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

168 lines
5.4 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_H_
#define _FRAMEBUFFERMANAGER_H_
#include <list>
#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 = 8;
inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
{
return !((aLower >= bUpper) || (bLower >= aUpper));
}
struct XFBSource
{
XFBSource() :
texture(0)
{}
u32 srcAddr;
u32 srcWidth;
u32 srcHeight;
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, u32 &xfbCount);
// 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; }
// Resolved framebuffer is only used in MSAA mode.
GLuint GetResolvedFramebuffer() const { return m_resolvedFramebuffer; }
void SetFramebuffer(GLuint fb);
// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
// Thus, this call may be expensive. Don't repeat it unnecessarily.
// If not in MSAA mode, will just return the render target texture ID.
// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
GLuint ResolveAndGetRenderTarget(const EFBRectangle &rect);
// Same as above but for the depth Target.
// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
GLuint ResolveAndGetDepthTarget(const EFBRectangle &rect);
private:
struct VirtualXFB
{
// Address and size in GameCube RAM
u32 xfbAddr;
u32 xfbWidth;
u32 xfbHeight;
XFBSource xfbSource;
};
typedef std::list<VirtualXFB> 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);
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
const XFBSource* m_overlappingXFBArray[MAX_VIRTUAL_XFB];
};
extern FramebufferManager g_framebufferManager;
#endif