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// 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/.
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# include "Common/Math/lin/matrix4x4.h"
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# include "Common/GPU/thin3d.h"
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# include "Common/Data/Convert/ColorConv.h"
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# include "Core/MemMap.h"
# include "Core/Config.h"
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# include "Core/ConfigValues.h"
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# include "Core/System.h"
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# include "Core/Reporting.h"
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# include "GPU/ge_constants.h"
# include "GPU/GPUState.h"
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# include "GPU/Debugger/Stepping.h"
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# include "Common/GPU/D3D9/D3D9StateCache.h"
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# include "GPU/Common/FramebufferManagerCommon.h"
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# include "GPU/Common/PresentationCommon.h"
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# include "GPU/Common/TextureDecoder.h"
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# include "GPU/Directx9/FramebufferManagerDX9.h"
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# include "GPU/Directx9/ShaderManagerDX9.h"
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# include "GPU/Directx9/TextureCacheDX9.h"
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# include "GPU/Directx9/DrawEngineDX9.h"
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# include "Common/GPU/thin3d.h"
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# include <algorithm>
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# ifdef _M_SSE
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# include <emmintrin.h>
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# endif
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namespace DX9 {
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static const char * vscode = R " (
struct VS_IN {
float4 ObjPos : POSITION ;
float2 Uv : TEXCOORD0 ;
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} ;
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struct VS_OUT {
float4 ProjPos : POSITION ;
float2 Uv : TEXCOORD0 ;
} ;
VS_OUT main ( VS_IN In ) {
VS_OUT Out ;
Out . ProjPos = In . ObjPos ;
Out . Uv = In . Uv ;
return Out ;
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}
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) " ;
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static const char * pscode = R " (
sampler s : register ( s0 ) ;
struct PS_IN {
float2 Uv : TEXCOORD0 ;
} ;
float4 main ( PS_IN In ) : COLOR {
float4 c = tex2D ( s , In . Uv ) ;
return c ;
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}
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) " ;
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static const D3DVERTEXELEMENT9 g_FramebufferVertexElements [ ] = {
{ 0 , 0 , D3DDECLTYPE_FLOAT3 , D3DDECLMETHOD_DEFAULT , D3DDECLUSAGE_POSITION , 0 } ,
{ 0 , 12 , D3DDECLTYPE_FLOAT2 , D3DDECLMETHOD_DEFAULT , D3DDECLUSAGE_TEXCOORD , 0 } ,
D3DDECL_END ( )
} ;
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FramebufferManagerDX9 : : FramebufferManagerDX9 ( Draw : : DrawContext * draw )
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: FramebufferManagerCommon ( draw ) {
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device_ = ( LPDIRECT3DDEVICE9 ) draw - > GetNativeObject ( Draw : : NativeObject : : DEVICE ) ;
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deviceEx_ = ( LPDIRECT3DDEVICE9 ) draw - > GetNativeObject ( Draw : : NativeObject : : DEVICE_EX ) ;
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std : : string errorMsg ;
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if ( ! CompileVertexShaderD3D9 ( device_ , vscode , & pFramebufferVertexShader , & errorMsg ) ) {
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OutputDebugStringA ( errorMsg . c_str ( ) ) ;
}
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if ( ! CompilePixelShaderD3D9 ( device_ , pscode , & pFramebufferPixelShader , & errorMsg ) ) {
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OutputDebugStringA ( errorMsg . c_str ( ) ) ;
if ( pFramebufferVertexShader ) {
pFramebufferVertexShader - > Release ( ) ;
}
}
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device_ - > CreateVertexDeclaration ( g_FramebufferVertexElements , & pFramebufferVertexDecl ) ;
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int usage = 0 ;
D3DPOOL pool = D3DPOOL_MANAGED ;
if ( deviceEx_ ) {
pool = D3DPOOL_DEFAULT ;
usage = D3DUSAGE_DYNAMIC ;
}
HRESULT hr = device_ - > CreateTexture ( 1 , 1 , 1 , usage , D3DFMT_A8R8G8B8 , pool , & nullTex_ , nullptr ) ;
D3DLOCKED_RECT rect ;
nullTex_ - > LockRect ( 0 , & rect , nullptr , D3DLOCK_DISCARD ) ;
memset ( rect . pBits , 0 , 4 ) ;
nullTex_ - > UnlockRect ( 0 ) ;
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presentation_ - > SetLanguage ( HLSL_D3D9 ) ;
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preferredPixelsFormat_ = Draw : : DataFormat : : B8G8R8A8_UNORM ;
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}
FramebufferManagerDX9 : : ~ FramebufferManagerDX9 ( ) {
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if ( pFramebufferVertexShader ) {
pFramebufferVertexShader - > Release ( ) ;
pFramebufferVertexShader = nullptr ;
}
if ( pFramebufferPixelShader ) {
pFramebufferPixelShader - > Release ( ) ;
pFramebufferPixelShader = nullptr ;
}
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pFramebufferVertexDecl - > Release ( ) ;
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for ( auto & it : offscreenSurfaces_ ) {
it . second . surface - > Release ( ) ;
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}
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if ( stencilUploadPS_ ) {
stencilUploadPS_ - > Release ( ) ;
}
if ( stencilUploadVS_ ) {
stencilUploadVS_ - > Release ( ) ;
}
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if ( nullTex_ )
nullTex_ - > Release ( ) ;
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}
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void FramebufferManagerDX9 : : SetTextureCache ( TextureCacheDX9 * tc ) {
textureCache_ = tc ;
}
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void FramebufferManagerDX9 : : SetShaderManager ( ShaderManagerDX9 * sm ) {
shaderManager_ = sm ;
}
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void FramebufferManagerDX9 : : SetDrawEngine ( DrawEngineDX9 * td ) {
drawEngine_ = td ;
}
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void FramebufferManagerDX9 : : DrawActiveTexture ( float x , float y , float w , float h , float destW , float destH , float u0 , float v0 , float u1 , float v1 , int uvRotation , int flags ) {
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// TODO: StretchRect instead when possible?
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float coord [ 20 ] = {
x , y , 0 , u0 , v0 ,
x + w , y , 0 , u1 , v0 ,
x + w , y + h , 0 , u1 , v1 ,
x , y + h , 0 , u0 , v1 ,
} ;
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if ( uvRotation ! = ROTATION_LOCKED_HORIZONTAL ) {
float temp [ 8 ] ;
int rotation = 0 ;
switch ( uvRotation ) {
case ROTATION_LOCKED_HORIZONTAL180 : rotation = 2 ; break ;
case ROTATION_LOCKED_VERTICAL : rotation = 1 ; break ;
case ROTATION_LOCKED_VERTICAL180 : rotation = 3 ; break ;
}
for ( int i = 0 ; i < 4 ; i + + ) {
temp [ i * 2 ] = coord [ ( ( i + rotation ) & 3 ) * 5 + 3 ] ;
temp [ i * 2 + 1 ] = coord [ ( ( i + rotation ) & 3 ) * 5 + 4 ] ;
}
for ( int i = 0 ; i < 4 ; i + + ) {
coord [ i * 5 + 3 ] = temp [ i * 2 ] ;
coord [ i * 5 + 4 ] = temp [ i * 2 + 1 ] ;
}
}
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float invDestW = 1.0f / ( destW * 0.5f ) ;
float invDestH = 1.0f / ( destH * 0.5f ) ;
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float halfPixelX = invDestW * 0.5f ;
float halfPixelY = invDestH * 0.5f ;
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for ( int i = 0 ; i < 4 ; i + + ) {
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coord [ i * 5 ] = coord [ i * 5 ] * invDestW - 1.0f - halfPixelX ;
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coord [ i * 5 + 1 ] = - ( coord [ i * 5 + 1 ] * invDestH - 1.0f - halfPixelY ) ;
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}
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if ( flags & DRAWTEX_LINEAR ) {
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dxstate . texMagFilter . set ( D3DTEXF_LINEAR ) ;
dxstate . texMinFilter . set ( D3DTEXF_LINEAR ) ;
} else {
dxstate . texMagFilter . set ( D3DTEXF_POINT ) ;
dxstate . texMinFilter . set ( D3DTEXF_POINT ) ;
}
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dxstate . texMipLodBias . set ( 0.0f ) ;
dxstate . texMaxMipLevel . set ( 0 ) ;
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dxstate . blend . disable ( ) ;
dxstate . cullMode . set ( false , false ) ;
dxstate . depthTest . disable ( ) ;
dxstate . scissorTest . disable ( ) ;
dxstate . stencilTest . disable ( ) ;
dxstate . colorMask . set ( true , true , true , true ) ;
dxstate . stencilMask . set ( 0xFF ) ;
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HRESULT hr = device_ - > DrawPrimitiveUP ( D3DPT_TRIANGLEFAN , 2 , coord , 5 * sizeof ( float ) ) ;
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if ( FAILED ( hr ) ) {
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ERROR_LOG_REPORT ( G3D , " DrawActiveTexture() failed: %08x " , ( uint32_t ) hr ) ;
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}
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}
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void FramebufferManagerDX9 : : Bind2DShader ( ) {
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device_ - > SetVertexDeclaration ( pFramebufferVertexDecl ) ;
device_ - > SetPixelShader ( pFramebufferPixelShader ) ;
device_ - > SetVertexShader ( pFramebufferVertexShader ) ;
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}
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LPDIRECT3DSURFACE9 FramebufferManagerDX9 : : GetOffscreenSurface ( LPDIRECT3DSURFACE9 similarSurface , VirtualFramebuffer * vfb ) {
D3DSURFACE_DESC desc = { } ;
HRESULT hr = similarSurface - > GetDesc ( & desc ) ;
if ( FAILED ( hr ) ) {
ERROR_LOG_REPORT ( G3D , " Unable to get size for offscreen surface at %08x " , vfb - > fb_address ) ;
return nullptr ;
}
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return GetOffscreenSurface ( desc . Format , desc . Width , desc . Height ) ;
}
LPDIRECT3DSURFACE9 FramebufferManagerDX9 : : GetOffscreenSurface ( D3DFORMAT fmt , u32 w , u32 h ) {
u64 key = ( ( u64 ) fmt < < 32 ) | ( w < < 16 ) | h ;
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auto it = offscreenSurfaces_ . find ( key ) ;
if ( it ! = offscreenSurfaces_ . end ( ) ) {
it - > second . last_frame_used = gpuStats . numFlips ;
return it - > second . surface ;
}
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textureCache_ - > ForgetLastTexture ( ) ;
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LPDIRECT3DSURFACE9 offscreen = nullptr ;
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HRESULT hr = device_ - > CreateOffscreenPlainSurface ( w , h , fmt , D3DPOOL_SYSTEMMEM , & offscreen , NULL ) ;
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if ( FAILED ( hr ) | | ! offscreen ) {
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ERROR_LOG_REPORT ( G3D , " Unable to create offscreen surface %dx%d @%d " , w , h , fmt ) ;
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return nullptr ;
}
const OffscreenSurface info = { offscreen , gpuStats . numFlips } ;
offscreenSurfaces_ [ key ] = info ;
return offscreen ;
}
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void FramebufferManagerDX9 : : BlitFramebuffer ( VirtualFramebuffer * dst , int dstX , int dstY , VirtualFramebuffer * src , int srcX , int srcY , int w , int h , int bpp , const char * tag ) {
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if ( ! dst - > fbo | | ! src - > fbo | | ! useBufferedRendering_ ) {
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// This can happen if we recently switched from non-buffered.
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if ( useBufferedRendering_ )
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draw_ - > BindFramebufferAsRenderTarget ( nullptr , { Draw : : RPAction : : KEEP , Draw : : RPAction : : KEEP , Draw : : RPAction : : KEEP } , " BlitFramebuffer_Fail " ) ;
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return ;
}
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float srcXFactor = ( float ) src - > renderScaleFactor ;
float srcYFactor = ( float ) src - > renderScaleFactor ;
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const int srcBpp = src - > format = = GE_FORMAT_8888 ? 4 : 2 ;
if ( srcBpp ! = bpp & & bpp ! = 0 ) {
srcXFactor = ( srcXFactor * bpp ) / srcBpp ;
}
int srcX1 = srcX * srcXFactor ;
int srcX2 = ( srcX + w ) * srcXFactor ;
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int srcY1 = srcY * srcYFactor ;
int srcY2 = ( srcY + h ) * srcYFactor ;
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float dstXFactor = ( float ) dst - > renderScaleFactor ;
float dstYFactor = ( float ) dst - > renderScaleFactor ;
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const int dstBpp = dst - > format = = GE_FORMAT_8888 ? 4 : 2 ;
if ( dstBpp ! = bpp & & bpp ! = 0 ) {
dstXFactor = ( dstXFactor * bpp ) / dstBpp ;
}
int dstX1 = dstX * dstXFactor ;
int dstX2 = ( dstX + w ) * dstXFactor ;
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int dstY1 = dstY * dstYFactor ;
int dstY2 = ( dstY + h ) * dstYFactor ;
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// Direct3D 9 doesn't support rect -> self.
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Draw : : Framebuffer * srcFBO = src - > fbo ;
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if ( src = = dst ) {
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Draw : : Framebuffer * tempFBO = GetTempFBO ( TempFBO : : BLIT , src - > renderWidth , src - > renderHeight ) ;
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bool result = draw_ - > BlitFramebuffer (
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src - > fbo , srcX1 , srcY1 , srcX2 , srcY2 ,
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tempFBO , dstX1 , dstY1 , dstX2 , dstY2 ,
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Draw : : FB_COLOR_BIT , Draw : : FB_BLIT_NEAREST , tag ) ;
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if ( result ) {
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srcFBO = tempFBO ;
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}
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}
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bool result = draw_ - > BlitFramebuffer (
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srcFBO , srcX1 , srcY1 , srcX2 , srcY2 ,
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dst - > fbo , dstX1 , dstY1 , dstX2 , dstY2 ,
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Draw : : FB_COLOR_BIT , Draw : : FB_BLIT_NEAREST , tag ) ;
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if ( ! result ) {
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ERROR_LOG_REPORT ( G3D , " fbo_blit_color failed in blit (%08x -> %08x) " , src - > fb_address , dst - > fb_address ) ;
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}
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}
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void ConvertFromBGRA8888 ( u8 * dst , u8 * src , u32 dstStride , u32 srcStride , u32 width , u32 height , GEBufferFormat format ) {
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// Must skip stride in the cases below. Some games pack data into the cracks, like MotoGP.
const u32 * src32 = ( const u32 * ) src ;
if ( format = = GE_FORMAT_8888 ) {
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ConvertFromBGRA8888 ( dst , src , dstStride , srcStride , width , height , Draw : : DataFormat : : R8G8B8A8_UNORM ) ;
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} else {
// But here it shouldn't matter if they do intersect
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u16 * dst16 = ( u16 * ) dst ;
switch ( format ) {
case GE_FORMAT_565 : // BGR 565
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for ( u32 y = 0 ; y < height ; + + y ) {
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ConvertBGRA8888ToRGB565 ( dst16 , src32 , width ) ;
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src32 + = srcStride ;
dst16 + = dstStride ;
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}
break ;
case GE_FORMAT_5551 : // ABGR 1555
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for ( u32 y = 0 ; y < height ; + + y ) {
ConvertBGRA8888ToRGBA5551 ( dst16 , src32 , width ) ;
src32 + = srcStride ;
dst16 + = dstStride ;
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}
break ;
case GE_FORMAT_4444 : // ABGR 4444
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for ( u32 y = 0 ; y < height ; + + y ) {
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ConvertBGRA8888ToRGBA4444 ( dst16 , src32 , width ) ;
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src32 + = srcStride ;
dst16 + = dstStride ;
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}
break ;
case GE_FORMAT_8888 :
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case GE_FORMAT_INVALID :
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// Not possible.
break ;
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}
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}
}
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void FramebufferManagerDX9 : : PackFramebufferSync_ ( VirtualFramebuffer * vfb , int x , int y , int w , int h ) {
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if ( ! vfb - > fbo ) {
ERROR_LOG_REPORT_ONCE ( vfbfbozero , SCEGE , " PackFramebufferDirectx9_: vfb->fbo == 0 " ) ;
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return ;
}
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const u32 fb_address = vfb - > fb_address & 0x3FFFFFFF ;
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const int dstBpp = vfb - > format = = GE_FORMAT_8888 ? 4 : 2 ;
// We always need to convert from the framebuffer native format.
// Right now that's always 8888.
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DEBUG_LOG ( G3D , " Reading framebuffer to mem, fb_address = %08x " , fb_address ) ;
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LPDIRECT3DSURFACE9 renderTarget = ( LPDIRECT3DSURFACE9 ) draw_ - > GetFramebufferAPITexture ( vfb - > fbo , Draw : : FB_COLOR_BIT | Draw : : FB_SURFACE_BIT , 0 ) ;
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D3DSURFACE_DESC desc ;
renderTarget - > GetDesc ( & desc ) ;
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LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface ( renderTarget , vfb ) ;
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if ( offscreen ) {
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HRESULT hr = device_ - > GetRenderTargetData ( renderTarget , offscreen ) ;
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if ( SUCCEEDED ( hr ) ) {
D3DLOCKED_RECT locked ;
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u32 widthFactor = vfb - > renderWidth / vfb - > bufferWidth ;
u32 heightFactor = vfb - > renderHeight / vfb - > bufferHeight ;
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RECT rect = { ( LONG ) ( x * widthFactor ) , ( LONG ) ( y * heightFactor ) , ( LONG ) ( ( x + w ) * widthFactor ) , ( LONG ) ( ( y + h ) * heightFactor ) } ;
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hr = offscreen - > LockRect ( & locked , & rect , D3DLOCK_READONLY ) ;
if ( SUCCEEDED ( hr ) ) {
// TODO: Handle the other formats? We don't currently create them, I think.
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const int dstByteOffset = ( y * vfb - > fb_stride + x ) * dstBpp ;
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// Pixel size always 4 here because we always request BGRA8888.
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ConvertFromBGRA8888 ( Memory : : GetPointer ( fb_address + dstByteOffset ) , ( u8 * ) locked . pBits , vfb - > fb_stride , locked . Pitch / 4 , w , h , vfb - > format ) ;
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offscreen - > UnlockRect ( ) ;
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} else {
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ERROR_LOG_REPORT ( G3D , " Unable to lock rect from %08x: %d,%d %dx%d of %dx%d " , fb_address , ( int ) rect . left , ( int ) rect . top , ( int ) rect . right , ( int ) rect . bottom , vfb - > renderWidth , vfb - > renderHeight ) ;
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}
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} else {
ERROR_LOG_REPORT ( G3D , " Unable to download render target data from %08x " , fb_address ) ;
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}
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}
}
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void FramebufferManagerDX9 : : PackDepthbuffer ( VirtualFramebuffer * vfb , int x , int y , int w , int h ) {
if ( ! vfb - > fbo ) {
ERROR_LOG_REPORT_ONCE ( vfbfbozero , SCEGE , " PackDepthbuffer: vfb->fbo == 0 " ) ;
return ;
}
// We always read the depth buffer in 24_8 format.
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const u32 z_address = vfb - > z_address ;
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DEBUG_LOG ( FRAMEBUF , " Reading depthbuffer to mem at %08x for vfb=%08x " , z_address , vfb - > fb_address ) ;
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LPDIRECT3DTEXTURE9 tex = ( LPDIRECT3DTEXTURE9 ) draw_ - > GetFramebufferAPITexture ( vfb - > fbo , Draw : : FB_DEPTH_BIT , 0 ) ;
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if ( tex ) {
D3DSURFACE_DESC desc ;
D3DLOCKED_RECT locked ;
tex - > GetLevelDesc ( 0 , & desc ) ;
RECT rect = { 0 , 0 , ( LONG ) desc . Width , ( LONG ) desc . Height } ;
HRESULT hr = tex - > LockRect ( 0 , & locked , & rect , D3DLOCK_READONLY ) ;
if ( SUCCEEDED ( hr ) ) {
const u32 * packed = ( const u32 * ) locked . pBits ;
u16 * depth = ( u16 * ) Memory : : GetPointer ( z_address ) ;
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DepthScaleFactors depthScale = GetDepthScaleFactors ( ) ;
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// TODO: Optimize.
for ( int yp = 0 ; yp < h ; + + yp ) {
for ( int xp = 0 ; xp < w ; + + xp ) {
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const int offset = ( yp + y ) * vfb - > z_stride + x + xp ;
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float scaled = depthScale . Apply ( ( packed [ offset ] & 0x00FFFFFF ) * ( 1.0f / 16777215.0f ) ) ;
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if ( scaled < = 0.0f ) {
depth [ offset ] = 0 ;
} else if ( scaled > = 65535.0f ) {
depth [ offset ] = 65535 ;
} else {
depth [ offset ] = ( int ) scaled ;
}
}
}
tex - > UnlockRect ( 0 ) ;
} else {
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ERROR_LOG_REPORT ( G3D , " Unable to lock rect from depth %08x: %d,%d %dx%d of %dx%d " , vfb - > fb_address , ( int ) rect . left , ( int ) rect . top , ( int ) rect . right , ( int ) rect . bottom , vfb - > renderWidth , vfb - > renderHeight ) ;
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}
} else {
ERROR_LOG_REPORT ( G3D , " Unable to download render target depth from %08x " , vfb - > fb_address ) ;
}
}
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void FramebufferManagerDX9 : : EndFrame ( ) {
}
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void FramebufferManagerDX9 : : DecimateFBOs ( ) {
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FramebufferManagerCommon : : DecimateFBOs ( ) ;
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for ( auto it = offscreenSurfaces_ . begin ( ) ; it ! = offscreenSurfaces_ . end ( ) ; ) {
int age = frameLastFramebufUsed_ - it - > second . last_frame_used ;
if ( age > FBO_OLD_AGE ) {
it - > second . surface - > Release ( ) ;
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it = offscreenSurfaces_ . erase ( it ) ;
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} else {
+ + it ;
}
}
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}
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void FramebufferManagerDX9 : : DestroyAllFBOs ( ) {
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FramebufferManagerCommon : : DestroyAllFBOs ( ) ;
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for ( auto & it : offscreenSurfaces_ ) {
it . second . surface - > Release ( ) ;
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}
offscreenSurfaces_ . clear ( ) ;
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}
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bool FramebufferManagerDX9 : : GetFramebuffer ( u32 fb_address , int fb_stride , GEBufferFormat fb_format , GPUDebugBuffer & buffer , int maxRes ) {
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VirtualFramebuffer * vfb = currentRenderVfb_ ;
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if ( ! vfb ) {
vfb = GetVFBAt ( fb_address ) ;
}
if ( ! vfb ) {
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if ( ! Memory : : IsValidAddress ( fb_address ) )
return false ;
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// If there's no vfb and we're drawing there, must be memory?
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buffer = GPUDebugBuffer ( Memory : : GetPointer ( fb_address ) , fb_stride , 512 , fb_format ) ;
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return true ;
}
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LPDIRECT3DSURFACE9 renderTarget = vfb - > fbo ? ( LPDIRECT3DSURFACE9 ) draw_ - > GetFramebufferAPITexture ( vfb - > fbo , Draw : : FB_COLOR_BIT | Draw : : FB_SURFACE_BIT , 0 ) : nullptr ;
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bool success = false ;
if ( renderTarget ) {
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Draw : : Framebuffer * tempFBO = nullptr ;
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int w = vfb - > renderWidth , h = vfb - > renderHeight ;
if ( maxRes > 0 & & vfb - > renderWidth > vfb - > width * maxRes ) {
// Let's resize. We must stretch to a render target first.
w = vfb - > width * maxRes ;
h = vfb - > height * maxRes ;
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tempFBO = draw_ - > CreateFramebuffer ( { w , h , 1 , 1 , false } ) ;
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if ( draw_ - > BlitFramebuffer ( vfb - > fbo , 0 , 0 , vfb - > renderWidth , vfb - > renderHeight , tempFBO , 0 , 0 , w , h , Draw : : FB_COLOR_BIT , g_Config . iBufFilter = = SCALE_LINEAR ? Draw : : FB_BLIT_LINEAR : Draw : : FB_BLIT_NEAREST , " GetFramebuffer " ) ) {
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renderTarget = ( LPDIRECT3DSURFACE9 ) draw_ - > GetFramebufferAPITexture ( tempFBO , Draw : : FB_COLOR_BIT | Draw : : FB_SURFACE_BIT , 0 ) ;
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}
}
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LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface ( renderTarget , vfb ) ;
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if ( offscreen ) {
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success = GetRenderTargetFramebuffer ( renderTarget , offscreen , w , h , buffer ) ;
}
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}
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return success ;
}
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bool FramebufferManagerDX9 : : GetOutputFramebuffer ( GPUDebugBuffer & buffer ) {
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LPDIRECT3DSURFACE9 renderTarget = nullptr ;
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HRESULT hr = device_ - > GetRenderTarget ( 0 , & renderTarget ) ;
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bool success = false ;
if ( renderTarget & & SUCCEEDED ( hr ) ) {
D3DSURFACE_DESC desc ;
renderTarget - > GetDesc ( & desc ) ;
LPDIRECT3DSURFACE9 offscreen = nullptr ;
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HRESULT hr = device_ - > CreateOffscreenPlainSurface ( desc . Width , desc . Height , desc . Format , D3DPOOL_SYSTEMMEM , & offscreen , NULL ) ;
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if ( offscreen & & SUCCEEDED ( hr ) ) {
success = GetRenderTargetFramebuffer ( renderTarget , offscreen , PSP_CoreParameter ( ) . pixelWidth , PSP_CoreParameter ( ) . pixelHeight , buffer ) ;
offscreen - > Release ( ) ;
}
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renderTarget - > Release ( ) ;
}
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return success ;
}
bool FramebufferManagerDX9 : : GetRenderTargetFramebuffer ( LPDIRECT3DSURFACE9 renderTarget , LPDIRECT3DSURFACE9 offscreen , int w , int h , GPUDebugBuffer & buffer ) {
D3DSURFACE_DESC desc ;
renderTarget - > GetDesc ( & desc ) ;
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bool success = false ;
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HRESULT hr = device_ - > GetRenderTargetData ( renderTarget , offscreen ) ;
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if ( SUCCEEDED ( hr ) ) {
D3DLOCKED_RECT locked ;
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RECT rect = { 0 , 0 , w , h } ;
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hr = offscreen - > LockRect ( & locked , & rect , D3DLOCK_READONLY ) ;
if ( SUCCEEDED ( hr ) ) {
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// TODO: Handle the other formats? We don't currently create them, I think.
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buffer . Allocate ( locked . Pitch / 4 , desc . Height , GPU_DBG_FORMAT_8888_BGRA , false ) ;
memcpy ( buffer . GetData ( ) , locked . pBits , locked . Pitch * desc . Height ) ;
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offscreen - > UnlockRect ( ) ;
success = true ;
}
}
return success ;
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}
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bool FramebufferManagerDX9 : : GetDepthbuffer ( u32 fb_address , int fb_stride , u32 z_address , int z_stride , GPUDebugBuffer & buffer ) {
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VirtualFramebuffer * vfb = currentRenderVfb_ ;
if ( ! vfb ) {
vfb = GetVFBAt ( fb_address ) ;
}
if ( ! vfb ) {
// If there's no vfb and we're drawing there, must be memory?
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buffer = GPUDebugBuffer ( Memory : : GetPointer ( z_address ) , z_stride , 512 , GPU_DBG_FORMAT_16BIT ) ;
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return true ;
}
bool success = false ;
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LPDIRECT3DTEXTURE9 tex = ( LPDIRECT3DTEXTURE9 ) draw_ - > GetFramebufferAPITexture ( vfb - > fbo , Draw : : FB_DEPTH_BIT , 0 ) ;
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if ( tex ) {
D3DSURFACE_DESC desc ;
D3DLOCKED_RECT locked ;
tex - > GetLevelDesc ( 0 , & desc ) ;
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RECT rect = { 0 , 0 , ( LONG ) desc . Width , ( LONG ) desc . Height } ;
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HRESULT hr = tex - > LockRect ( 0 , & locked , & rect , D3DLOCK_READONLY ) ;
if ( SUCCEEDED ( hr ) ) {
GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24BIT_8X ;
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if ( gstate_c . Supports ( GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT ) ) {
fmt = GPU_DBG_FORMAT_24BIT_8X_DIV_256 ;
}
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int pixelSize = 4 ;
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buffer . Allocate ( locked . Pitch / pixelSize , desc . Height , fmt , false ) ;
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memcpy ( buffer . GetData ( ) , locked . pBits , locked . Pitch * desc . Height ) ;
success = true ;
tex - > UnlockRect ( 0 ) ;
}
}
return success ;
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}
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bool FramebufferManagerDX9 : : GetStencilbuffer ( u32 fb_address , int fb_stride , GPUDebugBuffer & buffer ) {
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VirtualFramebuffer * vfb = currentRenderVfb_ ;
if ( ! vfb ) {
vfb = GetVFBAt ( fb_address ) ;
}
if ( ! vfb ) {
// If there's no vfb and we're drawing there, must be memory?
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buffer = GPUDebugBuffer ( Memory : : GetPointer ( vfb - > z_address ) , vfb - > z_stride , 512 , GPU_DBG_FORMAT_16BIT ) ;
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return true ;
}
bool success = false ;
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LPDIRECT3DTEXTURE9 tex = ( LPDIRECT3DTEXTURE9 ) draw_ - > GetFramebufferAPITexture ( vfb - > fbo , Draw : : FB_DEPTH_BIT , 0 ) ;
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if ( tex ) {
D3DSURFACE_DESC desc ;
D3DLOCKED_RECT locked ;
tex - > GetLevelDesc ( 0 , & desc ) ;
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RECT rect = { 0 , 0 , ( LONG ) desc . Width , ( LONG ) desc . Height } ;
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HRESULT hr = tex - > LockRect ( 0 , & locked , & rect , D3DLOCK_READONLY ) ;
if ( SUCCEEDED ( hr ) ) {
GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24X_8BIT ;
int pixelSize = 4 ;
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buffer . Allocate ( locked . Pitch / pixelSize , desc . Height , fmt , false ) ;
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memcpy ( buffer . GetData ( ) , locked . pBits , locked . Pitch * desc . Height ) ;
success = true ;
tex - > UnlockRect ( 0 ) ;
}
}
return success ;
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}
} // namespace DX9