From ceabf90bdabd49b401b6f035ce5eb71178fc682a Mon Sep 17 00:00:00 2001 From: Jordan Woyak Date: Fri, 28 May 2010 23:14:16 +0000 Subject: Improve iterator usage. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5528 8ced0084-cf51-0410-be5f-012b33b47a6e --- .../Plugin_VideoDX9/Src/FramebufferManager.cpp | 1044 ++++++++++---------- 1 file changed, 521 insertions(+), 523 deletions(-) (limited to 'Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp') 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 -- cgit v1.2.3