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:
Jordan Woyak 2010-11-14 23:31:53 +00:00
parent 2378b443c1
commit 0da42fcca7
27 changed files with 840 additions and 1319 deletions

View file

@ -23,117 +23,84 @@
#include "VertexShaderCache.h"
#include "TextureConverter.h"
// TODO: this is probably somewhere else
#define SAFE_RELEASE(p) if (p) { (p)->Release(); (p) = NULL; }
#undef CHECK
#define CHECK(hr, Message, ...) if (FAILED(hr)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
FramebufferManager g_framebufferManager;
FramebufferManager::Efb FramebufferManager::s_efb;
LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorRTSurface()
FramebufferManager::FramebufferManager()
{
return s_efb_color_surface;
}
s_efb.color_texture = NULL;
s_efb.colorRead_texture = NULL;
s_efb.depth_texture = NULL;
s_efb.depthRead_texture = NULL;
LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthRTSurface()
{
return s_efb_depth_surface;
}
s_efb.depth_surface = NULL;
s_efb.color_surface = NULL;
s_efb.color_ReadBuffer = NULL;
s_efb.depth_ReadBuffer = NULL;
s_efb.color_OffScreenReadBuffer = NULL;
s_efb.depth_OffScreenReadBuffer = NULL;
LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorOffScreenRTSurface()
{
return s_efb_color_OffScreenReadBuffer;
}
s_efb.color_surface_Format = D3DFMT_FORCE_DWORD;
s_efb.depth_surface_Format = D3DFMT_FORCE_DWORD;
s_efb.depth_ReadBuffer_Format = D3DFMT_FORCE_DWORD;
LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthOffScreenRTSurface()
{
return s_efb_depth_OffScreenReadBuffer;
}
LPDIRECT3DSURFACE9 FramebufferManager::GetEFBColorReadSurface()
{
return s_efb_color_ReadBuffer;
}
LPDIRECT3DSURFACE9 FramebufferManager::GetEFBDepthReadSurface()
{
return s_efb_depth_ReadBuffer;
}
D3DFORMAT FramebufferManager::GetEFBDepthRTSurfaceFormat()
{
return s_efb_depth_surface_Format;
}
D3DFORMAT FramebufferManager::GetEFBDepthReadSurfaceFormat()
{
return s_efb_depth_ReadBuffer_Format;
}
D3DFORMAT FramebufferManager::GetEFBColorRTSurfaceFormat()
{
return s_efb_color_surface_Format;
}
LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBColorTexture()
{
return s_efb_color_texture;
}
LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBDepthTexture()
{
return s_efb_depth_texture;
}
void FramebufferManager::Create()
{
// Simplest possible setup to start with.
int target_width = Renderer::GetFullTargetWidth();
int target_height = Renderer::GetFullTargetHeight();
s_efb_color_surface_Format = D3DFMT_A8R8G8B8;
s_efb.color_surface_Format = D3DFMT_A8R8G8B8;
// Get the framebuffer texture
HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
D3DPOOL_DEFAULT, &s_efb_color_texture, NULL);
if(s_efb_color_texture)
HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
D3DPOOL_DEFAULT, &s_efb.color_texture, NULL);
if (s_efb.color_texture)
{
hr = s_efb_color_texture->GetSurfaceLevel(0, &s_efb_color_surface);
hr = s_efb.color_texture->GetSurfaceLevel(0, &s_efb.color_surface);
}
CHECK(hr, "Create color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
D3DPOOL_DEFAULT, &s_efb_colorRead_texture, NULL);
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 (hr=%#x)", hr);
if(s_efb_colorRead_texture)
if (s_efb.colorRead_texture)
{
s_efb_colorRead_texture->GetSurfaceLevel(0, &s_efb_color_ReadBuffer);
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);
hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb.color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb.color_OffScreenReadBuffer, NULL);
CHECK(hr, "Create offscreen color surface (hr=%#x)", hr);
// Select a Z-buffer format with hardware support
D3DFORMAT *DepthTexFormats = new D3DFORMAT[5];
DepthTexFormats[0] = FOURCC_INTZ;
DepthTexFormats[1] = FOURCC_DF24;
DepthTexFormats[2] = FOURCC_RAWZ;
DepthTexFormats[3] = FOURCC_DF16;
DepthTexFormats[4] = D3DFMT_D24X8;
D3DFORMAT DepthTexFormats[5] = {
FOURCC_INTZ,
FOURCC_DF24,
FOURCC_RAWZ,
FOURCC_DF16,
D3DFMT_D24X8
};
for(int i = 0; i < 5; i++)
for (int i = 0; i < 5; ++i)
{
s_efb_depth_surface_Format = DepthTexFormats[i];
s_efb.depth_surface_Format = DepthTexFormats[i];
// Create the framebuffer depth texture
hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb_depth_surface_Format,
D3DPOOL_DEFAULT, &s_efb_depth_texture, NULL);
hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb.depth_surface_Format,
D3DPOOL_DEFAULT, &s_efb.depth_texture, NULL);
if (!FAILED(hr))
break;
}
CHECK(hr, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
// Get the Surface
if(s_efb_depth_texture)
if (s_efb.depth_texture)
{
s_efb_depth_texture->GetSurfaceLevel(0, &s_efb_depth_surface);
s_efb.depth_texture->GetSurfaceLevel(0, &s_efb.depth_surface);
}
// Create a 4x4 pixel texture to work as a buffer for peeking
if(s_efb_depth_surface_Format == FOURCC_RAWZ || s_efb_depth_surface_Format == D3DFMT_D24X8)
if (s_efb.depth_surface_Format == FOURCC_RAWZ || s_efb.depth_surface_Format == D3DFMT_D24X8)
{
DepthTexFormats[0] = D3DFMT_A8R8G8B8;
}
@ -141,161 +108,82 @@ void FramebufferManager::Create()
{
DepthTexFormats[0] = D3DFMT_R32F;
}
DepthTexFormats[1] = D3DFMT_A8R8G8B8;
for(int i = 0; i < 2; i++)
for (int i = 0; i < 2; ++i)
{
s_efb_depth_ReadBuffer_Format = DepthTexFormats[i];
s_efb.depth_ReadBuffer_Format = DepthTexFormats[i];
// Get the framebuffer Depth texture
hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb_depth_ReadBuffer_Format,
D3DPOOL_DEFAULT, &s_efb_depthRead_texture, NULL);
hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb.depth_ReadBuffer_Format,
D3DPOOL_DEFAULT, &s_efb.depthRead_texture, NULL);
if (!FAILED(hr))
break;
}
CHECK(hr, "Create depth read texture (hr=%#x)", hr);
if(s_efb_depthRead_texture)
if (s_efb.depthRead_texture)
{
s_efb_depthRead_texture->GetSurfaceLevel(0, &s_efb_depth_ReadBuffer);
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(4, 4, s_efb_depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL);
hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb.depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb.depth_OffScreenReadBuffer, NULL);
CHECK(hr, "Create depth offscreen surface (hr=%#x)", hr);
delete [] DepthTexFormats;
}
void FramebufferManager::Destroy()
FramebufferManager::~FramebufferManager()
{
if (s_efb_depth_surface)
s_efb_depth_surface->Release();
s_efb_depth_surface = NULL;
if (s_efb_color_surface)
s_efb_color_surface->Release();
s_efb_color_surface = 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;
for (VirtualXFBListType::iterator it = m_virtualXFBList.begin(); it != m_virtualXFBList.end(); ++it)
{
if(it->xfbSource.texture)
it->xfbSource.texture->Release();
}
m_virtualXFBList.clear();
if(m_realXFBSource.texture)
m_realXFBSource.texture->Release();
m_realXFBSource.texture = NULL;
SAFE_RELEASE(s_efb.depth_surface);
SAFE_RELEASE(s_efb.color_surface);
SAFE_RELEASE(s_efb.color_ReadBuffer);
SAFE_RELEASE(s_efb.depth_ReadBuffer);
SAFE_RELEASE(s_efb.color_OffScreenReadBuffer);
SAFE_RELEASE(s_efb.depth_OffScreenReadBuffer);
SAFE_RELEASE(s_efb.color_texture);
SAFE_RELEASE(s_efb.colorRead_texture);
SAFE_RELEASE(s_efb.depth_texture);
SAFE_RELEASE(s_efb.depthRead_texture);
}
void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
{
if (g_ActiveConfig.bUseRealXFB)
copyToRealXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
else
copyToVirtualXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
LPDIRECT3DTEXTURE9 tex;
D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET,
s_efb.color_surface_Format, D3DPOOL_DEFAULT, &tex, NULL);
return new XFBSource(tex);
}
const XFBSource** FramebufferManager::GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
{
if (g_ActiveConfig.bUseRealXFB)
return getRealXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
else
return getVirtualXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
const float scaleX = Renderer::GetXFBScaleX();
const float scaleY = Renderer::GetXFBScaleY();
TargetRectangle targetSource;
targetSource.top = (int)(sourceRc.top *scaleY);
targetSource.bottom = (int)(sourceRc.bottom *scaleY);
targetSource.left = (int)(sourceRc.left *scaleX);
targetSource.right = (int)(sourceRc.right * scaleX);
*width = targetSource.right - targetSource.left;
*height = targetSource.bottom - targetSource.top;
}
FramebufferManager::VirtualXFBListType::iterator FramebufferManager::findVirtualXFB(u32 xfbAddr, u32 width, u32 height)
void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
const MathUtil::Rectangle<float> &drawrc, int width, int height) const
{
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();
D3D::drawShadedTexSubQuad(texture, &sourcerc, texWidth, texHeight, &drawrc, width , height,
PixelShaderCache::GetColorCopyProgram(0), VertexShaderCache::GetSimpleVertexShader(0));
}
void FramebufferManager::replaceVirtualXFB()
void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
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;
}
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
}
void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
u8* xfb_in_ram = Memory_GetPtr(xfbAddr);
if (!xfb_in_ram)
@ -308,190 +196,47 @@ void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, c
TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(), targetRc, xfb_in_ram, fbWidth, fbHeight);
}
void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
void XFBSource::CopyEFB()
{
LPDIRECT3DTEXTURE9 xfbTexture;
HRESULT hr = 0;
VirtualXFBListType::iterator it = findVirtualXFB(xfbAddr, fbWidth, fbHeight);
if (it == m_virtualXFBList.end() && (int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
{
// Replace the last virtual XFB
--it;
}
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.right = (int)(sourceRc.right * scaleX);
int target_width = targetSource.right - targetSource.left;
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;
it->xfbSource.srcAddr = xfbAddr;
it->xfbSource.srcWidth = fbWidth;
it->xfbSource.srcHeight = fbHeight;
if(it->xfbSource.texWidth != target_width || it->xfbSource.texHeight != target_height || !(it->xfbSource.texture))
{
if(it->xfbSource.texture)
it->xfbSource.texture->Release();
it->xfbSource.texture = NULL;
hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
D3DPOOL_DEFAULT, &(it->xfbSource.texture), NULL);
}
xfbTexture = it->xfbSource.texture;
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.
D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
D3DPOOL_DEFAULT, &xfbTexture, NULL);
VirtualXFB newVirt;
newVirt.xfbAddr = xfbAddr;
newVirt.xfbWidth = fbWidth;
newVirt.xfbHeight = fbHeight;
newVirt.xfbSource.texture = xfbTexture;
newVirt.xfbSource.texWidth = target_width;
newVirt.xfbSource.texHeight = target_height;
// Add the new Virtual XFB to the list
if ((int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
{
// List overflowed; delete the oldest.
m_virtualXFBList.back().xfbSource.texture->Release();
m_virtualXFBList.pop_back();
}
m_virtualXFBList.push_front(newVirt);
}
// Copy EFB data to XFB and restore render target again
if(!xfbTexture)
return;
LPDIRECT3DTEXTURE9 read_texture = GetEFBColorTexture();
Renderer::ResetAPIState(); // Reset any game specific settings
LPDIRECT3DSURFACE9 Rendersurf = NULL;
xfbTexture->GetSurfaceLevel(0, &Rendersurf);
texture->GetSurfaceLevel(0, &Rendersurf);
D3D::dev->SetDepthStencilSurface(NULL);
D3D::dev->SetRenderTarget(0, Rendersurf);
D3DVIEWPORT9 vp;
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = target_width;
vp.Height = target_height;
vp.Width = texWidth;
vp.Height = texHeight;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
RECT sourcerect;
sourcerect.bottom = efbSource.bottom;
sourcerect.left = efbSource.left;
sourcerect.right = efbSource.right;
sourcerect.top = efbSource.top;
sourcerect.bottom = sourceRc.bottom;
sourcerect.left = sourceRc.left;
sourcerect.right = sourceRc.right;
sourcerect.top = sourceRc.top;
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
D3D::drawShadedTexQuad(
read_texture,
FramebufferManager::GetEFBColorTexture(),
&sourcerect,
Renderer::GetFullTargetWidth(),
Renderer::GetFullTargetHeight(),
target_width,
target_height,
texWidth,
texHeight,
PixelShaderCache::GetColorCopyProgram( g_ActiveConfig.iMultisampleMode),
VertexShaderCache::GetSimpleVertexShader( g_ActiveConfig.iMultisampleMode));
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
D3D::SetTexture(0, NULL);
D3D::dev->SetRenderTarget(0, GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(GetEFBDepthRTSurface());
Renderer::RestoreAPIState();
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
Rendersurf->Release();
}
const XFBSource** FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount)
{
xfbCount = 1;
m_realXFBSource.texWidth = fbWidth;
m_realXFBSource.texHeight = fbHeight;
m_realXFBSource.srcAddr = xfbAddr;
m_realXFBSource.srcWidth = fbWidth;
m_realXFBSource.srcHeight = fbHeight;
if (!m_realXFBSource.texture)
{
D3D::dev->CreateTexture(fbWidth, fbHeight, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
D3DPOOL_DEFAULT, &m_realXFBSource.texture, NULL);
}
// Decode YUYV data from GameCube RAM
TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, m_realXFBSource.texture);
m_overlappingXFBArray[0] = &m_realXFBSource;
return &m_overlappingXFBArray[0];
}
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::reverse_iterator it;
for (it = m_virtualXFBList.rbegin(); it != m_virtualXFBList.rend(); ++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];
}