315 lines
13 KiB
C++
315 lines
13 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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#include "D3DBase.h"
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#include "D3DTexture.h"
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#include "D3DUtil.h"
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#include "Render.h"
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#include "FBManager.h"
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#include "VideoConfig.h"
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#include "PixelShaderCache.h"
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#include "VertexShaderCache.h"
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#undef CHECK
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#define CHECK(cond, Message) if (!(cond)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: %s" , __FILE__, __LINE__, Message); }
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FramebufferManager FBManager;
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ID3D11SamplerState* copytoVirtualXFBsampler = NULL;
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D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
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ID3D11Texture2D* &FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
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D3DTexture2D* &FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex; }
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D3DTexture2D* &FramebufferManager::GetEFBDepthReadTexture() { return m_efb.depth_read_texture; }
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ID3D11Texture2D* &FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; }
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void FramebufferManager::Create()
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{
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unsigned int target_width = Renderer::GetFullTargetWidth();
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unsigned int target_height = Renderer::GetFullTargetHeight();
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ID3D11Texture2D* buf;
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D3D11_TEXTURE2D_DESC texdesc;
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HRESULT hr;
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// create framebuffer color texture
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m_efb.color_tex = D3DTexture2D::Create(target_width, target_height, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_B8G8R8A8_UNORM);
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CHECK(m_efb.color_tex != NULL, "create EFB color texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), "EFB color texture render target view");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
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// create a staging texture for Renderer::AccessEFB
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_B8G8R8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_WRITE|D3D11_CPU_ACCESS_READ);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.color_staging_buf);
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CHECK(hr==S_OK, "create EFB color staging buffer");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");
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// EFB depth buffer
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// TODO: Only bind as shader resource if EFB access enabled
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
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CHECK(hr==S_OK, "create EFB depth texture");
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m_efb.depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT);
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buf->Release();
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetTex(), "EFB depth texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view");
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// render target for depth buffer access in Renderer::AccessEFB
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 4, 4, 1, 1, D3D11_BIND_RENDER_TARGET);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
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CHECK(hr==S_OK, "create EFB depth read texture");
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m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
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buf->Release();
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)");
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// staging texture to which we copy the data from m_efb.depth_read_texture
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 4, 4, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.depth_staging_buf);
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CHECK(hr==S_OK, "create EFB depth staging buffer");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
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// sampler state for FramebufferManager::copyToVirtualXFB
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float border[4] = {0.f, 0.f, 0.f, 0.f};
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D3D11_SAMPLER_DESC samplerdesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 1, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
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D3D::device->CreateSamplerState(&samplerdesc, ©toVirtualXFBsampler);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)copytoVirtualXFBsampler, "sampler state used for FramebufferManager::copyToVirtualXFB");
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}
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void FramebufferManager::Destroy()
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{
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SAFE_RELEASE(m_efb.color_tex);
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SAFE_RELEASE(m_efb.color_staging_buf);
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SAFE_RELEASE(m_efb.depth_tex);
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SAFE_RELEASE(m_efb.depth_staging_buf);
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SAFE_RELEASE(m_efb.depth_read_texture);
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SAFE_RELEASE(copytoVirtualXFBsampler);
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for (VirtualXFBListType::iterator it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
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SAFE_RELEASE(it->xfbSource.tex);
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m_virtualXFBList.clear();
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SAFE_RELEASE(m_realXFBSource.tex);
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}
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void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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{
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copyToVirtualXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
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}
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const XFBSource** FramebufferManager::GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
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{
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return getVirtualXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
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}
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FramebufferManager::VirtualXFBListType::iterator FramebufferManager::findVirtualXFB(u32 xfbAddr, u32 width, u32 height)
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{
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u32 srcLower = xfbAddr;
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u32 srcUpper = xfbAddr + 2 * width * height;
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VirtualXFBListType::iterator it;
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for (it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
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{
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u32 dstLower = it->xfbAddr;
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u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
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if (dstLower >= srcLower && dstUpper <= srcUpper)
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return it;
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}
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// that address is not in the Virtual XFB list.
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return m_virtualXFBList.end();
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}
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void FramebufferManager::replaceVirtualXFB()
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{
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VirtualXFBListType::iterator it = m_virtualXFBList.begin();
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s32 srcLower = it->xfbAddr;
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s32 srcUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
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s32 lineSize = 2 * it->xfbWidth;
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it++;
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while (it != m_virtualXFBList.end())
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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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it++;
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}
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}
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void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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{
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// TODO
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PanicAlert("copyToRealXFB not implemented, yet\n");
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}
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void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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{
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D3DTexture2D* xfbTex;
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HRESULT hr = 0;
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VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, fbWidth, fbHeight);
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if (it == m_virtualXFBList.end() && (int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
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{
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PanicAlert("Requested creating a new virtual XFB although the maximum number has already been reached! Report this to the devs");
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return;
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}
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float scaleX = Renderer::GetTargetScaleX();
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float scaleY = Renderer::GetTargetScaleY();
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TargetRectangle targetSource,efbSource;
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efbSource = Renderer::ConvertEFBRectangle(sourceRc);
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targetSource.top = (int)(sourceRc.top * scaleY);
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targetSource.bottom = (int)(sourceRc.bottom * scaleY);
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targetSource.left = (int)(sourceRc.left * scaleX);
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targetSource.right = (int)(sourceRc.right * scaleX);
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unsigned int target_width = targetSource.right - targetSource.left;
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unsigned int target_height = targetSource.bottom - targetSource.top;
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if (it != m_virtualXFBList.end()) // overwrite an existing Virtual XFB
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{
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it->xfbAddr = xfbAddr;
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it->xfbWidth = fbWidth;
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it->xfbHeight = fbHeight;
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it->xfbSource.srcAddr = xfbAddr;
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it->xfbSource.srcWidth = fbWidth;
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it->xfbSource.srcHeight = fbHeight;
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if (it->xfbSource.texWidth != target_width || it->xfbSource.texHeight != target_height || !(it->xfbSource.tex))
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{
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SAFE_RELEASE(it->xfbSource.tex);
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it->xfbSource.tex = D3DTexture2D::Create(target_width, target_height, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_B8G8R8A8_UNORM);
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if (it->xfbSource.tex == NULL) PanicAlert("Failed to create XFB texture\n");
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}
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xfbTex = it->xfbSource.tex;
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it->xfbSource.texWidth = target_width;
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it->xfbSource.texHeight = target_height;
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// move this Virtual XFB to the front of the list.
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m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, it);
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// keep stale XFB data from being used
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replaceVirtualXFB();
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}
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else // create a new Virtual XFB and place it at the front of the list
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{
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VirtualXFB newVirt;
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newVirt.xfbSource.tex = D3DTexture2D::Create(target_width, target_height, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_B8G8R8A8_UNORM);
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if (newVirt.xfbSource.tex == NULL) PanicAlert("Failed to create a new virtual XFB");
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newVirt.xfbAddr = xfbAddr;
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newVirt.xfbWidth = fbWidth;
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newVirt.xfbHeight = fbHeight;
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xfbTex = newVirt.xfbSource.tex;
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newVirt.xfbSource.texWidth = target_width;
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newVirt.xfbSource.texHeight = target_height;
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// Add the new Virtual XFB to the list
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if (m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
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{
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PanicAlert("Requested creating a new virtual XFB although the maximum number has already been reached! Report this to the devs");
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newVirt.xfbSource.tex->Release();
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return;
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// TODO, possible alternative to failing: just delete the oldest virtual XFB:
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// m_virtualXFBList.back().xfbSource.tex->Release();
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// m_virtualXFBList.pop_back();
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}
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m_virtualXFBList.push_front(newVirt);
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}
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if (!xfbTex->GetRTV()) return;
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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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D3D11_RECT sourcerect = CD3D11_RECT(efbSource.left, efbSource.top, efbSource.right, efbSource.bottom);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)target_width, (float)target_height);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->PSSetSamplers(0, 1, ©toVirtualXFBsampler);
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D3D::context->OMSetRenderTargets(1, &xfbTex->GetRTV(), NULL);
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D3D::drawShadedTexQuad(GetEFBColorTexture()->GetSRV(), &sourcerect,
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Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
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PixelShaderCache::GetColorCopyProgram(), VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout());
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D3D::context->OMSetRenderTargets(1, &GetEFBColorTexture()->GetRTV(), GetEFBDepthTexture()->GetDSV());
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Renderer::RestoreAPIState();
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}
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const XFBSource** FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
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{
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PanicAlert("getRealXFBSource not implemented, yet\n");
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return NULL;
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}
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const XFBSource** FramebufferManager::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.size() == 0) // 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::iterator it;
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for (it = m_virtualXFBList.end(); it != m_virtualXFBList.begin();)
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{
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--it;
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u32 dstLower = it->xfbAddr;
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u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
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if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
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{
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m_overlappingXFBArray[xfbCount] = &(it->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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