// Copyright (C) 2003-2009 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_H_ #define _FRAMEBUFFERMANAGER_H_ #include #include "GLUtil.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. const int MAX_VIRTUAL_XFB = 4; inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper) { return ( (aLower >= bLower && aLower < bUpper) || (aUpper >= bLower && aUpper < bUpper) || (bLower >= aLower && bLower < aUpper) || (bUpper >= aLower && bUpper < aUpper) ); } struct XFBSource { XFBSource() : texture(0) {} GLuint texture; int texWidth; int texHeight; TargetRectangle sourceRc; }; class FramebufferManager { public: FramebufferManager() : m_efbFramebuffer(0), m_efbColor(0), m_efbDepth(0), m_resolvedFramebuffer(0), m_resolvedColorTexture(0), m_resolvedDepthTexture(0), m_xfbFramebuffer(0) {} void Init(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples); void Shutdown(); void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc); const XFBSource* GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight); // To get the EFB in texture form, these functions may have to transfer // the EFB to a resolved texture first. GLuint GetEFBColorTexture(const EFBRectangle& sourceRc) const; GLuint GetEFBDepthTexture(const EFBRectangle& sourceRc) const; GLuint GetEFBFramebuffer() const { return m_efbFramebuffer; } TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) const; private: struct VirtualXFB { // Address and size in GameCube RAM u32 xfbAddr; u32 xfbWidth; u32 xfbHeight; XFBSource xfbSource; }; typedef std::list VirtualXFBListType; VirtualXFBListType::iterator findVirtualXFB(u32 xfbAddr, u32 width, u32 height); 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); const XFBSource* getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight); int m_targetWidth; int m_targetHeight; int m_msaaSamples; int m_msaaCoverageSamples; GLuint m_efbFramebuffer; GLuint m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise GLuint m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise // Only used in MSAA mode. GLuint m_resolvedFramebuffer; GLuint m_resolvedColorTexture; GLuint m_resolvedDepthTexture; GLuint m_xfbFramebuffer; // Only used in MSAA mode XFBSource m_realXFBSource; // Only used in Real XFB mode VirtualXFBListType m_virtualXFBList; // Only used in Virtual XFB mode }; #endif