// 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" #include "PixelShaderCache.h" #include "VertexShaderCache.h" #include "TextureConverter.h" // TODO: this is probably somewhere else #define SAFE_RELEASE(p) if (p) { (p)->Release(); (p) = NULL; } #undef CHECK #define CHECK(hr, Message, ...) if (FAILED(hr)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); } FramebufferManager::Efb FramebufferManager::s_efb; FramebufferManager::FramebufferManager() { s_efb.color_texture = NULL; s_efb.colorRead_texture = NULL; s_efb.depth_texture = NULL; s_efb.depthRead_texture = NULL; s_efb.depth_surface = NULL; s_efb.color_surface = NULL; s_efb.color_ReadBuffer = NULL; s_efb.depth_ReadBuffer = NULL; s_efb.color_OffScreenReadBuffer = NULL; s_efb.depth_OffScreenReadBuffer = NULL; s_efb.color_surface_Format = D3DFMT_FORCE_DWORD; s_efb.depth_surface_Format = D3DFMT_FORCE_DWORD; s_efb.depth_ReadBuffer_Format = D3DFMT_FORCE_DWORD; // 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[5] = { FOURCC_INTZ, FOURCC_DF24, FOURCC_RAWZ, FOURCC_DF16, 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); } 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); } XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height) { LPDIRECT3DTEXTURE9 tex; D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format, D3DPOOL_DEFAULT, &tex, NULL); return new XFBSource(tex); } void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc) { const float scaleX = Renderer::GetXFBScaleX(); const float scaleY = Renderer::GetXFBScaleY(); TargetRectangle targetSource; targetSource.top = (int)(sourceRc.top *scaleY); targetSource.bottom = (int)(sourceRc.bottom *scaleY); targetSource.left = (int)(sourceRc.left *scaleX); targetSource.right = (int)(sourceRc.right * scaleX); *width = targetSource.right - targetSource.left; *height = targetSource.bottom - targetSource.top; } void XFBSource::Draw(const MathUtil::Rectangle &sourcerc, const MathUtil::Rectangle &drawrc, int width, int height) const { D3D::drawShadedTexSubQuad(texture, &sourcerc, texWidth, texHeight, &drawrc, width , height, PixelShaderCache::GetColorCopyProgram(0), VertexShaderCache::GetSimpleVertexShader(0)); } void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) { TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture); } void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc) { 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(), targetRc, xfb_in_ram, fbWidth, fbHeight); } void XFBSource::CopyEFB() { // Copy EFB data to XFB and restore render target again LPDIRECT3DSURFACE9 Rendersurf = NULL; texture->GetSurfaceLevel(0, &Rendersurf); D3D::dev->SetDepthStencilSurface(NULL); D3D::dev->SetRenderTarget(0, Rendersurf); D3DVIEWPORT9 vp; vp.X = 0; vp.Y = 0; vp.Width = texWidth; vp.Height = texHeight; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; D3D::dev->SetViewport(&vp); RECT sourcerect; sourcerect.bottom = sourceRc.bottom; sourcerect.left = sourceRc.left; sourcerect.right = sourceRc.right; sourcerect.top = sourceRc.top; D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); D3D::drawShadedTexQuad( FramebufferManager::GetEFBColorTexture(), &sourcerect, Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), texWidth, texHeight, PixelShaderCache::GetColorCopyProgram( g_ActiveConfig.iMultisampleMode), VertexShaderCache::GetSimpleVertexShader( g_ActiveConfig.iMultisampleMode)); D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER); D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER); D3D::SetTexture(0, NULL); D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface()); D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface()); Rendersurf->Release(); }