2009-09-13 17:46:33 +00:00
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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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#include "D3DBase.h"
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#include "Render.h"
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#include "FramebufferManager.h"
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2009-10-08 00:35:47 +00:00
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#include "VideoConfig.h"
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2009-09-13 17:46:33 +00:00
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namespace FBManager
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{
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2009-11-08 20:35:11 +00:00
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static LPDIRECT3DTEXTURE9 s_efb_color_texture;//Texture thats contains the color data of the render target
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static LPDIRECT3DTEXTURE9 s_efb_colorRead_texture;//1 pixel texture for temporal data store
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static LPDIRECT3DTEXTURE9 s_efb_depth_texture;//Texture thats contains the depth data of the render target
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static LPDIRECT3DTEXTURE9 s_efb_depthRead_texture;//1 pixel texture for temporal data store
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static LPDIRECT3DSURFACE9 s_efb_depth_surface;//Depth Surface
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static LPDIRECT3DSURFACE9 s_efb_depthColor_surface;//Depth, color encoded Surface
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static LPDIRECT3DSURFACE9 s_efb_color_surface;//Color Surface
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static LPDIRECT3DSURFACE9 s_efb_color_ReadBuffer;//Surface 0 of s_efb_colorRead_texture
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static LPDIRECT3DSURFACE9 s_efb_depth_ReadBuffer;//Surface 0 of s_efb_depthRead_texture
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static LPDIRECT3DSURFACE9 s_efb_color_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
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static LPDIRECT3DSURFACE9 s_efb_depth_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
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static D3DFORMAT s_efb_color_surface_Format;//Format of the color Surface
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static D3DFORMAT s_efb_depth_surface_Format;//Format of the Depth color encoded Surface
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#undef CHECK
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#define CHECK(hr,Message) if (FAILED(hr)) { PanicAlert(__FUNCTION__ " FAIL: %s" ,Message); }
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LPDIRECT3DSURFACE9 GetEFBColorRTSurface()
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{
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return s_efb_color_surface;
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}
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LPDIRECT3DSURFACE9 GetEFBDepthRTSurface()
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{
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return s_efb_depth_surface;
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}
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LPDIRECT3DSURFACE9 GetEFBDepthEncodedSurface()
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{
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return s_efb_depthColor_surface;
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}
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LPDIRECT3DSURFACE9 GetEFBColorOffScreenRTSurface()
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{
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return s_efb_color_OffScreenReadBuffer;
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}
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LPDIRECT3DSURFACE9 GetEFBDepthOffScreenRTSurface()
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{
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return s_efb_depth_OffScreenReadBuffer;
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}
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LPDIRECT3DSURFACE9 GetEFBColorReadSurface()
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{
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return s_efb_color_ReadBuffer;
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}
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LPDIRECT3DSURFACE9 GetEFBDepthReadSurface()
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{
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return s_efb_depth_ReadBuffer;
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}
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D3DFORMAT GetEFBDepthRTSurfaceFormat(){return s_efb_depth_surface_Format;}
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D3DFORMAT GetEFBColorRTSurfaceFormat(){return s_efb_color_surface_Format;}
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2009-09-15 20:18:25 +00:00
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LPDIRECT3DTEXTURE9 GetEFBColorTexture(const EFBRectangle& sourceRc)
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{
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return s_efb_color_texture;
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}
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2009-09-15 21:05:31 +00:00
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LPDIRECT3DTEXTURE9 GetEFBDepthTexture(const EFBRectangle &sourceRc)
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{
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return s_efb_depth_texture;
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}
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void Create()
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{
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2009-09-13 17:46:33 +00:00
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// Simplest possible setup to start with.
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int target_width = Renderer::GetTargetWidth();
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int target_height = Renderer::GetTargetHeight();
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s_efb_color_surface_Format = D3DFMT_A8R8G8B8;
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//get the framebuffer texture
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HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb_color_texture, NULL);
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if(s_efb_color_texture)
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{
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s_efb_color_texture->GetSurfaceLevel(0,&s_efb_color_surface);
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}
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CHECK(hr,"Create Color Texture");
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hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb_colorRead_texture, NULL);
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CHECK(hr,"Create Color Read Texture");
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if(s_efb_colorRead_texture)
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{
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s_efb_colorRead_texture->GetSurfaceLevel(0,&s_efb_color_ReadBuffer);
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}
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//create an offscreen surface that we can lock to retrieve the data
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hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb_color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb_color_OffScreenReadBuffer, NULL );
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CHECK(hr,"Create Color offScreen Surface");
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//Select Zbuffer format supported by hadware.
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if (g_ActiveConfig.bEFBAccessEnable)
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{
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if(D3D::GetCaps().NumSimultaneousRTs > 1)
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{
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hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, D3DFMT_D24X8,
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D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL);
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CHECK(hr,"CreateDepthStencilSurface");
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D3DFORMAT *DepthTexFormats = new D3DFORMAT[3];
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DepthTexFormats[0] = D3DFMT_R32F;
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DepthTexFormats[1] = D3DFMT_A8R8G8B8;
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for(int i = 0;i<2;i++)
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{
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s_efb_depth_surface_Format = DepthTexFormats[i];
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//get the framebuffer Depth texture
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_depth_surface_Format,
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D3DPOOL_DEFAULT, &s_efb_depth_texture, NULL);
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if (!FAILED(hr)) break;
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}
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CHECK(hr,"Depth Color Texture");
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//get the Surface
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if(s_efb_depth_texture)
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{
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s_efb_depth_texture->GetSurfaceLevel(0,&s_efb_depthColor_surface);
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}
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//create a one pixel texture to work as a buffer for peeking
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hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb_depth_surface_Format,
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D3DPOOL_DEFAULT, &s_efb_depthRead_texture, NULL);
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CHECK(hr,"Create Depth Read texture");
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if(s_efb_depthRead_texture)
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{
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s_efb_depthRead_texture->GetSurfaceLevel(0,&s_efb_depth_ReadBuffer);
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}
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//create an offscreen surface that we can lock to retrieve the data
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hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb_depth_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL );
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CHECK(hr,"Create Depth offScreen Surface");
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delete [] DepthTexFormats;
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}
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else
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{
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//depth format in prefered order
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D3DFORMAT *DepthTexFormats = new D3DFORMAT[3];
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DepthTexFormats[0] = D3DFMT_D32F_LOCKABLE;
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DepthTexFormats[1] = D3DFMT_D16_LOCKABLE;
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DepthTexFormats[2] = D3DFMT_D24X8;
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for(int i = 0;i<3;i++)
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{
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s_efb_depth_surface_Format = DepthTexFormats[i];
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hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb_depth_surface_Format,
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D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL);
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if (!FAILED(hr)) break;
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}
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s_efb_depth_ReadBuffer = s_efb_depth_surface;
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s_efb_depth_OffScreenReadBuffer = s_efb_depth_surface;
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//ULTRAAAAAAAAAAA ugly hack when no depth textures are supported
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s_efb_depthColor_surface = s_efb_color_surface;
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CHECK(hr,"CreateDepthStencilSurface");
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delete [] DepthTexFormats;
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}
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}
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else
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{
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2009-10-10 23:36:18 +00:00
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s_efb_depth_surface_Format = D3DFMT_D24X8;
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hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb_depth_surface_Format,
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D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL);
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2009-10-10 23:36:18 +00:00
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CHECK(hr,"CreateDepthStencilSurface");
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2009-11-10 12:45:03 +00:00
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//ULTRAAAAAAAAAAA ugly hack when no depth textures are supported
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s_efb_depthColor_surface = s_efb_color_surface;
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}
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}
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void Destroy()
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{
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if(s_efb_depth_surface)
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s_efb_depth_surface->Release();
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s_efb_depth_surface=NULL;
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2009-10-08 00:35:47 +00:00
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2009-11-08 20:35:11 +00:00
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if(s_efb_depthColor_surface)
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s_efb_depthColor_surface->Release();
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s_efb_depthColor_surface=NULL;
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2009-10-10 23:36:18 +00:00
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2009-11-08 20:35:11 +00:00
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if(s_efb_color_surface)
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s_efb_color_surface->Release();
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s_efb_color_surface=NULL;
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2009-11-08 20:35:11 +00:00
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if(s_efb_color_ReadBuffer)
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s_efb_color_ReadBuffer->Release();
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s_efb_color_ReadBuffer=NULL;
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if(s_efb_depth_ReadBuffer)
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s_efb_depth_ReadBuffer->Release();
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s_efb_depth_ReadBuffer=NULL;
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if(s_efb_color_OffScreenReadBuffer)
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s_efb_color_OffScreenReadBuffer->Release();
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s_efb_color_OffScreenReadBuffer=NULL;
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if(s_efb_depth_OffScreenReadBuffer)
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s_efb_depth_OffScreenReadBuffer->Release();
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s_efb_depth_OffScreenReadBuffer=NULL;
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if(s_efb_color_texture)
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s_efb_color_texture->Release();
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s_efb_color_texture=NULL;
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if(s_efb_colorRead_texture)
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s_efb_colorRead_texture->Release();
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s_efb_colorRead_texture=NULL;
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if(s_efb_depth_texture)
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s_efb_depth_texture->Release();
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s_efb_depth_texture=NULL;
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if(s_efb_depthRead_texture)
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s_efb_depthRead_texture->Release();
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s_efb_depthRead_texture=NULL;
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2009-10-10 23:36:18 +00:00
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2009-09-13 17:46:33 +00:00
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}
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} // namespace
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