forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6305 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			144 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			144 lines
		
	
	
		
			4.2 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 _FBMANAGER_D3D_H_
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#define _FBMANAGER_D3D_H_
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#include <list>
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#include "D3DBase.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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const int MAX_VIRTUAL_XFB = 8;
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inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
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{
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	return !((aLower >= bUpper) || (bLower >= aUpper));
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}
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struct XFBSource
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{
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	XFBSource() : srcAddr(0), srcWidth(0), srcHeight(0), tex(NULL), texWidth(0), texHeight(0) {}
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	u32 srcAddr;
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	u32 srcWidth;
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	u32 srcHeight;
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	D3DTexture2D* tex;
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	unsigned int texWidth;
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	unsigned int texHeight;
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};
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class FramebufferManager
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{
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public:
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	FramebufferManager()
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	{
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		m_efb.color_tex = NULL;
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		m_efb.color_staging_buf = NULL;
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		m_efb.depth_tex = NULL;
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		m_efb.depth_staging_buf = NULL;
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		m_efb.depth_read_texture = NULL;
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		m_realXFBSource.tex = NULL;
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	}
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	void Create();
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	void Destroy();
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	void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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	const XFBSource** GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
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	D3DTexture2D* &GetEFBColorTexture();
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	ID3D11Texture2D* &GetEFBColorStagingBuffer();
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	D3DTexture2D* &GetEFBDepthTexture();
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	D3DTexture2D* &GetEFBDepthReadTexture();
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	ID3D11Texture2D* &GetEFBDepthStagingBuffer();
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private:
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	struct VirtualXFB
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	{
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		// Address and size in GameCube RAM
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		u32 xfbAddr;
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		u32 xfbWidth;
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		u32 xfbHeight;
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		XFBSource xfbSource;
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	};
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	typedef std::list<VirtualXFB> VirtualXFBListType;
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	VirtualXFBListType::iterator findVirtualXFB(u32 xfbAddr, u32 width, u32 height);
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	void replaceVirtualXFB();
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	void copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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	void copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
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	const XFBSource** getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
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	const XFBSource** getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
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	XFBSource m_realXFBSource; // Only used in Real XFB mode
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	VirtualXFBListType m_virtualXFBList; // Only used in Virtual XFB mode
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	const XFBSource* m_overlappingXFBArray[MAX_VIRTUAL_XFB];
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	struct
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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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	} m_efb;
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};
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extern FramebufferManager g_framebufferManager;
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#endif
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