forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6433 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			243 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			243 lines
		
	
	
		
			8.1 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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// TODO: this is probably somewhere else
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#define SAFE_RELEASE(p) if (p) { (p)->Release(); (p) = NULL; }
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#undef CHECK
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#define CHECK(hr, Message, ...) if (FAILED(hr)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
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FramebufferManager::Efb FramebufferManager::s_efb;
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FramebufferManager::FramebufferManager()
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{
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    s_efb.color_texture = NULL;
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    s_efb.colorRead_texture = NULL;
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    s_efb.depth_texture = NULL;
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    s_efb.depthRead_texture = NULL;
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    s_efb.depth_surface = NULL;
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    s_efb.color_surface = NULL;
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    s_efb.color_ReadBuffer = NULL;
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    s_efb.depth_ReadBuffer = NULL;
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    s_efb.color_OffScreenReadBuffer = NULL;
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    s_efb.depth_OffScreenReadBuffer = NULL;
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    s_efb.color_surface_Format = D3DFMT_FORCE_DWORD;
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    s_efb.depth_surface_Format = D3DFMT_FORCE_DWORD;
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    s_efb.depth_ReadBuffer_Format = D3DFMT_FORCE_DWORD;
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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 (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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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 (hr=%#x)", hr);
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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 offscreen color surface (hr=%#x)", hr);
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	// Select a Z-buffer format with hardware support
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	D3DFORMAT DepthTexFormats[5] = {
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		FOURCC_INTZ,
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		FOURCC_DF24,
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		FOURCC_RAWZ,
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		FOURCC_DF16,
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		D3DFMT_D24X8
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	};
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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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		// Create 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, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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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 (hr=%#x)", hr);
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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 (hr=%#x)", hr);
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}
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FramebufferManager::~FramebufferManager()
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{
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	SAFE_RELEASE(s_efb.depth_surface);
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	SAFE_RELEASE(s_efb.color_surface);
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	SAFE_RELEASE(s_efb.color_ReadBuffer);
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	SAFE_RELEASE(s_efb.depth_ReadBuffer);
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	SAFE_RELEASE(s_efb.color_OffScreenReadBuffer);
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	SAFE_RELEASE(s_efb.depth_OffScreenReadBuffer);
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	SAFE_RELEASE(s_efb.color_texture);
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	SAFE_RELEASE(s_efb.colorRead_texture);
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	SAFE_RELEASE(s_efb.depth_texture);
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	SAFE_RELEASE(s_efb.depthRead_texture);
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}
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XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
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{
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	LPDIRECT3DTEXTURE9 tex;
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	D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET,
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		s_efb.color_surface_Format, D3DPOOL_DEFAULT, &tex, NULL);
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	return new XFBSource(tex);
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}
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void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
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{
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	const float scaleX = Renderer::GetXFBScaleX();
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	const float scaleY = Renderer::GetXFBScaleY();
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	TargetRectangle targetSource;
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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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	*width = targetSource.right - targetSource.left;
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	*height = targetSource.bottom - targetSource.top;
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}
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void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
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	const MathUtil::Rectangle<float> &drawrc, int width, int height) const
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{
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	D3D::drawShadedTexSubQuad(texture, &sourcerc, texWidth, texHeight, &drawrc, width , height,
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		PixelShaderCache::GetColorCopyProgram(0), VertexShaderCache::GetSimpleVertexShader(0));
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}
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void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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{
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	TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
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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 = g_renderer->ConvertEFBRectangle(sourceRc);
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	TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(), targetRc, xfb_in_ram, fbWidth, fbHeight);
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}
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void XFBSource::CopyEFB()
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{
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	// Copy EFB data to XFB and restore render target again
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	LPDIRECT3DSURFACE9 Rendersurf = NULL;
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	texture->GetSurfaceLevel(0, &Rendersurf);
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	D3D::dev->SetDepthStencilSurface(NULL);
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	D3D::dev->SetRenderTarget(0, Rendersurf);
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	D3DVIEWPORT9 vp;
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	vp.X = 0;
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	vp.Y = 0;
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	vp.Width  = texWidth;
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	vp.Height = texHeight;
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	vp.MinZ = 0.0f;
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	vp.MaxZ = 1.0f;
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	D3D::dev->SetViewport(&vp);
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	RECT sourcerect;
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	sourcerect.bottom = sourceRc.bottom;
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	sourcerect.left = sourceRc.left;
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	sourcerect.right = sourceRc.right;
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	sourcerect.top = sourceRc.top;
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	D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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	D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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	D3D::drawShadedTexQuad(
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		FramebufferManager::GetEFBColorTexture(), 
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		&sourcerect, 
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		Renderer::GetFullTargetWidth(), 
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		Renderer::GetFullTargetHeight(), 
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		texWidth, 
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		texHeight, 
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		PixelShaderCache::GetColorCopyProgram( g_ActiveConfig.iMultisampleMode), 
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		VertexShaderCache::GetSimpleVertexShader( g_ActiveConfig.iMultisampleMode));
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	D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
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	D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
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	D3D::SetTexture(0, NULL);
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	D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
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	D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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	Rendersurf->Release();
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}
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