// 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/ #ifndef _FRAMEBUFFERMANAGER_D3D_H_ #define _FRAMEBUFFERMANAGER_D3D_H_ #include #include "DX9_D3DBase.h" #include "../FramebufferManager.h" // On the GameCube, the game sends a request for the graphics processor to // transfer its internal EFB (Embedded Framebuffer) to an area in GameCube RAM // called the XFB (External Framebuffer). The size and location of the XFB is // decided at the time of the copy, and the format is always YUYV. The video // interface is given a pointer to the XFB, which will be decoded and // displayed on the TV. // // There are two ways for Dolphin to emulate this: // // Real XFB mode: // // Dolphin will behave like the GameCube and encode the EFB to // a portion of GameCube RAM. The emulated video interface will decode the data // for output to the screen. // // Advantages: Behaves exactly like the GameCube. // Disadvantages: Resolution will be limited. // // Virtual XFB mode: // // When a request is made to copy the EFB to an XFB, Dolphin // will remember the RAM location and size of the XFB in a Virtual XFB list. // The video interface will look up the XFB in the list and use the enhanced // data stored there, if available. // // Advantages: Enables high resolution graphics, better than real hardware. // Disadvantages: If the GameCube CPU writes directly to the XFB (which is // possible but uncommon), the Virtual XFB will not capture this information. // There may be multiple XFBs in GameCube RAM. This is the maximum number to // virtualize. namespace DX9 { const int MAX_VIRTUAL_XFB = 8; inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper) { return !((aLower >= bUpper) || (bLower >= aUpper)); } struct XFBSource : public XFBSourceBase { XFBSource() : texture(NULL) {} ~XFBSource(); void CopyEFB(const TargetRectangle& efbSource); LPDIRECT3DTEXTURE9 texture; }; class FramebufferManager : public ::FramebufferManagerBase { public: FramebufferManager(); ~FramebufferManager(); void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc); XFBSourceBase *CreateXFBSource(unsigned int target_width, unsigned int target_height); static LPDIRECT3DTEXTURE9 GetEFBColorTexture(const EFBRectangle& sourceRc); static LPDIRECT3DTEXTURE9 GetEFBDepthTexture(const EFBRectangle& sourceRc); static LPDIRECT3DSURFACE9 GetEFBColorRTSurface(); static LPDIRECT3DSURFACE9 GetEFBDepthRTSurface(); static LPDIRECT3DSURFACE9 GetEFBColorOffScreenRTSurface(); static LPDIRECT3DSURFACE9 GetEFBDepthOffScreenRTSurface(); static D3DFORMAT GetEFBDepthRTSurfaceFormat(); static D3DFORMAT GetEFBColorRTSurfaceFormat(); static D3DFORMAT GetEFBDepthReadSurfaceFormat(); static LPDIRECT3DSURFACE9 GetEFBColorReadSurface(); static LPDIRECT3DSURFACE9 GetEFBDepthReadSurface(); private: void copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc); void copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc); const XFBSource** getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount); static XFBSource m_realXFBSource; // Only used in Real XFB mode const XFBSource* m_overlappingXFBArray[MAX_VIRTUAL_XFB]; static LPDIRECT3DTEXTURE9 s_efb_color_texture;//Texture thats contains the color data of the render target static LPDIRECT3DTEXTURE9 s_efb_colorRead_texture;//1 pixel texture for temporal data store static LPDIRECT3DTEXTURE9 s_efb_depth_texture;//Texture thats contains the depth data of the render target static LPDIRECT3DTEXTURE9 s_efb_depthRead_texture;//4 pixel texture for temporal data store static LPDIRECT3DSURFACE9 s_efb_depth_surface;//Depth Surface static LPDIRECT3DSURFACE9 s_efb_color_surface;//Color Surface static LPDIRECT3DSURFACE9 s_efb_color_ReadBuffer;//Surface 0 of s_efb_colorRead_texture static LPDIRECT3DSURFACE9 s_efb_depth_ReadBuffer;//Surface 0 of s_efb_depthRead_texture static LPDIRECT3DSURFACE9 s_efb_color_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data static LPDIRECT3DSURFACE9 s_efb_depth_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data static D3DFORMAT s_efb_color_surface_Format;//Format of the color Surface static D3DFORMAT s_efb_depth_surface_Format;//Format of the Depth Surface static D3DFORMAT s_efb_depth_ReadBuffer_Format;//Format of the Depth color Read Surface }; } #endif