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-rw-r--r--Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp467
1 files changed, 106 insertions, 361 deletions
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp b/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp
index 85b4b724f7..6bf677fdfe 100644
--- a/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp
+++ b/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp
@@ -23,117 +23,84 @@
#include "VertexShaderCache.h"
#include "TextureConverter.h"
+// TODO: this is probably somewhere else
+#define SAFE_RELEASE(p) if (p) { (p)->Release(); (p) = NULL; }
+
#undef CHECK
#define CHECK(hr, Message, ...) if (FAILED(hr)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
-FramebufferManager g_framebufferManager;
-
-LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorRTSurface()
-{
- return s_efb_color_surface;
-}
-
-LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthRTSurface()
-{
- return s_efb_depth_surface;
-}
-
-LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorOffScreenRTSurface()
-{
- return s_efb_color_OffScreenReadBuffer;
-}
+FramebufferManager::Efb FramebufferManager::s_efb;
-LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthOffScreenRTSurface()
+FramebufferManager::FramebufferManager()
{
- return s_efb_depth_OffScreenReadBuffer;
-}
+ s_efb.color_texture = NULL;
+ s_efb.colorRead_texture = NULL;
+ s_efb.depth_texture = NULL;
+ s_efb.depthRead_texture = NULL;
-LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorReadSurface()
-{
- return s_efb_color_ReadBuffer;
-}
+ s_efb.depth_surface = NULL;
+ s_efb.color_surface = NULL;
+ s_efb.color_ReadBuffer = NULL;
+ s_efb.depth_ReadBuffer = NULL;
+ s_efb.color_OffScreenReadBuffer = NULL;
+ s_efb.depth_OffScreenReadBuffer = NULL;
-LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthReadSurface()
-{
- return s_efb_depth_ReadBuffer;
-}
+ s_efb.color_surface_Format = D3DFMT_FORCE_DWORD;
+ s_efb.depth_surface_Format = D3DFMT_FORCE_DWORD;
+ s_efb.depth_ReadBuffer_Format = D3DFMT_FORCE_DWORD;
-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()
-{
- return s_efb_color_texture;
-}
-
-LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBDepthTexture()
-{
- 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;
+ 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)
+ 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);
+ hr = s_efb.color_texture->GetSurfaceLevel(0, &s_efb.color_surface);
}
CHECK(hr, "Create color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
- hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
- D3DPOOL_DEFAULT, &s_efb_colorRead_texture, NULL);
+ 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 (hr=%#x)", hr);
- if(s_efb_colorRead_texture)
+ if (s_efb.colorRead_texture)
{
- s_efb_colorRead_texture->GetSurfaceLevel(0, &s_efb_color_ReadBuffer);
+ 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);
+ hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb.color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb.color_OffScreenReadBuffer, NULL);
CHECK(hr, "Create offscreen color surface (hr=%#x)", hr);
// Select a Z-buffer format with hardware support
- 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++)
+ D3DFORMAT DepthTexFormats[5] = {
+ FOURCC_INTZ,
+ FOURCC_DF24,
+ FOURCC_RAWZ,
+ FOURCC_DF16,
+ D3DFMT_D24X8
+ };
+
+ for (int i = 0; i < 5; ++i)
{
- s_efb_depth_surface_Format = DepthTexFormats[i];
+ s_efb.depth_surface_Format = DepthTexFormats[i];
// Create 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);
+ 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, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
// Get the Surface
- if(s_efb_depth_texture)
+ if (s_efb.depth_texture)
{
- s_efb_depth_texture->GetSurfaceLevel(0, &s_efb_depth_surface);
+ 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)
+ if (s_efb.depth_surface_Format == FOURCC_RAWZ || s_efb.depth_surface_Format == D3DFMT_D24X8)
{
DepthTexFormats[0] = D3DFMT_A8R8G8B8;
}
@@ -141,161 +108,82 @@ void FramebufferManager::Create()
{
DepthTexFormats[0] = D3DFMT_R32F;
}
+
DepthTexFormats[1] = D3DFMT_A8R8G8B8;
- for(int i = 0; i < 2; i++)
+ for (int i = 0; i < 2; ++i)
{
- s_efb_depth_ReadBuffer_Format = DepthTexFormats[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);
+ 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 (hr=%#x)", hr);
- if(s_efb_depthRead_texture)
+ if (s_efb.depthRead_texture)
{
- s_efb_depthRead_texture->GetSurfaceLevel(0, &s_efb_depth_ReadBuffer);
+ 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);
+ hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb.depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb.depth_OffScreenReadBuffer, NULL);
CHECK(hr, "Create depth offscreen surface (hr=%#x)", hr);
- delete [] DepthTexFormats;
}
-void FramebufferManager::Destroy()
+FramebufferManager::~FramebufferManager()
{
- 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;
-
+ SAFE_RELEASE(s_efb.depth_surface);
+ SAFE_RELEASE(s_efb.color_surface);
+ SAFE_RELEASE(s_efb.color_ReadBuffer);
+ SAFE_RELEASE(s_efb.depth_ReadBuffer);
+ SAFE_RELEASE(s_efb.color_OffScreenReadBuffer);
+ SAFE_RELEASE(s_efb.depth_OffScreenReadBuffer);
+ SAFE_RELEASE(s_efb.color_texture);
+ SAFE_RELEASE(s_efb.colorRead_texture);
+ SAFE_RELEASE(s_efb.depth_texture);
+ SAFE_RELEASE(s_efb.depthRead_texture);
}
-void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
+XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
{
- if (g_ActiveConfig.bUseRealXFB)
- copyToRealXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
- else
- copyToVirtualXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
-}
+ LPDIRECT3DTEXTURE9 tex;
+ D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET,
+ s_efb.color_surface_Format, D3DPOOL_DEFAULT, &tex, NULL);
-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);
+ return new XFBSource(tex);
}
-FramebufferManager::VirtualXFBListType::iterator FramebufferManager::findVirtualXFB(u32 xfbAddr, u32 width, u32 height)
+void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
{
- u32 srcLower = xfbAddr;
- u32 srcUpper = xfbAddr + 2 * width * height;
+ const float scaleX = Renderer::GetXFBScaleX();
+ const float scaleY = Renderer::GetXFBScaleY();
- 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;
+ TargetRectangle targetSource;
- if (dstLower >= srcLower && dstUpper <= srcUpper)
- return it;
- }
+ targetSource.top = (int)(sourceRc.top *scaleY);
+ targetSource.bottom = (int)(sourceRc.bottom *scaleY);
+ targetSource.left = (int)(sourceRc.left *scaleX);
+ targetSource.right = (int)(sourceRc.right * scaleX);
- // That address is not in the Virtual XFB list.
- return m_virtualXFBList.end();
+ *width = targetSource.right - targetSource.left;
+ *height = targetSource.bottom - targetSource.top;
}
-void FramebufferManager::replaceVirtualXFB()
+void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
+ const MathUtil::Rectangle<float> &drawrc, int width, int height) const
{
- 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;
+ D3D::drawShadedTexSubQuad(texture, &sourcerc, texWidth, texHeight, &drawrc, width , height,
+ PixelShaderCache::GetColorCopyProgram(0), VertexShaderCache::GetSimpleVertexShader(0));
+}
- 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 XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
+{
+ TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
}
-void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
+void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
u8* xfb_in_ram = Memory_GetPtr(xfbAddr);
if (!xfb_in_ram)
@@ -308,190 +196,47 @@ void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, c
TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(), targetRc, xfb_in_ram, fbWidth, fbHeight);
}
-void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
+void XFBSource::CopyEFB()
{
- 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 scaleX = Renderer::GetXFBScaleX();
- float scaleY = Renderer::GetXFBScaleY();
- TargetRectangle targetSource,efbSource;
- efbSource = Renderer::ConvertEFBRectangle(sourceRc);
- targetSource.top = (int)(sourceRc.top *scaleY);
- targetSource.bottom = (int)(sourceRc.bottom *scaleY);
- targetSource.left = (int)(sourceRc.left *scaleX);
- targetSource.right = (int)(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 data to XFB and restore render target again
- if(!xfbTexture)
- return;
- LPDIRECT3DTEXTURE9 read_texture = GetEFBColorTexture();
-
- Renderer::ResetAPIState(); // Reset any game specific settings
LPDIRECT3DSURFACE9 Rendersurf = NULL;
-
- xfbTexture->GetSurfaceLevel(0, &Rendersurf);
+ texture->GetSurfaceLevel(0, &Rendersurf);
D3D::dev->SetDepthStencilSurface(NULL);
D3D::dev->SetRenderTarget(0, Rendersurf);
-
- D3DVIEWPORT9 vp;
+ D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
- vp.Width = target_width;
- vp.Height = target_height;
+ vp.Width = texWidth;
+ vp.Height = texHeight;
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;
+ sourcerect.bottom = sourceRc.bottom;
+ sourcerect.left = sourceRc.left;
+ sourcerect.right = sourceRc.right;
+ sourcerect.top = sourceRc.top;
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
D3D::drawShadedTexQuad(
- read_texture,
+ FramebufferManager::GetEFBColorTexture(),
&sourcerect,
Renderer::GetFullTargetWidth(),
Renderer::GetFullTargetHeight(),
- target_width,
- target_height,
+ texWidth,
+ texHeight,
PixelShaderCache::GetColorCopyProgram( g_ActiveConfig.iMultisampleMode),
VertexShaderCache::GetSimpleVertexShader( g_ActiveConfig.iMultisampleMode));
-
-
+
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;
+ D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
+ D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
- 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];
+ Rendersurf->Release();
}