcHeight);
|
||||
|
||||
// To get the EFB in texture form, these functions may have to transfer
|
||||
// the EFB to a resolved texture first.
|
||||
GLuint GetEFBColorTexture(const TRectangle& sourceRc) const;
|
||||
GLuint GetEFBDepthTexture(const TRectangle& sourceRc) const;
|
||||
|
||||
GLuint GetEFBFramebuffer() const { return m_efbFramebuffer; }
|
||||
|
||||
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 copyToRealXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc);
|
||||
void copyToVirtualXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc);
|
||||
const XFBSource* getRealXFBSource(u32 xfbAddr, u32 srcWidth, u32 srcHeight);
|
||||
const XFBSource* getVirtualXFBSource(u32 xfbAddr, u32 srcWidth, u32 srcHeight);
|
||||
|
||||
int m_targetWidth;
|
||||
int m_targetHeight;
|
||||
int m_msaaSamples;
|
||||
int m_msaaCoverageSamples;
|
||||
|
||||
GLuint m_efbFramebuffer;
|
||||
GLuint m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
|
||||
GLuint m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
|
||||
|
||||
// Only used in MSAA mode.
|
||||
GLuint m_resolvedFramebuffer;
|
||||
GLuint m_resolvedColorTexture;
|
||||
GLuint m_resolvedDepthTexture;
|
||||
|
||||
GLuint m_xfbFramebuffer; // Only used in MSAA mode
|
||||
XFBSource m_realXFBSource; // Only used in Real XFB mode
|
||||
VirtualXFBListType m_virtualXFBList; // Only used in Virtual XFB mode
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
// Copyright (C) 2003-2009 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#ifndef _FRAMEBUFFERMANAGER_H_
|
||||
#define _FRAMEBUFFERMANAGER_H_
|
||||
|
||||
#include <list>
|
||||
#include "GLUtil.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
|
||||
// called the XFB (External Framebuffer). The size and location of the XFB is
|
||||
// decided at the time of the copy, and the format is always YUYV. The video
|
||||
// interface is given a pointer to the XFB, which will be decoded and
|
||||
// displayed on the TV.
|
||||
//
|
||||
// There are two ways for Dolphin to emulate this:
|
||||
//
|
||||
// Real XFB mode:
|
||||
//
|
||||
// Dolphin will behave like the GameCube and encode the EFB to
|
||||
// a portion of GameCube RAM. The emulated video interface will decode the data
|
||||
// for output to the screen.
|
||||
//
|
||||
// Advantages: Behaves exactly like the GameCube.
|
||||
// Disadvantages: Resolution will be limited.
|
||||
//
|
||||
// Virtual XFB mode:
|
||||
//
|
||||
// When a request is made to copy the EFB to an XFB, Dolphin
|
||||
// will remember the RAM location and size of the XFB in a Virtual XFB list.
|
||||
// The video interface will look up the XFB in the list and use the enhanced
|
||||
// data stored there, if available.
|
||||
//
|
||||
// Advantages: Enables high resolution graphics, better than real hardware.
|
||||
// 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 = 4;
|
||||
|
||||
inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
|
||||
{
|
||||
return (
|
||||
(aLower >= bLower && aLower < bUpper) ||
|
||||
(aUpper >= bLower && aUpper < bUpper) ||
|
||||
(bLower >= aLower && bLower < aUpper) ||
|
||||
(bUpper >= aLower && bUpper < aUpper)
|
||||
);
|
||||
}
|
||||
|
||||
struct XFBSource
|
||||
{
|
||||
XFBSource() :
|
||||
texture(0)
|
||||
{}
|
||||
|
||||
GLuint texture;
|
||||
int texWidth;
|
||||
int texHeight;
|
||||
|
||||
TRectangle sourceRc;
|
||||
};
|
||||
|
||||
class FramebufferManager
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
FramebufferManager() :
|
||||
m_efbFramebuffer(0),
|
||||
m_efbColor(0),
|
||||
m_efbDepth(0),
|
||||
m_resolvedFramebuffer(0),
|
||||
m_resolvedColorTexture(0),
|
||||
m_resolvedDepthTexture(0),
|
||||
m_xfbFramebuffer(0)
|
||||
{}
|
||||
|
||||
void Init(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples);
|
||||
void Shutdown();
|
||||
|
||||
// sourceRc is in GL target coordinates, not GameCube EFB coordinates!
|
||||
// TODO: Clean that up.
|
||||
void CopyToXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc);
|
||||
|
||||
const XFBSource* GetXFBSource(u32 xfbAddr, u32 srcWidth, u32 srcHeight);
|
||||
|
||||
// To get the EFB in texture form, these functions may have to transfer
|
||||
// the EFB to a resolved texture first.
|
||||
GLuint GetEFBColorTexture(const TRectangle& sourceRc) const;
|
||||
GLuint GetEFBDepthTexture(const TRectangle& sourceRc) const;
|
||||
|
||||
GLuint GetEFBFramebuffer() const { return m_efbFramebuffer; }
|
||||
|
||||
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 copyToRealXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc);
|
||||
void copyToVirtualXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc);
|
||||
const XFBSource* getRealXFBSource(u32 xfbAddr, u32 srcWidth, u32 srcHeight);
|
||||
const XFBSource* getVirtualXFBSource(u32 xfbAddr, u32 srcWidth, u32 srcHeight);
|
||||
|
||||
int m_targetWidth;
|
||||
int m_targetHeight;
|
||||
int m_msaaSamples;
|
||||
int m_msaaCoverageSamples;
|
||||
|
||||
GLuint m_efbFramebuffer;
|
||||
GLuint m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
|
||||
GLuint m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
|
||||
|
||||
// Only used in MSAA mode.
|
||||
GLuint m_resolvedFramebuffer;
|
||||
GLuint m_resolvedColorTexture;
|
||||
GLuint m_resolvedDepthTexture;
|
||||
|
||||
GLuint m_xfbFramebuffer; // Only used in MSAA mode
|
||||
XFBSource m_realXFBSource; // Only used in Real XFB mode
|
||||
VirtualXFBListType m_virtualXFBList; // Only used in Virtual XFB mode
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
Reference in New Issue
Block a user