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										 |  |  | // Copyright 2013 Dolphin Emulator Project
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							|  |  |  | // Licensed under GPLv2
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							|  |  |  | // Refer to the license.txt file included.
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							|  |  |  | #ifndef _FRAMEBUFFERMANAGER_H_
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							|  |  |  | #define _FRAMEBUFFERMANAGER_H_
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							|  |  |  | #include "GLUtil.h"
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										 |  |  | #include "FramebufferManagerBase.h"
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										 |  |  | #include "ProgramShaderCache.h"
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										 |  |  | #include "Render.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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										 |  |  | namespace OGL { | 
					
						
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										 |  |  | struct XFBSource : public XFBSourceBase | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	XFBSource(GLuint tex) : texture(tex) {} | 
					
						
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										 |  |  | 	~XFBSource(); | 
					
						
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										 |  |  | 	void CopyEFB(float Gamma); | 
					
						
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										 |  |  | 	void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight); | 
					
						
							|  |  |  | 	void Draw(const MathUtil::Rectangle<float> &sourcerc, | 
					
						
							|  |  |  | 		const MathUtil::Rectangle<float> &drawrc, int width, int height) const; | 
					
						
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										 |  |  | 	const GLuint texture; | 
					
						
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										 |  |  | }; | 
					
						
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										 |  |  | inline GLenum getFbType() | 
					
						
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							|  |  |  | #ifndef USE_GLES3
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										 |  |  | 	return GL_TEXTURE_RECTANGLE; | 
					
						
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										 |  |  | #endif
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							|  |  |  | 	return GL_TEXTURE_2D; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | class FramebufferManager : public FramebufferManagerBase | 
					
						
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							|  |  |  | public: | 
					
						
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										 |  |  | 	FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples); | 
					
						
							|  |  |  | 	~FramebufferManager(); | 
					
						
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							|  |  |  | 	// To get the EFB in texture form, these functions may have to transfer
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							|  |  |  | 	// the EFB to a resolved texture first.
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										 |  |  | 	static GLuint GetEFBColorTexture(const EFBRectangle& sourceRc); | 
					
						
							|  |  |  | 	static GLuint GetEFBDepthTexture(const EFBRectangle& sourceRc); | 
					
						
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										 |  |  | 	static GLuint GetEFBFramebuffer() { return m_efbFramebuffer; } | 
					
						
							|  |  |  | 	static GLuint GetXFBFramebuffer() { return m_xfbFramebuffer; } | 
					
						
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										 |  |  | 	// Resolved framebuffer is only used in MSAA mode.
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										 |  |  | 	static GLuint GetResolvedFramebuffer() { return m_resolvedFramebuffer; } | 
					
						
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										 |  |  | 	static void SetFramebuffer(GLuint fb); | 
					
						
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							|  |  |  | 	// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
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							|  |  |  | 	// Thus, this call may be expensive. Don't repeat it unnecessarily.
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							|  |  |  | 	// If not in MSAA mode, will just return the render target texture ID.
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							|  |  |  | 	// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
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										 |  |  | 	static GLuint ResolveAndGetRenderTarget(const EFBRectangle &rect); | 
					
						
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							|  |  |  | 	// Same as above but for the depth Target.
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							|  |  |  | 	// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
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										 |  |  | 	static GLuint ResolveAndGetDepthTarget(const EFBRectangle &rect); | 
					
						
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							|  |  |  | 	// Convert EFB content on pixel format change. 
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							|  |  |  | 	// convtype=0 -> rgb8->rgba6, convtype=2 -> rgba6->rgb8
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							|  |  |  | 	static void ReinterpretPixelData(unsigned int convtype); | 
					
						
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										 |  |  | 	XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height); | 
					
						
							|  |  |  | 	void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc); | 
					
						
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										 |  |  | 	void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma); | 
					
						
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										 |  |  | 	static int m_targetWidth; | 
					
						
							|  |  |  | 	static int m_targetHeight; | 
					
						
							|  |  |  | 	static int m_msaaSamples; | 
					
						
							|  |  |  | 	static int m_msaaCoverageSamples; | 
					
						
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										 |  |  | 	static GLuint m_efbFramebuffer; | 
					
						
							|  |  |  | 	static GLuint m_efbColor; // Renderbuffer in MSAA mode; Texture otherwise
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							|  |  |  | 	static GLuint m_efbDepth; // Renderbuffer in MSAA mode; Texture otherwise
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										 |  |  | 	// Only used in MSAA mode and to convert pixel format
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							|  |  |  | 	static GLuint m_resolvedFramebuffer; // will be hot swapped with m_efbColor on non-msaa pixel format change
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										 |  |  | 	static GLuint m_resolvedColorTexture; | 
					
						
							|  |  |  | 	static GLuint m_resolvedDepthTexture; | 
					
						
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										 |  |  | 	static GLuint m_xfbFramebuffer; // Only used in MSAA mode
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							|  |  |  | 	// For pixel format draw
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							|  |  |  | 	static GLuint m_pixel_format_vbo; | 
					
						
							|  |  |  | 	static GLuint m_pixel_format_vao; | 
					
						
							|  |  |  | 	static SHADER m_pixel_format_shaders[2]; | 
					
						
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										 |  |  | }; | 
					
						
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										 |  |  | }  // namespace OGL
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										 |  |  | #endif
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