2015-05-24 04:55:12 +00:00
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// Copyright 2009 Dolphin Emulator Project
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2015-05-17 23:08:10 +00:00
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// Licensed under GPLv2+
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2013-04-18 03:29:41 +00:00
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// Refer to the license.txt file included.
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2010-06-13 19:50:06 +00:00
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2014-02-10 18:54:46 +00:00
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#pragma once
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2010-06-13 19:50:06 +00:00
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2011-01-25 16:43:08 +00:00
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#include "d3d11.h"
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2014-02-17 10:18:15 +00:00
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#include "VideoBackends/D3D/D3DTexture.h"
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#include "VideoCommon/FramebufferManagerBase.h"
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2011-01-25 16:43:08 +00:00
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2011-01-29 20:16:51 +00:00
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namespace DX11 {
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2010-06-13 19:50:06 +00:00
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// On the GameCube, the game sends a request for the graphics processor to
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// transfer its internal EFB (Embedded Framebuffer) to an area in GameCube RAM
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// called the XFB (External Framebuffer). The size and location of the XFB is
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// decided at the time of the copy, and the format is always YUYV. The video
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// interface is given a pointer to the XFB, which will be decoded and
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// displayed on the TV.
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//
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// There are two ways for Dolphin to emulate this:
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//
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// Real XFB mode:
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//
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// Dolphin will behave like the GameCube and encode the EFB to
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// a portion of GameCube RAM. The emulated video interface will decode the data
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// for output to the screen.
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//
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// Advantages: Behaves exactly like the GameCube.
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// Disadvantages: Resolution will be limited.
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//
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// Virtual XFB mode:
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//
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// When a request is made to copy the EFB to an XFB, Dolphin
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// will remember the RAM location and size of the XFB in a Virtual XFB list.
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// The video interface will look up the XFB in the list and use the enhanced
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// data stored there, if available.
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//
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// Advantages: Enables high resolution graphics, better than real hardware.
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// Disadvantages: If the GameCube CPU writes directly to the XFB (which is
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// possible but uncommon), the Virtual XFB will not capture this information.
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// There may be multiple XFBs in GameCube RAM. This is the maximum number to
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// virtualize.
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2010-11-14 23:31:53 +00:00
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struct XFBSource : public XFBSourceBase
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{
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2014-11-02 13:51:12 +00:00
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XFBSource(D3DTexture2D *_tex, int slices) : tex(_tex), m_slices(slices) {}
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2011-06-11 19:37:21 +00:00
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~XFBSource() { tex->Release(); }
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2010-06-13 19:50:06 +00:00
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2014-03-11 05:55:00 +00:00
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void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) override;
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void CopyEFB(float Gamma) override;
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2010-06-13 19:50:06 +00:00
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2011-06-11 19:37:21 +00:00
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D3DTexture2D* const tex;
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const int m_slices;
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2010-06-13 19:50:06 +00:00
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};
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2010-11-14 23:31:53 +00:00
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class FramebufferManager : public FramebufferManagerBase
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{
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public:
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FramebufferManager();
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~FramebufferManager();
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2011-06-11 19:37:21 +00:00
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static D3DTexture2D* &GetEFBColorTexture();
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static ID3D11Texture2D* &GetEFBColorStagingBuffer();
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2010-06-13 19:50:06 +00:00
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2011-06-11 19:37:21 +00:00
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static D3DTexture2D* &GetEFBDepthTexture();
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static D3DTexture2D* &GetEFBDepthReadTexture();
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static ID3D11Texture2D* &GetEFBDepthStagingBuffer();
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2010-06-13 19:50:06 +00:00
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2011-06-11 19:37:21 +00:00
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static D3DTexture2D* &GetResolvedEFBColorTexture();
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static D3DTexture2D* &GetResolvedEFBDepthTexture();
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2010-11-23 19:58:02 +00:00
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2011-06-11 19:37:21 +00:00
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static D3DTexture2D* &GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
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2011-02-04 17:00:34 +00:00
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static void SwapReinterpretTexture()
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{
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D3DTexture2D* swaptex = GetEFBColorTempTexture();
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m_efb.color_temp_tex = GetEFBColorTexture();
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m_efb.color_tex = swaptex;
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2011-02-04 17:00:34 +00:00
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}
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2010-06-13 19:50:06 +00:00
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private:
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2014-12-20 16:24:35 +00:00
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XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) override;
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2014-12-24 23:58:16 +00:00
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void GetTargetSize(unsigned int *width, unsigned int *height) override;
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2010-06-13 19:50:06 +00:00
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2014-03-11 05:55:00 +00:00
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void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma) override;
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2010-06-13 19:50:06 +00:00
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2010-11-14 23:31:53 +00:00
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static struct Efb
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{
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D3DTexture2D* color_tex;
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ID3D11Texture2D* color_staging_buf;
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2010-06-13 19:50:06 +00:00
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2011-06-11 19:37:21 +00:00
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D3DTexture2D* depth_tex;
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ID3D11Texture2D* depth_staging_buf;
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D3DTexture2D* depth_read_texture;
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2010-11-23 19:58:02 +00:00
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2011-06-11 19:37:21 +00:00
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D3DTexture2D* color_temp_tex;
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2011-02-04 17:00:34 +00:00
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2011-06-11 19:37:21 +00:00
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D3DTexture2D* resolved_color_tex;
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D3DTexture2D* resolved_depth_tex;
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2014-11-02 13:51:12 +00:00
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int slices;
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2010-06-13 19:50:06 +00:00
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} m_efb;
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2014-12-24 23:57:52 +00:00
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static unsigned int m_target_width;
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static unsigned int m_target_height;
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2010-06-13 19:50:06 +00:00
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};
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2011-01-29 20:16:51 +00:00
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} // namespace DX11
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