ppsspp/GPU/Directx9/FramebufferManagerDX9.cpp
Unknown W. Brackets 0dc7688838 GPU: Cleanup some extra pointers in fb managers.
These weren't being used / weren't final anyway.
2021-11-14 14:13:48 -08:00

610 lines
20 KiB
C++

// 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/.
#include "Common/Math/lin/matrix4x4.h"
#include "Common/GPU/thin3d.h"
#include "Common/Data/Convert/ColorConv.h"
#include "Core/MemMap.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/Debugger/Stepping.h"
#include "Common/GPU/D3D9/D3D9StateCache.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/PresentationCommon.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Directx9/FramebufferManagerDX9.h"
#include "GPU/Directx9/ShaderManagerDX9.h"
#include "GPU/Directx9/TextureCacheDX9.h"
#include "GPU/Directx9/DrawEngineDX9.h"
#include "Common/GPU/thin3d.h"
#include <algorithm>
#ifdef _M_SSE
#include <emmintrin.h>
#endif
namespace DX9 {
static const char *vscode = R"(
struct VS_IN {
float4 ObjPos : POSITION;
float2 Uv : TEXCOORD0;
};
struct VS_OUT {
float4 ProjPos : POSITION;
float2 Uv : TEXCOORD0;
};
VS_OUT main( VS_IN In ) {
VS_OUT Out;
Out.ProjPos = In.ObjPos;
Out.Uv = In.Uv;
return Out;
}
)";
static const char *pscode = R"(
sampler s: register(s0);
struct PS_IN {
float2 Uv : TEXCOORD0;
};
float4 main( PS_IN In ) : COLOR {
float4 c = tex2D(s, In.Uv);
return c;
}
)";
static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};
FramebufferManagerDX9::FramebufferManagerDX9(Draw::DrawContext *draw)
: FramebufferManagerCommon(draw) {
device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
deviceEx_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX);
std::string errorMsg;
if (!CompileVertexShaderD3D9(device_, vscode, &pFramebufferVertexShader, &errorMsg)) {
OutputDebugStringA(errorMsg.c_str());
}
if (!CompilePixelShaderD3D9(device_, pscode, &pFramebufferPixelShader, &errorMsg)) {
OutputDebugStringA(errorMsg.c_str());
if (pFramebufferVertexShader) {
pFramebufferVertexShader->Release();
}
}
device_->CreateVertexDeclaration(g_FramebufferVertexElements, &pFramebufferVertexDecl);
int usage = 0;
D3DPOOL pool = D3DPOOL_MANAGED;
if (deviceEx_) {
pool = D3DPOOL_DEFAULT;
usage = D3DUSAGE_DYNAMIC;
}
HRESULT hr = device_->CreateTexture(1, 1, 1, usage, D3DFMT_A8R8G8B8, pool, &nullTex_, nullptr);
D3DLOCKED_RECT rect;
nullTex_->LockRect(0, &rect, nullptr, D3DLOCK_DISCARD);
memset(rect.pBits, 0, 4);
nullTex_->UnlockRect(0);
presentation_->SetLanguage(HLSL_D3D9);
preferredPixelsFormat_ = Draw::DataFormat::B8G8R8A8_UNORM;
}
FramebufferManagerDX9::~FramebufferManagerDX9() {
if (pFramebufferVertexShader) {
pFramebufferVertexShader->Release();
pFramebufferVertexShader = nullptr;
}
if (pFramebufferPixelShader) {
pFramebufferPixelShader->Release();
pFramebufferPixelShader = nullptr;
}
pFramebufferVertexDecl->Release();
for (auto &it : offscreenSurfaces_) {
it.second.surface->Release();
}
if (stencilUploadPS_) {
stencilUploadPS_->Release();
}
if (stencilUploadVS_) {
stencilUploadVS_->Release();
}
if (nullTex_)
nullTex_->Release();
}
void FramebufferManagerDX9::SetTextureCache(TextureCacheDX9 *tc) {
textureCache_ = tc;
}
void FramebufferManagerDX9::SetShaderManager(ShaderManagerDX9 *sm) {
shaderManager_ = sm;
}
void FramebufferManagerDX9::SetDrawEngine(DrawEngineDX9 *td) {
drawEngine_ = td;
}
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) {
// TODO: StretchRect instead when possible?
float coord[20] = {
x,y,0, u0,v0,
x+w,y,0, u1,v0,
x+w,y+h,0, u1,v1,
x,y+h,0, u0,v1,
};
if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
float temp[8];
int rotation = 0;
switch (uvRotation) {
case ROTATION_LOCKED_HORIZONTAL180: rotation = 2; break;
case ROTATION_LOCKED_VERTICAL: rotation = 1; break;
case ROTATION_LOCKED_VERTICAL180: rotation = 3; break;
}
for (int i = 0; i < 4; i++) {
temp[i * 2] = coord[((i + rotation) & 3) * 5 + 3];
temp[i * 2 + 1] = coord[((i + rotation) & 3) * 5 + 4];
}
for (int i = 0; i < 4; i++) {
coord[i * 5 + 3] = temp[i * 2];
coord[i * 5 + 4] = temp[i * 2 + 1];
}
}
float invDestW = 1.0f / (destW * 0.5f);
float invDestH = 1.0f / (destH * 0.5f);
float halfPixelX = invDestW * 0.5f;
float halfPixelY = invDestH * 0.5f;
for (int i = 0; i < 4; i++) {
coord[i * 5] = coord[i * 5] * invDestW - 1.0f - halfPixelX;
coord[i * 5 + 1] = -(coord[i * 5 + 1] * invDestH - 1.0f - halfPixelY);
}
if (flags & DRAWTEX_LINEAR) {
dxstate.texMagFilter.set(D3DTEXF_LINEAR);
dxstate.texMinFilter.set(D3DTEXF_LINEAR);
} else {
dxstate.texMagFilter.set(D3DTEXF_POINT);
dxstate.texMinFilter.set(D3DTEXF_POINT);
}
dxstate.texMipLodBias.set(0.0f);
dxstate.texMaxMipLevel.set(0);
dxstate.blend.disable();
dxstate.cullMode.set(false, false);
dxstate.depthTest.disable();
dxstate.scissorTest.disable();
dxstate.stencilTest.disable();
dxstate.colorMask.set(true, true, true, true);
dxstate.stencilMask.set(0xFF);
HRESULT hr = device_->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
if (FAILED(hr)) {
ERROR_LOG_REPORT(G3D, "DrawActiveTexture() failed: %08x", (uint32_t)hr);
}
}
void FramebufferManagerDX9::Bind2DShader() {
device_->SetVertexDeclaration(pFramebufferVertexDecl);
device_->SetPixelShader(pFramebufferPixelShader);
device_->SetVertexShader(pFramebufferVertexShader);
}
LPDIRECT3DSURFACE9 FramebufferManagerDX9::GetOffscreenSurface(LPDIRECT3DSURFACE9 similarSurface, VirtualFramebuffer *vfb) {
D3DSURFACE_DESC desc = {};
HRESULT hr = similarSurface->GetDesc(&desc);
if (FAILED(hr)) {
ERROR_LOG_REPORT(G3D, "Unable to get size for offscreen surface at %08x", vfb->fb_address);
return nullptr;
}
return GetOffscreenSurface(desc.Format, desc.Width, desc.Height);
}
LPDIRECT3DSURFACE9 FramebufferManagerDX9::GetOffscreenSurface(D3DFORMAT fmt, u32 w, u32 h) {
u64 key = ((u64)fmt << 32) | (w << 16) | h;
auto it = offscreenSurfaces_.find(key);
if (it != offscreenSurfaces_.end()) {
it->second.last_frame_used = gpuStats.numFlips;
return it->second.surface;
}
textureCache_->ForgetLastTexture();
LPDIRECT3DSURFACE9 offscreen = nullptr;
HRESULT hr = device_->CreateOffscreenPlainSurface(w, h, fmt, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
if (FAILED(hr) || !offscreen) {
ERROR_LOG_REPORT(G3D, "Unable to create offscreen surface %dx%d @%d", w, h, fmt);
return nullptr;
}
const OffscreenSurface info = {offscreen, gpuStats.numFlips};
offscreenSurfaces_[key] = info;
return offscreen;
}
void FramebufferManagerDX9::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) {
if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
// This can happen if we recently switched from non-buffered.
if (useBufferedRendering_)
draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitFramebuffer_Fail");
return;
}
float srcXFactor = (float)src->renderScaleFactor;
float srcYFactor = (float)src->renderScaleFactor;
const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
if (srcBpp != bpp && bpp != 0) {
srcXFactor = (srcXFactor * bpp) / srcBpp;
}
int srcX1 = srcX * srcXFactor;
int srcX2 = (srcX + w) * srcXFactor;
int srcY1 = srcY * srcYFactor;
int srcY2 = (srcY + h) * srcYFactor;
float dstXFactor = (float)dst->renderScaleFactor;
float dstYFactor = (float)dst->renderScaleFactor;
const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
if (dstBpp != bpp && bpp != 0) {
dstXFactor = (dstXFactor * bpp) / dstBpp;
}
int dstX1 = dstX * dstXFactor;
int dstX2 = (dstX + w) * dstXFactor;
int dstY1 = dstY * dstYFactor;
int dstY2 = (dstY + h) * dstYFactor;
// Direct3D 9 doesn't support rect -> self.
Draw::Framebuffer *srcFBO = src->fbo;
if (src == dst) {
Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::BLIT, src->renderWidth, src->renderHeight);
bool result = draw_->BlitFramebuffer(
src->fbo, srcX1, srcY1, srcX2, srcY2,
tempFBO, dstX1, dstY1, dstX2, dstY2,
Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST, tag);
if (result) {
srcFBO = tempFBO;
}
}
bool result = draw_->BlitFramebuffer(
srcFBO, srcX1, srcY1, srcX2, srcY2,
dst->fbo, dstX1, dstY1, dstX2, dstY2,
Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST, tag);
if (!result) {
ERROR_LOG_REPORT(G3D, "fbo_blit_color failed in blit (%08x -> %08x)", src->fb_address, dst->fb_address);
}
}
void ConvertFromBGRA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) {
// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
const u32 *src32 = (const u32 *)src;
if (format == GE_FORMAT_8888) {
ConvertFromBGRA8888(dst, src, dstStride, srcStride, width, height, Draw::DataFormat::R8G8B8A8_UNORM);
} else {
// But here it shouldn't matter if they do intersect
u16 *dst16 = (u16 *)dst;
switch (format) {
case GE_FORMAT_565: // BGR 565
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGB565(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
break;
case GE_FORMAT_5551: // ABGR 1555
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGBA5551(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
break;
case GE_FORMAT_4444: // ABGR 4444
for (u32 y = 0; y < height; ++y) {
ConvertBGRA8888ToRGBA4444(dst16, src32, width);
src32 += srcStride;
dst16 += dstStride;
}
break;
case GE_FORMAT_8888:
case GE_FORMAT_INVALID:
// Not possible.
break;
}
}
}
void FramebufferManagerDX9::PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
if (!vfb->fbo) {
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferDirectx9_: vfb->fbo == 0");
return;
}
const u32 fb_address = vfb->fb_address & 0x3FFFFFFF;
const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
// We always need to convert from the framebuffer native format.
// Right now that's always 8888.
DEBUG_LOG(G3D, "Reading framebuffer to mem, fb_address = %08x", fb_address);
LPDIRECT3DSURFACE9 renderTarget = (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0);
D3DSURFACE_DESC desc;
renderTarget->GetDesc(&desc);
LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb);
if (offscreen) {
HRESULT hr = device_->GetRenderTargetData(renderTarget, offscreen);
if (SUCCEEDED(hr)) {
D3DLOCKED_RECT locked;
u32 widthFactor = vfb->renderWidth / vfb->bufferWidth;
u32 heightFactor = vfb->renderHeight / vfb->bufferHeight;
RECT rect = {(LONG)(x * widthFactor), (LONG)(y * heightFactor), (LONG)((x + w) * widthFactor), (LONG)((y + h) * heightFactor)};
hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
if (SUCCEEDED(hr)) {
// TODO: Handle the other formats? We don't currently create them, I think.
const int dstByteOffset = (y * vfb->fb_stride + x) * dstBpp;
// Pixel size always 4 here because we always request BGRA8888.
ConvertFromBGRA8888(Memory::GetPointer(fb_address + dstByteOffset), (u8 *)locked.pBits, vfb->fb_stride, locked.Pitch / 4, w, h, vfb->format);
offscreen->UnlockRect();
} else {
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);
}
} else {
ERROR_LOG_REPORT(G3D, "Unable to download render target data from %08x", fb_address);
}
}
}
void FramebufferManagerDX9::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
if (!vfb->fbo) {
ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0");
return;
}
// We always read the depth buffer in 24_8 format.
const u32 z_address = vfb->z_address;
DEBUG_LOG(FRAMEBUF, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address);
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)) {
const u32 *packed = (const u32 *)locked.pBits;
u16 *depth = (u16 *)Memory::GetPointer(z_address);
DepthScaleFactors depthScale = GetDepthScaleFactors();
// TODO: Optimize.
for (int yp = 0; yp < h; ++yp) {
for (int xp = 0; xp < w; ++xp) {
const int offset = (yp + y) * vfb->z_stride + x + xp;
float scaled = depthScale.Apply((packed[offset] & 0x00FFFFFF) * (1.0f / 16777215.0f));
if (scaled <= 0.0f) {
depth[offset] = 0;
} else if (scaled >= 65535.0f) {
depth[offset] = 65535;
} else {
depth[offset] = (int)scaled;
}
}
}
tex->UnlockRect(0);
} else {
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);
}
} else {
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