forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			138 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			138 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2009 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 <memory>
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#include <vector>
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#include "Common/GL/GLUtil.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoCommon/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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{
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struct XFBSource : public XFBSourceBase
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{
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  XFBSource(GLuint tex, int layers) : texture(tex), m_layers(layers) {}
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  ~XFBSource();
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  void CopyEFB(float Gamma) override;
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  void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) override;
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  const GLuint texture;
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  const int m_layers;
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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);
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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(unsigned int layer = 0)
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  {
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    return (layer < m_EFBLayers) ? m_efbFramebuffer[layer] : m_efbFramebuffer.back();
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  }
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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[0]; }
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  static void SetFramebuffer(GLuint fb);
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  static void FramebufferTexture(GLenum target, GLenum attachment, GLenum textarget, GLuint texture,
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                                 GLint level);
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  // If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve
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  // 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
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  // 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
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  // 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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  static void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
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private:
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  std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width,
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                                                 unsigned int target_height,
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                                                 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 fbStride, u32 fbHeight, const EFBRectangle& sourceRc,
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                     float Gamma) override;
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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 GLenum m_textureType;
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  static std::vector<GLuint> m_efbFramebuffer;
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  static GLuint m_xfbFramebuffer;
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  static GLuint m_efbColor;
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  static GLuint m_efbDepth;
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  static GLuint
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      m_efbColorSwap;  // will be hot swapped with m_efbColor when reinterpreting EFB pixel formats
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  // Only used in MSAA mode, TODO: try to avoid them
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  static std::vector<GLuint> m_resolvedFramebuffer;
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  static GLuint m_resolvedColorTexture;
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  static GLuint m_resolvedDepthTexture;
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  // For pixel format draw
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  static SHADER m_pixel_format_shaders[2];
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  // For EFB pokes
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  static GLuint m_EfbPokes_VBO;
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  static GLuint m_EfbPokes_VAO;
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  static SHADER m_EfbPokes;
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};
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}  // namespace OGL
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