107 lines
3.5 KiB
C++
107 lines
3.5 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _FBMANAGER_D3D_H_
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#define _FBMANAGER_D3D_H_
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#include "D3DBase.h"
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#include "D3DTexture.h"
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#include "FramebufferManagerBase.h"
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// On the GameCube, the game sends a request for the graphics processor to
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// transfer its internal EFB (Embedded Framebuffer) to an area in GameCube RAM
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// called the XFB (External Framebuffer). The size and location of the XFB is
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// decided at the time of the copy, and the format is always YUYV. The video
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// interface is given a pointer to the XFB, which will be decoded and
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// displayed on the TV.
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//
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// There are two ways for Dolphin to emulate this:
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//
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// Real XFB mode:
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//
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// Dolphin will behave like the GameCube and encode the EFB to
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// a portion of GameCube RAM. The emulated video interface will decode the data
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// for output to the screen.
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//
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// Advantages: Behaves exactly like the GameCube.
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// Disadvantages: Resolution will be limited.
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//
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// Virtual XFB mode:
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//
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// When a request is made to copy the EFB to an XFB, Dolphin
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// will remember the RAM location and size of the XFB in a Virtual XFB list.
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// The video interface will look up the XFB in the list and use the enhanced
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// data stored there, if available.
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//
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// Advantages: Enables high resolution graphics, better than real hardware.
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// Disadvantages: If the GameCube CPU writes directly to the XFB (which is
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// possible but uncommon), the Virtual XFB will not capture this information.
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// There may be multiple XFBs in GameCube RAM. This is the maximum number to
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// virtualize.
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struct XFBSource : public XFBSourceBase
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{
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XFBSource(D3DTexture2D *_tex) : tex(_tex) {}
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~XFBSource() { tex->Release(); }
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void Draw(const MathUtil::Rectangle<float> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc, int width, int height) const;
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void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight);
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void CopyEFB();
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D3DTexture2D* const tex;
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};
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class FramebufferManager : public FramebufferManagerBase
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{
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public:
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FramebufferManager();
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~FramebufferManager();
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static D3DTexture2D* &GetEFBColorTexture();
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static ID3D11Texture2D* &GetEFBColorStagingBuffer();
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static D3DTexture2D* &GetEFBDepthTexture();
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static D3DTexture2D* &GetEFBDepthReadTexture();
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static ID3D11Texture2D* &GetEFBDepthStagingBuffer();
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static D3DTexture2D* &GetResolvedEFBColorTexture();
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static D3DTexture2D* &GetResolvedEFBDepthTexture();
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private:
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XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height);
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void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc);
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void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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static struct Efb
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{
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D3DTexture2D* color_tex;
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ID3D11Texture2D* color_staging_buf;
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D3DTexture2D* depth_tex;
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ID3D11Texture2D* depth_staging_buf;
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D3DTexture2D* depth_read_texture;
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D3DTexture2D* resolved_color_tex;
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D3DTexture2D* resolved_depth_tex;
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} m_efb;
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};
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#endif
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