mirror of
https://github.com/hrydgard/ppsspp.git
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157 lines
5.0 KiB
C++
157 lines
5.0 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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#pragma once
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#include <list>
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#include <set>
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#include <map>
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#include <d3d11.h>
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// Keeps track of allocated FBOs.
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// Also provides facilities for drawing and later converting raw
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// pixel data.
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#include "Globals.h"
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#include "GPU/GPUCommon.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "Core/Config.h"
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#include "ext/native/thin3d/thin3d.h"
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class TextureCacheD3D11;
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class DrawEngineD3D11;
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class ShaderManagerD3D11;
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class FramebufferManagerD3D11 : public FramebufferManagerCommon {
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public:
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FramebufferManagerD3D11(Draw::DrawContext *draw);
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~FramebufferManagerD3D11();
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void SetTextureCache(TextureCacheD3D11 *tc);
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void SetShaderManager(ShaderManagerD3D11 *sm) {
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shaderManager_ = sm;
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}
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void SetDrawEngine(DrawEngineD3D11 *td) {
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drawEngine_ = td;
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}
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virtual void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) override;
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virtual void DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) override;
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void DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, bool linearFilter);
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void DestroyAllFBOs(bool forceDelete);
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void EndFrame();
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void Resized() override;
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void DeviceLost();
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void CopyDisplayToOutput();
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void ReformatFramebufferFrom(VirtualFramebuffer *vfb, GEBufferFormat old) override;
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void BlitFramebufferDepth(VirtualFramebuffer *src, VirtualFramebuffer *dst) override;
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void BindFramebufferColor(int stage, VirtualFramebuffer *framebuffer, int flags);
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void ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) override;
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void DownloadFramebufferForClut(u32 fb_address, u32 loadBytes) override;
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std::vector<FramebufferInfo> GetFramebufferList();
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virtual bool NotifyStencilUpload(u32 addr, int size, bool skipZero = false) override;
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bool GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes);
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bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer);
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bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
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bool GetOutputFramebuffer(GPUDebugBuffer &buffer);
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virtual void RebindFramebuffer() override;
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// TODO: Remove
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ID3D11Buffer *GetDynamicQuadBuffer() {
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return quadBuffer_;
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}
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protected:
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void DisableState() override;
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void ClearBuffer(bool keepState = false) override;
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void FlushBeforeCopy() override;
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// Used by ReadFramebufferToMemory and later framebuffer block copies
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void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) override;
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bool CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) override;
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void UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) override;
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private:
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void MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height);
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void CompileDraw2DProgram();
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void DestroyDraw2DProgram();
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void PackFramebufferD3D11_(VirtualFramebuffer *vfb, int x, int y, int w, int h);
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void PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h);
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ID3D11Device *device_;
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ID3D11DeviceContext *context_;
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// Used by DrawPixels
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ID3D11Texture2D *drawPixelsTex_ = nullptr;
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ID3D11ShaderResourceView *drawPixelsTexView_ = nullptr;
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int drawPixelsTexW_ = 0;
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int drawPixelsTexH_ = 0;
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ID3D11VertexShader *quadVertexShader_;
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ID3D11PixelShader *quadPixelShader_;
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ID3D11InputLayout *quadInputLayout_;
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// Dynamic
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ID3D11Buffer *quadBuffer_;
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ID3D11Buffer *fsQuadBuffer_;
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const UINT quadStride_ = 20;
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const UINT quadOffset_ = 0;
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static const D3D11_INPUT_ELEMENT_DESC g_QuadVertexElements[2];
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u8 *convBuf = nullptr;
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int plainColorLoc_;
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ID3D11PixelShader *stencilUploadPS_ = nullptr;
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ID3D11VertexShader *stencilUploadVS_ = nullptr;
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ID3D11InputLayout *stencilUploadInputLayout_ = nullptr;
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ID3D11Buffer *stencilValueBuffer_ = nullptr;
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ID3D11DepthStencilState *stencilMaskStates_[256]{};
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TextureCacheD3D11 *textureCacheD3D11_;
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ShaderManagerD3D11 *shaderManager_;
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DrawEngineD3D11 *drawEngine_;
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// Used by post-processing shader
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std::vector<Draw::Framebuffer *> extraFBOs_;
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bool resized_;
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struct TempFBO {
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Draw::Framebuffer *fbo;
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int last_frame_used;
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};
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std::map<u64, TempFBO> tempFBOs_;
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#if 0
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AsyncPBO *pixelBufObj_; //this isn't that large
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u8 currentPBO_;
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#endif
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}; |