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

244 lines
8.2 KiB
C++
Raw Normal View History

// 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"
namespace FBManager
{
static LPDIRECT3DTEXTURE9 s_efb_color_texture;//Texture thats contains the color data of the render target
static LPDIRECT3DTEXTURE9 s_efb_colorRead_texture;//1 pixel texture for temporal data store
static LPDIRECT3DTEXTURE9 s_efb_depth_texture;//Texture thats contains the depth data of the render target
static LPDIRECT3DTEXTURE9 s_efb_depthRead_texture;//1 pixel texture for temporal data store
static LPDIRECT3DSURFACE9 s_efb_depth_surface;//Depth Surface
static LPDIRECT3DSURFACE9 s_efb_depthColor_surface;//Depth, color encoded Surface
static LPDIRECT3DSURFACE9 s_efb_color_surface;//Color Surface
static LPDIRECT3DSURFACE9 s_efb_color_ReadBuffer;//Surface 0 of s_efb_colorRead_texture
static LPDIRECT3DSURFACE9 s_efb_depth_ReadBuffer;//Surface 0 of s_efb_depthRead_texture
static LPDIRECT3DSURFACE9 s_efb_color_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
static LPDIRECT3DSURFACE9 s_efb_depth_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
static D3DFORMAT s_efb_color_surface_Format;//Format of the color Surface
static D3DFORMAT s_efb_depth_surface_Format;//Format of the Depth color encoded Surface
#undef CHECK
#define CHECK(hr,Message) if (FAILED(hr)) { PanicAlert(__FUNCTION__ " FAIL: %s" ,Message); }
LPDIRECT3DSURFACE9 GetEFBColorRTSurface()
{
return s_efb_color_surface;
}
LPDIRECT3DSURFACE9 GetEFBDepthRTSurface()
{
return s_efb_depth_surface;
}
LPDIRECT3DSURFACE9 GetEFBDepthEncodedSurface()
{
return s_efb_depthColor_surface;
}
LPDIRECT3DSURFACE9 GetEFBColorOffScreenRTSurface()
{
return s_efb_color_OffScreenReadBuffer;
}
LPDIRECT3DSURFACE9 GetEFBDepthOffScreenRTSurface()
{
return s_efb_depth_OffScreenReadBuffer;
}
LPDIRECT3DSURFACE9 GetEFBColorReadSurface()
{
return s_efb_color_ReadBuffer;
}
LPDIRECT3DSURFACE9 GetEFBDepthReadSurface()
{
return s_efb_depth_ReadBuffer;
}
D3DFORMAT GetEFBDepthRTSurfaceFormat(){return s_efb_depth_surface_Format;}
D3DFORMAT GetEFBColorRTSurfaceFormat(){return s_efb_color_surface_Format;}
LPDIRECT3DTEXTURE9 GetEFBColorTexture(const EFBRectangle& sourceRc)
{
return s_efb_color_texture;
}
LPDIRECT3DTEXTURE9 GetEFBDepthTexture(const EFBRectangle &sourceRc)
{
return s_efb_depth_texture;
}
void Create()
{
// Simplest possible setup to start with.
int target_width = Renderer::GetTargetWidth();
int target_height = Renderer::GetTargetHeight();
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)
{
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)
{
if(D3D::GetCaps().NumSimultaneousRTs > 1)
{
hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, D3DFMT_D24X8,
D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL);
CHECK(hr,"CreateDepthStencilSurface");
D3DFORMAT *DepthTexFormats = new D3DFORMAT[3];
DepthTexFormats[0] = D3DFMT_R32F;
DepthTexFormats[1] = D3DFMT_A8R8G8B8;
for(int i = 0;i<2;i++)
{
s_efb_depth_surface_Format = DepthTexFormats[i];
//get the framebuffer Depth texture
hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, 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_depthColor_surface);
}
//create a one pixel texture to work as a buffer for peeking
hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb_depth_surface_Format,
D3DPOOL_DEFAULT, &s_efb_depthRead_texture, NULL);
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(1, 1, s_efb_depth_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL );
CHECK(hr,"Create Depth offScreen Surface");
delete [] DepthTexFormats;
}
else
{
//depth format in prefered order
D3DFORMAT *DepthTexFormats = new D3DFORMAT[3];
DepthTexFormats[0] = D3DFMT_D32F_LOCKABLE;
DepthTexFormats[1] = D3DFMT_D16_LOCKABLE;
DepthTexFormats[2] = D3DFMT_D24X8;
for(int i = 0;i<3;i++)
{
s_efb_depth_surface_Format = DepthTexFormats[i];
hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb_depth_surface_Format,
D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL);
if (!FAILED(hr)) break;
}
s_efb_depth_ReadBuffer = s_efb_depth_surface;
s_efb_depth_OffScreenReadBuffer = s_efb_depth_surface;
//ULTRAAAAAAAAAAA ugly hack when no depth textures are supported
s_efb_depthColor_surface = s_efb_color_surface;
CHECK(hr,"CreateDepthStencilSurface");
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");
//ULTRAAAAAAAAAAA ugly hack when no depth textures are supported
//s_efb_depthColor_surface = s_efb_color_surface;
}
}
void Destroy()
{
if(s_efb_depth_surface)
s_efb_depth_surface->Release();
s_efb_depth_surface=NULL;
if(s_efb_depthColor_surface)
s_efb_depthColor_surface->Release();
s_efb_depthColor_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;
}
} // namespace