// 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 #include "D3DBase.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 = 8; inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper) { return !((aLower >= bUpper) || (bLower >= aUpper)); } struct XFBSource { XFBSource() : srcAddr(0), srcWidth(0), srcHeight(0), tex(NULL), texWidth(0), texHeight(0) {} u32 srcAddr; u32 srcWidth; u32 srcHeight; D3DTexture2D* tex; unsigned int texWidth; unsigned int texHeight; }; class FramebufferManager { public: FramebufferManager() { m_efb.color_tex = NULL; m_efb.color_staging_buf = NULL; m_efb.depth_tex = NULL; m_efb.depth_staging_buf = NULL; m_efb.depth_read_texture = NULL; m_realXFBSource.tex = NULL; } void Create(); void Destroy(); void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc); const XFBSource** GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount); D3DTexture2D* &GetEFBColorTexture(); ID3D11Texture2D* &GetEFBColorStagingBuffer(); D3DTexture2D* &GetEFBDepthTexture(); D3DTexture2D* &GetEFBDepthReadTexture(); ID3D11Texture2D* &GetEFBDepthStagingBuffer(); 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 replaceVirtualXFB(); 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, u32 &xfbCount); const XFBSource** getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount); XFBSource m_realXFBSource; // Only used in Real XFB mode VirtualXFBListType m_virtualXFBList; // Only used in Virtual XFB mode const XFBSource* m_overlappingXFBArray[MAX_VIRTUAL_XFB]; struct { D3DTexture2D* color_tex; ID3D11Texture2D* color_staging_buf; D3DTexture2D* depth_tex; ID3D11Texture2D* depth_staging_buf; D3DTexture2D* depth_read_texture; } m_efb; }; extern FramebufferManager g_framebufferManager; #endif