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Move to new Virtual XFB system which correctly handles games which store multiple XFB's in memory. More OpenGL cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3591 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -18,8 +18,65 @@
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#ifndef _FRAMEBUFFERMANAGER_H_
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#define _FRAMEBUFFERMANAGER_H_
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#include <list>
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#include "GLUtil.h"
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// On the GameCube, the game sends a request for the graphics processor to
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// transfer its internal EFB (Embedded Framebuffer) to an area in GameCube RAM
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// called the XFB (External Framebuffer). The size and location of the XFB is
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// decided at the time of the copy, and the format is always YUYV. The video
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// interface is given a pointer to the XFB, which will be decoded and
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// displayed on the TV.
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//
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// There are two ways for Dolphin to emulate this:
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//
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// Real XFB mode:
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//
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// Dolphin will behave like the GameCube and encode the EFB to
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// a portion of GameCube RAM. The emulated video interface will decode the data
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// for output to the screen.
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//
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// Advantages: Behaves exactly like the GameCube.
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// Disadvantages: Resolution will be limited.
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//
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// Virtual XFB mode:
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//
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// When a request is made to copy the EFB to an XFB, Dolphin
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// will remember the RAM location and size of the XFB in a Virtual XFB list.
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// The video interface will look up the XFB in the list and use the enhanced
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// data stored there, if available.
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//
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// Advantages: Enables high resolution graphics, better than real hardware.
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// Disadvantages: If the GameCube CPU writes directly to the XFB (which is
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// possible but uncommon), the Virtual XFB will not capture this information.
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// There may be multiple XFBs in GameCube RAM. This is the maximum number to
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// virtualize.
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const int MAX_VIRTUAL_XFB = 4;
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inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
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{
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return (
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(aLower >= bLower && aLower < bUpper) ||
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(aUpper >= bLower && aUpper < bUpper) ||
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(bLower >= aLower && bLower < aUpper) ||
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(bUpper >= aLower && bUpper < aUpper)
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);
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}
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struct XFBSource
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{
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XFBSource() :
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texture(0)
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{}
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GLuint texture;
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int texWidth;
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int texHeight;
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TRectangle sourceRc;
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};
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class FramebufferManager
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{
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@ -38,6 +95,12 @@ public:
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void Init(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples);
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void Shutdown();
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// sourceRc is in GL target coordinates, not GameCube EFB coordinates!
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// TODO: Clean that up.
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void CopyToXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc);
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const XFBSource* GetXFBSource(u32 xfbAddr, u32 srcWidth, u32 srcHeight);
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// To get the EFB in texture form, these functions may have to transfer
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// the EFB to a resolved texture first.
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GLuint GetEFBColorTexture(const TRectangle& sourceRc) const;
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@ -47,6 +110,25 @@ public:
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private:
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struct VirtualXFB
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{
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// Address and size in GameCube RAM
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u32 xfbAddr;
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u32 xfbWidth;
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u32 xfbHeight;
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XFBSource xfbSource;
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};
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typedef std::list<VirtualXFB> VirtualXFBListType;
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VirtualXFBListType::iterator findVirtualXFB(u32 xfbAddr, u32 width, u32 height);
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void copyToRealXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc);
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void copyToVirtualXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc);
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const XFBSource* getRealXFBSource(u32 xfbAddr, u32 srcWidth, u32 srcHeight);
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const XFBSource* getVirtualXFBSource(u32 xfbAddr, u32 srcWidth, u32 srcHeight);
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int m_targetWidth;
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int m_targetHeight;
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int m_msaaSamples;
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@ -62,6 +144,8 @@ private:
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GLuint m_resolvedDepthTexture;
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GLuint m_xfbFramebuffer; // Only used in MSAA mode
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XFBSource m_realXFBSource; // Only used in Real XFB mode
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VirtualXFBListType m_virtualXFBList; // Only used in Virtual XFB mode
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};
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