// 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 _FBMANAGER_D3D_H_ #define _FBMANAGER_D3D_H_ #include "D3DBase.h" #include "D3DTexture.h" #include "FramebufferManagerBase.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. struct XFBSource : public XFBSourceBase { XFBSource(D3DTexture2D *_tex) : tex(_tex) {} ~XFBSource() { tex->Release(); } void Draw(const MathUtil::Rectangle &sourcerc, const MathUtil::Rectangle &drawrc, int width, int height) const; void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight); void CopyEFB(float Gamma); D3DTexture2D* const tex; }; class FramebufferManager : public FramebufferManagerBase { public: FramebufferManager(); ~FramebufferManager(); static D3DTexture2D* &GetEFBColorTexture(); static ID3D11Texture2D* &GetEFBColorStagingBuffer(); static D3DTexture2D* &GetEFBDepthTexture(); static D3DTexture2D* &GetEFBDepthReadTexture(); static ID3D11Texture2D* &GetEFBDepthStagingBuffer(); static D3DTexture2D* &GetResolvedEFBColorTexture(); static D3DTexture2D* &GetResolvedEFBDepthTexture(); private: XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height); void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc); void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma); static struct Efb { D3DTexture2D* color_tex; ID3D11Texture2D* color_staging_buf; D3DTexture2D* depth_tex; ID3D11Texture2D* depth_staging_buf; D3DTexture2D* depth_read_texture; D3DTexture2D* resolved_color_tex; D3DTexture2D* resolved_depth_tex; } m_efb; }; #endif