mirror of
https://github.com/libretro/ppsspp.git
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140 lines
4.4 KiB
C++
140 lines
4.4 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 "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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#include "GPU/Common/FramebufferCommon.h"
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namespace DX9 {
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class TextureCacheDX9;
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class TransformDrawEngineDX9;
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class ShaderManagerDX9;
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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 FramebufferManagerDX9 : public FramebufferManagerCommon {
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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 SetTransformDrawEngine(TransformDrawEngineDX9 *td) {
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transformDraw_ = td;
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}
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virtual void MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) override;
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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 DrawFramebuffer(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) override;
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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);
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void DestroyAllFBOs();
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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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virtual void ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) override;
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std::vector<FramebufferInfo> GetFramebufferList();
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bool NotifyStencilUpload(u32 addr, int size, bool skipZero = false);
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void DestroyFramebuf(VirtualFramebuffer *vfb);
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void ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u16 h, bool force = false);
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bool GetCurrentFramebuffer(GPUDebugBuffer &buffer);
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bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer);
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bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
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virtual void RebindFramebuffer() override;
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protected:
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virtual void DisableState() override;
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virtual void ClearBuffer() override;
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virtual void ClearDepthBuffer() override;
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virtual void FlushBeforeCopy() override;
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virtual void DecimateFBOs() override;
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// Used by ReadFramebufferToMemory and later framebuffer block copies
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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;
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virtual void NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) override;
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virtual void NotifyRenderFramebufferSwitched(VirtualFramebuffer *prevVfb, VirtualFramebuffer *vfb) override;
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virtual void NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb, bool vfbFormatChanged) override;
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private:
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void CompileDraw2DProgram();
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void DestroyDraw2DProgram();
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void SetNumExtraFBOs(int num);
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void PackFramebufferDirectx9_(VirtualFramebuffer *vfb, int x, int y, int w, int h);
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// Used by DrawPixels
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LPDIRECT3DTEXTURE9 drawPixelsTex_;
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int drawPixelsTexW_;
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int drawPixelsTexH_;
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u8 *convBuf;
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int plainColorLoc_;
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TextureCacheDX9 *textureCache_;
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ShaderManagerDX9 *shaderManager_;
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TransformDrawEngineDX9 *transformDraw_;
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bool usePostShader_;
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bool postShaderAtOutputResolution_;
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// Used by post-processing shader
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std::vector<FBO *> extraFBOs_;
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bool resized_;
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bool gameUsesSequentialCopies_;
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std::vector<VirtualFramebuffer *> bvfbs_; // blitting FBOs
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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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};
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};
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