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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _FRAMEBUFFERMANAGER_D3D_H_
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#define _FRAMEBUFFERMANAGER_D3D_H_
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#include "D3DBase.h"
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#include "FramebufferManagerBase.h"
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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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struct XFBSource : public XFBSourceBase
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{
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XFBSource(LPDIRECT3DTEXTURE9 tex) : texture(tex) {}
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~XFBSource() { texture->Release(); }
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void Draw(const MathUtil::Rectangle<float> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc, int width, int height) const;
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void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight);
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void CopyEFB();
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LPDIRECT3DTEXTURE9 const texture;
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};
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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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static LPDIRECT3DTEXTURE9 GetEFBColorTexture() { return s_efb.color_texture; }
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static LPDIRECT3DTEXTURE9 GetEFBDepthTexture() { return s_efb.depth_texture; }
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static LPDIRECT3DSURFACE9 GetEFBColorRTSurface() { return s_efb.color_surface; }
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static LPDIRECT3DSURFACE9 GetEFBDepthRTSurface() { return s_efb.depth_surface; }
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static LPDIRECT3DSURFACE9 GetEFBColorOffScreenRTSurface() { return s_efb.color_OffScreenReadBuffer; }
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static LPDIRECT3DSURFACE9 GetEFBDepthOffScreenRTSurface() { return s_efb.depth_OffScreenReadBuffer; }
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static D3DFORMAT GetEFBDepthRTSurfaceFormat() { return s_efb.depth_surface_Format; }
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static D3DFORMAT GetEFBColorRTSurfaceFormat() { return s_efb.color_surface_Format; }
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static D3DFORMAT GetEFBDepthReadSurfaceFormat() { return s_efb.depth_ReadBuffer_Format; }
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static LPDIRECT3DSURFACE9 GetEFBColorReadSurface() { return s_efb.color_ReadBuffer; }
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static LPDIRECT3DSURFACE9 GetEFBDepthReadSurface() { return s_efb.depth_ReadBuffer; }
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private:
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XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height);
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void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc);
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void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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static struct Efb
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{
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LPDIRECT3DTEXTURE9 color_texture;//Texture thats contains the color data of the render target
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LPDIRECT3DTEXTURE9 colorRead_texture;//1 pixel texture for temporal data store
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LPDIRECT3DTEXTURE9 depth_texture;//Texture thats contains the depth data of the render target
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LPDIRECT3DTEXTURE9 depthRead_texture;//4 pixel texture for temporal data store
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LPDIRECT3DSURFACE9 depth_surface;//Depth Surface
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LPDIRECT3DSURFACE9 color_surface;//Color Surface
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LPDIRECT3DSURFACE9 color_ReadBuffer;//Surface 0 of colorRead_texture
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LPDIRECT3DSURFACE9 depth_ReadBuffer;//Surface 0 of depthRead_texture
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LPDIRECT3DSURFACE9 color_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
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LPDIRECT3DSURFACE9 depth_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
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D3DFORMAT color_surface_Format;//Format of the color Surface
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D3DFORMAT depth_surface_Format;//Format of the Depth Surface
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D3DFORMAT depth_ReadBuffer_Format;//Format of the Depth color Read Surface
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} s_efb;
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};
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#endif
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