mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-05-03 09:48:32 +00:00
Merged some FramebufferManager code into VideoCommon.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6417 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
2378b443c1
commit
0da42fcca7
27 changed files with 840 additions and 1319 deletions
|
@ -24,7 +24,7 @@
|
|||
#include "PixelShaderCache.h"
|
||||
#include "VertexShaderCache.h"
|
||||
|
||||
FramebufferManager g_framebufferManager;
|
||||
FramebufferManager::Efb FramebufferManager::m_efb;
|
||||
|
||||
D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
|
||||
ID3D11Texture2D* &FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
|
||||
|
@ -33,10 +33,17 @@ D3DTexture2D* &FramebufferManager::GetEFBDepthTexture() { return m_efb.depth_tex
|
|||
D3DTexture2D* &FramebufferManager::GetEFBDepthReadTexture() { return m_efb.depth_read_texture; }
|
||||
ID3D11Texture2D* &FramebufferManager::GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; }
|
||||
|
||||
void FramebufferManager::Create()
|
||||
FramebufferManager::FramebufferManager()
|
||||
{
|
||||
m_efb.color_tex = NULL;
|
||||
m_efb.color_staging_buf = NULL;
|
||||
m_efb.depth_tex = NULL;
|
||||
m_efb.depth_staging_buf = NULL;
|
||||
m_efb.depth_read_texture = NULL;
|
||||
|
||||
unsigned int target_width = Renderer::GetFullTargetWidth();
|
||||
unsigned int target_height = Renderer::GetFullTargetHeight();
|
||||
|
||||
ID3D11Texture2D* buf;
|
||||
D3D11_TEXTURE2D_DESC texdesc;
|
||||
HRESULT hr;
|
||||
|
@ -80,228 +87,72 @@ void FramebufferManager::Create()
|
|||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
|
||||
}
|
||||
|
||||
void FramebufferManager::Destroy()
|
||||
FramebufferManager::~FramebufferManager()
|
||||
{
|
||||
SAFE_RELEASE(m_efb.color_tex);
|
||||
SAFE_RELEASE(m_efb.color_staging_buf);
|
||||
SAFE_RELEASE(m_efb.depth_tex);
|
||||
SAFE_RELEASE(m_efb.depth_staging_buf);
|
||||
SAFE_RELEASE(m_efb.depth_read_texture);
|
||||
|
||||
for (VirtualXFBListType::iterator it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
|
||||
SAFE_RELEASE(it->xfbSource.tex);
|
||||
|
||||
m_virtualXFBList.clear();
|
||||
SAFE_RELEASE(m_realXFBSource.tex);
|
||||
}
|
||||
|
||||
void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
|
||||
{
|
||||
copyToVirtualXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
|
||||
}
|
||||
|
||||
const XFBSource** FramebufferManager::GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
|
||||
{
|
||||
return getVirtualXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
|
||||
}
|
||||
|
||||
FramebufferManager::VirtualXFBListType::iterator FramebufferManager::findVirtualXFB(u32 xfbAddr, u32 width, u32 height)
|
||||
{
|
||||
u32 srcLower = xfbAddr;
|
||||
u32 srcUpper = xfbAddr + 2 * width * height;
|
||||
|
||||
VirtualXFBListType::iterator it;
|
||||
for (it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
|
||||
{
|
||||
u32 dstLower = it->xfbAddr;
|
||||
u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
|
||||
|
||||
if (dstLower >= srcLower && dstUpper <= srcUpper)
|
||||
return it;
|
||||
}
|
||||
|
||||
// That address is not in the Virtual XFB list.
|
||||
return m_virtualXFBList.end();
|
||||
}
|
||||
|
||||
void FramebufferManager::replaceVirtualXFB()
|
||||
{
|
||||
VirtualXFBListType::iterator it = m_virtualXFBList.begin();
|
||||
|
||||
s32 srcLower = it->xfbAddr;
|
||||
s32 srcUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
|
||||
s32 lineSize = 2 * it->xfbWidth;
|
||||
|
||||
++it;
|
||||
|
||||
while (it != m_virtualXFBList.end())
|
||||
{
|
||||
s32 dstLower = it->xfbAddr;
|
||||
s32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
|
||||
|
||||
if (dstLower >= srcLower && dstUpper <= srcUpper)
|
||||
{
|
||||
// Invalidate the data
|
||||
it->xfbAddr = 0;
|
||||
it->xfbHeight = 0;
|
||||
it->xfbWidth = 0;
|
||||
}
|
||||
else if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
|
||||
{
|
||||
s32 upperOverlap = (srcUpper - dstLower) / lineSize;
|
||||
s32 lowerOverlap = (dstUpper - srcLower) / lineSize;
|
||||
|
||||
if (upperOverlap > 0 && lowerOverlap < 0)
|
||||
{
|
||||
it->xfbAddr += lineSize * upperOverlap;
|
||||
it->xfbHeight -= upperOverlap;
|
||||
}
|
||||
else if (lowerOverlap > 0)
|
||||
{
|
||||
it->xfbHeight -= lowerOverlap;
|
||||
}
|
||||
}
|
||||
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
|
||||
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
|
||||
{
|
||||
// TODO
|
||||
PanicAlert("copyToRealXFB not implemented, yet\n");
|
||||
PanicAlert("CopyToRealXFB not implemented, yet\n");
|
||||
}
|
||||
|
||||
void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
|
||||
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
|
||||
{
|
||||
D3DTexture2D* xfbTex;
|
||||
HRESULT hr = 0;
|
||||
return new XFBSource(D3DTexture2D::Create(target_width, target_height,
|
||||
(D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE),
|
||||
D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM));
|
||||
}
|
||||
|
||||
VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, fbWidth, fbHeight);
|
||||
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
|
||||
{
|
||||
const float scaleX = Renderer::GetXFBScaleX();
|
||||
const float scaleY = Renderer::GetXFBScaleY();
|
||||
|
||||
if (it == m_virtualXFBList.end() && (int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
|
||||
{
|
||||
// Replace the last virtual XFB (might cause glitches, but better than allocating 50 XFBs...)
|
||||
// TODO: Reencode last virtual XFB to RAM to avoid glitches?
|
||||
--it;
|
||||
}
|
||||
TargetRectangle targetSource;
|
||||
|
||||
float scaleX = Renderer::GetXFBScaleX();
|
||||
float scaleY = Renderer::GetXFBScaleY();
|
||||
TargetRectangle targetSource,efbSource;
|
||||
efbSource = Renderer::ConvertEFBRectangle(sourceRc);
|
||||
targetSource.top = (int)(sourceRc.top * scaleY);
|
||||
targetSource.bottom = (int)(sourceRc.bottom * scaleY);
|
||||
targetSource.left = (int)(sourceRc.left * scaleX);
|
||||
targetSource.top = (int)(sourceRc.top *scaleY);
|
||||
targetSource.bottom = (int)(sourceRc.bottom *scaleY);
|
||||
targetSource.left = (int)(sourceRc.left *scaleX);
|
||||
targetSource.right = (int)(sourceRc.right * scaleX);
|
||||
unsigned int target_width = targetSource.right - targetSource.left;
|
||||
unsigned int target_height = targetSource.bottom - targetSource.top;
|
||||
if (it != m_virtualXFBList.end())
|
||||
{
|
||||
// Overwrite an existing Virtual XFB.
|
||||
|
||||
it->xfbAddr = xfbAddr;
|
||||
it->xfbWidth = fbWidth;
|
||||
it->xfbHeight = fbHeight;
|
||||
*width = targetSource.right - targetSource.left;
|
||||
*height = targetSource.bottom - targetSource.top;
|
||||
}
|
||||
|
||||
it->xfbSource.srcAddr = xfbAddr;
|
||||
it->xfbSource.srcWidth = fbWidth;
|
||||
it->xfbSource.srcHeight = fbHeight;
|
||||
void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
|
||||
const MathUtil::Rectangle<float> &drawrc, int width, int height) const
|
||||
{
|
||||
D3D::drawShadedTexSubQuad(tex->GetSRV(), &sourcerc,
|
||||
texWidth, texHeight, &drawrc, PixelShaderCache::GetColorCopyProgram(),
|
||||
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
|
||||
}
|
||||
|
||||
if (it->xfbSource.texWidth != target_width || it->xfbSource.texHeight != target_height || !(it->xfbSource.tex))
|
||||
{
|
||||
SAFE_RELEASE(it->xfbSource.tex);
|
||||
it->xfbSource.tex = D3DTexture2D::Create(target_width, target_height, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM);
|
||||
if (it->xfbSource.tex == NULL) PanicAlert("Failed to create XFB texture\n");
|
||||
}
|
||||
xfbTex = it->xfbSource.tex;
|
||||
|
||||
it->xfbSource.texWidth = target_width;
|
||||
it->xfbSource.texHeight = target_height;
|
||||
|
||||
// move this Virtual XFB to the front of the list.
|
||||
m_virtualXFBList.splice(m_virtualXFBList.begin(), m_virtualXFBList, it);
|
||||
|
||||
// keep stale XFB data from being used
|
||||
replaceVirtualXFB();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Create a new Virtual XFB and place it at the front of the list.
|
||||
VirtualXFB newVirt;
|
||||
|
||||
newVirt.xfbSource.tex = D3DTexture2D::Create(target_width, target_height, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM);
|
||||
if (newVirt.xfbSource.tex == NULL) PanicAlert("Failed to create a new virtual XFB");
|
||||
|
||||
newVirt.xfbAddr = xfbAddr;
|
||||
newVirt.xfbWidth = fbWidth;
|
||||
newVirt.xfbHeight = fbHeight;
|
||||
|
||||
xfbTex = newVirt.xfbSource.tex;
|
||||
newVirt.xfbSource.texWidth = target_width;
|
||||
newVirt.xfbSource.texHeight = target_height;
|
||||
|
||||
// Add the new Virtual XFB to the list
|
||||
if (m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
|
||||
{
|
||||
// List overflowed; delete the oldest.
|
||||
m_virtualXFBList.back().xfbSource.tex->Release();
|
||||
m_virtualXFBList.pop_back();
|
||||
WARN_LOG(VIDEO, "Virtual XFB list overflown, releasing oldest virtual XFB");
|
||||
}
|
||||
m_virtualXFBList.push_front(newVirt);
|
||||
}
|
||||
if (!xfbTex->GetRTV()) return;
|
||||
|
||||
Renderer::ResetAPIState(); // reset any game specific settings
|
||||
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
|
||||
{
|
||||
// TODO:
|
||||
PanicAlert("RealXFB not implemented, yet\n");
|
||||
}
|
||||
|
||||
void XFBSource::CopyEFB()
|
||||
{
|
||||
// Copy EFB data to XFB and restore render target again
|
||||
D3D11_RECT sourcerect = CD3D11_RECT(efbSource.left, efbSource.top, efbSource.right, efbSource.bottom);
|
||||
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)target_width, (float)target_height);
|
||||
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight);
|
||||
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
D3D::context->OMSetRenderTargets(1, &xfbTex->GetRTV(), NULL);
|
||||
D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), NULL);
|
||||
D3D::SetLinearCopySampler();
|
||||
D3D::drawShadedTexQuad(GetEFBColorTexture()->GetSRV(), &sourcerect,
|
||||
Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
|
||||
PixelShaderCache::GetColorCopyProgram(), VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout());
|
||||
D3D::context->OMSetRenderTargets(1, &GetEFBColorTexture()->GetRTV(), GetEFBDepthTexture()->GetDSV());
|
||||
Renderer::RestoreAPIState();
|
||||
}
|
||||
|
||||
const XFBSource** FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
|
||||
{
|
||||
PanicAlert("getRealXFBSource not implemented, yet\n");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
const XFBSource** FramebufferManager::getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
|
||||
{
|
||||
xfbCount = 0;
|
||||
|
||||
if (m_virtualXFBList.size() == 0)
|
||||
{
|
||||
// No Virtual XFBs available.
|
||||
return NULL;
|
||||
}
|
||||
|
||||
u32 srcLower = xfbAddr;
|
||||
u32 srcUpper = xfbAddr + 2 * fbWidth * fbHeight;
|
||||
|
||||
VirtualXFBListType::iterator it;
|
||||
for (it = m_virtualXFBList.end(); it != m_virtualXFBList.begin();)
|
||||
{
|
||||
--it;
|
||||
|
||||
u32 dstLower = it->xfbAddr;
|
||||
u32 dstUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
|
||||
|
||||
if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
|
||||
{
|
||||
m_overlappingXFBArray[xfbCount] = &(it->xfbSource);
|
||||
xfbCount++;
|
||||
}
|
||||
}
|
||||
|
||||
return &m_overlappingXFBArray[0];
|
||||
|
||||
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
|
||||
Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
|
||||
PixelShaderCache::GetColorCopyProgram(), VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout());
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
|
||||
FramebufferManager::GetEFBDepthTexture()->GetDSV());
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue