dolphin/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp
Rodolfo Osvaldo Bogado 19d7bb2c84 big commit, implemented depth textures with hardware support in D3D, so now they will be correct as in opengl. please test a lot because i only tested the ati path, nvidia path is "Theoretical" :).
Also reimplemented screen clearing as a color quad to support alpha blending when clearing as in the original hardware.
the funny thing is how is implemented peeking, as locking depth textures is not supported, implemented peeking copying the values form the depth texture to a r32f render target and then reading back the data.
please a lot of testing to this commit.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4599 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-22 02:37:00 +00:00

227 lines
No EOL
7.4 KiB
C++

// 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;//4 pixel texture for temporal data store
static LPDIRECT3DSURFACE9 s_efb_depth_surface;//Depth 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 Surface
static D3DFORMAT s_efb_depth_ReadBuffer_Format;//Format of the Depth color Read 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 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 GetEFBDepthReadSurfaceFormat(){return s_efb_depth_ReadBuffer_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)
{
hr = 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)
{
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");
//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");
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");
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_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;
}
} // namespace