227 lines
6.3 KiB
C++
227 lines
6.3 KiB
C++
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#include "FramebufferManagerBase.h"
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#include "RenderBase.h"
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#include "VideoConfig.h"
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FramebufferManagerBase *g_framebuffer_manager;
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XFBSourceBase *FramebufferManagerBase::m_realXFBSource; // Only used in Real XFB mode
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FramebufferManagerBase::VirtualXFBListType FramebufferManagerBase::m_virtualXFBList; // Only used in Virtual XFB mode
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const XFBSourceBase* FramebufferManagerBase::m_overlappingXFBArray[MAX_VIRTUAL_XFB];
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FramebufferManagerBase::FramebufferManagerBase()
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{
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m_realXFBSource = NULL;
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// can't hurt
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memset(m_overlappingXFBArray, 0, sizeof(m_overlappingXFBArray));
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}
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FramebufferManagerBase::~FramebufferManagerBase()
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{
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VirtualXFBListType::iterator
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it = m_virtualXFBList.begin(),
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vlend = m_virtualXFBList.end();
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for (; it != vlend; ++it)
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delete it->xfbSource;
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m_virtualXFBList.clear();
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delete m_realXFBSource;
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}
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const XFBSourceBase* const* FramebufferManagerBase::GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
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{
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if (g_ActiveConfig.bUseRealXFB)
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return GetRealXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
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else
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return GetVirtualXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
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}
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const XFBSourceBase* const* FramebufferManagerBase::GetRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
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{
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xfbCount = 1;
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if (!m_realXFBSource)
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m_realXFBSource = g_framebuffer_manager->CreateXFBSource(fbWidth, fbHeight);
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m_realXFBSource->srcAddr = xfbAddr;
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m_realXFBSource->srcWidth = MAX_XFB_WIDTH;
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m_realXFBSource->srcHeight = MAX_XFB_HEIGHT;
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m_realXFBSource->texWidth = fbWidth;
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m_realXFBSource->texHeight = fbHeight;
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// TODO: stuff only used by OGL... :/
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// OpenGL texture coordinates originate at the lower left, which is why
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// sourceRc.top = fbHeight and sourceRc.bottom = 0.
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m_realXFBSource->sourceRc.left = 0;
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m_realXFBSource->sourceRc.top = fbHeight;
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m_realXFBSource->sourceRc.right = fbWidth;
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m_realXFBSource->sourceRc.bottom = 0;
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// Decode YUYV data from GameCube RAM
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m_realXFBSource->DecodeToTexture(xfbAddr, fbWidth, fbHeight);
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m_overlappingXFBArray[0] = m_realXFBSource;
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return &m_overlappingXFBArray[0];
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}
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const XFBSourceBase* const* FramebufferManagerBase::GetVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
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{
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xfbCount = 0;
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if (m_virtualXFBList.empty()) // no Virtual XFBs available
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return NULL;
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u32 srcLower = xfbAddr;
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u32 srcUpper = xfbAddr + 2 * fbWidth * fbHeight;
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VirtualXFBListType::reverse_iterator
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it = m_virtualXFBList.rbegin(),
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vlend = m_virtualXFBList.rend();
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for (; it != vlend; ++it)
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{
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VirtualXFB* vxfb = &*it;
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u32 dstLower = vxfb->xfbAddr;
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u32 dstUpper = vxfb->xfbAddr + 2 * vxfb->xfbWidth * vxfb->xfbHeight;
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if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
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{
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m_overlappingXFBArray[xfbCount] = vxfb->xfbSource;
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++xfbCount;
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}
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}
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return &m_overlappingXFBArray[0];
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}
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void FramebufferManagerBase::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
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{
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if (g_ActiveConfig.bUseRealXFB)
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g_framebuffer_manager->CopyToRealXFB(xfbAddr, fbWidth, fbHeight, sourceRc,Gamma);
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else
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CopyToVirtualXFB(xfbAddr, fbWidth, fbHeight, sourceRc,Gamma);
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}
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void FramebufferManagerBase::CopyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
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{
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VirtualXFBListType::iterator vxfb = FindVirtualXFB(xfbAddr, fbWidth, fbHeight);
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if (m_virtualXFBList.end() == vxfb)
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{
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if (m_virtualXFBList.size() < MAX_VIRTUAL_XFB)
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{
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// create a new Virtual XFB and place it at the front of the list
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VirtualXFB v;
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memset(&v, 0, sizeof v);
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m_virtualXFBList.push_front(v);
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vxfb = m_virtualXFBList.begin();
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}
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else
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{
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// Replace the last virtual XFB
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--vxfb;
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}
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}
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//else // replace existing virtual XFB
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// move this Virtual XFB to the front of the list.
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if (m_virtualXFBList.begin() != vxfb)
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m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, vxfb);
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unsigned int target_width, target_height;
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g_framebuffer_manager->GetTargetSize(&target_width, &target_height, sourceRc);
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// recreate if needed
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if (vxfb->xfbSource && (vxfb->xfbSource->texWidth != target_width || vxfb->xfbSource->texHeight != target_height))
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{
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//delete vxfb->xfbSource;
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//vxfb->xfbSource = NULL;
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}
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if (!vxfb->xfbSource)
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{
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vxfb->xfbSource = g_framebuffer_manager->CreateXFBSource(target_width, target_height);
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vxfb->xfbSource->texWidth = target_width;
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vxfb->xfbSource->texHeight = target_height;
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}
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vxfb->xfbSource->srcAddr = vxfb->xfbAddr = xfbAddr;
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vxfb->xfbSource->srcWidth = vxfb->xfbWidth = fbWidth;
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vxfb->xfbSource->srcHeight = vxfb->xfbHeight = fbHeight;
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vxfb->xfbSource->sourceRc = g_renderer->ConvertEFBRectangle(sourceRc);
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// keep stale XFB data from being used
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ReplaceVirtualXFB();
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g_renderer->ResetAPIState(); // reset any game specific settings
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// Copy EFB data to XFB and restore render target again
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vxfb->xfbSource->CopyEFB(Gamma);
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g_renderer->RestoreAPIState();
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}
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FramebufferManagerBase::VirtualXFBListType::iterator FramebufferManagerBase::FindVirtualXFB(u32 xfbAddr, u32 width, u32 height)
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{
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const u32 srcLower = xfbAddr;
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const u32 srcUpper = xfbAddr + 2 * width * height;
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VirtualXFBListType::iterator it = m_virtualXFBList.begin();
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for (; it != m_virtualXFBList.end(); ++it)
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{
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const u32 dstLower = it->xfbAddr;
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const u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
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if (dstLower >= srcLower && dstUpper <= srcUpper)
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break;
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}
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return it;
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}
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void FramebufferManagerBase::ReplaceVirtualXFB()
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{
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VirtualXFBListType::iterator it = m_virtualXFBList.begin();
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const s32 srcLower = it->xfbAddr;
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const s32 srcUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
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const s32 lineSize = 2 * it->xfbWidth;
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++it;
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for (; it != m_virtualXFBList.end(); ++it)
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{
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s32 dstLower = it->xfbAddr;
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s32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
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if (dstLower >= srcLower && dstUpper <= srcUpper)
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{
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// Invalidate the data
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it->xfbAddr = 0;
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it->xfbHeight = 0;
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it->xfbWidth = 0;
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}
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else if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
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{
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s32 upperOverlap = (srcUpper - dstLower) / lineSize;
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s32 lowerOverlap = (dstUpper - srcLower) / lineSize;
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if (upperOverlap > 0 && lowerOverlap < 0)
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{
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it->xfbAddr += lineSize * upperOverlap;
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it->xfbHeight -= upperOverlap;
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}
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else if (lowerOverlap > 0)
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{
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it->xfbHeight -= lowerOverlap;
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}
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}
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}
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}
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