mirror of
https://github.com/libretro/ppsspp.git
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80702109f5
Also disable vertical layout for mainscreen entirely.
173 lines
4.9 KiB
C++
173 lines
4.9 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 "d3d9.h"
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#include "GPU/Directx9/helper/fbo.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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namespace DX9 {
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struct GLSLProgram;
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class TextureCacheDX9;
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enum {
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FB_USAGE_DISPLAYED_FRAMEBUFFER = 1,
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FB_USAGE_RENDERTARGET = 2,
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FB_USAGE_TEXTURE = 4,
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};
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enum {
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FB_NON_BUFFERED_MODE = 0,
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FB_BUFFERED_MODE = 1,
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FB_READFBOMEMORY_CPU = 2,
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FB_READFBOMEMORY_GPU = 3,
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};
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struct VirtualFramebufferDX9 {
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int last_frame_used;
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int last_frame_render;
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bool memoryUpdated;
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u32 fb_address;
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u32 z_address;
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int fb_stride;
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int z_stride;
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// There's also a top left of the drawing region, but meh...
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// width/height: The detected size of the current framebuffer.
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u16 width;
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u16 height;
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// renderWidth/renderHeight: The actual size we render at. May be scaled to render at higher resolutions.
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u16 renderWidth;
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u16 renderHeight;
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// bufferWidth/bufferHeight: The actual (but non scaled) size of the buffer we render to. May only be bigger than width/height.
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u16 bufferWidth;
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u16 bufferHeight;
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u16 usageFlags;
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GEBufferFormat format; // virtual, right now they are all RGBA8888
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FBOColorDepth colorDepth;
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FBO *fbo;
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bool dirtyAfterDisplay;
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bool reallyDirtyAfterDisplay; // takes frame skipping into account
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};
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void CenterRect(float *x, float *y, float *w, float *h,
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float origW, float origH, float frameW, float frameH);
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class ShaderManagerDX9;
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class FramebufferManagerDX9 {
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public:
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FramebufferManagerDX9();
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~FramebufferManagerDX9();
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void SetTextureCache(TextureCacheDX9 *tc) {
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textureCache_ = tc;
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}
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void SetShaderManager(ShaderManagerDX9 *sm) {
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shaderManager_ = sm;
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}
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void DrawPixels(const u8 *framebuf, GEBufferFormat pixelFormat, int linesize);
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void DrawActiveTexture(float x, float y, float w, float h, bool flip = false, float uscale = 1.0f, float vscale = 1.0f);
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void DestroyAllFBOs();
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void DecimateFBOs();
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void BeginFrame();
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void EndFrame();
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void Resized();
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void DeviceLost();
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void CopyDisplayToOutput();
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void SetRenderFrameBuffer(); // Uses parameters computed from gstate
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void UpdateFromMemory(u32 addr, int size);
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void ReadFramebufferToMemory(VirtualFramebufferDX9 *vfb, bool sync = true);
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// TODO: Break out into some form of FBO manager
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VirtualFramebufferDX9 *GetDisplayFBO();
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
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size_t NumVFBs() const { return vfbs_.size(); }
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std::vector<FramebufferInfo> GetFramebufferList();
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int GetRenderWidth() const { return currentRenderVfb_ ? currentRenderVfb_->renderWidth : 480; }
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int GetRenderHeight() const { return currentRenderVfb_ ? currentRenderVfb_->renderHeight : 272; }
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int GetTargetWidth() const { return currentRenderVfb_ ? currentRenderVfb_->width : 480; }
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int GetTargetHeight() const { return currentRenderVfb_ ? currentRenderVfb_->height : 272; }
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u32 PrevDisplayFramebufAddr() {
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return prevDisplayFramebuf_ ? (0x04000000 | prevDisplayFramebuf_->fb_address) : 0;
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}
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u32 DisplayFramebufAddr() {
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return displayFramebuf_ ? (0x04000000 | displayFramebuf_->fb_address) : 0;
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}
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void DestroyFramebuf(VirtualFramebufferDX9 *vfb);
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private:
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u32 ramDisplayFramebufPtr_; // workaround for MotoGP insanity
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u32 displayFramebufPtr_;
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u32 displayStride_;
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GEBufferFormat displayFormat_;
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VirtualFramebufferDX9 *displayFramebuf_;
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VirtualFramebufferDX9 *prevDisplayFramebuf_;
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VirtualFramebufferDX9 *prevPrevDisplayFramebuf_;
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int frameLastFramebufUsed;
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std::vector<VirtualFramebufferDX9 *> vfbs_;
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VirtualFramebufferDX9 *currentRenderVfb_;
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// Used by ReadFramebufferToMemory
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void BlitFramebuffer_(VirtualFramebufferDX9 *src, VirtualFramebufferDX9 *dst, bool flip = false, float upscale = 1.0f, float vscale = 1.0f);
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void PackFramebufferDirectx9_(VirtualFramebufferDX9 *vfb);
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std::vector<VirtualFramebufferDX9 *> bvfbs_; // blitting FBOs
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// Used by DrawPixels
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LPDIRECT3DTEXTURE9 drawPixelsTex_;
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GEBufferFormat drawPixelsTexFormat_;
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u8 *convBuf;
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GLSLProgram *draw2dprogram;
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TextureCacheDX9 *textureCache_;
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ShaderManagerDX9 *shaderManager_;
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bool resized_;
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bool useBufferedRendering_;
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};
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};
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