Big Commit this will break a lot, fix a lot, but i thing is a good step:

Implemented all the correct format conversions in efb to texture copy.
replaced all the stretcrect calls with quad draws this must improve speed a bit.
A BIGGGGGGGGGG cleanup in the code and reorganization.
reimplemented zpeek using a secondary render target ( this still is buggy so many issues left)
please a lot off feedback.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4520 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado 2009-11-08 20:35:11 +00:00
parent 84c6135bfd
commit 0ac07e8aa8
13 changed files with 609 additions and 197 deletions

View file

@ -23,34 +23,62 @@
namespace FBManager
{
static LPDIRECT3DTEXTURE9 s_efb_color_texture;
static LPDIRECT3DTEXTURE9 s_efb_colorBuffer_texture;
static LPDIRECT3DTEXTURE9 s_efb_depth_texture;
static LPDIRECT3DTEXTURE9 s_efb_depthBuffer_texture;
static LPDIRECT3DSURFACE9 s_efb_color_surface;
static LPDIRECT3DSURFACE9 s_efb_depth_surface;
static LPDIRECT3DTEXTURE9 s_efb_color_texture;//Texture thats contains the color data of the render target
static LPDIRECT3DTEXTURE9 s_efb_colorRead_texture;//1 pixel texture for temporal data store
static LPDIRECT3DTEXTURE9 s_efb_depth_texture;//Texture thats contains the depth data of the render target
static LPDIRECT3DTEXTURE9 s_efb_depthRead_texture;//1 pixel texture for temporal data store
static LPDIRECT3DSURFACE9 s_efb_color_ReadBuffer;
static LPDIRECT3DSURFACE9 s_efb_depth_ReadBuffer;
static LPDIRECT3DSURFACE9 s_efb_depth_surface;//Depth Surface
static LPDIRECT3DSURFACE9 s_efb_depthColor_surface;//Depth, color encoded Surface
static LPDIRECT3DSURFACE9 s_efb_color_surface;//Color Surface
static LPDIRECT3DSURFACE9 s_efb_color_ReadBuffer;//Surface 0 of s_efb_colorRead_texture
static LPDIRECT3DSURFACE9 s_efb_depth_ReadBuffer;//Surface 0 of s_efb_depthRead_texture
static LPDIRECT3DSURFACE9 s_efb_color_OffScreenReadBuffer;
static LPDIRECT3DSURFACE9 s_efb_depth_OffScreenReadBuffer;
static LPDIRECT3DSURFACE9 s_efb_color_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
static LPDIRECT3DSURFACE9 s_efb_depth_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
static D3DFORMAT s_efb_color_surface_Format;
static D3DFORMAT s_efb_depth_surface_Format;
static D3DFORMAT s_efb_color_surface_Format;//Format of the color Surface
static D3DFORMAT s_efb_depth_surface_Format;//Format of the Depth color encoded Surface
#undef CHECK
#define CHECK(hr,Message) if (FAILED(hr)) { PanicAlert(__FUNCTION__ " FAIL: %s" ,Message); }
LPDIRECT3DSURFACE9 GetEFBColorRTSurface() { return s_efb_color_surface; }
LPDIRECT3DSURFACE9 GetEFBDepthRTSurface() { return s_efb_depth_surface; }
LPDIRECT3DSURFACE9 GetEFBColorOffScreenRTSurface() { return s_efb_color_OffScreenReadBuffer; }
LPDIRECT3DSURFACE9 GetEFBDepthOffScreenRTSurface() { return s_efb_depth_OffScreenReadBuffer; }
LPDIRECT3DSURFACE9 GetEFBColorRTSurface()
{
return s_efb_color_surface;
}
LPDIRECT3DSURFACE9 GetEFBDepthRTSurface()
{
return s_efb_depth_surface;
}
LPDIRECT3DSURFACE9 GetEFBDepthEncodedSurface()
{
return s_efb_depthColor_surface;
}
LPDIRECT3DSURFACE9 GetEFBColorOffScreenRTSurface()
{
return s_efb_color_OffScreenReadBuffer;
}
LPDIRECT3DSURFACE9 GetEFBDepthOffScreenRTSurface()
{
return s_efb_depth_OffScreenReadBuffer;
}
LPDIRECT3DSURFACE9 GetEFBColorReadSurface()
{
return s_efb_color_ReadBuffer;
}
LPDIRECT3DSURFACE9 GetEFBDepthReadSurface()
{
return s_efb_depth_ReadBuffer;
}
LPDIRECT3DSURFACE9 GetEFBColorReadSurface() { return s_efb_color_ReadBuffer; }
LPDIRECT3DSURFACE9 GetEFBDepthReadSurface() { return s_efb_depth_ReadBuffer; }
D3DFORMAT GetEFBDepthRTSurfaceFormat(){return s_efb_depth_surface_Format;}
D3DFORMAT GetEFBColorRTSurfaceFormat(){return s_efb_color_surface_Format;}
@ -63,14 +91,9 @@ LPDIRECT3DTEXTURE9 GetEFBColorTexture(const EFBRectangle& sourceRc)
LPDIRECT3DTEXTURE9 GetEFBDepthTexture(const EFBRectangle &sourceRc)
{
// Depth textures not supported under DX9. We're gonna fake this
// with a secondary render target later.
return s_efb_depth_texture;
}
void Create()
{
@ -79,29 +102,55 @@ void Create()
int target_height = Renderer::GetTargetHeight();
s_efb_color_surface_Format = D3DFMT_A8R8G8B8;
//get the framebuffer texture
HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
D3DPOOL_DEFAULT, &s_efb_color_texture, NULL);
CHECK(hr,"Create Color Texture");
//get the Surface
hr = s_efb_color_texture->GetSurfaceLevel(0, &s_efb_color_surface);
CHECK(hr,"Get Color Surface");
//create a one pixel texture to work as a buffer for peeking
hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, &s_efb_colorBuffer_texture, NULL);
if (!FAILED(hr))
if(s_efb_color_texture)
{
//get the surface for the peeking texture
hr = s_efb_colorBuffer_texture->GetSurfaceLevel(0, &s_efb_color_ReadBuffer);
CHECK(hr,"Get Color Pixel Surface");
//create an offscreen surface that we can lock to retrieve the data
hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &s_efb_color_OffScreenReadBuffer, NULL );
CHECK(hr,"Create Color offScreen Surface");
s_efb_color_texture->GetSurfaceLevel(0,&s_efb_color_surface);
}
CHECK(hr,"Create Color Texture");
hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
D3DPOOL_DEFAULT, &s_efb_colorRead_texture, NULL);
CHECK(hr,"Create Color Read Texture");
if(s_efb_colorRead_texture)
{
s_efb_colorRead_texture->GetSurfaceLevel(0,&s_efb_color_ReadBuffer);
}
//create an offscreen surface that we can lock to retrieve the data
hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb_color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb_color_OffScreenReadBuffer, NULL );
CHECK(hr,"Create Color offScreen Surface");
//Select Zbuffer format supported by hadware.
if (g_ActiveConfig.bEFBAccessEnable)
{
//depth format in prefered order
hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, D3DFMT_D24X8,
D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb_depth_surface, NULL);
CHECK(hr,"CreateDepthStencilSurface");
s_efb_depth_surface_Format = D3DFMT_A8R8G8B8;
//get the framebuffer Depth texture
HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_depth_surface_Format,
D3DPOOL_DEFAULT, &s_efb_depth_texture, NULL);
CHECK(hr,"Depth Color Texture");
//get the Surface
if(s_efb_depth_texture)
{
s_efb_depth_texture->GetSurfaceLevel(0,&s_efb_depthColor_surface);
}
//create a one pixel texture to work as a buffer for peeking
hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb_depth_surface_Format,
D3DPOOL_DEFAULT, &s_efb_depthRead_texture, NULL);
CHECK(hr,"Create Depth Read texture");
if(s_efb_depthRead_texture)
{
s_efb_depthRead_texture->GetSurfaceLevel(0,&s_efb_depth_ReadBuffer);
}
//create an offscreen surface that we can lock to retrieve the data
hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb_depth_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL );
CHECK(hr,"Create Depth offScreen Surface");
/*//depth format in prefered order
D3DFORMAT *DepthTexFormats = new D3DFORMAT[3];
DepthTexFormats[0] = D3DFMT_D32F_LOCKABLE;
DepthTexFormats[1] = D3DFMT_D16_LOCKABLE;
@ -116,7 +165,7 @@ void Create()
s_efb_depth_ReadBuffer = s_efb_depth_surface;
s_efb_depth_OffScreenReadBuffer = s_efb_depth_surface;
CHECK(hr,"CreateDepthStencilSurface");
delete [] DepthTexFormats;
delete [] DepthTexFormats;*/
}
else
{
@ -129,44 +178,51 @@ void Create()
void Destroy()
{
if(s_efb_depth_ReadBuffer)
s_efb_depth_ReadBuffer->Release();
s_efb_depth_ReadBuffer = NULL;
if(s_efb_depth_OffScreenReadBuffer)
s_efb_depth_OffScreenReadBuffer->Release();
if(s_efb_depth_surface)
s_efb_depth_surface->Release();
s_efb_depth_surface=NULL;
if(s_efb_depth_surface)
s_efb_depth_surface->Release();
s_efb_depth_surface = NULL;
if(s_efb_depthBuffer_texture)
s_efb_depthBuffer_texture->Release();
s_efb_depthBuffer_texture=NULL;
if(s_efb_depthColor_surface)
s_efb_depthColor_surface->Release();
s_efb_depthColor_surface=NULL;
if(s_efb_depth_texture)
s_efb_depth_texture->Release();
s_efb_depth_texture = NULL;
if(s_efb_color_surface)
s_efb_color_surface->Release();
s_efb_color_surface=NULL;
if(s_efb_color_OffScreenReadBuffer )
s_efb_color_OffScreenReadBuffer->Release();
s_efb_color_OffScreenReadBuffer = NULL;
if(s_efb_color_ReadBuffer )
s_efb_color_ReadBuffer->Release();
s_efb_color_ReadBuffer = NULL;
if(s_efb_color_ReadBuffer)
s_efb_color_ReadBuffer->Release();
s_efb_color_ReadBuffer=NULL;
if(s_efb_depth_ReadBuffer)
s_efb_depth_ReadBuffer->Release();
s_efb_depth_ReadBuffer=NULL;
if(s_efb_color_OffScreenReadBuffer)
s_efb_color_OffScreenReadBuffer->Release();
s_efb_color_OffScreenReadBuffer=NULL;
if(s_efb_depth_OffScreenReadBuffer)
s_efb_depth_OffScreenReadBuffer->Release();
s_efb_depth_OffScreenReadBuffer=NULL;
if(s_efb_color_texture)
s_efb_color_texture->Release();
s_efb_color_texture=NULL;
if(s_efb_colorRead_texture)
s_efb_colorRead_texture->Release();
s_efb_colorRead_texture=NULL;
if(s_efb_depth_texture)
s_efb_depth_texture->Release();
s_efb_depth_texture=NULL;
if(s_efb_depthRead_texture)
s_efb_depthRead_texture->Release();
s_efb_depthRead_texture=NULL;
if(s_efb_color_surface)
s_efb_color_surface->Release();
s_efb_color_surface = NULL;
if(s_efb_colorBuffer_texture)
s_efb_colorBuffer_texture->Release();
s_efb_colorBuffer_texture = NULL;
if(s_efb_color_texture)
s_efb_color_texture->Release();
s_efb_color_texture = NULL;
}
} // namespace