dolphin/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.h

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// 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/
#ifndef _FRAMEBUFFERMANAGER_D3D_H_
#define _FRAMEBUFFERMANAGER_D3D_H_
#include <list>
#include "D3DBase.h"
// On the GameCube, the game sends a request for the graphics processor to
// transfer its internal EFB (Embedded Framebuffer) to an area in GameCube RAM
// called the XFB (External Framebuffer). The size and location of the XFB is
// decided at the time of the copy, and the format is always YUYV. The video
// interface is given a pointer to the XFB, which will be decoded and
// displayed on the TV.
//
// There are two ways for Dolphin to emulate this:
//
// Real XFB mode:
//
// Dolphin will behave like the GameCube and encode the EFB to
// a portion of GameCube RAM. The emulated video interface will decode the data
// for output to the screen.
//
// Advantages: Behaves exactly like the GameCube.
// Disadvantages: Resolution will be limited.
//
// Virtual XFB mode:
//
// When a request is made to copy the EFB to an XFB, Dolphin
// will remember the RAM location and size of the XFB in a Virtual XFB list.
// The video interface will look up the XFB in the list and use the enhanced
// data stored there, if available.
//
// Advantages: Enables high resolution graphics, better than real hardware.
// Disadvantages: If the GameCube CPU writes directly to the XFB (which is
// possible but uncommon), the Virtual XFB will not capture this information.
// There may be multiple XFBs in GameCube RAM. This is the maximum number to
// virtualize.
const int MAX_VIRTUAL_XFB = 8;
inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
{
return !((aLower >= bUpper) || (bLower >= aUpper));
}
struct XFBSource
{
XFBSource()
{
this->srcAddr = 0;
this->srcWidth = 0;
this->srcHeight = 0;
this->texture = 0;
this->texWidth = 0;
this->texHeight = 0;
}
u32 srcAddr;
u32 srcWidth;
u32 srcHeight;
LPDIRECT3DTEXTURE9 texture;
int texWidth;
int texHeight;
};
class FramebufferManager
{
public:
FramebufferManager()
{
s_efb_color_texture = NULL;
LPDIRECT3DTEXTURE9 s_efb_colorRead_texture = NULL;
LPDIRECT3DTEXTURE9 s_efb_depth_texture = NULL;
LPDIRECT3DTEXTURE9 s_efb_depthRead_texture = NULL;
LPDIRECT3DSURFACE9 s_efb_depth_surface = NULL;
LPDIRECT3DSURFACE9 s_efb_color_surface = NULL;
LPDIRECT3DSURFACE9 s_efb_color_ReadBuffer = NULL;
LPDIRECT3DSURFACE9 s_efb_depth_ReadBuffer = NULL;
LPDIRECT3DSURFACE9 s_efb_color_OffScreenReadBuffer = NULL;
LPDIRECT3DSURFACE9 s_efb_depth_OffScreenReadBuffer = NULL;
D3DFORMAT s_efb_color_surface_Format = D3DFMT_FORCE_DWORD;
D3DFORMAT s_efb_depth_surface_Format = D3DFMT_FORCE_DWORD;
D3DFORMAT s_efb_depth_ReadBuffer_Format = D3DFMT_FORCE_DWORD;
m_realXFBSource.texture = NULL;
}
void Create();
void Destroy();
void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
const XFBSource** GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
LPDIRECT3DTEXTURE9 GetEFBColorTexture(const EFBRectangle& sourceRc);
LPDIRECT3DTEXTURE9 GetEFBDepthTexture(const EFBRectangle& sourceRc);
LPDIRECT3DSURFACE9 GetEFBColorRTSurface();
LPDIRECT3DSURFACE9 GetEFBDepthRTSurface();
LPDIRECT3DSURFACE9 GetEFBColorOffScreenRTSurface();
LPDIRECT3DSURFACE9 GetEFBDepthOffScreenRTSurface();
D3DFORMAT GetEFBDepthRTSurfaceFormat();
D3DFORMAT GetEFBColorRTSurfaceFormat();
D3DFORMAT GetEFBDepthReadSurfaceFormat();
LPDIRECT3DSURFACE9 GetEFBColorReadSurface();
LPDIRECT3DSURFACE9 GetEFBDepthReadSurface();
private:
struct VirtualXFB
{
// Address and size in GameCube RAM
u32 xfbAddr;
u32 xfbWidth;
u32 xfbHeight;
XFBSource xfbSource;
};
typedef std::list<VirtualXFB> VirtualXFBListType;
VirtualXFBListType::iterator findVirtualXFB(u32 xfbAddr, u32 width, u32 height);
void replaceVirtualXFB();
void copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
void copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
const XFBSource** getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
const XFBSource** getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
XFBSource m_realXFBSource; // Only used in Real XFB mode
VirtualXFBListType m_virtualXFBList; // Only used in Virtual XFB mode
const XFBSource* m_overlappingXFBArray[MAX_VIRTUAL_XFB];
LPDIRECT3DTEXTURE9 s_efb_color_texture;//Texture thats contains the color data of the render target
LPDIRECT3DTEXTURE9 s_efb_colorRead_texture;//1 pixel texture for temporal data store
LPDIRECT3DTEXTURE9 s_efb_depth_texture;//Texture thats contains the depth data of the render target
LPDIRECT3DTEXTURE9 s_efb_depthRead_texture;//4 pixel texture for temporal data store
LPDIRECT3DSURFACE9 s_efb_depth_surface;//Depth Surface
LPDIRECT3DSURFACE9 s_efb_color_surface;//Color Surface
LPDIRECT3DSURFACE9 s_efb_color_ReadBuffer;//Surface 0 of s_efb_colorRead_texture
LPDIRECT3DSURFACE9 s_efb_depth_ReadBuffer;//Surface 0 of s_efb_depthRead_texture
LPDIRECT3DSURFACE9 s_efb_color_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
LPDIRECT3DSURFACE9 s_efb_depth_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
D3DFORMAT s_efb_color_surface_Format;//Format of the color Surface
D3DFORMAT s_efb_depth_surface_Format;//Format of the Depth Surface
D3DFORMAT s_efb_depth_ReadBuffer_Format;//Format of the Depth color Read Surface
};
extern FramebufferManager FBManager;
#endif