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 _OGL_FRAMEBUFFERMANAGER_H_
|
|
|
|
#define _OGL_FRAMEBUFFERMANAGER_H_
|
|
|
|
|
|
|
|
#include <list>
|
|
|
|
|
|
|
|
#include "OGL_GLUtil.h"
|
|
|
|
|
|
|
|
#include "../FramebufferManager.h"
|
|
|
|
|
|
|
|
namespace OGL
|
|
|
|
{
|
|
|
|
|
|
|
|
// 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.
|
|
|
|
|
|
|
|
inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
|
|
|
|
{
|
|
|
|
return !((aLower >= bUpper) || (bLower >= aUpper));
|
|
|
|
}
|
|
|
|
|
|
|
|
struct XFBSource : XFBSourceBase
|
|
|
|
{
|
|
|
|
XFBSource() : texture(0) {}
|
|
|
|
|
|
|
|
void CopyEFB(const TargetRectangle& efbSource);
|
|
|
|
|
|
|
|
GLuint texture;
|
|
|
|
TargetRectangle sourceRc;
|
|
|
|
};
|
|
|
|
|
|
|
|
class FramebufferManager : public ::FramebufferManagerBase
|
|
|
|
{
|
|
|
|
friend struct XFBSource;
|
|
|
|
|
|
|
|
public:
|
|
|
|
FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples);
|
|
|
|
~FramebufferManager();
|
|
|
|
|
|
|
|
// To get the EFB in texture form, these functions may have to transfer
|
|
|
|
// the EFB to a resolved texture first.
|
|
|
|
static GLuint GetEFBColorTexture(const EFBRectangle& sourceRc);
|
|
|
|
static GLuint GetEFBDepthTexture(const EFBRectangle& sourceRc);
|
|
|
|
|
|
|
|
static GLuint GetEFBFramebuffer() { return m_efbFramebuffer; }
|
|
|
|
|
|
|
|
// Resolved framebuffer is only used in MSAA mode.
|
|
|
|
static GLuint GetResolvedFramebuffer() { return m_resolvedFramebuffer; }
|
|
|
|
|
|
|
|
static void SetFramebuffer(GLuint fb);
|
|
|
|
|
|
|
|
// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
|
|
|
|
// Thus, this call may be expensive. Don't repeat it unnecessarily.
|
|
|
|
// If not in MSAA mode, will just return the render target texture ID.
|
|
|
|
// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
|
|
|
|
static GLuint ResolveAndGetRenderTarget(const EFBRectangle &rect);
|
|
|
|
|
|
|
|
// Same as above but for the depth Target.
|
|
|
|
// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
|
|
|
|
static GLuint ResolveAndGetDepthTarget(const EFBRectangle &rect);
|
|
|
|
|
|
|
|
XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height);
|
|
|
|
|
|
|
|
protected:
|
|
|
|
static GLuint m_efbFramebuffer;
|
|
|
|
static GLuint m_xfbFramebuffer; // Only used in MSAA mode
|
|
|
|
|
|
|
|
private:
|
|
|
|
static void copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
|
|
|
|
static const XFBSourceBase** getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
|
|
|
|
|
|
|
|
static int m_targetWidth;
|
|
|
|
static int m_targetHeight;
|
|
|
|
static int m_msaaSamples;
|
|
|
|
static int m_msaaCoverageSamples;
|
|
|
|
|
|
|
|
static GLuint m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
|
|
|
|
static GLuint m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
|
|
|
|
|
|
|
|
// Only used in MSAA mode.
|
|
|
|
static GLuint m_resolvedFramebuffer;
|
|
|
|
static GLuint m_resolvedColorTexture;
|
|
|
|
static GLuint m_resolvedDepthTexture;
|
|
|
|
|
|
|
|
static XFBSource m_realXFBSource; // Only used in Real XFB mode
|
|
|
|
};
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|