// 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 "D3DBase.h" #include "Render.h" #include "FramebufferManager.h" #include "VideoConfig.h" namespace FBManager { 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 #undef CHECK #define CHECK(hr,Message) if (FAILED(hr)) { PanicAlert(__FUNCTION__ " FAIL: %s" ,Message); } LPDIRECT3DSURFACE9 GetEFBColorRTSurface() { return s_efb_color_surface; } LPDIRECT3DSURFACE9 GetEFBDepthRTSurface() { return s_efb_depth_surface; } LPDIRECT3DSURFACE9 GetEFBColorOffScreenRTSurface() { return s_efb_color_OffScreenReadBuffer; } LPDIRECT3DSURFACE9 GetEFBDepthOffScreenRTSurface() { return s_efb_depth_OffScreenReadBuffer; } LPDIRECT3DSURFACE9 GetEFBColorReadSurface() { return s_efb_color_ReadBuffer; } LPDIRECT3DSURFACE9 GetEFBDepthReadSurface() { return s_efb_depth_ReadBuffer; } D3DFORMAT GetEFBDepthRTSurfaceFormat(){return s_efb_depth_surface_Format;} D3DFORMAT GetEFBDepthReadSurfaceFormat(){return s_efb_depth_ReadBuffer_Format;} D3DFORMAT GetEFBColorRTSurfaceFormat(){return s_efb_color_surface_Format;} LPDIRECT3DTEXTURE9 GetEFBColorTexture(const EFBRectangle& sourceRc) { return s_efb_color_texture; } LPDIRECT3DTEXTURE9 GetEFBDepthTexture(const EFBRectangle &sourceRc) { return s_efb_depth_texture; } void Create() { // 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"); 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"); 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 Color offScreen Surface"); //Select Zbuffer format supported by hadware. if (g_ActiveConfig.bEFBAccessEnable) { 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]; //get 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,"Depth Color Texture"); //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"); 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"); delete [] DepthTexFormats; } else { s_efb_depth_surface_Format = D3DFMT_D24X8; hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb_depth_surface_Format, D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL); CHECK(hr,"CreateDepthStencilSurface"); } } void Destroy() { if(s_efb_depth_surface) s_efb_depth_surface->Release(); s_efb_depth_surface=NULL; if(s_efb_color_surface) s_efb_color_surface->Release(); s_efb_color_surface=NULL; if(s_efb_color_ReadBuffer) s_efb_color_ReadBuffer->Release(); s_efb_color_ReadBuffer=NULL; if(s_efb_depth_ReadBuffer) s_efb_depth_ReadBuffer->Release(); s_efb_depth_ReadBuffer=NULL; if(s_efb_color_OffScreenReadBuffer) s_efb_color_OffScreenReadBuffer->Release(); s_efb_color_OffScreenReadBuffer=NULL; if(s_efb_depth_OffScreenReadBuffer) s_efb_depth_OffScreenReadBuffer->Release(); s_efb_depth_OffScreenReadBuffer=NULL; if(s_efb_color_texture) s_efb_color_texture->Release(); s_efb_color_texture=NULL; if(s_efb_colorRead_texture) s_efb_colorRead_texture->Release(); s_efb_colorRead_texture=NULL; if(s_efb_depth_texture) s_efb_depth_texture->Release(); s_efb_depth_texture=NULL; if(s_efb_depthRead_texture) s_efb_depthRead_texture->Release(); s_efb_depthRead_texture=NULL; } } // namespace