// 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__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); } 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=%#x)", hr); 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 (hr=%#x)", hr); 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 (hr=%#x)", hr); // Select Zbuffer format supported by hardware. 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 (hr=%#x)", hr); // 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 (hr=%#x)", hr); 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 (hr=%#x)", hr); 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 (hr=%#x)", hr); } } 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(); TargetRectangle targetSource,efbSource; efbSource = Renderer::ConvertEFBRectangle(sourceRc); targetSource.top = (int)(sourceRc.top *scaleY); targetSource.bottom = (int)(sourceRc.bottom *scaleY); targetSource.left = (int)(sourceRc.left *scaleX); targetSource.right = (int)(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); D3D::drawShadedTexQuad( read_texture, &sourcerect, Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), target_width, target_height, PixelShaderCache::GetColorCopyProgram( g_ActiveConfig.iMultisampleMode), VertexShaderCache::GetSimpleVertexShader( g_ActiveConfig.iMultisampleMode)); 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]; }