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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/Common.h"
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# include "Common/Data/Convert/ColorConv.h"
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# include "Common/GPU/thin3d.h"
# include "Common/Math/lin/matrix4x4.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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// TODO: De-indent, the day we move all this readback stuff to GPU/Common
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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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presentation_ - > SetLanguage ( HLSL_D3D9 ) ;
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preferredPixelsFormat_ = Draw : : DataFormat : : B8G8R8A8_UNORM ;
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}
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FramebufferManagerDX9 : : ~ FramebufferManagerDX9 ( ) {
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for ( auto & it : offscreenSurfaces_ ) {
it . second . surface - > Release ( ) ;
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}
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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 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 , RasterChannel channel ) {
if ( channel ! = RASTER_COLOR ) {
// Unsupported
WARN_LOG_ONCE ( d3ddepthreadback , G3D , " Not yet supporting depth readbacks on DX9 " ) ;
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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 - > fb_format = = GE_FORMAT_8888 ? 4 : 2 ;
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// 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 : : GetPointerWrite ( fb_address + dstByteOffset ) , ( u8 * ) locked . pBits , vfb - > fb_stride , locked . Pitch / 4 , w , h , vfb - > fb_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 ) {
// 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 : : 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 : : GetPointerWrite ( 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 ( ) ;
}
renderTarget - > Release ( ) ;
}
return success ;
}
bool FramebufferManagerDX9 : : GetRenderTargetFramebuffer ( LPDIRECT3DSURFACE9 renderTarget , LPDIRECT3DSURFACE9 offscreen , int w , int h , GPUDebugBuffer & buffer ) {
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D3DSURFACE_DESC desc ;
renderTarget - > GetDesc ( & desc ) ;
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 : : GetPointerWrite ( 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 : : GetPointerWrite ( 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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}