dolphin/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.h

115 lines
4.8 KiB
C++

// 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 _FRAMEBUFFERMANAGER_D3D_H_
#define _FRAMEBUFFERMANAGER_D3D_H_
#include "D3DBase.h"
#include "FramebufferManagerBase.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.
struct XFBSource : public XFBSourceBase
{
XFBSource(LPDIRECT3DTEXTURE9 tex) : texture(tex) {}
~XFBSource() { texture->Release(); }
void Draw(const MathUtil::Rectangle<float> &sourcerc,
const MathUtil::Rectangle<float> &drawrc, int width, int height) const;
void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight);
void CopyEFB();
LPDIRECT3DTEXTURE9 const texture;
};
class FramebufferManager : public FramebufferManagerBase
{
public:
FramebufferManager();
~FramebufferManager();
static LPDIRECT3DTEXTURE9 GetEFBColorTexture() { return s_efb.color_texture; }
static LPDIRECT3DTEXTURE9 GetEFBDepthTexture() { return s_efb.depth_texture; }
static LPDIRECT3DSURFACE9 GetEFBColorRTSurface() { return s_efb.color_surface; }
static LPDIRECT3DSURFACE9 GetEFBDepthRTSurface() { return s_efb.depth_surface; }
static LPDIRECT3DSURFACE9 GetEFBColorOffScreenRTSurface() { return s_efb.color_OffScreenReadBuffer; }
static LPDIRECT3DSURFACE9 GetEFBDepthOffScreenRTSurface() { return s_efb.depth_OffScreenReadBuffer; }
static D3DFORMAT GetEFBDepthRTSurfaceFormat() { return s_efb.depth_surface_Format; }
static D3DFORMAT GetEFBColorRTSurfaceFormat() { return s_efb.color_surface_Format; }
static D3DFORMAT GetEFBDepthReadSurfaceFormat() { return s_efb.depth_ReadBuffer_Format; }
static LPDIRECT3DSURFACE9 GetEFBColorReadSurface() { return s_efb.color_ReadBuffer; }
static LPDIRECT3DSURFACE9 GetEFBDepthReadSurface() { return s_efb.depth_ReadBuffer; }
private:
XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height);
void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc);
void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
static struct Efb
{
LPDIRECT3DTEXTURE9 color_texture;//Texture thats contains the color data of the render target
LPDIRECT3DTEXTURE9 colorRead_texture;//1 pixel texture for temporal data store
LPDIRECT3DTEXTURE9 depth_texture;//Texture thats contains the depth data of the render target
LPDIRECT3DTEXTURE9 depthRead_texture;//4 pixel texture for temporal data store
LPDIRECT3DSURFACE9 depth_surface;//Depth Surface
LPDIRECT3DSURFACE9 color_surface;//Color Surface
LPDIRECT3DSURFACE9 color_ReadBuffer;//Surface 0 of colorRead_texture
LPDIRECT3DSURFACE9 depth_ReadBuffer;//Surface 0 of depthRead_texture
LPDIRECT3DSURFACE9 color_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
LPDIRECT3DSURFACE9 depth_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
D3DFORMAT color_surface_Format;//Format of the color Surface
D3DFORMAT depth_surface_Format;//Format of the Depth Surface
D3DFORMAT depth_ReadBuffer_Format;//Format of the Depth color Read Surface
} s_efb;
};
#endif