diff options
Diffstat (limited to 'Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp')
| -rw-r--r-- | Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp | 1044 |
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]; }
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