1 // Copyright (c) 2012- PPSSPP Project.
2 
3 // This program is free software: you can redistribute it and/or modify
4 // it under the terms of the GNU General Public License as published by
5 // the Free Software Foundation, version 2.0 or later versions.
6 
7 // This program is distributed in the hope that it will be useful,
8 // but WITHOUT ANY WARRANTY; without even the implied warranty of
9 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
10 // GNU General Public License 2.0 for more details.
11 
12 // A copy of the GPL 2.0 should have been included with the program.
13 // If not, see http://www.gnu.org/licenses/
14 
15 // Official git repository and contact information can be found at
16 // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
17 
18 #include "Common/Math/lin/matrix4x4.h"
19 #include "Common/GPU/thin3d.h"
20 
21 #include "Common/Data/Convert/ColorConv.h"
22 #include "Core/MemMap.h"
23 #include "Core/Config.h"
24 #include "Core/ConfigValues.h"
25 #include "Core/System.h"
26 #include "Core/Reporting.h"
27 #include "GPU/ge_constants.h"
28 #include "GPU/GPUState.h"
29 #include "GPU/Debugger/Stepping.h"
30 
31 #include "Common/GPU/D3D9/D3D9StateCache.h"
32 #include "GPU/Common/FramebufferManagerCommon.h"
33 #include "GPU/Common/PresentationCommon.h"
34 #include "GPU/Common/TextureDecoder.h"
35 #include "GPU/Directx9/FramebufferManagerDX9.h"
36 #include "GPU/Directx9/ShaderManagerDX9.h"
37 #include "GPU/Directx9/TextureCacheDX9.h"
38 #include "GPU/Directx9/DrawEngineDX9.h"
39 
40 #include "Common/GPU/thin3d.h"
41 
42 #include <algorithm>
43 
44 #ifdef _M_SSE
45 #include <emmintrin.h>
46 #endif
47 
48 namespace DX9 {
49 
50 static const char *vscode = R"(
51 struct VS_IN {
52 	float4 ObjPos   : POSITION;
53 	float2 Uv    : TEXCOORD0;
54 };
55 struct VS_OUT {
56 	float4 ProjPos  : POSITION;
57 	float2 Uv    : TEXCOORD0;
VertexArrayInfoDX9()58 };
59 VS_OUT main( VS_IN In ) {
60 	VS_OUT Out;
61 	Out.ProjPos = In.ObjPos;
62 	Out.Uv = In.Uv;
63 	return Out;
64 }
65 )";
66 
67 static const char *pscode = R"(
68 sampler s: register(s0);
69 struct PS_IN {
70 	float2 Uv : TEXCOORD0;
71 };
72 float4 main( PS_IN In ) : COLOR {
73 	float4 c =  tex2D(s, In.Uv);
74 	return c;
75 }
76 )";
77 
78 static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
79 	{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
80 	{ 0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
81 	D3DDECL_END()
82 };
83 
84 	FramebufferManagerDX9::FramebufferManagerDX9(Draw::DrawContext *draw)
85 		: FramebufferManagerCommon(draw) {
86 
87 		device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
88 		deviceEx_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX);
89 		std::string errorMsg;
90 		if (!CompileVertexShaderD3D9(device_, vscode, &pFramebufferVertexShader, &errorMsg)) {
91 			OutputDebugStringA(errorMsg.c_str());
92 		}
93 
94 		if (!CompilePixelShaderD3D9(device_, pscode, &pFramebufferPixelShader, &errorMsg)) {
95 			OutputDebugStringA(errorMsg.c_str());
96 			if (pFramebufferVertexShader) {
97 				pFramebufferVertexShader->Release();
98 			}
99 		}
100 
TessellationDataTransferDX9()101 		device_->CreateVertexDeclaration(g_FramebufferVertexElements, &pFramebufferVertexDecl);
~TessellationDataTransferDX9()102 
103 
104 		int usage = 0;
105 		D3DPOOL pool = D3DPOOL_MANAGED;
106 		if (deviceEx_) {
107 			pool = D3DPOOL_DEFAULT;
108 			usage = D3DUSAGE_DYNAMIC;
109 		}
110 		HRESULT hr = device_->CreateTexture(1, 1, 1, usage, D3DFMT_A8R8G8B8, pool, &nullTex_, nullptr);
111 		D3DLOCKED_RECT rect;
SetShaderManager(ShaderManagerDX9 * shaderManager)112 		nullTex_->LockRect(0, &rect, nullptr, D3DLOCK_DISCARD);
113 		memset(rect.pBits, 0, 4);
114 		nullTex_->UnlockRect(0);
SetTextureCache(TextureCacheDX9 * textureCache)115 
116 		presentation_->SetLanguage(HLSL_D3D9);
117 		preferredPixelsFormat_ = Draw::DataFormat::B8G8R8A8_UNORM;
SetFramebufferManager(FramebufferManagerDX9 * fbManager)118 	}
119 
120 	FramebufferManagerDX9::~FramebufferManagerDX9() {
121 		if (pFramebufferVertexShader) {
122 			pFramebufferVertexShader->Release();
123 			pFramebufferVertexShader = nullptr;
124 		}
125 		if (pFramebufferPixelShader) {
126 			pFramebufferPixelShader->Release();
127 			pFramebufferPixelShader = nullptr;
128 		}
129 		pFramebufferVertexDecl->Release();
130 		for (auto &it : offscreenSurfaces_) {
131 			it.second.surface->Release();
132 		}
133 		if (stencilUploadPS_) {
134 			stencilUploadPS_->Release();
135 		}
136 		if (stencilUploadVS_) {
137 			stencilUploadVS_->Release();
138 		}
139 		if (nullTex_)
140 			nullTex_->Release();
141 	}
142 
143 	void FramebufferManagerDX9::SetTextureCache(TextureCacheDX9 *tc) {
144 		textureCacheDX9_ = tc;
UpdateUseHWTessellation(bool enable)145 		textureCache_ = tc;
146 	}
147 
148 	void FramebufferManagerDX9::SetShaderManager(ShaderManagerDX9 *sm) {
149 		shaderManagerDX9_ = sm;
150 		shaderManager_ = sm;
151 	}
152 
153 	void FramebufferManagerDX9::SetDrawEngine(DrawEngineDX9 *td) {
154 		drawEngineD3D9_ = td;
155 		drawEngine_ = td;
156 	}
157 
158 	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) {
159 		// TODO: StretchRect instead when possible?
160 		float coord[20] = {
161 			x,y,0, u0,v0,
162 			x+w,y,0, u1,v0,
163 			x+w,y+h,0, u1,v1,
164 			x,y+h,0, u0,v1,
165 		};
166 
167 		if (uvRotation != ROTATION_LOCKED_HORIZONTAL) {
168 			float temp[8];
169 			int rotation = 0;
170 			switch (uvRotation) {
171 			case ROTATION_LOCKED_HORIZONTAL180: rotation = 2; break;
172 			case ROTATION_LOCKED_VERTICAL: rotation = 1; break;
173 			case ROTATION_LOCKED_VERTICAL180: rotation = 3; break;
174 			}
175 
176 			for (int i = 0; i < 4; i++) {
177 				temp[i * 2] = coord[((i + rotation) & 3) * 5 + 3];
178 				temp[i * 2 + 1] = coord[((i + rotation) & 3) * 5 + 4];
179 			}
180 
181 			for (int i = 0; i < 4; i++) {
182 				coord[i * 5 + 3] = temp[i * 2];
183 				coord[i * 5 + 4] = temp[i * 2 + 1];
184 			}
185 		}
186 
187 		float invDestW = 1.0f / (destW * 0.5f);
188 		float invDestH = 1.0f / (destH * 0.5f);
189 		float halfPixelX = invDestW * 0.5f;
190 		float halfPixelY = invDestH * 0.5f;
191 		for (int i = 0; i < 4; i++) {
192 			coord[i * 5] = coord[i * 5] * invDestW - 1.0f - halfPixelX;
193 			coord[i * 5 + 1] = -(coord[i * 5 + 1] * invDestH - 1.0f - halfPixelY);
194 		}
195 
196 		if (flags & DRAWTEX_LINEAR) {
197 			dxstate.texMagFilter.set(D3DTEXF_LINEAR);
198 			dxstate.texMinFilter.set(D3DTEXF_LINEAR);
199 		} else {
200 			dxstate.texMagFilter.set(D3DTEXF_POINT);
201 			dxstate.texMinFilter.set(D3DTEXF_POINT);
202 		}
203 		dxstate.texMipLodBias.set(0.0f);
204 		dxstate.texMaxMipLevel.set(0);
205 		dxstate.blend.disable();
206 		dxstate.cullMode.set(false, false);
207 		dxstate.depthTest.disable();
208 		dxstate.scissorTest.disable();
209 		dxstate.stencilTest.disable();
210 		dxstate.colorMask.set(true, true, true, true);
211 		dxstate.stencilMask.set(0xFF);
212 		HRESULT hr = device_->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coord, 5 * sizeof(float));
213 		if (FAILED(hr)) {
214 			ERROR_LOG_REPORT(G3D, "DrawActiveTexture() failed: %08x", (uint32_t)hr);
215 		}
216 	}
217 
218 	void FramebufferManagerDX9::Bind2DShader() {
219 		device_->SetVertexDeclaration(pFramebufferVertexDecl);
220 		device_->SetPixelShader(pFramebufferPixelShader);
221 		device_->SetVertexShader(pFramebufferVertexShader);
222 	}
223 
224 	LPDIRECT3DSURFACE9 FramebufferManagerDX9::GetOffscreenSurface(LPDIRECT3DSURFACE9 similarSurface, VirtualFramebuffer *vfb) {
225 		D3DSURFACE_DESC desc = {};
226 		HRESULT hr = similarSurface->GetDesc(&desc);
227 		if (FAILED(hr)) {
228 			ERROR_LOG_REPORT(G3D, "Unable to get size for offscreen surface at %08x", vfb->fb_address);
229 			return nullptr;
230 		}
231 
232 		return GetOffscreenSurface(desc.Format, desc.Width, desc.Height);
233 	}
234 
235 	LPDIRECT3DSURFACE9 FramebufferManagerDX9::GetOffscreenSurface(D3DFORMAT fmt, u32 w, u32 h) {
236 		u64 key = ((u64)fmt << 32) | (w << 16) | h;
237 		auto it = offscreenSurfaces_.find(key);
238 		if (it != offscreenSurfaces_.end()) {
239 			it->second.last_frame_used = gpuStats.numFlips;
240 			return it->second.surface;
241 		}
242 
243 		textureCacheDX9_->ForgetLastTexture();
244 		LPDIRECT3DSURFACE9 offscreen = nullptr;
245 		HRESULT hr = device_->CreateOffscreenPlainSurface(w, h, fmt, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
246 		if (FAILED(hr) || !offscreen) {
247 			ERROR_LOG_REPORT(G3D, "Unable to create offscreen surface %dx%d @%d", w, h, fmt);
248 			return nullptr;
249 		}
250 		const OffscreenSurface info = {offscreen, gpuStats.numFlips};
251 		offscreenSurfaces_[key] = info;
252 		return offscreen;
253 	}
254 
255 	void FramebufferManagerDX9::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) {
256 		if (!dst->fbo || !src->fbo || !useBufferedRendering_) {
257 			// This can happen if we recently switched from non-buffered.
258 			if (useBufferedRendering_)
259 				draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::KEEP, Draw::RPAction::KEEP, Draw::RPAction::KEEP }, "BlitFramebuffer_Fail");
260 			return;
261 		}
262 
263 		float srcXFactor = (float)src->renderScaleFactor;
264 		float srcYFactor = (float)src->renderScaleFactor;
265 		const int srcBpp = src->format == GE_FORMAT_8888 ? 4 : 2;
266 		if (srcBpp != bpp && bpp != 0) {
267 			srcXFactor = (srcXFactor * bpp) / srcBpp;
268 		}
269 		int srcX1 = srcX * srcXFactor;
270 		int srcX2 = (srcX + w) * srcXFactor;
271 		int srcY1 = srcY * srcYFactor;
272 		int srcY2 = (srcY + h) * srcYFactor;
273 
274 		float dstXFactor = (float)dst->renderScaleFactor;
275 		float dstYFactor = (float)dst->renderScaleFactor;
276 		const int dstBpp = dst->format == GE_FORMAT_8888 ? 4 : 2;
277 		if (dstBpp != bpp && bpp != 0) {
278 			dstXFactor = (dstXFactor * bpp) / dstBpp;
279 		}
280 		int dstX1 = dstX * dstXFactor;
281 		int dstX2 = (dstX + w) * dstXFactor;
282 		int dstY1 = dstY * dstYFactor;
283 		int dstY2 = (dstY + h) * dstYFactor;
284 
285 		// Direct3D 9 doesn't support rect -> self.
286 		Draw::Framebuffer *srcFBO = src->fbo;
287 		if (src == dst) {
288 			Draw::Framebuffer *tempFBO = GetTempFBO(TempFBO::BLIT, src->renderWidth, src->renderHeight);
289 			bool result = draw_->BlitFramebuffer(
290 				src->fbo, srcX1, srcY1, srcX2, srcY2,
291 				tempFBO, dstX1, dstY1, dstX2, dstY2,
292 				Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST, tag);
293 			if (result) {
294 				srcFBO = tempFBO;
295 			}
296 		}
297 		bool result = draw_->BlitFramebuffer(
298 			srcFBO, srcX1, srcY1, srcX2, srcY2,
299 			dst->fbo, dstX1, dstY1, dstX2, dstY2,
300 			Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST, tag);
301 		if (!result) {
302 			ERROR_LOG_REPORT(G3D, "fbo_blit_color failed in blit (%08x -> %08x)", src->fb_address, dst->fb_address);
303 		}
304 	}
305 
306 	void ConvertFromBGRA8888(u8 *dst, u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format) {
307 		// Must skip stride in the cases below.  Some games pack data into the cracks, like MotoGP.
308 		const u32 *src32 = (const u32 *)src;
309 
310 		if (format == GE_FORMAT_8888) {
311 			ConvertFromBGRA8888(dst, src, dstStride, srcStride, width, height, Draw::DataFormat::R8G8B8A8_UNORM);
312 		} else {
313 			// But here it shouldn't matter if they do intersect
314 			u16 *dst16 = (u16 *)dst;
315 			switch (format) {
316 			case GE_FORMAT_565: // BGR 565
317 				for (u32 y = 0; y < height; ++y) {
318 					ConvertBGRA8888ToRGB565(dst16, src32, width);
319 					src32 += srcStride;
320 					dst16 += dstStride;
321 				}
322 				break;
323 			case GE_FORMAT_5551: // ABGR 1555
324 				for (u32 y = 0; y < height; ++y) {
325 					ConvertBGRA8888ToRGBA5551(dst16, src32, width);
326 					src32 += srcStride;
327 					dst16 += dstStride;
328 				}
329 				break;
330 			case GE_FORMAT_4444: // ABGR 4444
331 				for (u32 y = 0; y < height; ++y) {
332 					ConvertBGRA8888ToRGBA4444(dst16, src32, width);
333 					src32 += srcStride;
334 					dst16 += dstStride;
335 				}
336 				break;
337 			case GE_FORMAT_8888:
338 			case GE_FORMAT_INVALID:
339 				// Not possible.
340 				break;
341 			}
342 		}
343 	}
344 
345 	void FramebufferManagerDX9::PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
346 		if (!vfb->fbo) {
347 			ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferDirectx9_: vfb->fbo == 0");
348 			return;
349 		}
350 
351 		const u32 fb_address = vfb->fb_address & 0x3FFFFFFF;
352 		const int dstBpp = vfb->format == GE_FORMAT_8888 ? 4 : 2;
353 
354 		// We always need to convert from the framebuffer native format.
355 		// Right now that's always 8888.
356 		DEBUG_LOG(G3D, "Reading framebuffer to mem, fb_address = %08x", fb_address);
357 
358 		LPDIRECT3DSURFACE9 renderTarget = (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0);
359 		D3DSURFACE_DESC desc;
360 		renderTarget->GetDesc(&desc);
361 
362 		LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb);
363 		if (offscreen) {
364 			HRESULT hr = device_->GetRenderTargetData(renderTarget, offscreen);
365 			if (SUCCEEDED(hr)) {
366 				D3DLOCKED_RECT locked;
367 				u32 widthFactor = vfb->renderWidth / vfb->bufferWidth;
368 				u32 heightFactor = vfb->renderHeight / vfb->bufferHeight;
369 				RECT rect = {(LONG)(x * widthFactor), (LONG)(y * heightFactor), (LONG)((x + w) * widthFactor), (LONG)((y + h) * heightFactor)};
370 				hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
371 				if (SUCCEEDED(hr)) {
372 					// TODO: Handle the other formats?  We don't currently create them, I think.
373 					const int dstByteOffset = (y * vfb->fb_stride + x) * dstBpp;
374 					// Pixel size always 4 here because we always request BGRA8888.
375 					ConvertFromBGRA8888(Memory::GetPointer(fb_address + dstByteOffset), (u8 *)locked.pBits, vfb->fb_stride, locked.Pitch / 4, w, h, vfb->format);
376 					offscreen->UnlockRect();
377 				} else {
378 					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);
379 				}
380 			} else {
381 				ERROR_LOG_REPORT(G3D, "Unable to download render target data from %08x", fb_address);
382 			}
383 		}
384 	}
385 
386 	void FramebufferManagerDX9::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) {
387 		if (!vfb->fbo) {
388 			ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0");
389 			return;
390 		}
391 
392 		// We always read the depth buffer in 24_8 format.
393 		const u32 z_address = vfb->z_address;
394 
395 		DEBUG_LOG(FRAMEBUF, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address);
396 
397 		LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0);
398 		if (tex) {
399 			D3DSURFACE_DESC desc;
400 			D3DLOCKED_RECT locked;
401 			tex->GetLevelDesc(0, &desc);
402 			RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height};
403 			HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY);
404 
405 			if (SUCCEEDED(hr)) {
406 				const u32 *packed = (const u32 *)locked.pBits;
407 				u16 *depth = (u16 *)Memory::GetPointer(z_address);
408 
409 				DepthScaleFactors depthScale = GetDepthScaleFactors();
410 				// TODO: Optimize.
411 				for (int yp = 0; yp < h; ++yp) {
412 					for (int xp = 0; xp < w; ++xp) {
413 						const int offset = (yp + y) * vfb->z_stride + x + xp;
414 
415 						float scaled = depthScale.Apply((packed[offset] & 0x00FFFFFF) * (1.0f / 16777215.0f));
416 						if (scaled <= 0.0f) {
417 							depth[offset] = 0;
418 						} else if (scaled >= 65535.0f) {
419 							depth[offset] = 65535;
420 						} else {
421 							depth[offset] = (int)scaled;
422 						}
423 					}
424 				}
425 
426 				tex->UnlockRect(0);
427 			} else {
428 				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);
429 			}
430 		} else {
431 			ERROR_LOG_REPORT(G3D, "Unable to download render target depth from %08x", vfb->fb_address);
432 		}
433 	}
434 
435 	void FramebufferManagerDX9::EndFrame() {
436 	}
437 
438 	void FramebufferManagerDX9::DecimateFBOs() {
439 		FramebufferManagerCommon::DecimateFBOs();
440 		for (auto it = offscreenSurfaces_.begin(); it != offscreenSurfaces_.end(); ) {
441 			int age = frameLastFramebufUsed_ - it->second.last_frame_used;
442 			if (age > FBO_OLD_AGE) {
443 				it->second.surface->Release();
444 				it = offscreenSurfaces_.erase(it);
445 			} else {
446 				++it;
447 			}
448 		}
449 	}
450 
451 	void FramebufferManagerDX9::DestroyAllFBOs() {
452 		FramebufferManagerCommon::DestroyAllFBOs();
453 
454 		for (auto &it : offscreenSurfaces_) {
455 			it.second.surface->Release();
456 		}
457 		offscreenSurfaces_.clear();
458 	}
459 
460 	bool FramebufferManagerDX9::GetFramebuffer(u32 fb_address, int fb_stride, GEBufferFormat fb_format, GPUDebugBuffer &buffer, int maxRes) {
461 		VirtualFramebuffer *vfb = currentRenderVfb_;
462 		if (!vfb) {
463 			vfb = GetVFBAt(fb_address);
464 		}
465 
466 		if (!vfb) {
467 			if (!Memory::IsValidAddress(fb_address))
468 				return false;
469 			// If there's no vfb and we're drawing there, must be memory?
470 			buffer = GPUDebugBuffer(Memory::GetPointer(fb_address), fb_stride, 512, fb_format);
471 			return true;
472 		}
473 		LPDIRECT3DSURFACE9 renderTarget = vfb->fbo ? (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0) : nullptr;
474 		bool success = false;
475 		if (renderTarget) {
476 			Draw::Framebuffer *tempFBO = nullptr;
477 			int w = vfb->renderWidth, h = vfb->renderHeight;
478 
479 			if (maxRes > 0 && vfb->renderWidth > vfb->width * maxRes) {
480 				// Let's resize.  We must stretch to a render target first.
481 				w = vfb->width * maxRes;
482 				h = vfb->height * maxRes;
483 				tempFBO = draw_->CreateFramebuffer({ w, h, 1, 1, false });
484 				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")) {
485 					renderTarget = (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(tempFBO, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0);
486 				}
487 			}
488 
489 			LPDIRECT3DSURFACE9 offscreen = GetOffscreenSurface(renderTarget, vfb);
490 			if (offscreen) {
491 				success = GetRenderTargetFramebuffer(renderTarget, offscreen, w, h, buffer);
492 			}
493 		}
494 
495 		return success;
496 	}
497 
498 	bool FramebufferManagerDX9::GetOutputFramebuffer(GPUDebugBuffer &buffer) {
499 		LPDIRECT3DSURFACE9 renderTarget = nullptr;
500 		HRESULT hr = device_->GetRenderTarget(0, &renderTarget);
501 		bool success = false;
502 		if (renderTarget && SUCCEEDED(hr)) {
503 			D3DSURFACE_DESC desc;
504 			renderTarget->GetDesc(&desc);
505 
506 			LPDIRECT3DSURFACE9 offscreen = nullptr;
507 			HRESULT hr = device_->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &offscreen, NULL);
508 			if (offscreen && SUCCEEDED(hr)) {
509 				success = GetRenderTargetFramebuffer(renderTarget, offscreen, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight, buffer);
510 				offscreen->Release();
511 			}
512 			renderTarget->Release();
513 		}
514 		return success;
515 	}
516 
517 	bool FramebufferManagerDX9::GetRenderTargetFramebuffer(LPDIRECT3DSURFACE9 renderTarget, LPDIRECT3DSURFACE9 offscreen, int w, int h, GPUDebugBuffer &buffer) {
518 		D3DSURFACE_DESC desc;
519 		renderTarget->GetDesc(&desc);
520 
521 		bool success = false;
522 		HRESULT hr = device_->GetRenderTargetData(renderTarget, offscreen);
523 		if (SUCCEEDED(hr)) {
524 			D3DLOCKED_RECT locked;
525 			RECT rect = {0, 0, w, h};
526 			hr = offscreen->LockRect(&locked, &rect, D3DLOCK_READONLY);
527 			if (SUCCEEDED(hr)) {
528 				// TODO: Handle the other formats?  We don't currently create them, I think.
529 				buffer.Allocate(locked.Pitch / 4, desc.Height, GPU_DBG_FORMAT_8888_BGRA, false);
530 				memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
531 				offscreen->UnlockRect();
532 				success = true;
533 			}
534 		}
535 
536 		return success;
537 	}
538 
539 	bool FramebufferManagerDX9::GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_address, int z_stride, GPUDebugBuffer &buffer) {
540 		VirtualFramebuffer *vfb = currentRenderVfb_;
541 		if (!vfb) {
542 			vfb = GetVFBAt(fb_address);
543 		}
544 
545 		if (!vfb) {
546 			// If there's no vfb and we're drawing there, must be memory?
547 			buffer = GPUDebugBuffer(Memory::GetPointer(z_address), z_stride, 512, GPU_DBG_FORMAT_16BIT);
548 			return true;
549 		}
550 
551 		bool success = false;
552 		LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0);
553 		if (tex) {
554 			D3DSURFACE_DESC desc;
555 			D3DLOCKED_RECT locked;
556 			tex->GetLevelDesc(0, &desc);
557 			RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height};
558 			HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY);
559 
560 			if (SUCCEEDED(hr)) {
561 				GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24BIT_8X;
562 				if (gstate_c.Supports(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) {
563 					fmt = GPU_DBG_FORMAT_24BIT_8X_DIV_256;
564 				}
565 				int pixelSize = 4;
566 
567 				buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false);
568 				memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
569 				success = true;
570 				tex->UnlockRect(0);
571 			}
572 		}
573 
574 		return success;
575 	}
576 
577 	bool FramebufferManagerDX9::GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebugBuffer &buffer) {
578 		VirtualFramebuffer *vfb = currentRenderVfb_;
579 		if (!vfb) {
580 			vfb = GetVFBAt(fb_address);
581 		}
582 
583 		if (!vfb) {
584 			// If there's no vfb and we're drawing there, must be memory?
585 			buffer = GPUDebugBuffer(Memory::GetPointer(vfb->z_address), vfb->z_stride, 512, GPU_DBG_FORMAT_16BIT);
586 			return true;
587 		}
588 
589 		bool success = false;
590 		LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0);
591 		if (tex) {
592 			D3DSURFACE_DESC desc;
593 			D3DLOCKED_RECT locked;
594 			tex->GetLevelDesc(0, &desc);
595 			RECT rect = {0, 0, (LONG)desc.Width, (LONG)desc.Height};
596 			HRESULT hr = tex->LockRect(0, &locked, &rect, D3DLOCK_READONLY);
597 
598 			if (SUCCEEDED(hr)) {
599 				GPUDebugBufferFormat fmt = GPU_DBG_FORMAT_24X_8BIT;
600 				int pixelSize = 4;
601 
602 				buffer.Allocate(locked.Pitch / pixelSize, desc.Height, fmt, false);
603 				memcpy(buffer.GetData(), locked.pBits, locked.Pitch * desc.Height);
604 				success = true;
605 				tex->UnlockRect(0);
606 			}
607 		}
608 
609 		return success;
610 	}
611 
612 }  // namespace DX9
613