// 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/ // ---------------------------------------------------------------------------------------------------------- // This file handles the External Frame Buffer (XFB). The XFB is a storage point when the picture is resized // by the system to the correct display format for output to the TV. In most cases its function can be // supplemented by the equivalent adjustments in glScissor and glViewport (or their DirectX equivalents). But // for some homebrew games these functions are necessary because the homebrew game communicate directly with // them. // ---------------------------------------------------------------------------------------------------------- #include "Globals.h" #include "XFB.h" #include "Render.h" #include "TextureConverter.h" #include "FramebufferManager.h" void XFB_Write(u8 *xfb_in_ram, const EFBRectangle& sourceRc, u32 dstWd, u32 dstHt) { TargetRectangle targetRc = Renderer::ConvertEFBRectangle(sourceRc); TextureConverter::EncodeToRamYUYV(g_framebufferManager.ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram, dstWd, dstHt); }