152 lines
4.3 KiB
C++
152 lines
4.3 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 <list>
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#include "D3DBase.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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const int MAX_VIRTUAL_XFB = 8;
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inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
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{
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return !((aLower >= bUpper) || (bLower >= aUpper));
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}
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struct XFBSource
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{
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XFBSource()
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{
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this->srcAddr = 0;
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this->srcWidth = 0;
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this->srcHeight = 0;
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this->tex = NULL;
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this->texWidth = 0;
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this->texHeight = 0;
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}
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u32 srcAddr;
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u32 srcWidth;
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u32 srcHeight;
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D3DTexture2D* tex;
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unsigned int texWidth;
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unsigned int texHeight;
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};
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class FramebufferManager
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{
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public:
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FramebufferManager()
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{
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m_efb.color_tex = NULL;
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m_efb.color_staging_buf = NULL;
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m_efb.depth_tex = NULL;
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m_efb.depth_staging_buf = NULL;
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m_efb.depth_read_texture = NULL;
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m_realXFBSource.tex = NULL;
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}
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void Create();
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void Destroy();
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void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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const XFBSource** GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
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D3DTexture2D* &GetEFBColorTexture();
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ID3D11Texture2D* &GetEFBColorStagingBuffer();
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D3DTexture2D* &GetEFBDepthTexture();
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D3DTexture2D* &GetEFBDepthReadTexture();
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ID3D11Texture2D* &GetEFBDepthStagingBuffer();
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private:
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struct VirtualXFB
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{
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// Address and size in GameCube RAM
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u32 xfbAddr;
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u32 xfbWidth;
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u32 xfbHeight;
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XFBSource xfbSource;
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};
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typedef std::list<VirtualXFB> VirtualXFBListType;
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VirtualXFBListType::iterator findVirtualXFB(u32 xfbAddr, u32 width, u32 height);
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void replaceVirtualXFB();
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void copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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void copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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const XFBSource** getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
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const XFBSource** getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
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XFBSource m_realXFBSource; // used in real XFB mode
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VirtualXFBListType m_virtualXFBList; // used in virtual XFB mode
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const XFBSource* m_overlappingXFBArray[MAX_VIRTUAL_XFB];
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struct
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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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} m_efb;
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};
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extern FramebufferManager FBManager;
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#endif
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