mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
0dc7688838
These weren't being used / weren't final anyway.
610 lines
20 KiB
C++
610 lines
20 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "Common/Math/lin/matrix4x4.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/Data/Convert/ColorConv.h"
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#include "Core/MemMap.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/System.h"
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#include "Core/Reporting.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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#include "GPU/Debugger/Stepping.h"
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#include "Common/GPU/D3D9/D3D9StateCache.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/PresentationCommon.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/Directx9/FramebufferManagerDX9.h"
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include "GPU/Directx9/TextureCacheDX9.h"
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#include "GPU/Directx9/DrawEngineDX9.h"
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#include "Common/GPU/thin3d.h"
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#include <algorithm>
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#ifdef _M_SSE
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#include <emmintrin.h>
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#endif
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namespace DX9 {
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static const char *vscode = R"(
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struct VS_IN {
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float4 ObjPos : POSITION;
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float2 Uv : TEXCOORD0;
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};
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struct VS_OUT {
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float4 ProjPos : POSITION;
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float2 Uv : TEXCOORD0;
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};
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VS_OUT main( VS_IN In ) {
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VS_OUT Out;
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Out.ProjPos = In.ObjPos;
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Out.Uv = In.Uv;
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return Out;
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}
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)";
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static const char *pscode = R"(
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sampler s: register(s0);
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struct PS_IN {
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float2 Uv : TEXCOORD0;
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};
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float4 main( PS_IN In ) : COLOR {
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float4 c = tex2D(s, In.Uv);
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return c;
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}
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)";
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static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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D3DDECL_END()
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};
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FramebufferManagerDX9::FramebufferManagerDX9(Draw::DrawContext *draw)
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: FramebufferManagerCommon(draw) {
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device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
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deviceEx_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX);
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std::string errorMsg;
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if (!CompileVertexShaderD3D9(device_, vscode, &pFramebufferVertexShader, &errorMsg)) {
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OutputDebugStringA(errorMsg.c_str());
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}
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if (!CompilePixelShaderD3D9(device_, pscode, &pFramebufferPixelShader, &errorMsg)) {
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OutputDebugStringA(errorMsg.c_str());
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if (pFramebufferVertexShader) {
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pFramebufferVertexShader->Release();
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}
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}
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device_->CreateVertexDeclaration(g_FramebufferVertexElements, &pFramebufferVertexDecl);
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int usage = 0;
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D3DPOOL pool = D3DPOOL_MANAGED;
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if (deviceEx_) {
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pool = D3DPOOL_DEFAULT;
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usage = D3DUSAGE_DYNAMIC;
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}
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HRESULT hr = device_->CreateTexture(1, 1, 1, usage, D3DFMT_A8R8G8B8, pool, &nullTex_, nullptr);
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D3DLOCKED_RECT rect;
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nullTex_->LockRect(0, &rect, nullptr, D3DLOCK_DISCARD);
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memset(rect.pBits, 0, 4);
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nullTex_->UnlockRect(0);
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presentation_->SetLanguage(HLSL_D3D9);
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preferredPixelsFormat_ = Draw::DataFormat::B8G8R8A8_UNORM;
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}
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FramebufferManagerDX9::~FramebufferManagerDX9() {
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if (pFramebufferVertexShader) {
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pFramebufferVertexShader->Release();
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pFramebufferVertexShader = nullptr;
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}
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if (pFramebufferPixelShader) {
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pFramebufferPixelShader->Release();
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pFramebufferPixelShader = nullptr;
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}
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pFramebufferVertexDecl->Release();
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for (auto &it : offscreenSurfaces_) {
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it.second.surface->Release();
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}
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if (stencilUploadPS_) {
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stencilUploadPS_->Release();
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}
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if (stencilUploadVS_) {
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stencilUploadVS_->Release();
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}
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if (nullTex_)
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nullTex_->Release();
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}
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void FramebufferManagerDX9::SetTextureCache(TextureCacheDX9 *tc) {
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textureCache_ = tc;
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}
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void FramebufferManagerDX9::SetShaderManager(ShaderManagerDX9 *sm) {
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shaderManager_ = sm;
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}
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void FramebufferManagerDX9::SetDrawEngine(DrawEngineDX9 *td) {
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drawEngine_ = td;
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}
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void FramebufferManagerDX9::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) {
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// TODO: StretchRect instead when possible?
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float coord[20] = {
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x,y,0, u0,v0,
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x+w,y,0, u1,v0,
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x+w,y+h,0, u1,v1,
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x,y+h,0, u0,v1,
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};
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if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
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float temp[8];
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int rotation = 0;
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switch (uvRotation) {
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case ROTATION_LOCKED_HORIZONTAL180: rotation = 2; break;
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case ROTATION_LOCKED_VERTICAL: rotation = 1; break;
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case ROTATION_LOCKED_VERTICAL180: rotation = 3; break;
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}
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for (int i = 0; i < 4; i++) {
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temp[i * 2] = coord[((i + rotation) & 3) * 5 + 3];
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temp[i * 2 + 1] = coord[((i + rotation) & 3) * 5 + 4];
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}
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for (int i = 0; i < 4; i++) {
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coord[i * 5 + 3] = temp[i * 2];
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coord[i * 5 + 4] = temp[i * 2 + 1];
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}
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}
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float invDestW = 1.0f / (destW * 0.5f);
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float invDestH = 1.0f / (destH * 0.5f);
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float halfPixelX = invDestW * 0.5f;
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float halfPixelY = invDestH * 0.5f;
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for (int i = 0; i < 4; i++) {
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coord[i * 5] = coord[i * 5] * invDestW - 1.0f - halfPixelX;
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coord[i * 5 + 1] = -(coord[i * 5 + 1] * invDestH - 1.0f - halfPixelY);
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}
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if (flags & DRAWTEX_LINEAR) {
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dxstate.texMagFilter.set(D3DTEXF_LINEAR);
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dxstate.texMinFilter.set(D3DTEXF_LINEAR);
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} else {
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dxstate.texMagFilter.set(D3DTEXF_POINT);
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dxstate.texMinFilter.set(D3DTEXF_POINT);
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}
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dxstate.texMipLodBias.set(0.0f);
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dxstate.texMaxMipLevel.set(0);
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dxstate.blend.disable();
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dxstate.cullMode.set(false, false);
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dxstate.depthTest.disable();
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dxstate.scissorTest.disable();
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dxstate.stencilTest.disable();
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dxstate.colorMask.set(true, true, true, true);
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dxstate.stencilMask.set(0xFF);
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HRESULT hr = device_->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
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if (FAILED(hr)) {
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ERROR_LOG_REPORT(G3D, "DrawActiveTexture() failed: %08x", (uint32_t)hr);
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}
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}
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void FramebufferManagerDX9::Bind2DShader() {
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device_->SetVertexDeclaration(pFramebufferVertexDecl);
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device_->SetPixelShader(pFramebufferPixelShader);
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device_->SetVertexShader(pFramebufferVertexShader);
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}
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LPDIRECT3DSURFACE9 FramebufferManagerDX9::GetOffscreenSurface(LPDIRECT3DSURFACE9 similarSurface, VirtualFramebuffer *vfb) {
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D3DSURFACE_DESC desc = {};
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HRESULT hr = similarSurface->GetDesc(&desc);
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if (FAILED(hr)) {
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ERROR_LOG_REPORT(G3D, "Unable to get size for offscreen surface at %08x", vfb->fb_address);
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return nullptr;
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}
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return GetOffscreenSurface(desc.Format, desc.Width, desc.Height);
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}
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LPDIRECT3DSURFACE9 FramebufferManagerDX9::GetOffscreenSurface(D3DFORMAT fmt, u32 w, u32 h) {
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u64 key = ((u64)fmt << 32) | (w << 16) | h;
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auto it = offscreenSurfaces_.find(key);
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if (it != offscreenSurfaces_.end()) {
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it->second.last_frame_used = gpuStats.numFlips;
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return it->second.surface;
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}
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textureCache_->ForgetLastTexture();
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LPDIRECT3DSURFACE9 offscreen = nullptr;
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HRESULT hr = device_->CreateOffscreenPlainSurface(w, h, fmt, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
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if (FAILED(hr) || !offscreen) {
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ERROR_LOG_REPORT(G3D, "Unable to create offscreen surface %dx%d @%d", w, h, fmt);
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return nullptr;
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}
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const OffscreenSurface info = {offscreen, gpuStats.numFlips};
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offscreenSurfaces_[key] = info;
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return offscreen;
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}
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void FramebufferManagerDX9::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) {
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if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
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// This can happen if we recently switched from non-buffered.
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if (useBufferedRendering_)
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draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitFramebuffer_Fail");
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return;
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}
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float srcXFactor = (float)src->renderScaleFactor;
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float srcYFactor = (float)src->renderScaleFactor;
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const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
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if (srcBpp != bpp && bpp != 0) {
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srcXFactor = (srcXFactor * bpp) / srcBpp;
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}
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int srcX1 = srcX * srcXFactor;
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int srcX2 = (srcX + w) * srcXFactor;
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int srcY1 = srcY * srcYFactor;
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int srcY2 = (srcY + h) * srcYFactor;
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float dstXFactor = (float)dst->renderScaleFactor;
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float dstYFactor = (float)dst->renderScaleFactor;
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const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
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if (dstBpp != bpp && bpp != 0) {
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dstXFactor = (dstXFactor * bpp) / dstBpp;
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}
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int dstX1 = dstX * dstXFactor;
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int dstX2 = (dstX + w) * dstXFactor;
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int dstY1 = dstY * dstYFactor;
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int dstY2 = (dstY + h) * dstYFactor;
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// Direct3D 9 doesn't support rect -> self.
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Draw::Framebuffer *srcFBO = src->fbo;
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if (src == dst) {
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Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::BLIT, src->renderWidth, src->renderHeight);
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bool result = draw_->BlitFramebuffer(
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src->fbo, srcX1, srcY1, srcX2, srcY2,
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tempFBO, dstX1, dstY1, dstX2, dstY2,
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Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST, tag);
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if (result) {
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srcFBO = tempFBO;
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}
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}
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bool result = draw_->BlitFramebuffer(
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srcFBO, srcX1, srcY1, srcX2, srcY2,
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dst->fbo, dstX1, dstY1, dstX2, dstY2,
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Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST, tag);
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if (!result) {
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ERROR_LOG_REPORT(G3D, "fbo_blit_color failed in blit (%08x -> %08x)", src->fb_address, dst->fb_address);
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}
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}
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void ConvertFromBGRA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) {
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// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
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const u32 *src32 = (const u32 *)src;
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if (format == GE_FORMAT_8888) {
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ConvertFromBGRA8888(dst, src, dstStride, srcStride, width, height, Draw::DataFormat::R8G8B8A8_UNORM);
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} else {
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// But here it shouldn't matter if they do intersect
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u16 *dst16 = (u16 *)dst;
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switch (format) {
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case GE_FORMAT_565: // BGR 565
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for (u32 y = 0; y < height; ++y) {
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ConvertBGRA8888ToRGB565(dst16, src32, width);
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src32 += srcStride;
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dst16 += dstStride;
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}
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break;
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case GE_FORMAT_5551: // ABGR 1555
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for (u32 y = 0; y < height; ++y) {
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ConvertBGRA8888ToRGBA5551(dst16, src32, width);
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src32 += srcStride;
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dst16 += dstStride;
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}
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break;
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case GE_FORMAT_4444: // ABGR 4444
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for (u32 y = 0; y < height; ++y) {
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ConvertBGRA8888ToRGBA4444(dst16, src32, width);
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src32 += srcStride;
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dst16 += dstStride;
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}
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break;
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case GE_FORMAT_8888:
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case GE_FORMAT_INVALID:
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// Not possible.
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break;
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}
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}
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}
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void FramebufferManagerDX9::PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
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if (!vfb->fbo) {
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ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferDirectx9_: vfb->fbo == 0");
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return;
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}
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const u32 fb_address = vfb->fb_address & 0x3FFFFFFF;
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const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
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// We always need to convert from the framebuffer native format.
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// Right now that's always 8888.
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DEBUG_LOG(G3D, "Reading framebuffer to mem, fb_address = %08x", fb_address);
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LPDIRECT3DSURFACE9 renderTarget = (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0);
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D3DSURFACE_DESC desc;
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renderTarget->GetDesc(&desc);
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LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb);
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if (offscreen) {
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HRESULT hr = device_->GetRenderTargetData(renderTarget, offscreen);
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if (SUCCEEDED(hr)) {
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D3DLOCKED_RECT locked;
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u32 widthFactor = vfb->renderWidth / vfb->bufferWidth;
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u32 heightFactor = vfb->renderHeight / vfb->bufferHeight;
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RECT rect = {(LONG)(x * widthFactor), (LONG)(y * heightFactor), (LONG)((x + w) * widthFactor), (LONG)((y + h) * heightFactor)};
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hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
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if (SUCCEEDED(hr)) {
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// TODO: Handle the other formats? We don't currently create them, I think.
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const int dstByteOffset = (y * vfb->fb_stride + x) * dstBpp;
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// Pixel size always 4 here because we always request BGRA8888.
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ConvertFromBGRA8888(Memory::GetPointer(fb_address + dstByteOffset), (u8 *)locked.pBits, vfb->fb_stride, locked.Pitch / 4, w, h, vfb->format);
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offscreen->UnlockRect();
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} else {
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ERROR_LOG_REPORT(G3D, "Unable to lock rect from %08x: %d,%d %dx%d of %dx%d", fb_address, (int)rect.left, (int)rect.top, (int)rect.right, (int)rect.bottom, vfb->renderWidth, vfb->renderHeight);
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}
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} else {
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ERROR_LOG_REPORT(G3D, "Unable to download render target data from %08x", fb_address);
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}
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}
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}
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void FramebufferManagerDX9::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
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if (!vfb->fbo) {
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ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0");
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return;
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}
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// We always read the depth buffer in 24_8 format.
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const u32 z_address = vfb->z_address;
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DEBUG_LOG(FRAMEBUF, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address);
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LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0);
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if (tex) {
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D3DSURFACE_DESC desc;
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D3DLOCKED_RECT locked;
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tex->GetLevelDesc(0, &desc);
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RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height};
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HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY);
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if (SUCCEEDED(hr)) {
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const u32 *packed = (const u32 *)locked.pBits;
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u16 *depth = (u16 *)Memory::GetPointer(z_address);
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DepthScaleFactors depthScale = GetDepthScaleFactors();
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// TODO: Optimize.
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for (int yp = 0; yp < h; ++yp) {
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for (int xp = 0; xp < w; ++xp) {
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const int offset = (yp + y) * vfb->z_stride + x + xp;
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float scaled = depthScale.Apply((packed[offset] & 0x00FFFFFF) * (1.0f / 16777215.0f));
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if (scaled <= 0.0f) {
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depth[offset] = 0;
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} else if (scaled >= 65535.0f) {
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depth[offset] = 65535;
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} else {
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depth[offset] = (int)scaled;
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}
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}
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}
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tex->UnlockRect(0);
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} else {
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ERROR_LOG_REPORT(G3D, "Unable to lock rect from depth %08x: %d,%d %dx%d of %dx%d", vfb->fb_address, (int)rect.left, (int)rect.top, (int)rect.right, (int)rect.bottom, vfb->renderWidth, vfb->renderHeight);
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}
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} else {
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|
ERROR_LOG_REPORT(G3D, "Unable to download render target depth from %08x", vfb->fb_address);
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::EndFrame() {
|
|
}
|
|
|
|
void FramebufferManagerDX9::DecimateFBOs() {
|
|
FramebufferManagerCommon::DecimateFBOs();
|
|
for (auto it = offscreenSurfaces_.begin(); it != offscreenSurfaces_.end(); ) {
|
|
int age = frameLastFramebufUsed_ - it->second.last_frame_used;
|
|
if (age > FBO_OLD_AGE) {
|
|
it->second.surface->Release();
|
|
it = offscreenSurfaces_.erase(it);
|
|
} else {
|
|
++it;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FramebufferManagerDX9::DestroyAllFBOs() {
|
|
FramebufferManagerCommon::DestroyAllFBOs();
|
|
|
|
for (auto &it : offscreenSurfaces_) {
|
|
it.second.surface->Release();
|
|
}
|
|
offscreenSurfaces_.clear();
|
|
}
|
|
|
|
bool FramebufferManagerDX9::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat fb_format, GPUDebugBuffer &buffer, int maxRes) {
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
if (!Memory::IsValidAddress(fb_address))
|
|
return false;
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(fb_address), fb_stride, 512, fb_format);
|
|
return true;
|
|
}
|
|
LPDIRECT3DSURFACE9 renderTarget = vfb->fbo ? (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0) : nullptr;
|
|
bool success = false;
|
|
if (renderTarget) {
|
|
Draw::Framebuffer *tempFBO = nullptr;
|
|
int w = vfb->renderWidth, h = vfb->renderHeight;
|
|
|
|
if (maxRes > 0 && vfb->renderWidth > vfb->width * maxRes) {
|
|
// Let's resize. We must stretch to a render target first.
|
|
w = vfb->width * maxRes;
|
|
h = vfb->height * maxRes;
|
|
tempFBO = draw_->CreateFramebuffer({ w, h, 1, 1, false });
|
|
if (draw_->BlitFramebuffer(vfb->fbo, 0, 0, vfb->renderWidth, vfb->renderHeight, tempFBO, 0, 0, w, h, Draw::FB_COLOR_BIT, g_Config.iBufFilter == SCALE_LINEAR ? Draw::FB_BLIT_LINEAR : Draw::FB_BLIT_NEAREST, "GetFramebuffer")) {
|
|
renderTarget = (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(tempFBO, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0);
|
|
}
|
|
}
|
|
|
|
LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb);
|
|
if (offscreen) {
|
|
success = GetRenderTargetFramebuffer(renderTarget, offscreen, w, h, buffer);
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
bool FramebufferManagerDX9::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
|
|
LPDIRECT3DSURFACE9 renderTarget = nullptr;
|
|
HRESULT hr = device_->GetRenderTarget(0, &renderTarget);
|
|
bool success = false;
|
|
if (renderTarget && SUCCEEDED(hr)) {
|
|
D3DSURFACE_DESC desc;
|
|
renderTarget->GetDesc(&desc);
|
|
|
|
LPDIRECT3DSURFACE9 offscreen = nullptr;
|
|
HRESULT hr = device_->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
|
|
if (offscreen && SUCCEEDED(hr)) {
|
|
success = GetRenderTargetFramebuffer(renderTarget, offscreen, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight, buffer);
|
|
offscreen->Release();
|
|
}
|
|
renderTarget->Release();
|
|
}
|
|
return success;
|
|
}
|
|
|
|
bool FramebufferManagerDX9::GetRenderTargetFramebuffer(LPDIRECT3DSURFACE9 renderTarget, LPDIRECT3DSURFACE9 offscreen, int w, int h, GPUDebugBuffer &buffer) {
|
|
D3DSURFACE_DESC desc;
|
|
renderTarget->GetDesc(&desc);
|
|
|
|
bool success = false;
|
|
HRESULT hr = device_->GetRenderTargetData(renderTarget, offscreen);
|
|
if (SUCCEEDED(hr)) {
|
|
D3DLOCKED_RECT locked;
|
|
RECT rect = {0, 0, w, h};
|
|
hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
|
|
if (SUCCEEDED(hr)) {
|
|
// TODO: Handle the other formats? We don't currently create them, I think.
|
|
buffer.Allocate(locked.Pitch / 4, desc.Height, GPU_DBG_FORMAT_8888_BGRA, false);
|
|
memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
|
|
offscreen->UnlockRect();
|
|
success = true;
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
bool FramebufferManagerDX9::GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer) {
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(z_address), z_stride, 512, GPU_DBG_FORMAT_16BIT);
|
|
return true;
|
|
}
|
|
|
|
bool success = false;
|
|
LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0);
|
|
if (tex) {
|
|
D3DSURFACE_DESC desc;
|
|
D3DLOCKED_RECT locked;
|
|
tex->GetLevelDesc(0, &desc);
|
|
RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height};
|
|
HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY);
|
|
|
|
if (SUCCEEDED(hr)) {
|
|
GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24BIT_8X;
|
|
if (gstate_c.Supports(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) {
|
|
fmt = GPU_DBG_FORMAT_24BIT_8X_DIV_256;
|
|
}
|
|
int pixelSize = 4;
|
|
|
|
buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false);
|
|
memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
|
|
success = true;
|
|
tex->UnlockRect(0);
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
bool FramebufferManagerDX9::GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer) {
|
|
VirtualFramebuffer *vfb = currentRenderVfb_;
|
|
if (!vfb) {
|
|
vfb = GetVFBAt(fb_address);
|
|
}
|
|
|
|
if (!vfb) {
|
|
// If there's no vfb and we're drawing there, must be memory?
|
|
buffer = GPUDebugBuffer(Memory::GetPointer(vfb->z_address), vfb->z_stride, 512, GPU_DBG_FORMAT_16BIT);
|
|
return true;
|
|
}
|
|
|
|
bool success = false;
|
|
LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0);
|
|
if (tex) {
|
|
D3DSURFACE_DESC desc;
|
|
D3DLOCKED_RECT locked;
|
|
tex->GetLevelDesc(0, &desc);
|
|
RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height};
|
|
HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY);
|
|
|
|
if (SUCCEEDED(hr)) {
|
|
GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24X_8BIT;
|
|
int pixelSize = 4;
|
|
|
|
buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false);
|
|
memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
|
|
success = true;
|
|
tex->UnlockRect(0);
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
} // namespace DX9
|