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authorNolan Check <Nolan.Check@gmail.com>2011-05-12 02:14:45 +0000
committerNolan Check <Nolan.Check@gmail.com>2011-05-12 02:14:45 +0000
commit80247835020092c598fcee519f77e7d581b4d146 (patch)
treec147fd97251c19f401fddda32900974a3fdbf407 /Source
parent8cb2443c2fe22196c26d6e15608273dbc9e6551f (diff)
Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7538 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source')
-rw-r--r--Source/Core/VideoCommon/Src/RenderBase.cpp12
-rw-r--r--Source/Core/VideoCommon/Src/RenderBase.h20
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderManager.cpp16
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp6
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp8
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/Render.cpp165
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/Render.h2
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp2
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/XFBEncoder.cpp8
-rw-r--r--Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp8
-rw-r--r--Source/Plugins/Plugin_VideoDX9/Src/Render.cpp199
-rw-r--r--Source/Plugins/Plugin_VideoDX9/Src/Render.h2
-rw-r--r--Source/Plugins/Plugin_VideoDX9/Src/TextureCache.cpp6
-rw-r--r--Source/Plugins/Plugin_VideoDX9/Src/TextureConverter.cpp18
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/Render.cpp20
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/Render.h2
16 files changed, 231 insertions, 263 deletions
diff --git a/Source/Core/VideoCommon/Src/RenderBase.cpp b/Source/Core/VideoCommon/Src/RenderBase.cpp
index 237605ccf3..edb278acca 100644
--- a/Source/Core/VideoCommon/Src/RenderBase.cpp
+++ b/Source/Core/VideoCommon/Src/RenderBase.cpp
@@ -62,10 +62,6 @@ volatile bool Renderer::s_bScreenshot;
int Renderer::s_target_width;
int Renderer::s_target_height;
-// The custom resolution
-int Renderer::s_Fulltarget_width;
-int Renderer::s_Fulltarget_height;
-
// TODO: Add functionality to reinit all the render targets when the window is resized.
int Renderer::s_backbuffer_width;
int Renderer::s_backbuffer_height;
@@ -180,8 +176,8 @@ bool Renderer::CalculateTargetSize(int multiplier)
if (newEFBWidth != s_target_width || newEFBHeight != s_target_height)
{
- s_Fulltarget_width = s_target_width = newEFBWidth;
- s_Fulltarget_height = s_target_height = newEFBHeight;
+ s_target_width = newEFBWidth;
+ s_target_height = newEFBHeight;
return true;
}
return false;
@@ -375,7 +371,7 @@ void Renderer::RecordVideoMemory()
FifoRecorder::GetInstance().SetVideoMemory(bpMem, cpMem, xfMem, xfRegs, sizeof(XFRegisters) / 4);
}
-void UpdateViewport()
+void UpdateViewport(Matrix44& vpCorrection)
{
- g_renderer->UpdateViewport();
+ g_renderer->UpdateViewport(vpCorrection);
}
diff --git a/Source/Core/VideoCommon/Src/RenderBase.h b/Source/Core/VideoCommon/Src/RenderBase.h
index 98f32c443c..17132ebb8c 100644
--- a/Source/Core/VideoCommon/Src/RenderBase.h
+++ b/Source/Core/VideoCommon/Src/RenderBase.h
@@ -66,12 +66,6 @@ public:
virtual void ApplyState(bool bUseDstAlpha) = 0;
virtual void RestoreState() = 0;
- // Real internal resolution:
- // D3D doesn't support viewports larger than the target size, so we need to resize the target to the viewport size for those.
- // OpenGL supports this, so GetFullTargetWidth returns the same as GetTargetWidth there.
- static int GetFullTargetWidth() { return s_Fulltarget_width; }
- static int GetFullTargetHeight() { return s_Fulltarget_height; }
-
// Ideal internal resolution - determined by display resolution (automatic scaling) and/or a multiple of the native EFB resolution
static int GetTargetWidth() { return s_target_width; }
static int GetTargetHeight() { return s_target_height; }
@@ -99,12 +93,6 @@ public:
static float EFBToScaledXf(float x) { return x * ((float)GetTargetWidth() / (float)EFB_WIDTH); }
static float EFBToScaledYf(float y) { return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT); }
- // Returns the offset at which the EFB will be drawn onto the backbuffer
- // NOTE: Never calculate this manually (e.g. to "increase accuracy"), since you might end up getting off-by-one errors.
- // This is a per-frame constant, so it won't cause any issues.
- static int TargetStrideX() { return (s_Fulltarget_width - s_target_width) / 2; }
- static int TargetStrideY() { return (s_Fulltarget_height - s_target_height) / 2; }
-
// Random utilities
static void SetScreenshot(const char *filename);
static void DrawDebugText();
@@ -124,7 +112,7 @@ public:
// Finish up the current frame, print some stats
virtual void Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc,float Gamma = 1.0f) = 0;
- virtual void UpdateViewport() = 0;
+ virtual void UpdateViewport(Matrix44& vpCorrection) = 0;
virtual bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc) = 0;
@@ -160,10 +148,6 @@ protected:
static int s_target_width;
static int s_target_height;
- // The custom resolution
- static int s_Fulltarget_width;
- static int s_Fulltarget_height;
-
// TODO: Add functionality to reinit all the render targets when the window is resized.
static int s_backbuffer_width;
static int s_backbuffer_height;
@@ -189,7 +173,7 @@ private:
extern Renderer *g_renderer;
-void UpdateViewport();
+void UpdateViewport(Matrix44& vpCorrection);
template <typename R>
void GetScissorRect(MathUtil::Rectangle<R> &rect)
diff --git a/Source/Core/VideoCommon/Src/VertexShaderManager.cpp b/Source/Core/VideoCommon/Src/VertexShaderManager.cpp
index 49b1f50ff9..a18829fde2 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/Src/VertexShaderManager.cpp
@@ -43,12 +43,13 @@ static int nNormalMatricesChanged[2]; // min,max
static int nPostTransformMatricesChanged[2]; // min,max
static int nLightsChanged[2]; // min,max
+static Matrix44 s_viewportCorrection;
static Matrix33 s_viewRotationMatrix;
static Matrix33 s_viewInvRotationMatrix;
static float s_fViewTranslationVector[3];
static float s_fViewRotation[2];
-void UpdateViewport();
+void UpdateViewport(Matrix44& vpCorrection);
inline void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
@@ -301,7 +302,8 @@ void VertexShaderManager::SetConstants()
bViewportChanged = false;
SetVSConstant4f(C_DEPTHPARAMS,xfregs.viewport.farZ / 16777216.0f,xfregs.viewport.zRange / 16777216.0f,0.0f,0.0f);
// This is so implementation-dependent that we can't have it here.
- UpdateViewport();
+ UpdateViewport(s_viewportCorrection);
+ bProjectionChanged = true;
}
if (bProjectionChanged)
@@ -421,12 +423,18 @@ void VertexShaderManager::SetConstants()
Matrix44::Multiply(mtxB, mtxA, viewMtx); // view = rotation x translation
Matrix44::Set(mtxB, g_fProjectionMatrix);
Matrix44::Multiply(mtxB, viewMtx, mtxA); // mtxA = projection x view
+ Matrix44::Multiply(s_viewportCorrection, mtxA, mtxB); // mtxB = viewportCorrection x mtxA
- SetMultiVSConstant4fv(C_PROJECTION, 4, &mtxA.data[0]);
+ SetMultiVSConstant4fv(C_PROJECTION, 4, mtxB.data);
}
else
{
- SetMultiVSConstant4fv(C_PROJECTION, 4, &g_fProjectionMatrix[0]);
+ Matrix44 projMtx;
+ Matrix44::Set(projMtx, g_fProjectionMatrix);
+
+ Matrix44 correctedMtx;
+ Matrix44::Multiply(s_viewportCorrection, projMtx, correctedMtx);
+ SetMultiVSConstant4fv(C_PROJECTION, 4, correctedMtx.data);
}
}
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp b/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp
index e1a0c9e32e..a052567102 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/FramebufferManager.cpp
@@ -54,8 +54,8 @@ D3DTexture2D* FramebufferManager::GetResolvedEFBDepthTexture()
FramebufferManager::FramebufferManager()
{
- const unsigned int target_width = Renderer::GetFullTargetWidth();
- const unsigned int target_height = Renderer::GetFullTargetHeight();
+ const unsigned int target_width = Renderer::GetTargetWidth();
+ const unsigned int target_height = Renderer::GetTargetHeight();
DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode);
// EFB color texture - primary render target
@@ -221,7 +221,7 @@ void XFBSource::CopyEFB(float Gamma)
D3D::SetLinearCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
- Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
+ Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(),Gamma);
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp b/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp
index 0dd1399100..1e27c16a34 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/PSTextureEncoder.cpp
@@ -1080,10 +1080,10 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
params.NumBlocksY = FLOAT(numBlocksY);
params.PosX = FLOAT(correctSrc.left);
params.PosY = FLOAT(correctSrc.top);
- params.TexLeft = float(targetRect.left) / g_renderer->GetFullTargetWidth();
- params.TexTop = float(targetRect.top) / g_renderer->GetFullTargetHeight();
- params.TexRight = float(targetRect.right) / g_renderer->GetFullTargetWidth();
- params.TexBottom = float(targetRect.bottom) / g_renderer->GetFullTargetHeight();
+ params.TexLeft = float(targetRect.left) / g_renderer->GetTargetWidth();
+ params.TexTop = float(targetRect.top) / g_renderer->GetTargetHeight();
+ params.TexRight = float(targetRect.right) / g_renderer->GetTargetWidth();
+ params.TexBottom = float(targetRect.bottom) / g_renderer->GetTargetHeight();
D3D::g_context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0);
D3D::g_context->VSSetConstantBuffers(0, 1, &m_encodeParams);
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
index 418b03ea40..bc8f7e6ca1 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
@@ -376,8 +376,7 @@ Renderer::Renderer()
D3D::g_context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), ClearColor);
D3D::g_context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
- D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)(s_Fulltarget_width - s_target_width) / 2.f,
- (float)(s_Fulltarget_height - s_target_height) / 2.f,
+ D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f,
(float)s_target_width, (float)s_target_height);
D3D::g_context->RSSetViewports(1, &vp);
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
@@ -402,10 +401,10 @@ void Renderer::RenderText(const char *text, int left, int top, u32 color)
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
- result.left = EFBToScaledX(rc.left) + TargetStrideX();
- result.top = EFBToScaledY(rc.top) + TargetStrideY();
- result.right = EFBToScaledX(rc.right) + TargetStrideX();
- result.bottom = EFBToScaledY(rc.bottom) + TargetStrideY();
+ result.left = EFBToScaledX(rc.left);
+ result.top = EFBToScaledY(rc.top);
+ result.right = EFBToScaledX(rc.right);
+ result.bottom = EFBToScaledY(rc.bottom);
return result;
}
@@ -457,10 +456,10 @@ bool Renderer::SetScissorRect()
if (rc.top > EFB_HEIGHT) rc.top = EFB_HEIGHT;
if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
- rc.left = EFBToScaledX(rc.left) + TargetStrideX();
- rc.right = EFBToScaledX(rc.right) + TargetStrideX();
- rc.top = EFBToScaledY(rc.top) + TargetStrideY();
- rc.bottom = EFBToScaledY(rc.bottom) + TargetStrideY();
+ rc.left = EFBToScaledX(rc.left);
+ rc.right = EFBToScaledX(rc.right);
+ rc.top = EFBToScaledY(rc.top);
+ rc.bottom = EFBToScaledY(rc.bottom);
if (rc.left > rc.right)
{
@@ -483,8 +482,8 @@ bool Renderer::SetScissorRect()
else
{
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
- *rc.AsRECT() = CD3D11_RECT(TargetStrideX(), TargetStrideY(),
- TargetStrideX() + s_target_width, TargetStrideY() + s_target_height);
+ *rc.AsRECT() = CD3D11_RECT(0, 0,
+ s_target_width, s_target_height);
D3D::g_context->RSSetScissorRects(1, rc.AsRECT());
return false;
}
@@ -570,8 +569,8 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
&RectToLock,
- Renderer::GetFullTargetWidth(),
- Renderer::GetFullTargetHeight(),
+ Renderer::GetTargetWidth(),
+ Renderer::GetTargetHeight(),
PixelShaderCache::GetDepthMatrixProgram(true),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
@@ -647,18 +646,40 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
ResetAPIState();
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), NULL);
- D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
- - (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f,
- (float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
- - (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f);
+ D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
+ - (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f,
+ (float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
+ - (float)RectToLock.bottom * 2.f / (float)Renderer::GetTargetHeight() + 1.f);
RestoreAPIState();
return 0;
}
}
+// Viewport correction:
+// Say you want a viewport at (ix, iy) with size (iw, ih),
+// but your viewport must be clamped at (ax, ay) with size (aw, ah).
+// Just multiply the projection matrix with the following to get the same
+// effect:
+// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
+// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
+// [ 0 0 1 0 ]
+// [ 0 0 0 1 ]
+static void ViewportCorrectionMatrix(Matrix44& result,
+ float ix, float iy, float iw, float ih, // Intended viewport (x, y, width, height)
+ float ax, float ay, float aw, float ah) // Actual viewport (x, y, width, height)
+{
+ Matrix44::LoadIdentity(result);
+ if (aw == 0.f || ah == 0.f)
+ return;
+ result.data[4*0+0] = iw / aw;
+ result.data[4*0+3] = (iw - 2.f * (ax - ix)) / aw - 1.f;
+ result.data[4*1+1] = ih / ah;
+ result.data[4*1+3] = (-ih + 2.f * (ay - iy)) / ah + 1.f;
+}
+
// Called from VertexShaderManager
-void Renderer::UpdateViewport()
+void Renderer::UpdateViewport(Matrix44& vpCorrection)
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
@@ -667,80 +688,49 @@ void Renderer::UpdateViewport()
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
- const int old_fulltarget_w = Renderer::GetFullTargetWidth();
- const int old_fulltarget_h = Renderer::GetFullTargetHeight();
- int scissorXOff = bpmem.scissorOffset.x << 1;
- int scissorYOff = bpmem.scissorOffset.y << 1;
+ int scissorXOff = bpmem.scissorOffset.x * 2;
+ int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int?
// TODO: Directly use the floats instead of rounding them?
- int X = Renderer::EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff)) + Renderer::TargetStrideX();
- int Y = Renderer::EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff)) + Renderer::TargetStrideY();
- int Width = Renderer::EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
- int Height = Renderer::EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
- if (Width < 0)
+ int intendedX = Renderer::EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff));
+ int intendedY = Renderer::EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff));
+ int intendedWd = Renderer::EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
+ int intendedHt = Renderer::EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
+ if (intendedWd < 0)
{
- X += Width;
- Width *= -1;
+ intendedX += intendedWd;
+ intendedWd = -intendedWd;
}
- if (Height < 0)
+ if (intendedHt < 0)
{
- Y += Height;
- Height *= -1;
+ intendedY += intendedHt;
+ intendedHt = -intendedHt;
}
- bool sizeChanged = false;
+
+ // In D3D, the viewport rectangle must fit within the render target.
+ int X = intendedX;
if (X < 0)
- {
- s_Fulltarget_width -= 2 * X;
X = 0;
- sizeChanged = true;
- }
+ int Y = intendedY;
if (Y < 0)
- {
- s_Fulltarget_height -= 2 * Y;
Y = 0;
- sizeChanged = true;
- }
-
- float newx = (float)X;
- float newy = (float)Y;
- float newwidth = (float)Width;
- float newheight = (float)Height;
- // TODO: If the size hasn't changed for X frames, we should probably shrink the EFB texture for performance reasons
- if (sizeChanged)
- {
- // Make sure that the requested size is actually supported by the GFX driver
- if (Renderer::GetFullTargetWidth() > (int)D3D::GetMaxTextureSize() || Renderer::GetFullTargetHeight() > (int)D3D::GetMaxTextureSize())
- {
- // Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
- ERROR_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D11. Requested EFB size is %dx%d\n", Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight());
-
- // Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors
- newx *= (float)(old_fulltarget_w-1) / (float)(Renderer::GetFullTargetWidth()-1);
- newy *= (float)(old_fulltarget_h-1) / (float)(Renderer::GetFullTargetHeight()-1);
- newwidth *= (float)(old_fulltarget_w-1) / (float)(Renderer::GetFullTargetWidth()-1);
- newheight *= (float)(old_fulltarget_h-1) / (float)(Renderer::GetFullTargetHeight()-1);
-
- s_Fulltarget_width = old_fulltarget_w;
- s_Fulltarget_height = old_fulltarget_h;
- }
- else
- {
- D3D::g_context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
-
- delete g_framebuffer_manager;
- g_framebuffer_manager = new FramebufferManager;
-
- D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
- float clear_col[4] = { 0.f, 0.f, 0.f, 1.f };
- D3D::g_context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), clear_col);
- D3D::g_context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
- }
- }
+ int Wd = intendedWd;
+ if (X + Wd > GetTargetWidth())
+ Wd = GetTargetWidth() - X;
+ int Ht = intendedHt;
+ if (Y + Ht > GetTargetHeight())
+ Ht = GetTargetHeight() - Y;
+
+ // If GX viewport is off the render target, we must clamp our viewport
+ // within the bounds. Use the correction matrix to compensate.
+ ViewportCorrectionMatrix(vpCorrection,
+ intendedX, intendedY, intendedWd, intendedHt,
+ X, Y, Wd, Ht);
// Some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work
- D3D11_VIEWPORT vp = CD3D11_VIEWPORT(newx, newy, newwidth, newheight,
+ D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
1.f); // xfregs.viewport.farZ / 16777216.0f;
D3D::g_context->RSSetViewports(1, &vp);
@@ -778,7 +768,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
void Renderer::ReinterpretPixelData(unsigned int convtype)
{
// TODO: MSAA support..
- D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight());
+ D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
ID3D11PixelShader* pixel_shader;
if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(true);
@@ -792,12 +782,14 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
// convert data and set the target texture as our new EFB
g_renderer->ResetAPIState();
- D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetFullTargetWidth(), (float)g_renderer->GetFullTargetHeight());
+ D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetTargetWidth(), (float)g_renderer->GetTargetHeight());
D3D::g_context->RSSetViewports(1, &vp);
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), NULL);
D3D::SetPointCopySampler();
- D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
+ D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source,
+ g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
+ pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
g_renderer->RestoreAPIState();
@@ -1019,7 +1011,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
// TODO: Improve sampling algorithm for the pixel shader so that we can use the multisampled EFB texture as source
D3DTexture2D* read_texture = FramebufferManager::GetResolvedEFBColorTexture();
- D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), PixelShaderCache::GetColorCopyProgram(false),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma);
+ D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(),
+ Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
+ PixelShaderCache::GetColorCopyProgram(false),
+ VertexShaderCache::GetSimpleVertexShader(),
+ VertexShaderCache::GetSimpleInputLayout(), Gamma);
}
// done with drawing the game stuff, good moment to save a screenshot
@@ -1146,7 +1142,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
Renderer::RestoreAPIState();
D3D::BeginFrame();
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
- UpdateViewport();
VertexShaderManager::SetViewportChanged();
Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
@@ -1167,7 +1162,7 @@ void Renderer::RestoreAPIState()
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
- UpdateViewport();
+ VertexShaderManager::SetViewportChanged();
SetScissorRect();
}
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/Render.h b/Source/Plugins/Plugin_VideoDX11/Src/Render.h
index 4ab4d27419..7e6b4594b5 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/Render.h
+++ b/Source/Plugins/Plugin_VideoDX11/Src/Render.h
@@ -47,7 +47,7 @@ public:
void ReinterpretPixelData(unsigned int convtype);
- void UpdateViewport();
+ void UpdateViewport(Matrix44& vpCorrection);
bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp b/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp
index f8c6db0d36..542cb2bf0e 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp
@@ -130,7 +130,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
// Create texture copy
D3D::drawShadedTexQuad(
(srcFormat == PIXELFMT_Z24) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(),
- &sourcerect, Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
+ &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
(srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/XFBEncoder.cpp b/Source/Plugins/Plugin_VideoDX11/Src/XFBEncoder.cpp
index 19af9021cc..07969fb837 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/XFBEncoder.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/XFBEncoder.cpp
@@ -289,10 +289,10 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
XFBEncodeParams params = { 0 };
params.Width = FLOAT(width);
params.Height = FLOAT(height);
- params.TexLeft = FLOAT(targetRect.left) / g_renderer->GetFullTargetWidth();
- params.TexTop = FLOAT(targetRect.top) / g_renderer->GetFullTargetHeight();
- params.TexRight = FLOAT(targetRect.right) / g_renderer->GetFullTargetWidth();
- params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetFullTargetHeight();
+ params.TexLeft = FLOAT(targetRect.left) / g_renderer->GetTargetWidth();
+ params.TexTop = FLOAT(targetRect.top) / g_renderer->GetTargetHeight();
+ params.TexRight = FLOAT(targetRect.right) / g_renderer->GetTargetWidth();
+ params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetTargetHeight();
params.Gamma = gamma;
D3D::g_context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0);
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp b/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp
index 712cebfd64..0a87a1baf5 100644
--- a/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp
+++ b/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp
@@ -44,8 +44,8 @@ FramebufferManager::Efb FramebufferManager::s_efb;
FramebufferManager::FramebufferManager()
{
bool depth_textures_supported = true;
- int target_width = Renderer::GetFullTargetWidth();
- int target_height = Renderer::GetFullTargetHeight();
+ int target_width = Renderer::GetTargetWidth();
+ int target_height = Renderer::GetTargetHeight();
s_efb.color_surface_Format = D3DFMT_A8R8G8B8;
// EFB color texture - primary render target
@@ -217,8 +217,8 @@ void XFBSource::CopyEFB(float Gamma)
D3D::drawShadedTexQuad(
FramebufferManager::GetEFBColorTexture(),
&sourcerect,
- Renderer::GetFullTargetWidth(),
- Renderer::GetFullTargetHeight(),
+ Renderer::GetTargetWidth(),
+ Renderer::GetTargetHeight(),
texWidth,
texHeight,
PixelShaderCache::GetColorCopyProgram( g_ActiveConfig.iMultisampleMode),
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp b/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp
index 81a2207abf..6c785aa012 100644
--- a/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp
+++ b/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp
@@ -294,7 +294,7 @@ Renderer::Renderer()
CalculateTargetSize(SupersampleCoeficient);
// Make sure to use valid texture sizes
- D3D::FixTextureSize(s_Fulltarget_width, s_Fulltarget_height);
+ D3D::FixTextureSize(s_target_width, s_target_height);
s_bLastFrameDumped = false;
s_bAVIDumping = false;
@@ -323,8 +323,8 @@ Renderer::Renderer()
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
- vp.X = TargetStrideX();
- vp.Y = TargetStrideY();
+ vp.X = 0;
+ vp.Y = 0;
vp.Width = s_target_width;
vp.Height = s_target_height;
D3D::dev->SetViewport(&vp);
@@ -356,10 +356,10 @@ void Renderer::RenderText(const char *text, int left, int top, u32 color)
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
- result.left = EFBToScaledX(rc.left) + TargetStrideX();
- result.top = EFBToScaledY(rc.top) + TargetStrideY();
- result.right = EFBToScaledX(rc.right) + TargetStrideX();
- result.bottom = EFBToScaledY(rc.bottom) + TargetStrideY();
+ result.left = EFBToScaledX(rc.left);
+ result.top = EFBToScaledY(rc.top);
+ result.right = EFBToScaledX(rc.right);
+ result.bottom = EFBToScaledY(rc.bottom);
return result;
}
@@ -454,10 +454,10 @@ bool Renderer::SetScissorRect()
rc.top = temp;
}
- rc.left = EFBToScaledX(rc.left) + TargetStrideX();
- rc.top = EFBToScaledY(rc.top) + TargetStrideY();
- rc.right = EFBToScaledX(rc.right) + TargetStrideX();
- rc.bottom = EFBToScaledY(rc.bottom) + TargetStrideY();
+ rc.left = EFBToScaledX(rc.left);
+ rc.top = EFBToScaledY(rc.top);
+ rc.right = EFBToScaledX(rc.right);
+ rc.bottom = EFBToScaledY(rc.bottom);
// Check that the coordinates are good
if (rc.right != rc.left && rc.bottom != rc.top)
@@ -468,10 +468,10 @@ bool Renderer::SetScissorRect()
else
{
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
- rc.left = TargetStrideX();
- rc.top = TargetStrideY();
- rc.right = TargetStrideX() + s_target_width;
- rc.bottom = TargetStrideY() + s_target_height;
+ rc.left = 0;
+ rc.top = 0;
+ rc.right = s_target_width;
+ rc.bottom = s_target_height;
D3D::dev->SetScissorRect(rc.AsRECT());
}
return false;
@@ -606,8 +606,8 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
D3D::drawShadedTexQuad(
read_texture,
&RectToLock,
- Renderer::GetFullTargetWidth(),
- Renderer::GetFullTargetHeight(),
+ Renderer::GetTargetWidth(),
+ Renderer::GetTargetHeight(),
4, 4,
PixelShaderCache::GetDepthMatrixProgram(0, bformat != FOURCC_RAWZ),
VertexShaderCache::GetSimpleVertexShader(0));
@@ -680,18 +680,40 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
// TODO: Speed this up by batching pokes?
ResetAPIState();
- D3D::drawColorQuad(GetFullTargetWidth(), GetFullTargetHeight(), poke_data,
- (float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
- - (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f,
- (float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
- - (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f);
+ D3D::drawColorQuad(GetTargetWidth(), GetTargetHeight(), poke_data,
+ (float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
+ - (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f,
+ (float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
+ - (float)RectToLock.bottom * 2.f / (float)Renderer::GetTargetHeight() + 1.f);
RestoreAPIState();
return 0;
}
}
+// Viewport correction:
+// Say you want a viewport at (ix, iy) with size (iw, ih),
+// but your viewport must be clamped at (ax, ay) with size (aw, ah).
+// Just multiply the projection matrix with the following to get the same
+// effect:
+// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
+// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
+// [ 0 0 1 0 ]
+// [ 0 0 0 1 ]
+static void ViewportCorrectionMatrix(Matrix44& result,
+ float ix, float iy, float iw, float ih, // Intended viewport (x, y, width, height)
+ float ax, float ay, float aw, float ah) // Actual viewport (x, y, width, height)
+{
+ Matrix44::LoadIdentity(result);
+ if (aw == 0.f || ah == 0.f)
+ return;
+ result.data[4*0+0] = iw / aw;
+ result.data[4*0+3] = (iw - 2.f * (ax - ix)) / aw - 1.f;
+ result.data[4*1+1] = ih / ah;
+ result.data[4*1+3] = (-ih + 2.f * (ay - iy)) / ah + 1.f;
+}
+
// Called from VertexShaderManager
-void Renderer::UpdateViewport()
+void Renderer::UpdateViewport(Matrix44& vpCorrection)
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
@@ -700,98 +722,51 @@ void Renderer::UpdateViewport()
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
- const int old_fulltarget_w = Renderer::GetFullTargetWidth();
- const int old_fulltarget_h = Renderer::GetFullTargetHeight();
- int scissorXOff = bpmem.scissorOffset.x << 1;
- int scissorYOff = bpmem.scissorOffset.y << 1;
+ int scissorXOff = bpmem.scissorOffset.x * 2;
+ int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int?
- int X = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff)) + TargetStrideX();
- int Y = EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff)) + TargetStrideY();
- int Width = EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
- int Height = EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
- if (Width < 0)
+ int intendedX = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff));
+ int intendedY = EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff));
+ int intendedWd = EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
+ int intendedHt = EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
+ if (intendedWd < 0)
{
- X += Width;
- Width *= -1;
+ intendedX += intendedWd;
+ intendedWd = -intendedWd;
}
- if (Height < 0)
+ if (intendedHt < 0)
{
- Y += Height;
- Height *= -1;
+ intendedY += intendedHt;
+ intendedHt = -intendedHt;
}
- bool sizeChanged = false;
+
+ // In D3D, the viewport rectangle must fit within the render target.
+ int X = intendedX;
if (X < 0)
- {
- s_Fulltarget_width -= 2 * X;
X = 0;
- sizeChanged=true;
- }
+ int Y = intendedY;
if (Y < 0)
- {
- s_Fulltarget_height -= 2 * Y;
Y = 0;
- sizeChanged = true;
- }
- if (!IS_AMD)
- {
- if(X + Width > Renderer::GetFullTargetWidth())
- {
- s_Fulltarget_width += (X + Width - Renderer::GetFullTargetWidth()) * 2;
- sizeChanged = true;
- }
- if(Y + Height > Renderer::GetFullTargetHeight())
- {
- s_Fulltarget_height += (Y + Height - Renderer::GetFullTargetHeight()) * 2;
- sizeChanged = true;
- }
- }
-
- // TODO: If the size hasn't changed for X frames, we should probably shrink the EFB texture for performance reasons
- if (sizeChanged)
- {
- const int ideal_width = s_Fulltarget_width;
- const int ideal_height = s_Fulltarget_height;
-
- // Make sure that the requested size is actually supported by the GFX driver
- D3D::FixTextureSize(s_Fulltarget_width, s_Fulltarget_height);
-
- // If the new EFB size is big enough for the requested viewport, we just recreate the internal buffer.
- // Otherwise we use a hack to make the viewport fit into the smaller buffer by rendering at a lower resolution.
- if (s_Fulltarget_width < ideal_width || s_Fulltarget_height < ideal_height)
- {
- // HACK: Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
- ERROR_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D9. Requested EFB size is %dx%d, keeping the %dx%d EFB now\n", ideal_width, ideal_height, old_fulltarget_w, old_fulltarget_h);
-
- // Modify the viewport to fit to the old EFB size (effectively makes us render at a lower resolution)
- X = X * old_fulltarget_w / ideal_width;
- Y = Y * old_fulltarget_h / ideal_height;
- Width = Width * old_fulltarget_w / ideal_width;
- Height = Height * old_fulltarget_h / ideal_height;
-
- s_Fulltarget_width = old_fulltarget_w;
- s_Fulltarget_height = old_fulltarget_h;
- }
- else
- {
- D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
- D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
-
- delete g_framebuffer_manager;
- g_framebuffer_manager = new FramebufferManager;
-
- D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
- D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
- D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
- }
- }
+ int Wd = intendedWd;
+ if (X + Wd > GetTargetWidth())
+ Wd = GetTargetWidth() - X;
+ int Ht = intendedHt;
+ if (Y + Ht > GetTargetHeight())
+ Ht = GetTargetHeight() - Y;
+
+ // If GX viewport is off the render target, we must clamp our viewport
+ // within the bounds. Use the correction matrix to compensate.
+ ViewportCorrectionMatrix(vpCorrection,
+ intendedX, intendedY, intendedWd, intendedHt,
+ X, Y, Wd, Ht);
D3DVIEWPORT9 vp;
vp.X = X;
vp.Y = Y;
- vp.Width = Width;
- vp.Height = Height;
+ vp.Width = Wd;
+ vp.Height = Ht;
// Some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work
vp.MinZ = 0.0f; // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
@@ -830,14 +805,14 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
D3D::dev->SetViewport(&vp);
- D3D::drawClearQuad(GetFullTargetWidth(), GetFullTargetHeight(), color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
+ D3D::drawClearQuad(GetTargetWidth(), GetTargetHeight(), color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
RestoreAPIState();
}
void Renderer::ReinterpretPixelData(unsigned int convtype)
{
RECT source;
- SetRect(&source, 0, 0, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight());
+ SetRect(&source, 0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
LPDIRECT3DPIXELSHADER9 pixel_shader;
if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6();
@@ -854,13 +829,16 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
- vp.Width = g_renderer->GetFullTargetWidth();
- vp.Height = g_renderer->GetFullTargetHeight();
+ vp.Width = g_renderer->GetTargetWidth();
+ vp.Height = g_renderer->GetTargetHeight();
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
D3D::dev->SetViewport(&vp);
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
- D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture(), &source, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(), g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(0));
+ D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture(), &source,
+ g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
+ g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
+ pixel_shader, VertexShaderCache::GetSimpleVertexShader(0));
FramebufferManager::SwapReinterpretTexture();
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
g_renderer->RestoreAPIState();
@@ -974,7 +952,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
- D3D::drawClearQuad(GetFullTargetWidth(), GetFullTargetHeight(), 0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
+ D3D::drawClearQuad(GetTargetWidth(), GetTargetHeight(), 0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
}
else
{
@@ -1063,7 +1041,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
{
TargetRectangle targetRc = ConvertEFBRectangle(rc);
LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBColorTexture();
- D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),Width,Height,PixelShaderCache::GetColorCopyProgram(g_ActiveConfig.iMultisampleMode),VertexShaderCache::GetSimpleVertexShader(g_ActiveConfig.iMultisampleMode),Gamma);
+ D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),
+ Renderer::GetTargetWidth(),Renderer::GetTargetHeight(),
+ Width,Height,
+ PixelShaderCache::GetColorCopyProgram(g_ActiveConfig.iMultisampleMode),
+ VertexShaderCache::GetSimpleVertexShader(g_ActiveConfig.iMultisampleMode),Gamma);
}
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
@@ -1267,7 +1249,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
- UpdateViewport();
VertexShaderManager::SetViewportChanged();
Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
@@ -1311,7 +1292,7 @@ void Renderer::RestoreAPIState()
// Gets us back into a more game-like state.
D3D::SetRenderState(D3DRS_FILLMODE, g_ActiveConfig.bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
- UpdateViewport();
+ VertexShaderManager::SetViewportChanged();
SetScissorRect();
if (bpmem.zmode.testenable) {
D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/Render.h b/Source/Plugins/Plugin_VideoDX9/Src/Render.h
index 21ddfcb730..b3c89f82f9 100644
--- a/Source/Plugins/Plugin_VideoDX9/Src/Render.h
+++ b/Source/Plugins/Plugin_VideoDX9/Src/Render.h
@@ -42,7 +42,7 @@ public:
void ReinterpretPixelData(unsigned int convtype);
- void UpdateViewport();
+ void UpdateViewport(Matrix44& vpCorrection);
bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/TextureCache.cpp b/Source/Plugins/Plugin_VideoDX9/Src/TextureCache.cpp
index b7b77e6d9b..7c741e08a9 100644
--- a/Source/Plugins/Plugin_VideoDX9/Src/TextureCache.cpp
+++ b/Source/Plugins/Plugin_VideoDX9/Src/TextureCache.cpp
@@ -132,7 +132,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
int SSAAMode = g_ActiveConfig.iMultisampleMode;
D3D::drawShadedTexQuad(read_texture, &sourcerect,
- Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
+ Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
virtualW, virtualH,
// TODO: why is D3DFMT_D24X8 singled out here? why not D3DFMT_D24X4S4/D24S8/D24FS8/D32/D16/D15S1 too, or none of them?
PixelShaderCache::GetDepthMatrixProgram(SSAAMode, (srcFormat == PIXELFMT_Z24) && bformat != FOURCC_RAWZ && bformat != D3DFMT_D24X8),
@@ -146,8 +146,8 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
hash = TextureConverter::EncodeToRamFromTexture(
addr,
read_texture,
- Renderer::GetFullTargetWidth(),
- Renderer::GetFullTargetHeight(),
+ Renderer::GetTargetWidth(),
+ Renderer::GetTargetHeight(),
srcFormat == PIXELFMT_Z24,
isIntensity,
dstFormat,
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/TextureConverter.cpp b/Source/Plugins/Plugin_VideoDX9/Src/TextureConverter.cpp
index 627db705bd..b41f8fd4fa 100644
--- a/Source/Plugins/Plugin_VideoDX9/Src/TextureConverter.cpp
+++ b/Source/Plugins/Plugin_VideoDX9/Src/TextureConverter.cpp
@@ -207,7 +207,7 @@ void Shutdown()
TrnBuffers[i].Width = 0;
TrnBuffers[i].Height = 0;
}
- WorkingBuffers = 0;
+ WorkingBuffers = 0;
}
void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourceRc,
@@ -358,12 +358,12 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
TextureConversionShader::SetShaderParameters(
(float)expandedWidth,
(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
- (float)(Renderer::EFBToScaledX(source.left) + Renderer::TargetStrideX()),
- (float)(Renderer::EFBToScaledY(source.top) + Renderer::TargetStrideY()),
+ (float)Renderer::EFBToScaledX(source.left),
+ (float)Renderer::EFBToScaledY(source.top),
Renderer::EFBToScaledXf(sampleStride),
Renderer::EFBToScaledYf(sampleStride),
- (float)Renderer::GetFullTargetWidth(),
- (float)Renderer::GetFullTargetHeight());
+ (float)Renderer::GetTargetWidth(),
+ (float)Renderer::GetTargetHeight());
TargetRectangle scaledSource;
scaledSource.top = 0;
@@ -422,8 +422,8 @@ u64 EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture, u32 So
TextureConversionShader::SetShaderParameters(
(float)expandedWidth,
(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
- (float)(Renderer::EFBToScaledX(source.left) + Renderer::TargetStrideX()),
- (float)(Renderer::EFBToScaledY(source.top) + Renderer::TargetStrideY()),
+ (float)Renderer::EFBToScaledX(source.left),
+ (float)Renderer::EFBToScaledY(source.top),
Renderer::EFBToScaledXf(sampleStride),
Renderer::EFBToScaledYf(sampleStride),
(float)SourceW,
@@ -461,8 +461,8 @@ void EncodeToRamYUYV(LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourc
0.0f,
1.0f,
1.0f,
- (float)Renderer::GetFullTargetWidth(),
- (float)Renderer::GetFullTargetHeight());
+ (float)Renderer::GetTargetWidth(),
+ (float)Renderer::GetTargetHeight());
g_renderer->ResetAPIState();
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false,Gamma);
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
index de67ae3bee..c8e667763c 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp
@@ -625,10 +625,10 @@ void Renderer::RenderText(const char *text, int left, int top, u32 color)
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
- result.left = EFBToScaledX(rc.left) + TargetStrideX();
- result.top = EFBToScaledY(EFB_HEIGHT - rc.top) + TargetStrideY();
- result.right = EFBToScaledX(rc.right) - (TargetStrideX() * 2);
- result.bottom = EFBToScaledY(EFB_HEIGHT - rc.bottom) - (TargetStrideY() * 2);
+ result.left = EFBToScaledX(rc.left);
+ result.top = EFBToScaledY(EFB_HEIGHT - rc.top);
+ result.right = EFBToScaledX(rc.right);
+ result.bottom = EFBToScaledY(EFB_HEIGHT - rc.bottom);
return result;
}
@@ -822,7 +822,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
}
// Called from VertexShaderManager
-void Renderer::UpdateViewport()
+void Renderer::UpdateViewport(Matrix44& vpCorrection)
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
@@ -832,8 +832,8 @@ void Renderer::UpdateViewport()
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
- int scissorXOff = bpmem.scissorOffset.x << 1;
- int scissorYOff = bpmem.scissorOffset.y << 1;
+ int scissorXOff = bpmem.scissorOffset.x * 2;
+ int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int?
int X = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - (float)scissorXOff));
@@ -852,6 +852,10 @@ void Renderer::UpdateViewport()
Y += Height;
Height *= -1;
}
+
+ // OpenGL does not require any viewport correct
+ Matrix44::LoadIdentity(vpCorrection);
+
// Update the view port
glViewport(X, Y, Width, Height);
glDepthRange(GLNear, GLFar);
@@ -1432,7 +1436,7 @@ void Renderer::RestoreAPIState()
SetColorMask();
SetDepthMode();
SetBlendMode(true);
- UpdateViewport();
+ VertexShaderManager::SetViewportChanged();
if (g_ActiveConfig.bWireFrame)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/Render.h b/Source/Plugins/Plugin_VideoOGL/Src/Render.h
index 4d8a0e8e2d..5805c524ae 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/Render.h
+++ b/Source/Plugins/Plugin_VideoOGL/Src/Render.h
@@ -45,7 +45,7 @@ public:
void ReinterpretPixelData(unsigned int convtype);
- void UpdateViewport();
+ void UpdateViewport(Matrix44& vpCorrection);
bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);