forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6972 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			126 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			4.7 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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#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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// 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() { glDeleteTextures(1, &texture); }
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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 texture;
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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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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.
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	static GLuint m_resolvedFramebuffer;
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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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};
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}  // namespace OGL
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#endif
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