// 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; static LPDIRECT3DTEXTURE9 s_efb_colorBuffer_texture; static LPDIRECT3DTEXTURE9 s_efb_depth_texture; static LPDIRECT3DTEXTURE9 s_efb_depthBuffer_texture; static LPDIRECT3DSURFACE9 s_efb_color_surface; static LPDIRECT3DSURFACE9 s_efb_depth_surface; static LPDIRECT3DSURFACE9 s_efb_color_ReadBuffer; static LPDIRECT3DSURFACE9 s_efb_depth_ReadBuffer; static LPDIRECT3DSURFACE9 s_efb_color_OffScreenReadBuffer; static LPDIRECT3DSURFACE9 s_efb_depth_OffScreenReadBuffer; static D3DFORMAT s_efb_color_surface_Format; static D3DFORMAT s_efb_depth_surface_Format; #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 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) { // Depth textures not supported under DX9. We're gonna fake this // with a secondary render target later. 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, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &s_efb_color_texture, NULL); CHECK(hr,"Create Color Texture"); //get the Surface hr = s_efb_color_texture->GetSurfaceLevel(0, &s_efb_color_surface); CHECK(hr,"Get Color Surface"); //create a one pixel texture to work as a buffer for peeking hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &s_efb_colorBuffer_texture, NULL); if (!FAILED(hr)) { //get the surface for the peeking texture hr = s_efb_colorBuffer_texture->GetSurfaceLevel(0, &s_efb_color_ReadBuffer); CHECK(hr,"Get Color Pixel Surface"); //create an offscreen surface that we can lock to retrieve the data hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &s_efb_color_OffScreenReadBuffer, NULL ); CHECK(hr,"Create Color offScreen Surface"); } //Select Zbuffer format supported by hadware. if (g_ActiveConfig.bEFBAccessEnable) { //depth format in prefered order D3DFORMAT *DepthTexFormats = new D3DFORMAT[7]; DepthTexFormats[0] = (D3DFORMAT)MAKEFOURCC('D','F','2','4'); DepthTexFormats[1] = (D3DFORMAT)MAKEFOURCC('I','N','T','Z'); DepthTexFormats[2] = (D3DFORMAT)MAKEFOURCC('R','A','W','Z'); DepthTexFormats[3] = (D3DFORMAT)MAKEFOURCC('D','F','1','6'); DepthTexFormats[4] = D3DFMT_D32F_LOCKABLE; DepthTexFormats[5] = D3DFMT_D16_LOCKABLE; DepthTexFormats[6] = D3DFMT_D24X8; for (int i = 0;i<4;i++) { s_efb_depth_surface_Format = DepthTexFormats[i]; 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,"Create Depth Texture"); if (!FAILED(hr)) { //we found a dept texture suported by hardware so get the surface to draw to hr = s_efb_depth_texture->GetSurfaceLevel(0, &s_efb_depth_surface); CHECK(hr,"Get Depth Surface"); //create a buffer texture for peeking hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_DEPTHSTENCIL, s_efb_depth_surface_Format, D3DPOOL_DEFAULT, &s_efb_depthBuffer_texture, NULL); CHECK(hr,"Create Depth Pixel Texture"); if (!FAILED(hr)) { //texture create correctly so get the surface hr = s_efb_depthBuffer_texture->GetSurfaceLevel(0, &s_efb_depth_ReadBuffer); CHECK(hr,"Get Depth Pixel Surface"); // create an ofscren surface to grab 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"); if (FAILED(hr)) { //no depth in system mem so try vista path to grab depth data //create a offscreen lockeable surface hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, D3DFMT_D32F_LOCKABLE, D3DPOOL_DEFAULT, &s_efb_depth_OffScreenReadBuffer, NULL ); CHECK(hr, "Create Depth D3DFMT_D32F_LOCKABLE offscreen Surface"); if (s_efb_depth_ReadBuffer) s_efb_depth_ReadBuffer->Release(); //this is ugly but is a fast way to test wich path to proceed for peeking s_efb_depth_ReadBuffer = s_efb_depth_OffScreenReadBuffer; s_efb_depth_surface_Format = D3DFMT_D32F_LOCKABLE; } } } if (!FAILED(hr)) { //so far so god, texture depth works so return delete [] DepthTexFormats; return; } else { //no depth texture... cleanup if(s_efb_depth_ReadBuffer) s_efb_depth_ReadBuffer->Release(); s_efb_depth_ReadBuffer = NULL; if(s_efb_depth_OffScreenReadBuffer) s_efb_depth_OffScreenReadBuffer->Release(); if(s_efb_depth_surface) s_efb_depth_surface->Release(); s_efb_depth_surface = NULL; if(s_efb_depthBuffer_texture) s_efb_depthBuffer_texture->Release(); s_efb_depthBuffer_texture=NULL; if(s_efb_depth_texture) s_efb_depth_texture->Release(); s_efb_depth_texture = NULL; } // no depth textures... try to create an lockable depth surface for(int i = 4;i<7;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; 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"); } } void Destroy() { if(s_efb_depth_ReadBuffer) s_efb_depth_ReadBuffer->Release(); s_efb_depth_ReadBuffer = NULL; if(s_efb_depth_OffScreenReadBuffer) s_efb_depth_OffScreenReadBuffer->Release(); if(s_efb_depth_surface) s_efb_depth_surface->Release(); s_efb_depth_surface = NULL; if(s_efb_depthBuffer_texture) s_efb_depthBuffer_texture->Release(); s_efb_depthBuffer_texture=NULL; if(s_efb_depth_texture) s_efb_depth_texture->Release(); s_efb_depth_texture = NULL; if(s_efb_color_OffScreenReadBuffer ) s_efb_color_OffScreenReadBuffer->Release(); s_efb_color_OffScreenReadBuffer = NULL; if(s_efb_color_ReadBuffer ) s_efb_color_ReadBuffer->Release(); s_efb_color_ReadBuffer = NULL; if(s_efb_color_surface) s_efb_color_surface->Release(); s_efb_color_surface = NULL; if(s_efb_colorBuffer_texture) s_efb_colorBuffer_texture->Release(); s_efb_colorBuffer_texture = NULL; if(s_efb_color_texture) s_efb_color_texture->Release(); s_efb_color_texture = NULL; } } // namespace