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authorJordan Woyak <jordan.woyak@gmail.com>2010-05-28 23:14:16 +0000
committerJordan Woyak <jordan.woyak@gmail.com>2010-05-28 23:14:16 +0000
commitceabf90bdabd49b401b6f035ce5eb71178fc682a (patch)
tree51772b735d7264b912b0663e1c3d02b9149d5306 /Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp
parent0d75190af9fbae45531ff966b1289919764535f7 (diff)
Improve iterator usage.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5528 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp1044
1 files changed, 521 insertions, 523 deletions
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp b/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp
index bace776f7b..b182cf450e 100644
--- a/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp
+++ b/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp
@@ -1,524 +1,522 @@
-// Copyright (C) 2003 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/
-
-#include "D3DBase.h"
-#include "Render.h"
-#include "FramebufferManager.h"
-#include "VideoConfig.h"
-#include "PixelShaderCache.h"
-#include "VertexShaderCache.h"
-#include "TextureConverter.h"
-
-#undef CHECK
-#define CHECK(hr,Message) if (FAILED(hr)) { PanicAlert(__FUNCTION__ " FAIL: %s" ,Message); }
-
-FramebufferManager FBManager;
-
-LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorRTSurface()
-{
- return s_efb_color_surface;
-}
-
-LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthRTSurface()
-{
- return s_efb_depth_surface;
-}
-
-LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorOffScreenRTSurface()
-{
- return s_efb_color_OffScreenReadBuffer;
-}
-LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthOffScreenRTSurface()
-{
- return s_efb_depth_OffScreenReadBuffer;
-}
-
-LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorReadSurface()
-{
- return s_efb_color_ReadBuffer;
-}
-
-LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthReadSurface()
-{
- return s_efb_depth_ReadBuffer;
-}
-
-D3DFORMAT FramebufferManager::GetEFBDepthRTSurfaceFormat(){return s_efb_depth_surface_Format;}
-D3DFORMAT FramebufferManager::GetEFBDepthReadSurfaceFormat(){return s_efb_depth_ReadBuffer_Format;}
-D3DFORMAT FramebufferManager::GetEFBColorRTSurfaceFormat(){return s_efb_color_surface_Format;}
-
-
-LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
-{
- return s_efb_color_texture;
-}
-
-
-LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBDepthTexture(const EFBRectangle &sourceRc)
-{
- return s_efb_depth_texture;
-}
-
-
-
-void FramebufferManager::Create()
-{
- // Simplest possible setup to start with.
- int target_width = Renderer::GetFullTargetWidth();
- int target_height = Renderer::GetFullTargetHeight();
-
- s_efb_color_surface_Format = D3DFMT_A8R8G8B8;
- //get the framebuffer texture
- HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
- D3DPOOL_DEFAULT, &s_efb_color_texture, NULL);
- if(s_efb_color_texture)
- {
- hr = s_efb_color_texture->GetSurfaceLevel(0,&s_efb_color_surface);
- }
- CHECK(hr,"Create Color Texture");
- hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
- D3DPOOL_DEFAULT, &s_efb_colorRead_texture, NULL);
- CHECK(hr,"Create Color Read Texture");
- if(s_efb_colorRead_texture)
- {
- s_efb_colorRead_texture->GetSurfaceLevel(0,&s_efb_color_ReadBuffer);
- }
- //create an offscreen surface that we can lock to retrieve the data
- hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb_color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb_color_OffScreenReadBuffer, NULL );
- CHECK(hr,"Create Color offScreen Surface");
-
- //Select Zbuffer format supported by hadware.
- if (g_ActiveConfig.bEFBAccessEnable)
- {
- D3DFORMAT *DepthTexFormats = new D3DFORMAT[5];
- DepthTexFormats[0] = FOURCC_INTZ;
- DepthTexFormats[1] = FOURCC_DF24;
- DepthTexFormats[2] = FOURCC_RAWZ;
- DepthTexFormats[3] = FOURCC_DF16;
- DepthTexFormats[4] = D3DFMT_D24X8;
-
- for(int i = 0;i<5;i++)
- {
- s_efb_depth_surface_Format = DepthTexFormats[i];
- //get the framebuffer Depth texture
- hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb_depth_surface_Format,
- D3DPOOL_DEFAULT, &s_efb_depth_texture, NULL);
- if (!FAILED(hr)) break;
- }
- CHECK(hr,"Depth Color Texture");
- //get the Surface
- if(s_efb_depth_texture)
- {
- s_efb_depth_texture->GetSurfaceLevel(0,&s_efb_depth_surface);
- }
- //create a 4x4 pixel texture to work as a buffer for peeking
- if(s_efb_depth_surface_Format == FOURCC_RAWZ || s_efb_depth_surface_Format == D3DFMT_D24X8)
- {
- DepthTexFormats[0] = D3DFMT_A8R8G8B8;
- }
- else
- {
- DepthTexFormats[0] = D3DFMT_R32F;
- }
- DepthTexFormats[1] = D3DFMT_A8R8G8B8;
-
- for(int i = 0;i<2;i++)
- {
- s_efb_depth_ReadBuffer_Format = DepthTexFormats[i];
- //get the framebuffer Depth texture
- hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb_depth_ReadBuffer_Format,
- D3DPOOL_DEFAULT, &s_efb_depthRead_texture, NULL);
- if (!FAILED(hr)) break;
- }
-
- CHECK(hr,"Create Depth Read texture");
- if(s_efb_depthRead_texture)
- {
- s_efb_depthRead_texture->GetSurfaceLevel(0,&s_efb_depth_ReadBuffer);
- }
- //create an offscreen surface that we can lock to retrieve the data
- hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb_depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL );
- CHECK(hr,"Create Depth offScreen Surface");
- delete [] DepthTexFormats;
- }
- else
- {
- s_efb_depth_surface_Format = D3DFMT_D24X8;
- hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb_depth_surface_Format,
- D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL);
- CHECK(hr,"CreateDepthStencilSurface");
- }
-}
-
-void FramebufferManager::Destroy()
-{
- if (s_efb_depth_surface)
- s_efb_depth_surface->Release();
- s_efb_depth_surface=NULL;
-
- if (s_efb_color_surface)
- s_efb_color_surface->Release();
- s_efb_color_surface=NULL;
-
- if (s_efb_color_ReadBuffer)
- s_efb_color_ReadBuffer->Release();
- s_efb_color_ReadBuffer=NULL;
-
- if (s_efb_depth_ReadBuffer)
- s_efb_depth_ReadBuffer->Release();
- s_efb_depth_ReadBuffer=NULL;
-
- if (s_efb_color_OffScreenReadBuffer)
- s_efb_color_OffScreenReadBuffer->Release();
- s_efb_color_OffScreenReadBuffer=NULL;
-
- if (s_efb_depth_OffScreenReadBuffer)
- s_efb_depth_OffScreenReadBuffer->Release();
- s_efb_depth_OffScreenReadBuffer=NULL;
-
- if (s_efb_color_texture)
- s_efb_color_texture->Release();
- s_efb_color_texture=NULL;
-
- if (s_efb_colorRead_texture)
- s_efb_colorRead_texture->Release();
- s_efb_colorRead_texture=NULL;
-
- if (s_efb_depth_texture)
- s_efb_depth_texture->Release();
- s_efb_depth_texture=NULL;
-
- if (s_efb_depthRead_texture)
- s_efb_depthRead_texture->Release();
- s_efb_depthRead_texture=NULL;
-
- for (VirtualXFBListType::iterator it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
- {
- if(it->xfbSource.texture)
- it->xfbSource.texture->Release();
- }
- m_virtualXFBList.clear();
- if(m_realXFBSource.texture)
- m_realXFBSource.texture->Release();
- m_realXFBSource.texture = NULL;
-
-}
-
-void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
-{
- if (g_ActiveConfig.bUseRealXFB)
- copyToRealXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
- else
- copyToVirtualXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
-}
-
-const XFBSource** FramebufferManager::GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
-{
- if (g_ActiveConfig.bUseRealXFB)
- return getRealXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
- else
- return getVirtualXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
-}
-
-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 (dstLower >= srcLower && dstUpper <= srcUpper)
- return it;
- }
-
- // That address is not in the Virtual XFB list.
- return m_virtualXFBList.end();
-}
-
-void FramebufferManager::replaceVirtualXFB()
-{
- VirtualXFBListType::iterator it = m_virtualXFBList.begin();
-
- s32 srcLower = it->xfbAddr;
- s32 srcUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
- s32 lineSize = 2 * it->xfbWidth;
-
- it++;
-
- while (it != m_virtualXFBList.end())
- {
- s32 dstLower = it->xfbAddr;
- s32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
-
- if (dstLower >= srcLower && dstUpper <= srcUpper)
- {
- // invalidate the data
- it->xfbAddr = 0;
- it->xfbHeight = 0;
- it->xfbWidth = 0;
- }
- else if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
- {
- s32 upperOverlap = (srcUpper - dstLower) / lineSize;
- s32 lowerOverlap = (dstUpper - srcLower) / lineSize;
-
- if (upperOverlap > 0 && lowerOverlap < 0)
- {
- it->xfbAddr += lineSize * upperOverlap;
- it->xfbHeight -= upperOverlap;
- }
- else if (lowerOverlap > 0)
- {
- it->xfbHeight -= lowerOverlap;
- }
- }
-
- it++;
- }
-}
-
-void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
-{
- u8* xfb_in_ram = Memory_GetPtr(xfbAddr);
- if (!xfb_in_ram)
- {
- WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
- return;
- }
-
- TargetRectangle targetRc = Renderer::ConvertEFBRectangle(sourceRc);
- TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight);
-}
-
-void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
-{
- LPDIRECT3DTEXTURE9 xfbTexture;
- HRESULT hr = 0;
-
-
- VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, fbWidth, fbHeight);
-
- if (it == m_virtualXFBList.end() && (int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
- {
- // replace the last virtual XFB
- it--;
- }
-
- float SuperSampleCompensation = 1.0f;
- float scaleX = Renderer::GetXFBScaleX();
- float scaleY = Renderer::GetXFBScaleY();
- if(g_ActiveConfig.iMultisampleMode > 0 && g_ActiveConfig.iMultisampleMode < 4)
- {
- switch (g_ActiveConfig.iMultisampleMode)
- {
- case 1:
- break;
- case 2:
- SuperSampleCompensation = 0.5f;
- break;
- case 3:
- SuperSampleCompensation = 1.0f/3.0f;
- break;
- default:
- break;
- };
- }
-
- scaleX *= SuperSampleCompensation ;
- scaleY *= SuperSampleCompensation;
- TargetRectangle targetSource,efbSource;
- efbSource = Renderer::ConvertEFBRectangle(sourceRc);
- targetSource.top = (sourceRc.top *scaleY);
- targetSource.bottom = (sourceRc.bottom *scaleY);
- targetSource.left = (sourceRc.left *scaleX);
- targetSource.right = (sourceRc.right * scaleX);
- int target_width = targetSource.right - targetSource.left;
- int target_height = targetSource.bottom - targetSource.top;
- if (it != m_virtualXFBList.end())
- {
- // Overwrite an existing Virtual XFB.
-
- it->xfbAddr = xfbAddr;
- it->xfbWidth = fbWidth;
- it->xfbHeight = fbHeight;
-
- it->xfbSource.srcAddr = xfbAddr;
- it->xfbSource.srcWidth = fbWidth;
- it->xfbSource.srcHeight = fbHeight;
-
- if(it->xfbSource.texWidth != target_width || it->xfbSource.texHeight != target_height || !(it->xfbSource.texture))
- {
- if(it->xfbSource.texture)
- it->xfbSource.texture->Release();
- it->xfbSource.texture = NULL;
- hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
- D3DPOOL_DEFAULT, &(it->xfbSource.texture), NULL);
-
- }
-
- xfbTexture = it->xfbSource.texture;
-
- it->xfbSource.texWidth = target_width;
- it->xfbSource.texHeight = target_height;
-
- // Move this Virtual XFB to the front of the list.
- m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, it);
-
- // Keep stale XFB data from being used
- replaceVirtualXFB();
- }
- else
- {
- // Create a new Virtual XFB and place it at the front of the list.
-
- D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
- D3DPOOL_DEFAULT, &xfbTexture, NULL);
- VirtualXFB newVirt;
-
- newVirt.xfbAddr = xfbAddr;
- newVirt.xfbWidth = fbWidth;
- newVirt.xfbHeight = fbHeight;
-
- newVirt.xfbSource.texture = xfbTexture;
- newVirt.xfbSource.texWidth = target_width;
- newVirt.xfbSource.texHeight = target_height;
-
- // Add the new Virtual XFB to the list
-
- if ((int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
- {
- // List overflowed; delete the oldest.
- m_virtualXFBList.back().xfbSource.texture->Release();
- m_virtualXFBList.pop_back();
- }
-
- m_virtualXFBList.push_front(newVirt);
- }
-
- // Copy EFB to XFB texture
-
- if(!xfbTexture)
- return;
- LPDIRECT3DTEXTURE9 read_texture = GetEFBColorTexture(sourceRc);
-
- Renderer::ResetAPIState(); // reset any game specific settings
- LPDIRECT3DSURFACE9 Rendersurf = NULL;
-
- xfbTexture->GetSurfaceLevel(0,&Rendersurf);
- D3D::dev->SetDepthStencilSurface(NULL);
- D3D::dev->SetRenderTarget(0, Rendersurf);
-
- D3DVIEWPORT9 vp;
-
- vp.X = 0;
- vp.Y = 0;
- vp.Width = target_width;
- vp.Height = target_height;
- vp.MinZ = 0.0f;
- vp.MaxZ = 1.0f;
- D3D::dev->SetViewport(&vp);
- RECT sourcerect;
- sourcerect.bottom = efbSource.bottom;
- sourcerect.left = efbSource.left;
- sourcerect.right = efbSource.right;
- sourcerect.top = efbSource.top;
-
- D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
-
-
- int SSAAMode = ( g_ActiveConfig.iMultisampleMode > 3 )? 0 : g_ActiveConfig.iMultisampleMode;
- D3D::drawShadedTexQuad(
- read_texture,
- &sourcerect,
- Renderer::GetFullTargetWidth() ,
- Renderer::GetFullTargetHeight(),
- target_width,
- target_height,
- PixelShaderCache::GetColorCopyProgram(SSAAMode),
- (SSAAMode != 0)? VertexShaderCache::GetFSAAVertexShader() : VertexShaderCache::GetSimpleVertexShader());
-
-
- D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
- D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
- D3D::SetTexture(0,NULL);
- D3D::dev->SetRenderTarget(0, GetEFBColorRTSurface());
- D3D::dev->SetDepthStencilSurface(GetEFBDepthRTSurface());
- Renderer::RestoreAPIState();
- Rendersurf->Release();
-
-}
-
-const XFBSource** FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
-{
- xfbCount = 1;
-
- m_realXFBSource.texWidth = fbWidth;
- m_realXFBSource.texHeight = fbHeight;
-
- m_realXFBSource.srcAddr = xfbAddr;
- m_realXFBSource.srcWidth = fbWidth;
- m_realXFBSource.srcHeight = fbHeight;
-
- if (!m_realXFBSource.texture)
- {
- D3D::dev->CreateTexture(fbWidth, fbHeight, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
- D3DPOOL_DEFAULT, &m_realXFBSource.texture, NULL);
- }
-
- // Decode YUYV data from GameCube RAM
- TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, m_realXFBSource.texture);
-
- m_overlappingXFBArray[0] = &m_realXFBSource;
-
- return &m_overlappingXFBArray[0];
-}
-
-const XFBSource** FramebufferManager::getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
-{
- xfbCount = 0;
-
- if (m_virtualXFBList.size() == 0)
- {
- // No Virtual XFBs available.
- return NULL;
- }
-
- u32 srcLower = xfbAddr;
- u32 srcUpper = xfbAddr + 2 * fbWidth * fbHeight;
-
- VirtualXFBListType::iterator it;
- for (it = m_virtualXFBList.end(); it != m_virtualXFBList.begin();)
- {
- --it;
-
- u32 dstLower = it->xfbAddr;
- u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
-
- if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
- {
- m_overlappingXFBArray[xfbCount] = &(it->xfbSource);
- xfbCount++;
- }
- }
-
- return &m_overlappingXFBArray[0];
+// Copyright (C) 2003 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/
+
+#include "D3DBase.h"
+#include "Render.h"
+#include "FramebufferManager.h"
+#include "VideoConfig.h"
+#include "PixelShaderCache.h"
+#include "VertexShaderCache.h"
+#include "TextureConverter.h"
+
+#undef CHECK
+#define CHECK(hr,Message) if (FAILED(hr)) { PanicAlert(__FUNCTION__ " FAIL: %s" ,Message); }
+
+FramebufferManager FBManager;
+
+LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorRTSurface()
+{
+ return s_efb_color_surface;
+}
+
+LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthRTSurface()
+{
+ return s_efb_depth_surface;
+}
+
+LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorOffScreenRTSurface()
+{
+ return s_efb_color_OffScreenReadBuffer;
+}
+LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthOffScreenRTSurface()
+{
+ return s_efb_depth_OffScreenReadBuffer;
+}
+
+LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorReadSurface()
+{
+ return s_efb_color_ReadBuffer;
+}
+
+LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthReadSurface()
+{
+ return s_efb_depth_ReadBuffer;
+}
+
+D3DFORMAT FramebufferManager::GetEFBDepthRTSurfaceFormat(){return s_efb_depth_surface_Format;}
+D3DFORMAT FramebufferManager::GetEFBDepthReadSurfaceFormat(){return s_efb_depth_ReadBuffer_Format;}
+D3DFORMAT FramebufferManager::GetEFBColorRTSurfaceFormat(){return s_efb_color_surface_Format;}
+
+
+LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
+{
+ return s_efb_color_texture;
+}
+
+
+LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBDepthTexture(const EFBRectangle &sourceRc)
+{
+ return s_efb_depth_texture;
+}
+
+
+
+void FramebufferManager::Create()
+{
+ // Simplest possible setup to start with.
+ int target_width = Renderer::GetFullTargetWidth();
+ int target_height = Renderer::GetFullTargetHeight();
+
+ s_efb_color_surface_Format = D3DFMT_A8R8G8B8;
+ //get the framebuffer texture
+ HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
+ D3DPOOL_DEFAULT, &s_efb_color_texture, NULL);
+ if(s_efb_color_texture)
+ {
+ hr = s_efb_color_texture->GetSurfaceLevel(0,&s_efb_color_surface);
+ }
+ CHECK(hr,"Create Color Texture");
+ hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
+ D3DPOOL_DEFAULT, &s_efb_colorRead_texture, NULL);
+ CHECK(hr,"Create Color Read Texture");
+ if(s_efb_colorRead_texture)
+ {
+ s_efb_colorRead_texture->GetSurfaceLevel(0,&s_efb_color_ReadBuffer);
+ }
+ //create an offscreen surface that we can lock to retrieve the data
+ hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb_color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb_color_OffScreenReadBuffer, NULL );
+ CHECK(hr,"Create Color offScreen Surface");
+
+ //Select Zbuffer format supported by hadware.
+ if (g_ActiveConfig.bEFBAccessEnable)
+ {
+ D3DFORMAT *DepthTexFormats = new D3DFORMAT[5];
+ DepthTexFormats[0] = FOURCC_INTZ;
+ DepthTexFormats[1] = FOURCC_DF24;
+ DepthTexFormats[2] = FOURCC_RAWZ;
+ DepthTexFormats[3] = FOURCC_DF16;
+ DepthTexFormats[4] = D3DFMT_D24X8;
+
+ for(int i = 0;i<5;i++)
+ {
+ s_efb_depth_surface_Format = DepthTexFormats[i];
+ //get the framebuffer Depth texture
+ hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb_depth_surface_Format,
+ D3DPOOL_DEFAULT, &s_efb_depth_texture, NULL);
+ if (!FAILED(hr)) break;
+ }
+ CHECK(hr,"Depth Color Texture");
+ //get the Surface
+ if(s_efb_depth_texture)
+ {
+ s_efb_depth_texture->GetSurfaceLevel(0,&s_efb_depth_surface);
+ }
+ //create a 4x4 pixel texture to work as a buffer for peeking
+ if(s_efb_depth_surface_Format == FOURCC_RAWZ || s_efb_depth_surface_Format == D3DFMT_D24X8)
+ {
+ DepthTexFormats[0] = D3DFMT_A8R8G8B8;
+ }
+ else
+ {
+ DepthTexFormats[0] = D3DFMT_R32F;
+ }
+ DepthTexFormats[1] = D3DFMT_A8R8G8B8;
+
+ for(int i = 0;i<2;i++)
+ {
+ s_efb_depth_ReadBuffer_Format = DepthTexFormats[i];
+ //get the framebuffer Depth texture
+ hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb_depth_ReadBuffer_Format,
+ D3DPOOL_DEFAULT, &s_efb_depthRead_texture, NULL);
+ if (!FAILED(hr)) break;
+ }
+
+ CHECK(hr,"Create Depth Read texture");
+ if(s_efb_depthRead_texture)
+ {
+ s_efb_depthRead_texture->GetSurfaceLevel(0,&s_efb_depth_ReadBuffer);
+ }
+ //create an offscreen surface that we can lock to retrieve the data
+ hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb_depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL );
+ CHECK(hr,"Create Depth offScreen Surface");
+ delete [] DepthTexFormats;
+ }
+ else
+ {
+ s_efb_depth_surface_Format = D3DFMT_D24X8;
+ hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb_depth_surface_Format,
+ D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL);
+ CHECK(hr,"CreateDepthStencilSurface");
+ }
+}
+
+void FramebufferManager::Destroy()
+{
+ if (s_efb_depth_surface)
+ s_efb_depth_surface->Release();
+ s_efb_depth_surface=NULL;
+
+ if (s_efb_color_surface)
+ s_efb_color_surface->Release();
+ s_efb_color_surface=NULL;
+
+ if (s_efb_color_ReadBuffer)
+ s_efb_color_ReadBuffer->Release();
+ s_efb_color_ReadBuffer=NULL;
+
+ if (s_efb_depth_ReadBuffer)
+ s_efb_depth_ReadBuffer->Release();
+ s_efb_depth_ReadBuffer=NULL;
+
+ if (s_efb_color_OffScreenReadBuffer)
+ s_efb_color_OffScreenReadBuffer->Release();
+ s_efb_color_OffScreenReadBuffer=NULL;
+
+ if (s_efb_depth_OffScreenReadBuffer)
+ s_efb_depth_OffScreenReadBuffer->Release();
+ s_efb_depth_OffScreenReadBuffer=NULL;
+
+ if (s_efb_color_texture)
+ s_efb_color_texture->Release();
+ s_efb_color_texture=NULL;
+
+ if (s_efb_colorRead_texture)
+ s_efb_colorRead_texture->Release();
+ s_efb_colorRead_texture=NULL;
+
+ if (s_efb_depth_texture)
+ s_efb_depth_texture->Release();
+ s_efb_depth_texture=NULL;
+
+ if (s_efb_depthRead_texture)
+ s_efb_depthRead_texture->Release();
+ s_efb_depthRead_texture=NULL;
+
+ for (VirtualXFBListType::iterator it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
+ {
+ if(it->xfbSource.texture)
+ it->xfbSource.texture->Release();
+ }
+ m_virtualXFBList.clear();
+ if(m_realXFBSource.texture)
+ m_realXFBSource.texture->Release();
+ m_realXFBSource.texture = NULL;
+
+}
+
+void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
+{
+ if (g_ActiveConfig.bUseRealXFB)
+ copyToRealXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
+ else
+ copyToVirtualXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
+}
+
+const XFBSource** FramebufferManager::GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
+{
+ if (g_ActiveConfig.bUseRealXFB)
+ return getRealXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
+ else
+ return getVirtualXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
+}
+
+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 (dstLower >= srcLower && dstUpper <= srcUpper)
+ return it;
+ }
+
+ // That address is not in the Virtual XFB list.
+ return m_virtualXFBList.end();
+}
+
+void FramebufferManager::replaceVirtualXFB()
+{
+ VirtualXFBListType::iterator it = m_virtualXFBList.begin();
+
+ s32 srcLower = it->xfbAddr;
+ s32 srcUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
+ s32 lineSize = 2 * it->xfbWidth;
+
+ ++it;
+
+ while (it != m_virtualXFBList.end())
+ {
+ s32 dstLower = it->xfbAddr;
+ s32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
+
+ if (dstLower >= srcLower && dstUpper <= srcUpper)
+ {
+ // invalidate the data
+ it->xfbAddr = 0;
+ it->xfbHeight = 0;
+ it->xfbWidth = 0;
+ }
+ else if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
+ {
+ s32 upperOverlap = (srcUpper - dstLower) / lineSize;
+ s32 lowerOverlap = (dstUpper - srcLower) / lineSize;
+
+ if (upperOverlap > 0 && lowerOverlap < 0)
+ {
+ it->xfbAddr += lineSize * upperOverlap;
+ it->xfbHeight -= upperOverlap;
+ }
+ else if (lowerOverlap > 0)
+ {
+ it->xfbHeight -= lowerOverlap;
+ }
+ }
+
+ ++it;
+ }
+}
+
+void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
+{
+ u8* xfb_in_ram = Memory_GetPtr(xfbAddr);
+ if (!xfb_in_ram)
+ {
+ WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
+ return;
+ }
+
+ TargetRectangle targetRc = Renderer::ConvertEFBRectangle(sourceRc);
+ TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight);
+}
+
+void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
+{
+ LPDIRECT3DTEXTURE9 xfbTexture;
+ HRESULT hr = 0;
+
+
+ VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, fbWidth, fbHeight);
+
+ if (it == m_virtualXFBList.end() && (int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
+ {
+ // replace the last virtual XFB
+ --it;
+ }
+
+ float SuperSampleCompensation = 1.0f;
+ float scaleX = Renderer::GetXFBScaleX();
+ float scaleY = Renderer::GetXFBScaleY();
+ if(g_ActiveConfig.iMultisampleMode > 0 && g_ActiveConfig.iMultisampleMode < 4)
+ {
+ switch (g_ActiveConfig.iMultisampleMode)
+ {
+ case 1:
+ break;
+ case 2:
+ SuperSampleCompensation = 0.5f;
+ break;
+ case 3:
+ SuperSampleCompensation = 1.0f/3.0f;
+ break;
+ default:
+ break;
+ };
+ }
+
+ scaleX *= SuperSampleCompensation ;
+ scaleY *= SuperSampleCompensation;
+ TargetRectangle targetSource,efbSource;
+ efbSource = Renderer::ConvertEFBRectangle(sourceRc);
+ targetSource.top = (sourceRc.top *scaleY);
+ targetSource.bottom = (sourceRc.bottom *scaleY);
+ targetSource.left = (sourceRc.left *scaleX);
+ targetSource.right = (sourceRc.right * scaleX);
+ int target_width = targetSource.right - targetSource.left;
+ int target_height = targetSource.bottom - targetSource.top;
+ if (it != m_virtualXFBList.end())
+ {
+ // Overwrite an existing Virtual XFB.
+
+ it->xfbAddr = xfbAddr;
+ it->xfbWidth = fbWidth;
+ it->xfbHeight = fbHeight;
+
+ it->xfbSource.srcAddr = xfbAddr;
+ it->xfbSource.srcWidth = fbWidth;
+ it->xfbSource.srcHeight = fbHeight;
+
+ if(it->xfbSource.texWidth != target_width || it->xfbSource.texHeight != target_height || !(it->xfbSource.texture))
+ {
+ if(it->xfbSource.texture)
+ it->xfbSource.texture->Release();
+ it->xfbSource.texture = NULL;
+ hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
+ D3DPOOL_DEFAULT, &(it->xfbSource.texture), NULL);
+
+ }
+
+ xfbTexture = it->xfbSource.texture;
+
+ it->xfbSource.texWidth = target_width;
+ it->xfbSource.texHeight = target_height;
+
+ // Move this Virtual XFB to the front of the list.
+ m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, it);
+
+ // Keep stale XFB data from being used
+ replaceVirtualXFB();
+ }
+ else
+ {
+ // Create a new Virtual XFB and place it at the front of the list.
+
+ D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
+ D3DPOOL_DEFAULT, &xfbTexture, NULL);
+ VirtualXFB newVirt;
+
+ newVirt.xfbAddr = xfbAddr;
+ newVirt.xfbWidth = fbWidth;
+ newVirt.xfbHeight = fbHeight;
+
+ newVirt.xfbSource.texture = xfbTexture;
+ newVirt.xfbSource.texWidth = target_width;
+ newVirt.xfbSource.texHeight = target_height;
+
+ // Add the new Virtual XFB to the list
+
+ if ((int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
+ {
+ // List overflowed; delete the oldest.
+ m_virtualXFBList.back().xfbSource.texture->Release();
+ m_virtualXFBList.pop_back();
+ }
+
+ m_virtualXFBList.push_front(newVirt);
+ }
+
+ // Copy EFB to XFB texture
+
+ if(!xfbTexture)
+ return;
+ LPDIRECT3DTEXTURE9 read_texture = GetEFBColorTexture(sourceRc);
+
+ Renderer::ResetAPIState(); // reset any game specific settings
+ LPDIRECT3DSURFACE9 Rendersurf = NULL;
+
+ xfbTexture->GetSurfaceLevel(0,&Rendersurf);
+ D3D::dev->SetDepthStencilSurface(NULL);
+ D3D::dev->SetRenderTarget(0, Rendersurf);
+
+ D3DVIEWPORT9 vp;
+
+ vp.X = 0;
+ vp.Y = 0;
+ vp.Width = target_width;
+ vp.Height = target_height;
+ vp.MinZ = 0.0f;
+ vp.MaxZ = 1.0f;
+ D3D::dev->SetViewport(&vp);
+ RECT sourcerect;
+ sourcerect.bottom = efbSource.bottom;
+ sourcerect.left = efbSource.left;
+ sourcerect.right = efbSource.right;
+ sourcerect.top = efbSource.top;
+
+ D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
+ D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
+
+
+ int SSAAMode = ( g_ActiveConfig.iMultisampleMode > 3 )? 0 : g_ActiveConfig.iMultisampleMode;
+ D3D::drawShadedTexQuad(
+ read_texture,
+ &sourcerect,
+ Renderer::GetFullTargetWidth() ,
+ Renderer::GetFullTargetHeight(),
+ target_width,
+ target_height,
+ PixelShaderCache::GetColorCopyProgram(SSAAMode),
+ (SSAAMode != 0)? VertexShaderCache::GetFSAAVertexShader() : VertexShaderCache::GetSimpleVertexShader());
+
+
+ D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
+ D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
+ D3D::SetTexture(0,NULL);
+ D3D::dev->SetRenderTarget(0, GetEFBColorRTSurface());
+ D3D::dev->SetDepthStencilSurface(GetEFBDepthRTSurface());
+ Renderer::RestoreAPIState();
+ Rendersurf->Release();
+
+}
+
+const XFBSource** FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
+{
+ xfbCount = 1;
+
+ m_realXFBSource.texWidth = fbWidth;
+ m_realXFBSource.texHeight = fbHeight;
+
+ m_realXFBSource.srcAddr = xfbAddr;
+ m_realXFBSource.srcWidth = fbWidth;
+ m_realXFBSource.srcHeight = fbHeight;
+
+ if (!m_realXFBSource.texture)
+ {
+ D3D::dev->CreateTexture(fbWidth, fbHeight, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
+ D3DPOOL_DEFAULT, &m_realXFBSource.texture, NULL);
+ }
+
+ // Decode YUYV data from GameCube RAM
+ TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, m_realXFBSource.texture);
+
+ m_overlappingXFBArray[0] = &m_realXFBSource;
+
+ return &m_overlappingXFBArray[0];
+}
+
+const XFBSource** FramebufferManager::getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
+{
+ xfbCount = 0;
+
+ if (m_virtualXFBList.size() == 0)
+ {
+ // No Virtual XFBs available.
+ return NULL;
+ }
+
+ u32 srcLower = xfbAddr;
+ u32 srcUpper = xfbAddr + 2 * fbWidth * fbHeight;
+
+ VirtualXFBListType::reverse_iterator it;
+ for (it = m_virtualXFBList.rbegin(); it != m_virtualXFBList.rend(); ++it)
+ {
+ u32 dstLower = it->xfbAddr;
+ u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
+
+ if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
+ {
+ m_overlappingXFBArray[xfbCount] = &(it->xfbSource);
+ xfbCount++;
+ }
+ }
+
+ return &m_overlappingXFBArray[0];
} \ No newline at end of file