#include "FramebufferManagerBase.h" #include "Render.h" #include "VideoConfig.h" FramebufferManagerBase *g_framebuffer_manager; XFBSourceBase *FramebufferManagerBase::m_realXFBSource; // Only used in Real XFB mode FramebufferManagerBase::VirtualXFBListType FramebufferManagerBase::m_virtualXFBList; // Only used in Virtual XFB mode const XFBSourceBase* FramebufferManagerBase::m_overlappingXFBArray[MAX_VIRTUAL_XFB]; FramebufferManagerBase::FramebufferManagerBase() { m_realXFBSource = NULL; // can't hurt memset(m_overlappingXFBArray, 0, sizeof(m_overlappingXFBArray)); } FramebufferManagerBase::~FramebufferManagerBase() { VirtualXFBListType::iterator it = m_virtualXFBList.begin(), vlend = m_virtualXFBList.end(); for (; it != vlend; ++it) delete it->xfbSource; m_virtualXFBList.clear(); delete m_realXFBSource; } const XFBSourceBase* const* FramebufferManagerBase::GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount) { if (g_ActiveConfig.bUseRealXFB) return GetRealXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount); else return GetVirtualXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount); } const XFBSourceBase* const* FramebufferManagerBase::GetRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount) { xfbCount = 1; if (!m_realXFBSource) m_realXFBSource = g_framebuffer_manager->CreateXFBSource(fbWidth, fbHeight); m_realXFBSource->srcAddr = xfbAddr; m_realXFBSource->srcWidth = MAX_XFB_WIDTH; m_realXFBSource->srcHeight = MAX_XFB_HEIGHT; m_realXFBSource->texWidth = fbWidth; m_realXFBSource->texHeight = fbHeight; // TODO: stuff only used by OGL... :/ // OpenGL texture coordinates originate at the lower left, which is why // sourceRc.top = fbHeight and sourceRc.bottom = 0. m_realXFBSource->sourceRc.left = 0; m_realXFBSource->sourceRc.top = fbHeight; m_realXFBSource->sourceRc.right = fbWidth; m_realXFBSource->sourceRc.bottom = 0; // Decode YUYV data from GameCube RAM m_realXFBSource->DecodeToTexture(xfbAddr, fbWidth, fbHeight); m_overlappingXFBArray[0] = m_realXFBSource; return &m_overlappingXFBArray[0]; } const XFBSourceBase* const* FramebufferManagerBase::GetVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount) { xfbCount = 0; if (m_virtualXFBList.empty()) // no Virtual XFBs available return NULL; u32 srcLower = xfbAddr; u32 srcUpper = xfbAddr + 2 * fbWidth * fbHeight; VirtualXFBListType::reverse_iterator it = m_virtualXFBList.rbegin(), vlend = m_virtualXFBList.rend(); for (; it != vlend; ++it) { VirtualXFB* vxfb = &*it; u32 dstLower = vxfb->xfbAddr; u32 dstUpper = vxfb->xfbAddr + 2 * vxfb->xfbWidth * vxfb->xfbHeight; if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper)) { m_overlappingXFBArray[xfbCount] = vxfb->xfbSource; ++xfbCount; } } return &m_overlappingXFBArray[0]; } void FramebufferManagerBase::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc) { if (g_ActiveConfig.bUseRealXFB) g_framebuffer_manager->CopyToRealXFB(xfbAddr, fbWidth, fbHeight, sourceRc); else CopyToVirtualXFB(xfbAddr, fbWidth, fbHeight, sourceRc); } void FramebufferManagerBase::CopyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc) { VirtualXFBListType::iterator vxfb = FindVirtualXFB(xfbAddr, fbWidth, fbHeight); if (m_virtualXFBList.end() == vxfb) { if (m_virtualXFBList.size() < MAX_VIRTUAL_XFB) { // create a new Virtual XFB and place it at the front of the list VirtualXFB v; m_virtualXFBList.push_front(v); vxfb = m_virtualXFBList.begin(); } else { // Replace the last virtual XFB --vxfb; } } //else // replace existing virtual XFB // move this Virtual XFB to the front of the list. if (m_virtualXFBList.begin() != vxfb) m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, vxfb); unsigned int target_width, target_height; g_framebuffer_manager->GetTargetSize(&target_width, &target_height, sourceRc); // recreate if needed if (vxfb->xfbSource && (vxfb->xfbSource->texWidth != target_width || vxfb->xfbSource->texHeight != target_height)) { //delete vxfb->xfbSource; //vxfb->xfbSource = NULL; } if (!vxfb->xfbSource) { vxfb->xfbSource = g_framebuffer_manager->CreateXFBSource(target_width, target_height); vxfb->xfbSource->texWidth = target_width; vxfb->xfbSource->texHeight = target_height; } vxfb->xfbSource->srcAddr = vxfb->xfbAddr = xfbAddr; vxfb->xfbSource->srcWidth = vxfb->xfbWidth = fbWidth; vxfb->xfbSource->srcHeight = vxfb->xfbHeight = fbHeight; vxfb->xfbSource->sourceRc = Renderer::ConvertEFBRectangle(sourceRc); // keep stale XFB data from being used ReplaceVirtualXFB(); Renderer::ResetAPIState(); // reset any game specific settings // Copy EFB data to XFB and restore render target again vxfb->xfbSource->CopyEFB(); Renderer::RestoreAPIState(); } FramebufferManagerBase::VirtualXFBListType::iterator FramebufferManagerBase::FindVirtualXFB(u32 xfbAddr, u32 width, u32 height) { const u32 srcLower = xfbAddr; const u32 srcUpper = xfbAddr + 2 * width * height; VirtualXFBListType::iterator it = m_virtualXFBList.begin(); for (; it != m_virtualXFBList.end(); ++it) { const u32 dstLower = it->xfbAddr; const u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight; if (dstLower >= srcLower && dstUpper <= srcUpper) break; } return it; } void FramebufferManagerBase::ReplaceVirtualXFB() { VirtualXFBListType::iterator it = m_virtualXFBList.begin(); const s32 srcLower = it->xfbAddr; const s32 srcUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight; const s32 lineSize = 2 * it->xfbWidth; ++it; for (; it != m_virtualXFBList.end(); ++it) { s32 dstLower = it->xfbAddr; s32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight; if (dstLower >= srcLower && dstUpper <= srcUpper) { // Invalidate the data it->xfbAddr = 0; it->xfbHeight = 0; it->xfbWidth = 0; } else if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper)) { s32 upperOverlap = (srcUpper - dstLower) / lineSize; s32 lowerOverlap = (dstUpper - srcLower) / lineSize; if (upperOverlap > 0 && lowerOverlap < 0) { it->xfbAddr += lineSize * upperOverlap; it->xfbHeight -= upperOverlap; } else if (lowerOverlap > 0) { it->xfbHeight -= lowerOverlap; } } } }