ppsspp/GPU/Directx9/FramebufferDX9.h
2014-09-13 15:40:55 -07:00

139 lines
4.3 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/.
#pragma once
#include <list>
#include <set>
#include "d3d9.h"
#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"
#include "GPU/Common/FramebufferCommon.h"
namespace DX9 {
class TextureCacheDX9;
class TransformDrawEngineDX9;
class ShaderManagerDX9;
void CenterRect(float *x, float *y, float *w, float *h,
float origW, float origH, float frameW, float frameH);
class FramebufferManagerDX9 : public FramebufferManagerCommon {
public:
FramebufferManagerDX9();
~FramebufferManagerDX9();
void SetTextureCache(TextureCacheDX9 *tc) {
textureCache_ = tc;
}
void SetShaderManager(ShaderManagerDX9 *sm) {
shaderManager_ = sm;
}
void SetTransformDrawEngine(TransformDrawEngineDX9 *td) {
transformDraw_ = td;
}
virtual void MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) override;
virtual void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) override;
virtual void DrawFramebuffer(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) override;
void DrawActiveTexture(LPDIRECT3DTEXTURE9 texture, float x, float y, float w, float h, float destW, float destH, bool flip = false, float u0 = 0.0f, float v0 = 0.0f, float u1 = 1.0f, float v1 = 1.0f);
void DestroyAllFBOs();
void EndFrame();
void Resized();
void DeviceLost();
void CopyDisplayToOutput();
virtual void ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) override;
std::vector<FramebufferInfo> GetFramebufferList();
bool NotifyStencilUpload(u32 addr, int size, bool skipZero = false);
void DestroyFramebuf(VirtualFramebuffer *vfb);
void ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u16 h, bool force = false);
bool GetCurrentFramebuffer(GPUDebugBuffer &buffer);
bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer);
bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
virtual void RebindFramebuffer() override;
protected:
virtual void DisableState() override;
virtual void ClearBuffer() override;
virtual void ClearDepthBuffer() override;
virtual void FlushBeforeCopy() override;
virtual void DecimateFBOs() override;
// Used by ReadFramebufferToMemory and later framebuffer block copies
virtual void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, bool flip = false) override;
virtual void NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) override;
virtual void NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb) override;
virtual void NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb, bool vfbFormatChanged) override;
private:
void CompileDraw2DProgram();
void DestroyDraw2DProgram();
void SetNumExtraFBOs(int num);
void PackFramebufferDirectx9_(VirtualFramebuffer *vfb);
// Used by DrawPixels
LPDIRECT3DTEXTURE9 drawPixelsTex_;
GEBufferFormat drawPixelsTexFormat_;
u8 *convBuf;
int plainColorLoc_;
TextureCacheDX9 *textureCache_;
ShaderManagerDX9 *shaderManager_;
TransformDrawEngineDX9 *transformDraw_;
bool usePostShader_;
bool postShaderAtOutputResolution_;
// Used by post-processing shader
std::vector<FBO *> extraFBOs_;
bool resized_;
bool gameUsesSequentialCopies_;
std::vector<VirtualFramebuffer *> bvfbs_; // blitting FBOs
#if 0
AsyncPBO *pixelBufObj_; //this isn't that large
u8 currentPBO_;
#endif
};
};