121 lines
4.4 KiB
C++
121 lines
4.4 KiB
C++
// Copyright 2013 Dolphin Emulator Project
|
|
// Licensed under GPLv2
|
|
// Refer to the license.txt file included.
|
|
|
|
#pragma once
|
|
|
|
#include "VideoBackends/OGL/GLUtil.h"
|
|
#include "VideoBackends/OGL/ProgramShaderCache.h"
|
|
#include "VideoBackends/OGL/Render.h"
|
|
|
|
#include "VideoCommon/FramebufferManagerBase.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.
|
|
|
|
namespace OGL {
|
|
|
|
struct XFBSource : public XFBSourceBase
|
|
{
|
|
XFBSource(GLuint tex) : texture(tex) {}
|
|
~XFBSource();
|
|
|
|
void CopyEFB(float Gamma) override;
|
|
void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) override;
|
|
void Draw(const MathUtil::Rectangle<int> &sourcerc,
|
|
const MathUtil::Rectangle<float> &drawrc) const override;
|
|
|
|
const GLuint texture;
|
|
};
|
|
|
|
class FramebufferManager : public FramebufferManagerBase
|
|
{
|
|
public:
|
|
FramebufferManager(int targetWidth, int targetHeight, int msaaSamples);
|
|
~FramebufferManager();
|
|
|
|
// To get the EFB in texture form, these functions may have to transfer
|
|
// the EFB to a resolved texture first.
|
|
static GLuint GetEFBColorTexture(const EFBRectangle& sourceRc);
|
|
static GLuint GetEFBDepthTexture(const EFBRectangle& sourceRc);
|
|
|
|
static GLuint GetEFBFramebuffer() { return m_efbFramebuffer; }
|
|
static GLuint GetXFBFramebuffer() { return m_xfbFramebuffer; }
|
|
|
|
// Resolved framebuffer is only used in MSAA mode.
|
|
static GLuint GetResolvedFramebuffer() { return m_resolvedFramebuffer; }
|
|
|
|
static 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.
|
|
static 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.
|
|
static GLuint ResolveAndGetDepthTarget(const EFBRectangle &rect);
|
|
|
|
// Convert EFB content on pixel format change.
|
|
// convtype=0 -> rgb8->rgba6, convtype=2 -> rgba6->rgb8
|
|
static void ReinterpretPixelData(unsigned int convtype);
|
|
|
|
private:
|
|
XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height) override;
|
|
void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc) override;
|
|
|
|
void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma) override;
|
|
|
|
static int m_targetWidth;
|
|
static int m_targetHeight;
|
|
static int m_msaaSamples;
|
|
|
|
static GLenum m_textureType;
|
|
|
|
static GLuint m_efbFramebuffer;
|
|
static GLuint m_xfbFramebuffer;
|
|
static GLuint m_efbColor;
|
|
static GLuint m_efbDepth;
|
|
static GLuint m_efbColorSwap;// will be hot swapped with m_efbColor when reinterpreting EFB pixel formats
|
|
|
|
// Only used in MSAA mode, TODO: try to avoid them
|
|
static GLuint m_resolvedFramebuffer;
|
|
static GLuint m_resolvedColorTexture;
|
|
static GLuint m_resolvedDepthTexture;
|
|
|
|
// For pixel format draw
|
|
static SHADER m_pixel_format_shaders[2];
|
|
};
|
|
|
|
} // namespace OGL
|