1 // Copyright (C) 2003 Dolphin Project.
3 // This program is free software: you can redistribute it and/or modify
4 // it under the terms of the GNU General Public License as published by
5 // the Free Software Foundation, version 2.0.
7 // This program is distributed in the hope that it will be useful,
8 // but WITHOUT ANY WARRANTY; without even the implied warranty of
9 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 // GNU General Public License 2.0 for more details.
12 // A copy of the GPL 2.0 should have been included with the program.
13 // If not, see http://www.gnu.org/licenses/
15 // Official SVN repository and contact information can be found at
16 // http://code.google.com/p/dolphin-emu/
20 #include "FramebufferManager.h"
21 #include "VideoConfig.h"
22 #include "PixelShaderCache.h"
23 #include "VertexShaderCache.h"
24 #include "TextureConverter.h"
27 #define CHECK(hr, Message, ...) if (FAILED(hr)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
29 FramebufferManager FBManager
;
31 LPDIRECT3DSURFACE9
FramebufferManager::GetEFBColorRTSurface()
33 return s_efb_color_surface
;
36 LPDIRECT3DSURFACE9
FramebufferManager::GetEFBDepthRTSurface()
38 return s_efb_depth_surface
;
41 LPDIRECT3DSURFACE9
FramebufferManager::GetEFBColorOffScreenRTSurface()
43 return s_efb_color_OffScreenReadBuffer
;
46 LPDIRECT3DSURFACE9
FramebufferManager::GetEFBDepthOffScreenRTSurface()
48 return s_efb_depth_OffScreenReadBuffer
;
51 LPDIRECT3DSURFACE9
FramebufferManager::GetEFBColorReadSurface()
53 return s_efb_color_ReadBuffer
;
56 LPDIRECT3DSURFACE9
FramebufferManager::GetEFBDepthReadSurface()
58 return s_efb_depth_ReadBuffer
;
61 D3DFORMAT
FramebufferManager::GetEFBDepthRTSurfaceFormat()
63 return s_efb_depth_surface_Format
;
66 D3DFORMAT
FramebufferManager::GetEFBDepthReadSurfaceFormat()
68 return s_efb_depth_ReadBuffer_Format
;
71 D3DFORMAT
FramebufferManager::GetEFBColorRTSurfaceFormat()
73 return s_efb_color_surface_Format
;
76 LPDIRECT3DTEXTURE9
FramebufferManager::GetEFBColorTexture(const EFBRectangle
& sourceRc
)
78 return s_efb_color_texture
;
81 LPDIRECT3DTEXTURE9
FramebufferManager::GetEFBDepthTexture(const EFBRectangle
&sourceRc
)
83 return s_efb_depth_texture
;
86 void FramebufferManager::Create()
88 // Simplest possible setup to start with.
89 int target_width
= Renderer::GetFullTargetWidth();
90 int target_height
= Renderer::GetFullTargetHeight();
92 s_efb_color_surface_Format
= D3DFMT_A8R8G8B8
;
93 // Get the framebuffer texture
94 HRESULT hr
= D3D::dev
->CreateTexture(target_width
, target_height
, 1, D3DUSAGE_RENDERTARGET
, s_efb_color_surface_Format
,
95 D3DPOOL_DEFAULT
, &s_efb_color_texture
, NULL
);
96 if(s_efb_color_texture
)
98 hr
= s_efb_color_texture
->GetSurfaceLevel(0, &s_efb_color_surface
);
100 CHECK(hr
, "Create Color Texture (size: %dx%d; hr=%#x)", target_width
, target_height
, hr
);
101 hr
= D3D::dev
->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET
, s_efb_color_surface_Format
,
102 D3DPOOL_DEFAULT
, &s_efb_colorRead_texture
, NULL
);
103 CHECK(hr
, "Create Color Read Texture (hr=%#x)", hr
);
104 if(s_efb_colorRead_texture
)
106 s_efb_colorRead_texture
->GetSurfaceLevel(0, &s_efb_color_ReadBuffer
);
108 // Create an offscreen surface that we can lock to retrieve the data
109 hr
= D3D::dev
->CreateOffscreenPlainSurface(1, 1, s_efb_color_surface_Format
, D3DPOOL_SYSTEMMEM
, &s_efb_color_OffScreenReadBuffer
, NULL
);
110 CHECK(hr
, "Create Color offScreen Surface (hr=%#x)", hr
);
112 // Select Zbuffer format supported by hardware.
113 if (g_ActiveConfig
.bEFBAccessEnable
)
115 D3DFORMAT
*DepthTexFormats
= new D3DFORMAT
[5];
116 DepthTexFormats
[0] = FOURCC_INTZ
;
117 DepthTexFormats
[1] = FOURCC_DF24
;
118 DepthTexFormats
[2] = FOURCC_RAWZ
;
119 DepthTexFormats
[3] = FOURCC_DF16
;
120 DepthTexFormats
[4] = D3DFMT_D24X8
;
122 for(int i
= 0; i
< 5; i
++)
124 s_efb_depth_surface_Format
= DepthTexFormats
[i
];
125 // Get the framebuffer Depth texture
126 hr
= D3D::dev
->CreateTexture(target_width
, target_height
, 1, D3DUSAGE_DEPTHSTENCIL
, s_efb_depth_surface_Format
,
127 D3DPOOL_DEFAULT
, &s_efb_depth_texture
, NULL
);
131 CHECK(hr
, "Depth Color Texture (size: %dx%d; hr=%#x)", target_width
, target_height
, hr
);
133 if(s_efb_depth_texture
)
135 s_efb_depth_texture
->GetSurfaceLevel(0, &s_efb_depth_surface
);
137 // Create a 4x4 pixel texture to work as a buffer for peeking
138 if(s_efb_depth_surface_Format
== FOURCC_RAWZ
|| s_efb_depth_surface_Format
== D3DFMT_D24X8
)
140 DepthTexFormats
[0] = D3DFMT_A8R8G8B8
;
144 DepthTexFormats
[0] = D3DFMT_R32F
;
146 DepthTexFormats
[1] = D3DFMT_A8R8G8B8
;
148 for(int i
= 0; i
< 2; i
++)
150 s_efb_depth_ReadBuffer_Format
= DepthTexFormats
[i
];
151 // Get the framebuffer Depth texture
152 hr
= D3D::dev
->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET
, s_efb_depth_ReadBuffer_Format
,
153 D3DPOOL_DEFAULT
, &s_efb_depthRead_texture
, NULL
);
158 CHECK(hr
, "Create Depth Read texture (hr=%#x)", hr
);
159 if(s_efb_depthRead_texture
)
161 s_efb_depthRead_texture
->GetSurfaceLevel(0, &s_efb_depth_ReadBuffer
);
163 // Create an offscreen surface that we can lock to retrieve the data
164 hr
= D3D::dev
->CreateOffscreenPlainSurface(4, 4, s_efb_depth_ReadBuffer_Format
, D3DPOOL_SYSTEMMEM
, &s_efb_depth_OffScreenReadBuffer
, NULL
);
165 CHECK(hr
, "Create Depth offScreen Surface (hr=%#x)", hr
);
166 delete [] DepthTexFormats
;
170 s_efb_depth_surface_Format
= D3DFMT_D24X8
;
171 hr
= D3D::dev
->CreateDepthStencilSurface(target_width
, target_height
, s_efb_depth_surface_Format
,
172 D3DMULTISAMPLE_NONE
, 0, FALSE
, &s_efb_depth_surface
, NULL
);
173 CHECK(hr
, "CreateDepthStencilSurface (hr=%#x)", hr
);
177 void FramebufferManager::Destroy()
179 if (s_efb_depth_surface
)
180 s_efb_depth_surface
->Release();
181 s_efb_depth_surface
= NULL
;
183 if (s_efb_color_surface
)
184 s_efb_color_surface
->Release();
185 s_efb_color_surface
= NULL
;
187 if (s_efb_color_ReadBuffer
)
188 s_efb_color_ReadBuffer
->Release();
189 s_efb_color_ReadBuffer
= NULL
;
191 if (s_efb_depth_ReadBuffer
)
192 s_efb_depth_ReadBuffer
->Release();
193 s_efb_depth_ReadBuffer
= NULL
;
195 if (s_efb_color_OffScreenReadBuffer
)
196 s_efb_color_OffScreenReadBuffer
->Release();
197 s_efb_color_OffScreenReadBuffer
= NULL
;
199 if (s_efb_depth_OffScreenReadBuffer
)
200 s_efb_depth_OffScreenReadBuffer
->Release();
201 s_efb_depth_OffScreenReadBuffer
= NULL
;
203 if (s_efb_color_texture
)
204 s_efb_color_texture
->Release();
205 s_efb_color_texture
= NULL
;
207 if (s_efb_colorRead_texture
)
208 s_efb_colorRead_texture
->Release();
209 s_efb_colorRead_texture
= NULL
;
211 if (s_efb_depth_texture
)
212 s_efb_depth_texture
->Release();
213 s_efb_depth_texture
= NULL
;
215 if (s_efb_depthRead_texture
)
216 s_efb_depthRead_texture
->Release();
217 s_efb_depthRead_texture
= NULL
;
219 for (VirtualXFBListType::iterator it
= m_virtualXFBList
.begin(); it
!= m_virtualXFBList
.end(); ++it
)
221 if(it
->xfbSource
.texture
)
222 it
->xfbSource
.texture
->Release();
224 m_virtualXFBList
.clear();
225 if(m_realXFBSource
.texture
)
226 m_realXFBSource
.texture
->Release();
227 m_realXFBSource
.texture
= NULL
;
231 void FramebufferManager::CopyToXFB(u32 xfbAddr
, u32 fbWidth
, u32 fbHeight
, const EFBRectangle
& sourceRc
)
233 if (g_ActiveConfig
.bUseRealXFB
)
234 copyToRealXFB(xfbAddr
, fbWidth
, fbHeight
, sourceRc
);
236 copyToVirtualXFB(xfbAddr
, fbWidth
, fbHeight
, sourceRc
);
239 const XFBSource
** FramebufferManager::GetXFBSource(u32 xfbAddr
, u32 fbWidth
, u32 fbHeight
, u32
&xfbCount
)
241 if (g_ActiveConfig
.bUseRealXFB
)
242 return getRealXFBSource(xfbAddr
, fbWidth
, fbHeight
, xfbCount
);
244 return getVirtualXFBSource(xfbAddr
, fbWidth
, fbHeight
, xfbCount
);
247 FramebufferManager::VirtualXFBListType::iterator
FramebufferManager::findVirtualXFB(u32 xfbAddr
, u32 width
, u32 height
)
249 u32 srcLower
= xfbAddr
;
250 u32 srcUpper
= xfbAddr
+ 2 * width
* height
;
252 VirtualXFBListType::iterator it
;
253 for (it
= m_virtualXFBList
.begin(); it
!= m_virtualXFBList
.end(); ++it
)
255 u32 dstLower
= it
->xfbAddr
;
256 u32 dstUpper
= it
->xfbAddr
+ 2 * it
->xfbWidth
* it
->xfbHeight
;
258 if (dstLower
>= srcLower
&& dstUpper
<= srcUpper
)
262 // That address is not in the Virtual XFB list.
263 return m_virtualXFBList
.end();
266 void FramebufferManager::replaceVirtualXFB()
268 VirtualXFBListType::iterator it
= m_virtualXFBList
.begin();
270 s32 srcLower
= it
->xfbAddr
;
271 s32 srcUpper
= it
->xfbAddr
+ 2 * it
->xfbWidth
* it
->xfbHeight
;
272 s32 lineSize
= 2 * it
->xfbWidth
;
276 while (it
!= m_virtualXFBList
.end())
278 s32 dstLower
= it
->xfbAddr
;
279 s32 dstUpper
= it
->xfbAddr
+ 2 * it
->xfbWidth
* it
->xfbHeight
;
281 if (dstLower
>= srcLower
&& dstUpper
<= srcUpper
)
283 // Invalidate the data
288 else if (addrRangesOverlap(srcLower
, srcUpper
, dstLower
, dstUpper
))
290 s32 upperOverlap
= (srcUpper
- dstLower
) / lineSize
;
291 s32 lowerOverlap
= (dstUpper
- srcLower
) / lineSize
;
293 if (upperOverlap
> 0 && lowerOverlap
< 0)
295 it
->xfbAddr
+= lineSize
* upperOverlap
;
296 it
->xfbHeight
-= upperOverlap
;
298 else if (lowerOverlap
> 0)
300 it
->xfbHeight
-= lowerOverlap
;
308 void FramebufferManager::copyToRealXFB(u32 xfbAddr
, u32 fbWidth
, u32 fbHeight
, const EFBRectangle
& sourceRc
)
310 u8
* xfb_in_ram
= Memory_GetPtr(xfbAddr
);
313 WARN_LOG(VIDEO
, "Tried to copy to invalid XFB address");
317 TargetRectangle targetRc
= Renderer::ConvertEFBRectangle(sourceRc
);
318 TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(sourceRc
), targetRc
, xfb_in_ram
, fbWidth
, fbHeight
);
321 void FramebufferManager::copyToVirtualXFB(u32 xfbAddr
, u32 fbWidth
, u32 fbHeight
, const EFBRectangle
& sourceRc
)
323 LPDIRECT3DTEXTURE9 xfbTexture
;
327 VirtualXFBListType::iterator it
= findVirtualXFB(xfbAddr
, fbWidth
, fbHeight
);
329 if (it
== m_virtualXFBList
.end() && (int)m_virtualXFBList
.size() >= MAX_VIRTUAL_XFB
)
331 // Replace the last virtual XFB
335 float scaleX
= Renderer::GetXFBScaleX();
336 float scaleY
= Renderer::GetXFBScaleY();
337 TargetRectangle targetSource
,efbSource
;
338 efbSource
= Renderer::ConvertEFBRectangle(sourceRc
);
339 targetSource
.top
= (int)(sourceRc
.top
*scaleY
);
340 targetSource
.bottom
= (int)(sourceRc
.bottom
*scaleY
);
341 targetSource
.left
= (int)(sourceRc
.left
*scaleX
);
342 targetSource
.right
= (int)(sourceRc
.right
* scaleX
);
343 int target_width
= targetSource
.right
- targetSource
.left
;
344 int target_height
= targetSource
.bottom
- targetSource
.top
;
345 if (it
!= m_virtualXFBList
.end())
347 // Overwrite an existing Virtual XFB.
349 it
->xfbAddr
= xfbAddr
;
350 it
->xfbWidth
= fbWidth
;
351 it
->xfbHeight
= fbHeight
;
353 it
->xfbSource
.srcAddr
= xfbAddr
;
354 it
->xfbSource
.srcWidth
= fbWidth
;
355 it
->xfbSource
.srcHeight
= fbHeight
;
357 if(it
->xfbSource
.texWidth
!= target_width
|| it
->xfbSource
.texHeight
!= target_height
|| !(it
->xfbSource
.texture
))
359 if(it
->xfbSource
.texture
)
360 it
->xfbSource
.texture
->Release();
361 it
->xfbSource
.texture
= NULL
;
362 hr
= D3D::dev
->CreateTexture(target_width
, target_height
, 1, D3DUSAGE_RENDERTARGET
, s_efb_color_surface_Format
,
363 D3DPOOL_DEFAULT
, &(it
->xfbSource
.texture
), NULL
);
367 xfbTexture
= it
->xfbSource
.texture
;
369 it
->xfbSource
.texWidth
= target_width
;
370 it
->xfbSource
.texHeight
= target_height
;
372 // Move this Virtual XFB to the front of the list.
373 m_virtualXFBList
.splice(m_virtualXFBList
.begin(), m_virtualXFBList
, it
);
375 // Keep stale XFB data from being used
380 // Create a new Virtual XFB and place it at the front of the list.
382 D3D::dev
->CreateTexture(target_width
, target_height
, 1, D3DUSAGE_RENDERTARGET
, s_efb_color_surface_Format
,
383 D3DPOOL_DEFAULT
, &xfbTexture
, NULL
);
386 newVirt
.xfbAddr
= xfbAddr
;
387 newVirt
.xfbWidth
= fbWidth
;
388 newVirt
.xfbHeight
= fbHeight
;
390 newVirt
.xfbSource
.texture
= xfbTexture
;
391 newVirt
.xfbSource
.texWidth
= target_width
;
392 newVirt
.xfbSource
.texHeight
= target_height
;
394 // Add the new Virtual XFB to the list
396 if ((int)m_virtualXFBList
.size() >= MAX_VIRTUAL_XFB
)
398 // List overflowed; delete the oldest.
399 m_virtualXFBList
.back().xfbSource
.texture
->Release();
400 m_virtualXFBList
.pop_back();
403 m_virtualXFBList
.push_front(newVirt
);
406 // Copy EFB to XFB texture
410 LPDIRECT3DTEXTURE9 read_texture
= GetEFBColorTexture(sourceRc
);
412 Renderer::ResetAPIState(); // Reset any game specific settings
413 LPDIRECT3DSURFACE9 Rendersurf
= NULL
;
415 xfbTexture
->GetSurfaceLevel(0, &Rendersurf
);
416 D3D::dev
->SetDepthStencilSurface(NULL
);
417 D3D::dev
->SetRenderTarget(0, Rendersurf
);
423 vp
.Width
= target_width
;
424 vp
.Height
= target_height
;
427 D3D::dev
->SetViewport(&vp
);
429 sourcerect
.bottom
= efbSource
.bottom
;
430 sourcerect
.left
= efbSource
.left
;
431 sourcerect
.right
= efbSource
.right
;
432 sourcerect
.top
= efbSource
.top
;
434 D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER
, D3DTEXF_LINEAR
);
435 D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER
, D3DTEXF_LINEAR
);
437 D3D::drawShadedTexQuad(
440 Renderer::GetFullTargetWidth(),
441 Renderer::GetFullTargetHeight(),
444 PixelShaderCache::GetColorCopyProgram( g_ActiveConfig
.iMultisampleMode
),
445 VertexShaderCache::GetSimpleVertexShader( g_ActiveConfig
.iMultisampleMode
));
448 D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER
);
449 D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER
);
450 D3D::SetTexture(0, NULL
);
451 D3D::dev
->SetRenderTarget(0, GetEFBColorRTSurface());
452 D3D::dev
->SetDepthStencilSurface(GetEFBDepthRTSurface());
453 Renderer::RestoreAPIState();
454 Rendersurf
->Release();
457 const XFBSource
** FramebufferManager::getRealXFBSource(u32 xfbAddr
, u32 fbWidth
, u32 fbHeight
, u32
&xfbCount
)
461 m_realXFBSource
.texWidth
= fbWidth
;
462 m_realXFBSource
.texHeight
= fbHeight
;
464 m_realXFBSource
.srcAddr
= xfbAddr
;
465 m_realXFBSource
.srcWidth
= fbWidth
;
466 m_realXFBSource
.srcHeight
= fbHeight
;
468 if (!m_realXFBSource
.texture
)
470 D3D::dev
->CreateTexture(fbWidth
, fbHeight
, 1, D3DUSAGE_RENDERTARGET
, s_efb_color_surface_Format
,
471 D3DPOOL_DEFAULT
, &m_realXFBSource
.texture
, NULL
);
474 // Decode YUYV data from GameCube RAM
475 TextureConverter::DecodeToTexture(xfbAddr
, fbWidth
, fbHeight
, m_realXFBSource
.texture
);
477 m_overlappingXFBArray
[0] = &m_realXFBSource
;
479 return &m_overlappingXFBArray
[0];
482 const XFBSource
** FramebufferManager::getVirtualXFBSource(u32 xfbAddr
, u32 fbWidth
, u32 fbHeight
, u32
&xfbCount
)
486 if (m_virtualXFBList
.size() == 0)
488 // No Virtual XFBs available.
492 u32 srcLower
= xfbAddr
;
493 u32 srcUpper
= xfbAddr
+ 2 * fbWidth
* fbHeight
;
495 VirtualXFBListType::reverse_iterator it
;
496 for (it
= m_virtualXFBList
.rbegin(); it
!= m_virtualXFBList
.rend(); ++it
)
498 u32 dstLower
= it
->xfbAddr
;
499 u32 dstUpper
= it
->xfbAddr
+ 2 * it
->xfbWidth
* it
->xfbHeight
;
501 if (addrRangesOverlap(srcLower
, srcUpper
, dstLower
, dstUpper
))
503 m_overlappingXFBArray
[xfbCount
] = &(it
->xfbSource
);
508 return &m_overlappingXFBArray
[0];