ppsspp/GPU/Directx9/FramebufferDX9.h
Henrik Rydgard cc6681cd0b Compile Ced's DX9 GPU on Windows. Not hooked up yet.
This needs work, has several problems that must be fixed to run on Windows.

Ced, you'll have to fix up your xb project file a bit, sorry.
2013-09-15 12:52:44 +02:00

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// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <list>
#include "GPU/Directx9/helper/fbo.h"
// Keeps track of allocated FBOs.
// Also provides facilities for drawing and later converting raw
// pixel data.
#include "Globals.h"
#include "GPU/GPUCommon.h"
struct GLSLProgram;
class TextureCacheDX9;
enum {
FB_USAGE_DISPLAYED_FRAMEBUFFER = 1,
FB_USAGE_RENDERTARGET = 2,
FB_USAGE_TEXTURE = 4,
};
enum {
FB_NON_BUFFERED_MODE = 0,
FB_BUFFERED_MODE = 1,
FB_READFBOMEMORY_CPU = 2,
FB_READFBOMEMORY_GPU = 3,
};
struct VirtualFramebuffer {
int last_frame_used;
int last_frame_render;
bool memoryUpdated;
u32 fb_address;
u32 z_address;
int fb_stride;
int z_stride;
// There's also a top left of the drawing region, but meh...
// width/height: The detected size of the current framebuffer.
u16 width;
u16 height;
// renderWidth/renderHeight: The actual size we render at. May be scaled to render at higher resolutions.
u16 renderWidth;
u16 renderHeight;
// bufferWidth/bufferHeight: The actual (but non scaled) size of the buffer we render to. May only be bigger than width/height.
u16 bufferWidth;
u16 bufferHeight;
u16 usageFlags;
GEBufferFormat format; // virtual, right now they are all RGBA8888
FBOColorDepth colorDepth;
FBO *fbo;
bool dirtyAfterDisplay;
bool reallyDirtyAfterDisplay; // takes frame skipping into account
};
void CenterRect(float *x, float *y, float *w, float *h,
float origW, float origH, float frameW, float frameH);
class ShaderManagerDX9;
class FramebufferManagerDX9 {
public:
FramebufferManagerDX9();
~FramebufferManagerDX9();
void SetTextureCache(TextureCacheDX9 *tc) {
textureCache_ = tc;
}
void SetShaderManager(ShaderManagerDX9 *sm) {
shaderManager_ = sm;
}
void DrawPixels(const u8 *framebuf, GEBufferFormat pixelFormat, int linesize);
void DrawActiveTexture(float x, float y, float w, float h, bool flip = false, float uscale = 1.0f, float vscale = 1.0f);
void DestroyAllFBOs();
void DecimateFBOs();
void BeginFrame();
void EndFrame();
void Resized();
void DeviceLost();
void CopyDisplayToOutput();
void SetRenderFrameBuffer(); // Uses parameters computed from gstate
void UpdateFromMemory(u32 addr, int size);
void ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync = true);
// TODO: Break out into some form of FBO manager
VirtualFramebuffer *GetDisplayFBO();
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
size_t NumVFBs() const { return vfbs_.size(); }
std::vector<FramebufferInfo> GetFramebufferList();
int GetRenderWidth() const { return currentRenderVfb_ ? currentRenderVfb_->renderWidth : 480; }
int GetRenderHeight() const { return currentRenderVfb_ ? currentRenderVfb_->renderHeight : 272; }
int GetTargetWidth() const { return currentRenderVfb_ ? currentRenderVfb_->width : 480; }
int GetTargetHeight() const { return currentRenderVfb_ ? currentRenderVfb_->height : 272; }
u32 PrevDisplayFramebufAddr() {
return prevDisplayFramebuf_ ? (0x04000000 | prevDisplayFramebuf_->fb_address) : 0;
}
u32 DisplayFramebufAddr() {
return displayFramebuf_ ? (0x04000000 | displayFramebuf_->fb_address) : 0;
}
void DestroyFramebuf(VirtualFramebuffer *vfb);
private:
u32 ramDisplayFramebufPtr_; // workaround for MotoGP insanity
u32 displayFramebufPtr_;
u32 displayStride_;
GEBufferFormat displayFormat_;
VirtualFramebuffer *displayFramebuf_;
VirtualFramebuffer *prevDisplayFramebuf_;
VirtualFramebuffer *prevPrevDisplayFramebuf_;
int frameLastFramebufUsed;
std::vector<VirtualFramebuffer *> vfbs_;
VirtualFramebuffer *currentRenderVfb_;
// Used by ReadFramebufferToMemory
void BlitFramebuffer_(VirtualFramebuffer *src, VirtualFramebuffer *dst, bool flip = false, float upscale = 1.0f, float vscale = 1.0f);
void PackFramebufferDirectx9_(VirtualFramebuffer *vfb);
int gpuVendor;
std::vector<VirtualFramebuffer *> bvfbs_; // blitting FBOs
// Used by DrawPixels
LPDIRECT3DTEXTURE9 drawPixelsTex_;
GEBufferFormat drawPixelsTexFormat_;
u8 *convBuf;
GLSLProgram *draw2dprogram;
TextureCacheDX9 *textureCache_;
ShaderManagerDX9 *shaderManager_;
bool resized_;
bool useBufferedRendering_;
};