forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			135 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			135 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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 rbuf) : renderbuf(rbuf) {}
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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);
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	void Draw(const MathUtil::Rectangle<float> &sourcerc,
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		const MathUtil::Rectangle<float> &drawrc, int width, int height) const;
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	const GLuint renderbuf;
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};
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inline GLenum getFbType()
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{
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#ifndef USE_GLES3
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	if(g_ogl_config.eSupportedGLSLVersion == GLSL_120)
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	{
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		return GL_TEXTURE_RECTANGLE;
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	}
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#endif
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	return GL_TEXTURE_2D;
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}
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class FramebufferManager : public FramebufferManagerBase
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{
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public:
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	FramebufferManager(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples);
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	~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);
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	static GLuint GetEFBDepthTexture(const EFBRectangle& sourceRc);
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	static GLuint GetEFBFramebuffer() { return m_efbFramebuffer; }
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	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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private:
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	XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height);
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	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;
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	static int m_targetHeight;
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	static int m_msaaSamples;
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	static int m_msaaCoverageSamples;
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	static GLuint m_efbFramebuffer;
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	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;
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	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;
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	static GLuint m_pixel_format_vao;
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	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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