// 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 #include "D3DBase.h" namespace FBManager { void Create(); void Destroy(); // To get the EFB in texture form, these functions may have to transfer // the EFB to a resolved texture first. 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(); /* // Resolved framebuffer is only used in MSAA mode. LPDIRECT3DTEXTURE9 GetResolvedFramebuffer() const { return m_resolvedFramebuffer; } TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) const; void SetFramebuffer(LPDIRECT3DSURFACE9 surface); // If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID. // Thus, this call may be expensive. Don't repeat it unnecessarily. // If not in MSAA mode, will just return the render target texture ID. // After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to. LPDIRECT3DTEXTURE9 ResolveAndGetRenderTarget(const EFBRectangle &rect); // Same as above but for the depth Target. // After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to. LPDIRECT3DTEXTURE9 ResolveAndGetDepthTarget(const EFBRectangle &rect); */ }; #endif