dolphin/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp
Rodolfo Osvaldo Bogado 802c112ad9 Well this commit has 2 parts:
first part if fixing, fixed, i thing, the flickering that everyone has reported, at least in my case i only have flickering in the one texture in one game and now is fixed. The other fix is not for an reported issue, is more a correctness fix, running dolphin with pix to review debug errors, result in a ton of warnings and error, now with this commit, at least for ati, there no more error or warnings, this means, correct management and state change, no accurate emulation, for this still a lot of work to do.
for this part of the commit please give me feedback and let me know of remaining issues

Te second part is the partial implementation of efb to ram copy in d3d, this won't brake anything because is commented but i commit this to ask for help from ector and donko in some errors remaining in the implementation related to differences between opengl an d3d.
if you want to test this you have to uncomment line 150 to 155 of bpstruct.cpp

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4594 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-20 18:46:30 +00:00

244 lines
No EOL
8.2 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;//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