forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5624 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			511 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			511 lines
		
	
	
		
			14 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 "Render.h"
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#include "FramebufferManager.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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#include "TextureConverter.h"
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#undef CHECK
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#define CHECK(hr, Message) if (FAILED(hr)) { PanicAlert(__FUNCTION__ " FAIL: %s" , Message); }
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FramebufferManager FBManager;
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorRTSurface()
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{
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	return s_efb_color_surface;
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}
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthRTSurface()
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{
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	return s_efb_depth_surface;
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}
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorOffScreenRTSurface()
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{
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	return s_efb_color_OffScreenReadBuffer;
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}
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthOffScreenRTSurface()
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{
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	return s_efb_depth_OffScreenReadBuffer;
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}
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorReadSurface()
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{
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	return s_efb_color_ReadBuffer;
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}
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LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthReadSurface()
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{
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	return s_efb_depth_ReadBuffer;
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}
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D3DFORMAT FramebufferManager::GetEFBDepthRTSurfaceFormat()
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{
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	return s_efb_depth_surface_Format;
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}
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D3DFORMAT FramebufferManager::GetEFBDepthReadSurfaceFormat()
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{
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	return s_efb_depth_ReadBuffer_Format;
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}
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D3DFORMAT FramebufferManager::GetEFBColorRTSurfaceFormat()
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{
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	return s_efb_color_surface_Format;
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}
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LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
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{
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	return s_efb_color_texture;
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}
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LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBDepthTexture(const EFBRectangle &sourceRc)
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{
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	return s_efb_depth_texture;
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}
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void FramebufferManager::Create()
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{
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	// Simplest possible setup to start with.
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	int target_width = Renderer::GetFullTargetWidth();
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	int target_height = Renderer::GetFullTargetHeight();
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	s_efb_color_surface_Format = D3DFMT_A8R8G8B8;
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	// Get the framebuffer texture
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	HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format, 
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										 D3DPOOL_DEFAULT, &s_efb_color_texture, NULL);
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	if(s_efb_color_texture)
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	{
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		hr = s_efb_color_texture->GetSurfaceLevel(0, &s_efb_color_surface);
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	}
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	CHECK(hr, "Create Color Texture");
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	hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format, 
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										  D3DPOOL_DEFAULT, &s_efb_colorRead_texture, NULL);
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	CHECK(hr, "Create Color Read Texture");
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	if(s_efb_colorRead_texture)
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	{
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		s_efb_colorRead_texture->GetSurfaceLevel(0, &s_efb_color_ReadBuffer);
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	}
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	// Create an offscreen surface that we can lock to retrieve the data
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	hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb_color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb_color_OffScreenReadBuffer, NULL);
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	CHECK(hr, "Create Color offScreen Surface");
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	// Select Zbuffer format supported by hardware.
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	if (g_ActiveConfig.bEFBAccessEnable)
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	{
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		D3DFORMAT *DepthTexFormats = new D3DFORMAT[5];
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		DepthTexFormats[0] = FOURCC_INTZ;
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		DepthTexFormats[1] = FOURCC_DF24;
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		DepthTexFormats[2] = FOURCC_RAWZ;
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		DepthTexFormats[3] = FOURCC_DF16;
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		DepthTexFormats[4] = D3DFMT_D24X8;
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		for(int i = 0; i < 5; i++)
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		{
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			s_efb_depth_surface_Format = DepthTexFormats[i];
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			// Get the framebuffer Depth texture
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			hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb_depth_surface_Format, 
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											 D3DPOOL_DEFAULT, &s_efb_depth_texture, NULL);
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			if (!FAILED(hr))
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				break;
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		}
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		CHECK(hr, "Depth Color Texture");
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		// Get the Surface
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		if(s_efb_depth_texture)
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		{
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			s_efb_depth_texture->GetSurfaceLevel(0, &s_efb_depth_surface);
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		}
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		// Create a 4x4 pixel texture to work as a buffer for peeking
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		if(s_efb_depth_surface_Format == FOURCC_RAWZ || s_efb_depth_surface_Format == D3DFMT_D24X8)
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		{
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			DepthTexFormats[0] = D3DFMT_A8R8G8B8;
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		}
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		else
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		{
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			DepthTexFormats[0] = D3DFMT_R32F;
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		}
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		DepthTexFormats[1] = D3DFMT_A8R8G8B8;
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		for(int i = 0; i < 2; i++)
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		{
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			s_efb_depth_ReadBuffer_Format = DepthTexFormats[i];
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			// Get the framebuffer Depth texture
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			hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb_depth_ReadBuffer_Format, 
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											  D3DPOOL_DEFAULT, &s_efb_depthRead_texture, NULL);
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			if (!FAILED(hr))
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				break;
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		}
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		CHECK(hr, "Create Depth Read texture");
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		if(s_efb_depthRead_texture)
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		{
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			s_efb_depthRead_texture->GetSurfaceLevel(0, &s_efb_depth_ReadBuffer);
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		}
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		// Create an offscreen surface that we can lock to retrieve the data
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		hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb_depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL);
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		CHECK(hr, "Create Depth offScreen Surface");
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		delete [] DepthTexFormats;
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	}
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	else
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	{
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		s_efb_depth_surface_Format = D3DFMT_D24X8;
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		hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb_depth_surface_Format, 
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											 D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL);
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		CHECK(hr, "CreateDepthStencilSurface");
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	}
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}
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void FramebufferManager::Destroy()
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{
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	if (s_efb_depth_surface)
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		s_efb_depth_surface->Release();
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	s_efb_depth_surface = NULL;
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	if (s_efb_color_surface)
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		s_efb_color_surface->Release();
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	s_efb_color_surface = NULL;
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	if (s_efb_color_ReadBuffer)
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		s_efb_color_ReadBuffer->Release();
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	s_efb_color_ReadBuffer = NULL;
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	if (s_efb_depth_ReadBuffer)
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		s_efb_depth_ReadBuffer->Release();
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	s_efb_depth_ReadBuffer = NULL;
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	if (s_efb_color_OffScreenReadBuffer)
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		s_efb_color_OffScreenReadBuffer->Release();
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	s_efb_color_OffScreenReadBuffer = NULL;
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	if (s_efb_depth_OffScreenReadBuffer)
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		s_efb_depth_OffScreenReadBuffer->Release();
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	s_efb_depth_OffScreenReadBuffer = NULL;
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	if (s_efb_color_texture)
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		s_efb_color_texture->Release();
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	s_efb_color_texture = NULL;
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	if (s_efb_colorRead_texture)
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		s_efb_colorRead_texture->Release();
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	s_efb_colorRead_texture = NULL;
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	if (s_efb_depth_texture)
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		s_efb_depth_texture->Release();
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	s_efb_depth_texture = NULL;
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	if (s_efb_depthRead_texture)
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		s_efb_depthRead_texture->Release();
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	s_efb_depthRead_texture = NULL;
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	for (VirtualXFBListType::iterator it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
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	{
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		if(it->xfbSource.texture)
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			it->xfbSource.texture->Release();
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	}
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	m_virtualXFBList.clear();
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	if(m_realXFBSource.texture)
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		m_realXFBSource.texture->Release();
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	m_realXFBSource.texture = NULL;
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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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	if (g_ActiveConfig.bUseRealXFB)
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		copyToRealXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
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	else
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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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	if (g_ActiveConfig.bUseRealXFB)
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		return getRealXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
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	else
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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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	u8* xfb_in_ram = Memory_GetPtr(xfbAddr);
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	if (!xfb_in_ram)
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	{
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		WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
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		return;
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	}
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	TargetRectangle targetRc = Renderer::ConvertEFBRectangle(sourceRc);
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	TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight);
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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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	LPDIRECT3DTEXTURE9 xfbTexture;
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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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		// Replace the last virtual XFB
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		--it;
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	}
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	float SuperSampleCompensation = 1.0f;
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	float scaleX = Renderer::GetXFBScaleX();
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	float scaleY = Renderer::GetXFBScaleY();
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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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	int target_width = targetSource.right - targetSource.left;
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	int target_height = targetSource.bottom - targetSource.top;
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	if (it != m_virtualXFBList.end())
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	{
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		// Overwrite an existing Virtual XFB.
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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.texture))
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		{
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			if(it->xfbSource.texture)
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				it->xfbSource.texture->Release();
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			it->xfbSource.texture = NULL;
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			hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format, 
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										 D3DPOOL_DEFAULT, &(it->xfbSource.texture), NULL);
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		}
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		xfbTexture = it->xfbSource.texture;
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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
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	{
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		// Create a new Virtual XFB and place it at the front of the list.
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		D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format, 
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										 D3DPOOL_DEFAULT, &xfbTexture, NULL);
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		VirtualXFB newVirt;
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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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		newVirt.xfbSource.texture = xfbTexture;
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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 ((int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
 | 
						|
		{
 | 
						|
			// List overflowed; delete the oldest.
 | 
						|
			m_virtualXFBList.back().xfbSource.texture->Release();
 | 
						|
			m_virtualXFBList.pop_back();
 | 
						|
		}
 | 
						|
 | 
						|
		m_virtualXFBList.push_front(newVirt);
 | 
						|
	}
 | 
						|
 | 
						|
	// Copy EFB to XFB texture
 | 
						|
 | 
						|
	if(!xfbTexture)
 | 
						|
		return;
 | 
						|
	LPDIRECT3DTEXTURE9 read_texture = GetEFBColorTexture(sourceRc);
 | 
						|
	
 | 
						|
	Renderer::ResetAPIState(); // Reset any game specific settings
 | 
						|
	LPDIRECT3DSURFACE9 Rendersurf = NULL;
 | 
						|
	
 | 
						|
	xfbTexture->GetSurfaceLevel(0, &Rendersurf);
 | 
						|
	D3D::dev->SetDepthStencilSurface(NULL);
 | 
						|
	D3D::dev->SetRenderTarget(0, Rendersurf);
 | 
						|
	
 | 
						|
	D3DVIEWPORT9 vp;
 | 
						|
 | 
						|
	vp.X = 0;
 | 
						|
	vp.Y = 0;
 | 
						|
	vp.Width  = target_width;
 | 
						|
	vp.Height = target_height;
 | 
						|
	vp.MinZ = 0.0f;
 | 
						|
	vp.MaxZ = 1.0f;
 | 
						|
	D3D::dev->SetViewport(&vp);
 | 
						|
	RECT sourcerect;
 | 
						|
	sourcerect.bottom = efbSource.bottom;
 | 
						|
	sourcerect.left = efbSource.left;
 | 
						|
	sourcerect.right = efbSource.right;
 | 
						|
	sourcerect.top = efbSource.top;
 | 
						|
 | 
						|
	D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
 | 
						|
	D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
 | 
						|
 | 
						|
	D3D::drawShadedTexQuad(
 | 
						|
		read_texture, 
 | 
						|
		&sourcerect, 
 | 
						|
		Renderer::GetFullTargetWidth(), 
 | 
						|
		Renderer::GetFullTargetHeight(), 
 | 
						|
		target_width, 
 | 
						|
		target_height, 
 | 
						|
		PixelShaderCache::GetColorCopyProgram( g_ActiveConfig.iMultisampleMode), 
 | 
						|
		VertexShaderCache::GetSimpleVertexShader( g_ActiveConfig.iMultisampleMode));
 | 
						|
	
 | 
						|
	
 | 
						|
	D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
 | 
						|
	D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
 | 
						|
	D3D::SetTexture(0, NULL);
 | 
						|
	D3D::dev->SetRenderTarget(0, GetEFBColorRTSurface());
 | 
						|
	D3D::dev->SetDepthStencilSurface(GetEFBDepthRTSurface());
 | 
						|
	Renderer::RestoreAPIState();
 | 
						|
	Rendersurf->Release();
 | 
						|
}
 | 
						|
 | 
						|
const XFBSource** FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
 | 
						|
{
 | 
						|
	xfbCount = 1;
 | 
						|
 | 
						|
	m_realXFBSource.texWidth = fbWidth;
 | 
						|
	m_realXFBSource.texHeight = fbHeight;
 | 
						|
 | 
						|
	m_realXFBSource.srcAddr = xfbAddr;
 | 
						|
	m_realXFBSource.srcWidth = fbWidth;
 | 
						|
	m_realXFBSource.srcHeight = fbHeight;
 | 
						|
 | 
						|
	if (!m_realXFBSource.texture)
 | 
						|
	{
 | 
						|
		D3D::dev->CreateTexture(fbWidth, fbHeight, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format, 
 | 
						|
										 D3DPOOL_DEFAULT, &m_realXFBSource.texture, NULL);
 | 
						|
	}
 | 
						|
 | 
						|
	// Decode YUYV data from GameCube RAM
 | 
						|
	TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, m_realXFBSource.texture);
 | 
						|
 | 
						|
	m_overlappingXFBArray[0] = &m_realXFBSource;
 | 
						|
 | 
						|
	return &m_overlappingXFBArray[0];
 | 
						|
}
 | 
						|
 | 
						|
const XFBSource** FramebufferManager::getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
 | 
						|
{
 | 
						|
	xfbCount = 0;
 | 
						|
 | 
						|
	if (m_virtualXFBList.size() == 0)
 | 
						|
	{
 | 
						|
		// No Virtual XFBs available.
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	u32 srcLower = xfbAddr;
 | 
						|
	u32 srcUpper = xfbAddr + 2 * fbWidth * fbHeight;
 | 
						|
 | 
						|
	VirtualXFBListType::reverse_iterator it;
 | 
						|
	for (it = m_virtualXFBList.rbegin(); it != m_virtualXFBList.rend(); ++it)
 | 
						|
	{
 | 
						|
		u32 dstLower = it->xfbAddr;
 | 
						|
		u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
 | 
						|
 | 
						|
		if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
 | 
						|
		{
 | 
						|
			m_overlappingXFBArray[xfbCount] = &(it->xfbSource);
 | 
						|
			xfbCount++;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return &m_overlappingXFBArray[0];
 | 
						|
}
 |