Move to new Virtual XFB system which correctly handles games which store multiple XFB's in memory. More OpenGL cleanup.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3591 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check
2009-06-29 07:30:48 +00:00
parent 188fa9b2cb
commit c2e0225aa3
15 changed files with 389 additions and 133 deletions

View File

@ -228,7 +228,7 @@ void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const b
TextureCache::CopyEFBToRenderTarget(bpmem.copyTexDest<<5, &rec);
}
void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight)
{
Renderer::SwapBuffers();
PRIM_LOG("Renderer::SwapBuffers()");

View File

@ -249,7 +249,7 @@ void Shutdown(void)
DeInit();
}
void Video_UpdateXFB(u8* /*_pXFB*/, u32 /*_dwWidth*/, u32 /*_dwHeight*/, s32 /*_dwYOffset*/, bool /*scheduling*/)
void Video_UpdateXFB(u32 /*_dwXFBAddr*/, u32 /*_dwWidth*/, u32 /*_dwHeight*/, s32 /*_dwYOffset*/, bool /*scheduling*/)
{
/*
ConvertXFB(tempBuffer, _pXFB, _dwWidth, _dwHeight);

View File

@ -132,9 +132,9 @@ void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const b
TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
}
void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u8* pXFB, const u32 &dstWidth, const u32 &dstHeight)
void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight)
{
Renderer::RenderToXFB(pXFB, multirc, dstWidth, dstHeight);
Renderer::RenderToXFB(xfbAddr, dstWidth, dstHeight, multirc);
}
void ClearScreen(const Bypass &bp, const TRectangle &multirc)
{

View File

@ -18,6 +18,9 @@
#include "Globals.h"
#include "FramebufferManager.h"
#include "TextureConverter.h"
#include "XFB.h"
void FramebufferManager::Init(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples)
{
m_targetWidth = targetWidth;
@ -156,7 +159,11 @@ void FramebufferManager::Shutdown()
glObj[0] = m_resolvedColorTexture;
glObj[1] = m_resolvedDepthTexture;
glDeleteTextures(2, glObj);
glObj[2] = m_realXFBSource.texture;
glDeleteTextures(3, glObj);
m_resolvedColorTexture = 0;
m_resolvedDepthTexture = 0;
m_realXFBSource.texture = 0;
glObj[0] = m_efbColor;
glObj[1] = m_efbDepth;
@ -166,6 +173,28 @@ void FramebufferManager::Shutdown()
glDeleteRenderbuffersEXT(2, glObj);
m_efbColor = 0;
m_efbDepth = 0;
for (VirtualXFBListType::iterator it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
{
glDeleteTextures(1, &it->xfbSource.texture);
}
m_virtualXFBList.clear();
}
void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc)
{
if (g_Config.bUseXFB)
copyToRealXFB(xfbAddr, dstWidth, dstHeight, sourceRc);
else
copyToVirtualXFB(xfbAddr, dstWidth, dstHeight, sourceRc);
}
const XFBSource* FramebufferManager::GetXFBSource(u32 xfbAddr, u32 srcWidth, u32 srcHeight)
{
if (g_Config.bUseXFB)
return getRealXFBSource(xfbAddr, srcWidth, srcHeight);
else
return getVirtualXFBSource(xfbAddr, srcWidth, srcHeight);
}
GLuint FramebufferManager::GetEFBColorTexture(const TRectangle& sourceRc) const
@ -231,3 +260,182 @@ GLuint FramebufferManager::GetEFBDepthTexture(const TRectangle& sourceRc) const
return m_resolvedDepthTexture;
}
}
FramebufferManager::VirtualXFBListType::iterator
FramebufferManager::findVirtualXFB(u32 xfbAddr, u32 width, u32 height)
{
u32 srcLower = xfbAddr;
u32 srcUpper = xfbAddr + 2 * width * height;
VirtualXFBListType::iterator it;
for (it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
{
u32 dstLower = it->xfbAddr;
u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
return it;
}
// That address is not in the Virtual XFB list.
return m_virtualXFBList.end();
}
void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc)
{
u8* pXFB = Memory_GetPtr(xfbAddr);
if (!pXFB)
{
WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
return;
}
XFB_Write(pXFB, sourceRc, dstWidth, dstHeight);
}
void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc)
{
GLuint xfbTexture;
VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, dstWidth, dstHeight);
if (it != m_virtualXFBList.end())
{
// Overwrite an existing Virtual XFB.
it->xfbAddr = xfbAddr;
it->xfbWidth = dstWidth;
it->xfbHeight = dstHeight;
it->xfbSource.texWidth = m_targetWidth;
it->xfbSource.texHeight = m_targetHeight;
it->xfbSource.sourceRc = sourceRc;
xfbTexture = it->xfbSource.texture;
// Move this Virtual XFB to the front of the list.
m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, it);
}
else
{
// Create a new Virtual XFB and place it at the front of the list.
glGenTextures(1, &xfbTexture);
if (m_msaaSamples > 1)
{
// In MSAA mode, allocate the texture image here. In non-MSAA mode,
// the image will be allocated by glCopyTexImage2D (later).
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, m_targetWidth, m_targetHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}
VirtualXFB newVirt;
newVirt.xfbAddr = xfbAddr;
newVirt.xfbWidth = dstWidth;
newVirt.xfbHeight = dstHeight;
newVirt.xfbSource.texture = xfbTexture;
newVirt.xfbSource.texWidth = m_targetWidth;
newVirt.xfbSource.texHeight = m_targetHeight;
newVirt.xfbSource.sourceRc = sourceRc;
// Add the new Virtual XFB to the list
if (m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
{
// List overflowed; delete the oldest.
glDeleteTextures(1, &m_virtualXFBList.back().xfbSource.texture);
m_virtualXFBList.pop_back();
}
m_virtualXFBList.push_front(newVirt);
}
// Copy EFB to XFB texture
if (m_msaaSamples <= 1)
{
// Just copy the EFB directly.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbTexture);
glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, 0, 0, m_targetWidth, m_targetHeight, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}
else
{
// OpenGL cannot copy directly from a multisampled framebuffer, so use
// EXT_framebuffer_blit.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_xfbFramebuffer);
// Bind texture.
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, xfbTexture, 0);
GL_REPORT_FBO_ERROR();
glBlitFramebufferEXT(
0, 0, m_targetWidth, m_targetHeight,
0, 0, m_targetWidth, m_targetHeight,
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
// Unbind texture.
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
// Return to EFB.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_efbFramebuffer);
}
}
const XFBSource* FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 srcWidth, u32 srcHeight)
{
m_realXFBSource.texWidth = XFB_WIDTH;
m_realXFBSource.texHeight = XFB_HEIGHT;
m_realXFBSource.sourceRc.left = 0;
m_realXFBSource.sourceRc.top = 0;
m_realXFBSource.sourceRc.right = srcWidth;
m_realXFBSource.sourceRc.bottom = srcHeight;
if (!m_realXFBSource.texture)
{
glGenTextures(1, &m_realXFBSource.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_realXFBSource.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}
// Decode YUYV data from GameCube RAM
TextureConverter::DecodeToTexture(xfbAddr, srcWidth, srcHeight, m_realXFBSource.texture);
return &m_realXFBSource;
}
const XFBSource* FramebufferManager::getVirtualXFBSource(u32 xfbAddr, u32 srcWidth, u32 srcHeight)
{
if (m_virtualXFBList.size() == 0)
{
// No Virtual XFBs available.
return NULL;
}
VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, srcWidth, srcHeight);
if (it == m_virtualXFBList.end())
{
// Virtual XFB is not in the list, so return the most recently rendered
// one.
it = m_virtualXFBList.begin();
}
return &it->xfbSource;
}

View File

@ -18,8 +18,65 @@
#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
{
@ -38,6 +95,12 @@ public:
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;
@ -47,6 +110,25 @@ public:
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;
@ -62,6 +144,8 @@ private:
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
};

View File

@ -93,11 +93,6 @@ static FILE* f_pFrameDump;
static int s_MSAASamples = 1;
static int s_MSAACoverageSamples = 0;
// TODO: Move these to FramebufferManager
static TRectangle s_efbSourceRc;
static GLuint s_xfbFramebuffer = 0; // Only used when multisampling is on
static GLuint s_xfbTexture = 0;
static bool s_bHaveStencilBuffer = false;
static bool s_bHaveFramebufferBlit = false;
static bool s_bHaveCoverageMSAA = false;
@ -305,22 +300,6 @@ bool Renderer::Init()
if (s_targetheight < EFB_HEIGHT)
s_targetheight = EFB_HEIGHT;
// Create the XFB texture
glGenTextures(1, &s_xfbTexture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_xfbTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
SetDefaultRectTexParams();
// Bind it to an XFB framebuffer if MSAA is used
if (s_MSAASamples > 1)
{
glGenFramebuffersEXT(1, &s_xfbFramebuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_xfbFramebuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_xfbTexture, 0);
GL_REPORT_FBO_ERROR();
}
if (GL_REPORT_ERROR() != GL_NO_ERROR)
bSuccess = false;
@ -384,14 +363,6 @@ void Renderer::Shutdown(void)
s_framebufferManager.Shutdown();
// Note: OpenGL delete functions automatically ignore if parameter is 0
glDeleteFramebuffersEXT(1, &s_xfbFramebuffer);
s_xfbFramebuffer = 0;
glDeleteTextures(1, &s_xfbTexture);
s_xfbTexture = 0;
#ifdef _WIN32
if(s_bAVIDumping) {
AVIDump::Stop();
@ -689,68 +660,45 @@ void ComputeBackbufferRectangle(TRectangle *rc)
rc->bottom = YOffset + ceil(FloatGLHeight);
}
void Renderer::DecodeFromXFB(u8* xfbInRam, u32 dstWidth, u32 dstHeight, s32 yOffset)
{
TextureConverter::DecodeToTexture(xfbInRam + yOffset*(XFB_WIDTH*2), dstWidth, dstHeight, s_xfbTexture);
}
// TODO: Use something less ugly than an Evil Global Variable.
// Also, protect this structure with a mutex.
extern volatile struct // Comes from main.cpp
{
u32 xfbAddr;
u32 width;
u32 height;
s32 yOffset;
} tUpdateXFBArgs;
void Renderer::RenderToXFB(u8* xfbInRam, const TRectangle& sourceRc, u32 dstWidth, u32 dstHeight)
void Renderer::RenderToXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc)
{
// Make sure the previous contents made it to the screen if requested
if (g_XFBUpdateRequested)
u32 aLower = xfbAddr;
u32 aUpper = xfbAddr + 2 * dstWidth * dstHeight;
u32 bLower = tUpdateXFBArgs.xfbAddr;
u32 bUpper = tUpdateXFBArgs.xfbAddr + 2 * tUpdateXFBArgs.width * tUpdateXFBArgs.height;
// If we're about to write into a requested XFB, make sure the previous
// contents make it to the screen first.
if (g_XFBUpdateRequested && addrRangesOverlap(aLower, aUpper, bLower, bUpper))
{
Video_UpdateXFB(NULL, 0, 0, 0, FALSE);
}
// TODO: Move this logic to FramebufferManager
if (g_Config.bUseXFB)
{
s_efbSourceRc.left = 0;
s_efbSourceRc.top = 0;
s_efbSourceRc.right = GetTargetWidth();
s_efbSourceRc.bottom = GetTargetHeight();
XFB_Write(xfbInRam, sourceRc, dstWidth, dstHeight);
}
else
{
// Renderer::Swap will use the source rectangle saved here
s_efbSourceRc = sourceRc;
if (s_MSAASamples > 1)
{
// Cannot use glCopyTexImage2D on multisampled framebuffers, so
// EXT_framebuffer_blit must be used
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_framebufferManager.GetEFBFramebuffer());
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_xfbFramebuffer);
glBlitFramebufferEXT(
0, 0, s_targetwidth, s_targetheight,
0, 0, s_targetwidth, s_targetheight,
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
// Return to the EFB
SetFramebuffer(0);
}
else
{
// Just copy the EFB directly
SetFramebuffer(0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_xfbTexture);
glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, 0, 0, s_targetwidth, s_targetheight, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}
}
s_framebufferManager.CopyToXFB(xfbAddr, dstWidth, dstHeight, sourceRc);
}
// This function has the final picture. We
// adjust the aspect ratio here.
void Renderer::Swap()
// This function has the final picture. We adjust the aspect ratio here.
// yOffset is used to eliminate interlacing jitter in Real XFB mode.
void Renderer::Swap(u32 xfbAddr, u32 srcWidth, u32 srcHeight, s32 yOffset)
{
const XFBSource* xfbSource = s_framebufferManager.GetXFBSource(xfbAddr, srcWidth, srcHeight);
if (!xfbSource)
{
WARN_LOG(VIDEO, "Failed to get video for this frame");
return;
}
OpenGL_Update(); // just updates the render window position and the backbuffer size
DVSTARTPROFILE();
@ -760,28 +708,24 @@ void Renderer::Swap()
ComputeBackbufferRectangle(&back_rc);
float u_max;
float v_min = 0.f;
float v_min;
float v_max;
if (g_Config.bUseXFB)
if (g_Config.bAutoScale)
{
u_max = XFB_WIDTH;
v_min = 0;
v_max = XFB_HEIGHT;
}
else if (g_Config.bAutoScale)
{
u_max = (s_efbSourceRc.right - s_efbSourceRc.left);
v_min = (float)GetTargetHeight() - (s_efbSourceRc.bottom - s_efbSourceRc.top);
v_max = (float)GetTargetHeight();
u_max = (xfbSource->sourceRc.right - xfbSource->sourceRc.left);
v_min = (float)xfbSource->texHeight - (xfbSource->sourceRc.bottom - xfbSource->sourceRc.top);
v_max = (float)xfbSource->texHeight;
}
else
{
u_max = (float)GetTargetWidth();
v_max = (float)GetTargetHeight();
u_max = (float)xfbSource->texWidth;
v_max = (float)xfbSource->texHeight;
}
v_min -= yOffset;
v_max -= yOffset;
// Tell the OSD Menu about the current internal resolution
OSDInternalW = s_efbSourceRc.GetWidth(); OSDInternalH = s_efbSourceRc.bottom;
OSDInternalW = xfbSource->sourceRc.GetWidth(); OSDInternalH = xfbSource->sourceRc.bottom;
// Make sure that the wireframe setting doesn't screw up the screen copy.
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
@ -806,7 +750,7 @@ void Renderer::Swap()
// Texture map s_xfbTexture onto the main buffer
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_xfbTexture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbSource->texture);
// Use linear filtering.
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -850,7 +794,7 @@ void Renderer::Swap()
s_criticalScreenshot.Enter();
// Save screenshot
SaveRenderTarget(s_sScreenshotName.c_str(), s_efbSourceRc.right, s_efbSourceRc.bottom, (int)(v_min));
SaveRenderTarget(s_sScreenshotName.c_str(), xfbSource->sourceRc.right, xfbSource->sourceRc.bottom, (int)(v_min));
// Reset settings
s_sScreenshotName = "";
s_bScreenshot = false;
@ -868,8 +812,8 @@ void Renderer::Swap()
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_framebufferManager.GetEFBFramebuffer());
s_criticalScreenshot.Enter();
int w = s_efbSourceRc.right;
int h = s_efbSourceRc.bottom;
int w = xfbSource->sourceRc.right;
int h = xfbSource->sourceRc.bottom;
int t = (int)(v_min);
u8 *data = (u8 *) malloc(3 * w * h);
glPixelStorei(GL_PACK_ALIGNMENT, 1);

View File

@ -87,11 +87,10 @@ public:
static void FlipImageData(u8 *data, int w, int h);
static bool SaveRenderTarget(const char *filename, int w, int h, int YOffset = 0);
static void DecodeFromXFB(u8* xfbInRam, u32 dstWidth, u32 dstHeight, s32 yOffset);
static void RenderToXFB(u8* xfbInRam, const TRectangle& sourceRc, u32 dstWidth, u32 dstHeight);
static void RenderToXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc);
// Finish up the current frame, print some stats
static void Swap();
static void Swap(u32 xfbAddr, u32 srcWidth, u32 srcHeight, s32 yOffset);
};
void ComputeBackbufferRectangle(TRectangle *rc);

View File

@ -308,8 +308,15 @@ void EncodeToRamYUYV(GLuint srcTexture, const TRectangle& sourceRc,
// Should be scale free.
void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTexture)
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture)
{
u8* srcAddr = Memory_GetPtr(xfbAddr);
if (!srcAddr)
{
WARN_LOG(VIDEO, "Tried to decode from invalid memory address");
return;
}
Renderer::ResetGLState();
float srcFormatFactor = 0.5f;

View File

@ -35,7 +35,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt,
void EncodeToRamYUYV(GLuint srcTexture, const TRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight);
void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTexture);
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture);
}

View File

@ -415,22 +415,22 @@ void Video_AddMessage(const char* pstr, u32 milliseconds)
// TODO: Protect this structure with a mutex.
static volatile struct
volatile struct
{
u8* pXFB;
u32 xfbAddr;
u32 width;
u32 height;
s32 yOffset;
} tUpdateXFBArgs;
// Run from the CPU thread (from VideoInterface.cpp) for certain homebrew games only
void Video_UpdateXFB(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset, bool scheduling)
void Video_UpdateXFB(u32 _dwXFBAddr, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset, bool scheduling)
{
if (s_PluginInitialized)
{
if (scheduling) // From CPU in DC mode
{
tUpdateXFBArgs.pXFB = _pXFB;
tUpdateXFBArgs.xfbAddr = _dwXFBAddr;
tUpdateXFBArgs.width = _dwWidth;
tUpdateXFBArgs.height = _dwHeight;
tUpdateXFBArgs.yOffset = _dwYOffset;
@ -441,20 +441,17 @@ void Video_UpdateXFB(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset, boo
{
g_XFBUpdateRequested = FALSE;
if (!_pXFB)
if (!_dwXFBAddr)
{
// From graphics thread in DC mode
_pXFB = tUpdateXFBArgs.pXFB;
_dwXFBAddr = tUpdateXFBArgs.xfbAddr;
_dwWidth = tUpdateXFBArgs.width;
_dwHeight = tUpdateXFBArgs.height;
_dwYOffset = tUpdateXFBArgs.yOffset;
}
if (g_Config.bUseXFB)
Renderer::DecodeFromXFB(_pXFB, _dwWidth, _dwHeight, _dwYOffset);
// TODO: Use real XFB source parameters based on VI settings
Renderer::Swap();
Renderer::Swap(_dwXFBAddr, _dwWidth, _dwHeight, g_Config.bUseXFB ? _dwYOffset : 0);
g_VideoInitialize.pCopiedToXFB();
}