diff options
Diffstat (limited to 'Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp')
| -rw-r--r-- | Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp | 467 |
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(); } |
