2010-10-03 08:20:24 +00:00
|
|
|
// 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/
|
|
|
|
|
|
|
|
#ifndef _DX11_FBMANAGER_D3D_H_
|
|
|
|
#define _DX11_FBMANAGER_D3D_H_
|
|
|
|
|
|
|
|
#include <list>
|
|
|
|
|
|
|
|
#include "DX11_D3DBase.h"
|
|
|
|
|
|
|
|
#include "../FramebufferManager.h"
|
|
|
|
|
|
|
|
namespace DX11
|
|
|
|
{
|
|
|
|
|
|
|
|
// On the GameCube, the game sends a request for the graphics processor to
|
|
|
|
// transfer its internal EFB (Embedded Framebuffer) to an area in GameCube RAM
|
|
|
|
// called the XFB (External Framebuffer). The size and location of the XFB is
|
|
|
|
// decided at the time of the copy, and the format is always YUYV. The video
|
|
|
|
// interface is given a pointer to the XFB, which will be decoded and
|
|
|
|
// displayed on the TV.
|
|
|
|
//
|
|
|
|
// There are two ways for Dolphin to emulate this:
|
|
|
|
//
|
|
|
|
// Real XFB mode:
|
|
|
|
//
|
|
|
|
// Dolphin will behave like the GameCube and encode the EFB to
|
|
|
|
// a portion of GameCube RAM. The emulated video interface will decode the data
|
|
|
|
// for output to the screen.
|
|
|
|
//
|
|
|
|
// Advantages: Behaves exactly like the GameCube.
|
|
|
|
// Disadvantages: Resolution will be limited.
|
|
|
|
//
|
|
|
|
// Virtual XFB mode:
|
|
|
|
//
|
|
|
|
// When a request is made to copy the EFB to an XFB, Dolphin
|
|
|
|
// will remember the RAM location and size of the XFB in a Virtual XFB list.
|
|
|
|
// The video interface will look up the XFB in the list and use the enhanced
|
|
|
|
// data stored there, if available.
|
|
|
|
//
|
|
|
|
// Advantages: Enables high resolution graphics, better than real hardware.
|
|
|
|
// Disadvantages: If the GameCube CPU writes directly to the XFB (which is
|
|
|
|
// possible but uncommon), the Virtual XFB will not capture this information.
|
|
|
|
|
|
|
|
// There may be multiple XFBs in GameCube RAM. This is the maximum number to
|
|
|
|
// virtualize.
|
|
|
|
|
|
|
|
struct XFBSource : public XFBSourceBase
|
|
|
|
{
|
|
|
|
XFBSource() : tex(NULL) {}
|
|
|
|
~XFBSource();
|
|
|
|
|
|
|
|
void CopyEFB(const TargetRectangle& efbSource);
|
|
|
|
|
|
|
|
D3DTexture2D* tex;
|
|
|
|
};
|
|
|
|
|
|
|
|
class FramebufferManager : public ::FramebufferManagerBase
|
|
|
|
{
|
|
|
|
friend struct XFBSource;
|
|
|
|
|
|
|
|
public:
|
|
|
|
FramebufferManager();
|
|
|
|
~FramebufferManager();
|
|
|
|
|
|
|
|
static D3DTexture2D* &GetEFBColorTexture();
|
|
|
|
static ID3D11Texture2D* &GetEFBColorStagingBuffer();
|
|
|
|
|
|
|
|
static D3DTexture2D* &GetEFBDepthTexture();
|
|
|
|
static D3DTexture2D* &GetEFBDepthReadTexture();
|
|
|
|
static ID3D11Texture2D* &GetEFBDepthStagingBuffer();
|
|
|
|
|
|
|
|
XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height);
|
|
|
|
|
|
|
|
private:
|
|
|
|
static void copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
|
|
|
|
static const XFBSource** getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
|
|
|
|
|
|
|
|
static XFBSource m_realXFBSource; // used in real XFB mode
|
|
|
|
|
|
|
|
static struct EFB
|
|
|
|
{
|
|
|
|
D3DTexture2D* color_tex;
|
|
|
|
ID3D11Texture2D* color_staging_buf;
|
|
|
|
|
|
|
|
D3DTexture2D* depth_tex;
|
|
|
|
ID3D11Texture2D* depth_staging_buf;
|
|
|
|
D3DTexture2D* depth_read_texture;
|
|
|
|
} m_efb;
|
|
|
|
};
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|