ppsspp/GPU/Directx9/FramebufferDX9.h
Henrik Rydgard 80702109f5 Move gpu vendor detection to native with the rest of the gl init.
Also disable vertical layout for mainscreen entirely.
2013-10-16 00:48:44 +02:00

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