286 lines
9.3 KiB
C++
286 lines
9.3 KiB
C++
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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 "DX9_D3DBase.h"
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#include "DX9_Render.h"
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#include "DX9_FramebufferManager.h"
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#include "VideoConfig.h"
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#include "DX9_PixelShaderCache.h"
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#include "DX9_VertexShaderCache.h"
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#include "DX9_TextureConverter.h"
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#include "../Main.h"
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#undef CHECK
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#define CHECK(hr, Message, ...) if (FAILED(hr)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
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namespace DX9
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{
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XFBSource FramebufferManager::m_realXFBSource;
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LPDIRECT3DTEXTURE9 FramebufferManager::s_efb_color_texture;
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LPDIRECT3DTEXTURE9 FramebufferManager::s_efb_colorRead_texture;
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LPDIRECT3DTEXTURE9 FramebufferManager::s_efb_depth_texture;
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LPDIRECT3DTEXTURE9 FramebufferManager::s_efb_depthRead_texture;
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LPDIRECT3DSURFACE9 FramebufferManager::s_efb_depth_surface;
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LPDIRECT3DSURFACE9 FramebufferManager::s_efb_color_surface;
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LPDIRECT3DSURFACE9 FramebufferManager::s_efb_color_ReadBuffer;
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LPDIRECT3DSURFACE9 FramebufferManager::s_efb_depth_ReadBuffer;
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LPDIRECT3DSURFACE9 FramebufferManager::s_efb_color_OffScreenReadBuffer;
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LPDIRECT3DSURFACE9 FramebufferManager::s_efb_depth_OffScreenReadBuffer;
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D3DFORMAT FramebufferManager::s_efb_color_surface_Format;
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D3DFORMAT FramebufferManager::s_efb_depth_surface_Format;
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D3DFORMAT FramebufferManager::s_efb_depth_ReadBuffer_Format;
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorRTSurface()
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{
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return s_efb_color_surface;
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}
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthRTSurface()
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{
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return s_efb_depth_surface;
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}
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorOffScreenRTSurface()
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{
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return s_efb_color_OffScreenReadBuffer;
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}
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthOffScreenRTSurface()
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{
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return s_efb_depth_OffScreenReadBuffer;
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}
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorReadSurface()
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{
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return s_efb_color_ReadBuffer;
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}
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthReadSurface()
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{
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return s_efb_depth_ReadBuffer;
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}
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D3DFORMAT FramebufferManager::GetEFBDepthRTSurfaceFormat()
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{
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return s_efb_depth_surface_Format;
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}
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D3DFORMAT FramebufferManager::GetEFBDepthReadSurfaceFormat()
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{
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return s_efb_depth_ReadBuffer_Format;
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}
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D3DFORMAT FramebufferManager::GetEFBColorRTSurfaceFormat()
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{
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return s_efb_color_surface_Format;
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}
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LPDIRECT3DTEXTURE9 FramebufferManager::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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LPDIRECT3DTEXTURE9 FramebufferManager::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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FramebufferManager::FramebufferManager()
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{
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s_efb_color_texture = NULL;
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LPDIRECT3DTEXTURE9 s_efb_colorRead_texture = NULL;
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LPDIRECT3DTEXTURE9 s_efb_depth_texture = NULL;
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LPDIRECT3DTEXTURE9 s_efb_depthRead_texture = NULL;
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LPDIRECT3DSURFACE9 s_efb_depth_surface = NULL;
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LPDIRECT3DSURFACE9 s_efb_color_surface = NULL;
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LPDIRECT3DSURFACE9 s_efb_color_ReadBuffer = NULL;
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LPDIRECT3DSURFACE9 s_efb_depth_ReadBuffer = NULL;
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LPDIRECT3DSURFACE9 s_efb_color_OffScreenReadBuffer = NULL;
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LPDIRECT3DSURFACE9 s_efb_depth_OffScreenReadBuffer = NULL;
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D3DFORMAT s_efb_color_surface_Format = D3DFMT_FORCE_DWORD;
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D3DFORMAT s_efb_depth_surface_Format = D3DFMT_FORCE_DWORD;
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D3DFORMAT s_efb_depth_ReadBuffer_Format = D3DFMT_FORCE_DWORD;
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m_realXFBSource.texture = NULL;
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// Simplest possible setup to start with.
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int target_width = Renderer::GetFullTargetWidth();
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int target_height = Renderer::GetFullTargetHeight();
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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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hr = s_efb_color_texture->GetSurfaceLevel(0, &s_efb_color_surface);
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}
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CHECK(hr, "Create color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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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 (hr=%#x)", hr);
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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 offscreen color surface (hr=%#x)", hr);
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// Select a Z-buffer format with hardware support
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D3DFORMAT *DepthTexFormats = new D3DFORMAT[5];
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DepthTexFormats[0] = FOURCC_INTZ;
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DepthTexFormats[1] = FOURCC_DF24;
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DepthTexFormats[2] = FOURCC_RAWZ;
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DepthTexFormats[3] = FOURCC_DF16;
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DepthTexFormats[4] = D3DFMT_D24X8;
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for(int i = 0; i < 5; i++)
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{
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s_efb_depth_surface_Format = DepthTexFormats[i];
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// Create the framebuffer depth texture
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb_depth_surface_Format,
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D3DPOOL_DEFAULT, &s_efb_depth_texture, NULL);
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if (!FAILED(hr))
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break;
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}
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CHECK(hr, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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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_depth_surface);
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}
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// Create a 4x4 pixel texture to work as a buffer for peeking
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if(s_efb_depth_surface_Format == FOURCC_RAWZ || s_efb_depth_surface_Format == D3DFMT_D24X8)
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{
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DepthTexFormats[0] = D3DFMT_A8R8G8B8;
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}
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else
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{
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DepthTexFormats[0] = D3DFMT_R32F;
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}
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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_ReadBuffer_Format = DepthTexFormats[i];
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// Get the framebuffer Depth texture
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hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb_depth_ReadBuffer_Format,
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D3DPOOL_DEFAULT, &s_efb_depthRead_texture, NULL);
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if (!FAILED(hr))
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break;
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}
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CHECK(hr, "Create depth read texture (hr=%#x)", hr);
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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(4, 4, s_efb_depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create depth offscreen surface (hr=%#x)", hr);
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delete [] DepthTexFormats;
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}
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FramebufferManager::~FramebufferManager()
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{
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SAFE_RELEASE(s_efb_depth_surface);
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SAFE_RELEASE(s_efb_color_surface);
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SAFE_RELEASE(s_efb_color_ReadBuffer);
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SAFE_RELEASE(s_efb_depth_ReadBuffer);
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SAFE_RELEASE(s_efb_color_OffScreenReadBuffer);
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SAFE_RELEASE(s_efb_depth_OffScreenReadBuffer);
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SAFE_RELEASE(s_efb_color_texture);
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SAFE_RELEASE(s_efb_colorRead_texture);
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SAFE_RELEASE(s_efb_depth_texture);
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SAFE_RELEASE(s_efb_depthRead_texture);
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if (m_realXFBSource.texture)
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m_realXFBSource.texture->Release();
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m_realXFBSource.texture = NULL;
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}
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void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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{
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// TODO:
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//u8* xfb_in_ram = Memory_GetPtr(xfbAddr);
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//if (!xfb_in_ram)
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//{
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// WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
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// return;
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//}
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//TargetRectangle targetRc = Renderer::ConvertEFBRectangle(sourceRc);
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//TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight);
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}
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const XFBSource** FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
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{
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return NULL;
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// TODO:
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//xfbCount = 1;
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//m_realXFBSource.texWidth = fbWidth;
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//m_realXFBSource.texHeight = fbHeight;
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//m_realXFBSource.srcAddr = xfbAddr;
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//m_realXFBSource.srcWidth = fbWidth;
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//m_realXFBSource.srcHeight = fbHeight;
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//if (!m_realXFBSource.texture)
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//{
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// D3D::dev->CreateTexture(fbWidth, fbHeight, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
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// D3DPOOL_DEFAULT, &m_realXFBSource.texture, NULL);
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//}
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//// Decode YUYV data from GameCube RAM
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//TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, m_realXFBSource.texture);
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//m_overlappingXFBArray[0] = &m_realXFBSource;
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//return &m_overlappingXFBArray[0];
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}
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XFBSourceBase *FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
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{
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XFBSource* const xfbs = new XFBSource;
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D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
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D3DPOOL_DEFAULT, &xfbs->texture, NULL);
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return xfbs;
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}
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XFBSource::~XFBSource()
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{
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texture->Release();
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}
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void XFBSource::CopyEFB(const TargetRectangle& efbSource)
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{
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}
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}
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