forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			110 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			110 lines
		
	
	
		
			3.3 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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#pragma once
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#include "d3d11.h"
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#include "VideoBackends/D3D/D3DTexture.h"
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#include "VideoCommon/FramebufferManagerBase.h"
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namespace DX11 {
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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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struct XFBSource : public XFBSourceBase
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{
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	XFBSource(D3DTexture2D *_tex, int slices) : tex(_tex), m_slices(slices) {}
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	~XFBSource() { tex->Release(); }
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	void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) override;
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	void CopyEFB(float Gamma) override;
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	D3DTexture2D* const tex;
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	const int m_slices;
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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();
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	~FramebufferManager();
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	static D3DTexture2D* &GetEFBColorTexture();
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	static ID3D11Texture2D* &GetEFBColorStagingBuffer();
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	static D3DTexture2D* &GetEFBDepthTexture();
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	static D3DTexture2D* &GetEFBDepthReadTexture();
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	static ID3D11Texture2D* &GetEFBDepthStagingBuffer();
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	static D3DTexture2D* &GetResolvedEFBColorTexture();
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	static D3DTexture2D* &GetResolvedEFBDepthTexture();
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	static D3DTexture2D* &GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
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	static void SwapReinterpretTexture()
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	{
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		D3DTexture2D* swaptex = GetEFBColorTempTexture();
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		m_efb.color_temp_tex = GetEFBColorTexture();
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		m_efb.color_tex = swaptex;
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	}
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private:
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	XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height, unsigned int layers) override;
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	void GetTargetSize(unsigned int *width, unsigned int *height) override;
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	void CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma) override;
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	static struct Efb
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	{
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		D3DTexture2D* color_tex;
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		ID3D11Texture2D* color_staging_buf;
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		D3DTexture2D* depth_tex;
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		ID3D11Texture2D* depth_staging_buf;
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		D3DTexture2D* depth_read_texture;
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		D3DTexture2D* color_temp_tex;
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		D3DTexture2D* resolved_color_tex;
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		D3DTexture2D* resolved_depth_tex;
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		int slices;
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	} m_efb;
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	static unsigned int m_target_width;
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	static unsigned int m_target_height;
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};
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}  // namespace DX11
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