122 lines
3.9 KiB
C++
122 lines
3.9 KiB
C++
// Copyright 2009 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include "VideoBackends/D3D12/D3DTexture.h"
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#include "VideoCommon/FramebufferManagerBase.h"
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namespace DX12
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{
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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 final : public XFBSourceBase
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{
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XFBSource(D3DTexture2D* tex, int slices) : m_tex(tex), m_slices(slices) {}
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~XFBSource() { m_tex->Release(); }
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void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) override;
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void CopyEFB(float gamma) override;
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D3DTexture2D* m_tex;
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const int m_slices;
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};
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class FramebufferManager final : 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 D3DTexture2D*& GetEFBDepthTexture();
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static D3DTexture2D*& GetResolvedEFBColorTexture();
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static D3DTexture2D*& GetResolvedEFBDepthTexture();
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static D3DTexture2D*& GetEFBColorTempTexture();
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static void SwapReinterpretTexture();
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static void ResolveDepthTexture();
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static void RestoreEFBRenderTargets();
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// Access EFB from CPU
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static u32 ReadEFBColorAccessCopy(u32 x, u32 y);
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static float ReadEFBDepthAccessCopy(u32 x, u32 y);
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static void UpdateEFBColorAccessCopy(u32 x, u32 y, u32 color);
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static void UpdateEFBDepthAccessCopy(u32 x, u32 y, float depth);
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static void InitializeEFBAccessCopies();
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static void MapEFBColorAccessCopy();
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static void MapEFBDepthAccessCopy();
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static void InvalidateEFBAccessCopies();
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static void DestroyEFBAccessCopies();
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private:
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std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width,
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unsigned int target_height,
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unsigned int layers) override;
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void GetTargetSize(unsigned int* width, unsigned int* height) override;
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void CopyToRealXFB(u32 xfbAddr, u32 fbStride, u32 fbHeight, const EFBRectangle& sourceRc,
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float gamma) override;
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static struct Efb
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{
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D3DTexture2D* color_tex;
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D3DTexture2D* depth_tex;
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D3DTexture2D* color_temp_tex;
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D3DTexture2D* resolved_color_tex;
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D3DTexture2D* resolved_depth_tex;
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D3DTexture2D* color_access_resize_tex;
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ID3D12Resource* color_access_readback_buffer;
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u8* color_access_readback_map;
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u32 color_access_readback_pitch;
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D3DTexture2D* depth_access_resize_tex;
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ID3D12Resource* depth_access_readback_buffer;
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u8* depth_access_readback_map;
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u32 depth_access_readback_pitch;
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int slices;
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} m_efb;
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static unsigned int m_target_width;
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static unsigned int m_target_height;
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};
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} // namespace DX12
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