dolphin/Source/Plugins/Plugin_VideoMerge/Src/DX9/DX9_FramebufferManager.cpp

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// 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 "DX9_D3DBase.h"
#include "DX9_Render.h"
#include "DX9_FramebufferManager.h"
#include "VideoConfig.h"
#include "DX9_PixelShaderCache.h"
#include "DX9_VertexShaderCache.h"
#include "DX9_TextureConverter.h"
#include "../Main.h"
#undef CHECK
#define CHECK(hr, Message, ...) if (FAILED(hr)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
namespace DX9
{
XFBSource FramebufferManager::m_realXFBSource;
LPDIRECT3DTEXTURE9 FramebufferManager::s_efb_color_texture;
LPDIRECT3DTEXTURE9 FramebufferManager::s_efb_colorRead_texture;
LPDIRECT3DTEXTURE9 FramebufferManager::s_efb_depth_texture;
LPDIRECT3DTEXTURE9 FramebufferManager::s_efb_depthRead_texture;
LPDIRECT3DSURFACE9 FramebufferManager::s_efb_depth_surface;
LPDIRECT3DSURFACE9 FramebufferManager::s_efb_color_surface;
LPDIRECT3DSURFACE9 FramebufferManager::s_efb_color_ReadBuffer;
LPDIRECT3DSURFACE9 FramebufferManager::s_efb_depth_ReadBuffer;
LPDIRECT3DSURFACE9 FramebufferManager::s_efb_color_OffScreenReadBuffer;
LPDIRECT3DSURFACE9 FramebufferManager::s_efb_depth_OffScreenReadBuffer;
D3DFORMAT FramebufferManager::s_efb_color_surface_Format;
D3DFORMAT FramebufferManager::s_efb_depth_surface_Format;
D3DFORMAT FramebufferManager::s_efb_depth_ReadBuffer_Format;
LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorRTSurface()
{
return s_efb_color_surface;
}
LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthRTSurface()
{
return s_efb_depth_surface;
}
LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorOffScreenRTSurface()
{
return s_efb_color_OffScreenReadBuffer;
}
LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthOffScreenRTSurface()
{
return s_efb_depth_OffScreenReadBuffer;
}
LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorReadSurface()
{
return s_efb_color_ReadBuffer;
}
LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthReadSurface()
{
return s_efb_depth_ReadBuffer;
}
D3DFORMAT FramebufferManager::GetEFBDepthRTSurfaceFormat()
{
return s_efb_depth_surface_Format;
}
D3DFORMAT FramebufferManager::GetEFBDepthReadSurfaceFormat()
{
return s_efb_depth_ReadBuffer_Format;
}
D3DFORMAT FramebufferManager::GetEFBColorRTSurfaceFormat()
{
return s_efb_color_surface_Format;
}
LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
{
return s_efb_color_texture;
}
LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBDepthTexture(const EFBRectangle &sourceRc)
{
return s_efb_depth_texture;
}
FramebufferManager::FramebufferManager()
{
s_efb_color_texture = NULL;
LPDIRECT3DTEXTURE9 s_efb_colorRead_texture = NULL;
LPDIRECT3DTEXTURE9 s_efb_depth_texture = NULL;
LPDIRECT3DTEXTURE9 s_efb_depthRead_texture = NULL;
LPDIRECT3DSURFACE9 s_efb_depth_surface = NULL;
LPDIRECT3DSURFACE9 s_efb_color_surface = NULL;
LPDIRECT3DSURFACE9 s_efb_color_ReadBuffer = NULL;
LPDIRECT3DSURFACE9 s_efb_depth_ReadBuffer = NULL;
LPDIRECT3DSURFACE9 s_efb_color_OffScreenReadBuffer = NULL;
LPDIRECT3DSURFACE9 s_efb_depth_OffScreenReadBuffer = NULL;
D3DFORMAT s_efb_color_surface_Format = D3DFMT_FORCE_DWORD;
D3DFORMAT s_efb_depth_surface_Format = D3DFMT_FORCE_DWORD;
D3DFORMAT s_efb_depth_ReadBuffer_Format = D3DFMT_FORCE_DWORD;
m_realXFBSource.texture = NULL;
// Simplest possible setup to start with.
int target_width = Renderer::GetFullTargetWidth();
int target_height = Renderer::GetFullTargetHeight();
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 (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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 (hr=%#x)", hr);
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 offscreen color surface (hr=%#x)", hr);
// Select a Z-buffer format with hardware support
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];
// Create 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, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
// 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 (hr=%#x)", hr);
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 (hr=%#x)", hr);
delete [] DepthTexFormats;
}
FramebufferManager::~FramebufferManager()
{
SAFE_RELEASE(s_efb_depth_surface);
SAFE_RELEASE(s_efb_color_surface);
SAFE_RELEASE(s_efb_color_ReadBuffer);
SAFE_RELEASE(s_efb_depth_ReadBuffer);
SAFE_RELEASE(s_efb_color_OffScreenReadBuffer);
SAFE_RELEASE(s_efb_depth_OffScreenReadBuffer);
SAFE_RELEASE(s_efb_color_texture);
SAFE_RELEASE(s_efb_colorRead_texture);
SAFE_RELEASE(s_efb_depth_texture);
SAFE_RELEASE(s_efb_depthRead_texture);
if (m_realXFBSource.texture)
m_realXFBSource.texture->Release();
m_realXFBSource.texture = NULL;
}
void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
// TODO:
//u8* xfb_in_ram = Memory_GetPtr(xfbAddr);
//if (!xfb_in_ram)
//{
// WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
// return;
//}
//TargetRectangle targetRc = Renderer::ConvertEFBRectangle(sourceRc);
//TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight);
}
const XFBSource** FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
{
return NULL;
// TODO:
//xfbCount = 1;
//m_realXFBSource.texWidth = fbWidth;
//m_realXFBSource.texHeight = fbHeight;
//m_realXFBSource.srcAddr = xfbAddr;
//m_realXFBSource.srcWidth = fbWidth;
//m_realXFBSource.srcHeight = fbHeight;
//if (!m_realXFBSource.texture)
//{
// D3D::dev->CreateTexture(fbWidth, fbHeight, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
// D3DPOOL_DEFAULT, &m_realXFBSource.texture, NULL);
//}
//// Decode YUYV data from GameCube RAM
//TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, m_realXFBSource.texture);
//m_overlappingXFBArray[0] = &m_realXFBSource;
//return &m_overlappingXFBArray[0];
}
XFBSourceBase *FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
{
XFBSource* const xfbs = new XFBSource;
D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
D3DPOOL_DEFAULT, &xfbs->texture, NULL);
return xfbs;
}
XFBSource::~XFBSource()
{
texture->Release();
}
void XFBSource::CopyEFB(const TargetRectangle& efbSource)
{
}
}