dolphin/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp

226 lines
8.5 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "D3DBase.h"
#include "Render.h"
#include "FramebufferManager.h"
#include "VideoConfig.h"
#include "PixelShaderCache.h"
#include "VertexShaderCache.h"
#include "TextureConverter.h"
#include "HW/Memmap.h"
namespace DX9
{
// TODO: this is probably somewhere else
#define SAFE_RELEASE(p) if (p) { (p)->Release(); (p) = NULL; }
#undef CHECK
#define CHECK(hr, Message, ...) if (FAILED(hr)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
inline void GetSurface(IDirect3DTexture9* texture, IDirect3DSurface9** surface)
{
if (!texture) return;
texture->GetSurfaceLevel(0, surface);
}
FramebufferManager::Efb FramebufferManager::s_efb;
FramebufferManager::FramebufferManager()
{
bool depth_textures_supported = true;
int target_width = Renderer::GetTargetWidth();
int target_height = Renderer::GetTargetHeight();
s_efb.color_surface_Format = D3DFMT_A8R8G8B8;
// EFB color texture - primary render target
HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
D3DPOOL_DEFAULT, &s_efb.color_texture, NULL);
GetSurface(s_efb.color_texture, &s_efb.color_surface);
CHECK(hr, "Create color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
// Render buffer for AccessEFB (color data)
hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
D3DPOOL_DEFAULT, &s_efb.colorRead_texture, NULL);
GetSurface(s_efb.colorRead_texture, &s_efb.color_ReadBuffer);
CHECK(hr, "Create Color Read Texture (hr=%#x)", hr);
// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_ReadBuffer
hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb.color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb.color_OffScreenReadBuffer, NULL);
CHECK(hr, "Create offscreen color surface (hr=%#x)", hr);
// Select a Z-buffer texture format with hardware support
s_efb.depth_surface_Format = D3D::GetSupportedDepthTextureFormat();
if (s_efb.depth_surface_Format == D3DFMT_UNKNOWN)
{
// workaround for Intel GPUs etc: only create a depth _surface_
depth_textures_supported = false;
s_efb.depth_surface_Format = D3D::GetSupportedDepthSurfaceFormat(s_efb.color_surface_Format);
ERROR_LOG(VIDEO, "No supported depth texture format found, disabling Z peeks for EFB access.");
}
if (depth_textures_supported)
{
// EFB depth buffer - primary depth buffer
hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb.depth_surface_Format,
D3DPOOL_DEFAULT, &s_efb.depth_texture, NULL);
GetSurface(s_efb.depth_texture, &s_efb.depth_surface);
CHECK(hr, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
// Render buffer for AccessEFB (depth data)
D3DFORMAT DepthTexFormats[2];
DepthTexFormats[0] = D3DFMT_D24X8;
// This is expected to work on all hardware
DepthTexFormats[1] = D3DFMT_A8R8G8B8;
for (int i = 0; i < 2; ++i)
{
if (D3D::CheckTextureSupport(D3DUSAGE_RENDERTARGET, DepthTexFormats[i]))
{
s_efb.depth_ReadBuffer_Format = DepthTexFormats[i];
break;
}
}
hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb.depth_ReadBuffer_Format,
D3DPOOL_DEFAULT, &s_efb.depthRead_texture, NULL);
GetSurface(s_efb.depthRead_texture, &s_efb.depth_ReadBuffer);
CHECK(hr, "Create depth read texture (hr=%#x)", hr);
// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_ReadBuffer
hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb.depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb.depth_OffScreenReadBuffer, NULL);
CHECK(hr, "Create depth offscreen surface (hr=%#x)", hr);
}
else if (s_efb.depth_surface_Format)
{
// just create a depth surface
hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb.depth_surface_Format, D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb.depth_surface, NULL);
CHECK(hr, "Framebuffer depth surface (size: %dx%d; hr=%#x)", target_width, target_height, hr);
}
// ReinterpretPixelData - EFB color data will be copy-converted to this texture and the buffers are swapped then
hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
D3DPOOL_DEFAULT, &s_efb.color_reinterpret_texture, NULL);
GetSurface(s_efb.color_reinterpret_texture, &s_efb.color_reinterpret_surface);
CHECK(hr, "Create color reinterpret texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
}
FramebufferManager::~FramebufferManager()
{
SAFE_RELEASE(s_efb.depth_surface);
SAFE_RELEASE(s_efb.color_surface);
SAFE_RELEASE(s_efb.color_ReadBuffer);
SAFE_RELEASE(s_efb.depth_ReadBuffer);
SAFE_RELEASE(s_efb.color_OffScreenReadBuffer);
SAFE_RELEASE(s_efb.depth_OffScreenReadBuffer);
SAFE_RELEASE(s_efb.color_texture);
SAFE_RELEASE(s_efb.colorRead_texture);
SAFE_RELEASE(s_efb.depth_texture);
SAFE_RELEASE(s_efb.depthRead_texture);
SAFE_RELEASE(s_efb.color_reinterpret_texture);
SAFE_RELEASE(s_efb.color_reinterpret_surface);
s_efb.color_surface_Format = D3DFMT_UNKNOWN;
s_efb.depth_surface_Format = D3DFMT_UNKNOWN;
s_efb.depth_ReadBuffer_Format = D3DFMT_UNKNOWN;
}
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
{
LPDIRECT3DTEXTURE9 tex;
D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET,
s_efb.color_surface_Format, D3DPOOL_DEFAULT, &tex, NULL);
return new XFBSource(tex);
}
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
{
TargetRectangle targetSource;
targetSource.top = ScaleToVirtualXfbHeight(sourceRc.top, Renderer::GetBackbufferHeight());
targetSource.bottom = ScaleToVirtualXfbHeight(sourceRc.bottom, Renderer::GetBackbufferHeight());
targetSource.left = ScaleToVirtualXfbWidth(sourceRc.left, Renderer::GetBackbufferWidth());
targetSource.right = ScaleToVirtualXfbWidth(sourceRc.right, Renderer::GetBackbufferWidth());
*width = targetSource.right - targetSource.left;
*height = targetSource.bottom - targetSource.top;
}
void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
const MathUtil::Rectangle<float> &drawrc, int width, int height) const
{
D3D::drawShadedTexSubQuad(texture, &sourcerc, texWidth, texHeight, &drawrc, width , height,
PixelShaderCache::GetColorCopyProgram(0), VertexShaderCache::GetSimpleVertexShader(0));
}
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
}
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
{
u8* xfb_in_ram = Memory::GetPointer(xfbAddr);
if (!xfb_in_ram)
{
WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
return;
}
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(), targetRc, xfb_in_ram, fbWidth, fbHeight,Gamma);
}
void XFBSource::CopyEFB(float Gamma)
{
g_renderer->ResetAPIState(); // reset any game specific settings
// Copy EFB data to XFB and restore render target again
LPDIRECT3DSURFACE9 Rendersurf = NULL;
texture->GetSurfaceLevel(0, &Rendersurf);
D3D::dev->SetDepthStencilSurface(NULL);
D3D::dev->SetRenderTarget(0, Rendersurf);
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = texWidth;
vp.Height = texHeight;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
RECT sourcerect;
sourcerect.bottom = sourceRc.bottom;
sourcerect.left = sourceRc.left;
sourcerect.right = sourceRc.right;
sourcerect.top = sourceRc.top;
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
D3D::drawShadedTexQuad(
FramebufferManager::GetEFBColorTexture(),
&sourcerect,
Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
texWidth,
texHeight,
PixelShaderCache::GetColorCopyProgram( g_ActiveConfig.iMultisampleMode),
VertexShaderCache::GetSimpleVertexShader( g_ActiveConfig.iMultisampleMode),
Gamma);
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
D3D::SetTexture(0, NULL);
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
Rendersurf->Release();
g_renderer->RestoreAPIState();
}
} // namespace DX9