// 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) { } }