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path: root/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp
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Diffstat (limited to 'Source/Plugins/Plugin_VideoDX9/Src/Render.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoDX9/Src/Render.cpp2342
1 files changed, 1171 insertions, 1171 deletions
diff --git a/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp b/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp
index 625db5f44e..9fcabb4796 100644
--- a/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp
+++ b/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp
@@ -63,165 +63,165 @@ static LPDIRECT3DSURFACE9 ScreenShootMEMSurface = NULL;
void SetupDeviceObjects()
{
- D3D::font.Init();
- VertexLoaderManager::Init();
- g_framebuffer_manager = new FramebufferManager;
-
- VertexShaderManager::Dirty();
- PixelShaderManager::Dirty();
- TextureConverter::Init();
-
- // To avoid shader compilation stutters, read back all shaders from cache.
- VertexShaderCache::Init();
- PixelShaderCache::Init();
- g_vertex_manager->CreateDeviceObjects();
- ((PerfQuery*)g_perf_query)->CreateDeviceObjects();
- // Texture cache will recreate themselves over time.
+ D3D::font.Init();
+ VertexLoaderManager::Init();
+ g_framebuffer_manager = new FramebufferManager;
+
+ VertexShaderManager::Dirty();
+ PixelShaderManager::Dirty();
+ TextureConverter::Init();
+
+ // To avoid shader compilation stutters, read back all shaders from cache.
+ VertexShaderCache::Init();
+ PixelShaderCache::Init();
+ g_vertex_manager->CreateDeviceObjects();
+ ((PerfQuery*)g_perf_query)->CreateDeviceObjects();
+ // Texture cache will recreate themselves over time.
}
// Kill off all POOL_DEFAULT device objects.
void TeardownDeviceObjects()
{
- if(ScreenShootMEMSurface)
- ScreenShootMEMSurface->Release();
- ScreenShootMEMSurface = NULL;
- D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
- D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
- delete g_framebuffer_manager;
- ((PerfQuery*)g_perf_query)->DestroyDeviceObjects();
- D3D::font.Shutdown();
- TextureCache::Invalidate();
- VertexLoaderManager::Shutdown();
- VertexShaderCache::Shutdown();
- PixelShaderCache::Shutdown();
- TextureConverter::Shutdown();
- g_vertex_manager->DestroyDeviceObjects();
+ if(ScreenShootMEMSurface)
+ ScreenShootMEMSurface->Release();
+ ScreenShootMEMSurface = NULL;
+ D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
+ D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
+ delete g_framebuffer_manager;
+ ((PerfQuery*)g_perf_query)->DestroyDeviceObjects();
+ D3D::font.Shutdown();
+ TextureCache::Invalidate();
+ VertexLoaderManager::Shutdown();
+ VertexShaderCache::Shutdown();
+ PixelShaderCache::Shutdown();
+ TextureConverter::Shutdown();
+ g_vertex_manager->DestroyDeviceObjects();
}
// Init functions
Renderer::Renderer()
{
- InitFPSCounter();
-
- st = new char[32768];
-
- int fullScreenRes, x, y, w_temp, h_temp;
- s_blendMode = 0;
- // Multisample Anti-aliasing hasn't been implemented yet use supersamling instead
- int backbuffer_ms_mode = 0;
-
- Host_GetRenderWindowSize(x, y, w_temp, h_temp);
-
- for (fullScreenRes = 0; fullScreenRes < (int)D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size(); fullScreenRes++)
- {
- if ((D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].xres == w_temp) &&
- (D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].yres == h_temp))
- break;
- }
- if (fullScreenRes == D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size())
- fullScreenRes = 0;
-
- D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(),
- fullScreenRes, backbuffer_ms_mode, false);
-
- IS_AMD = D3D::IsATIDevice();
-
- // Decide framebuffer size
- s_backbuffer_width = D3D::GetBackBufferWidth();
- s_backbuffer_height = D3D::GetBackBufferHeight();
-
- FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
- FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
-
- UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
-
- s_LastAA = g_ActiveConfig.iMultisampleMode;
- int SupersampleCoeficient = (s_LastAA % 3) + 1;
-
- s_LastEFBScale = g_ActiveConfig.iEFBScale;
- CalculateTargetSize(s_backbuffer_width, s_backbuffer_height, SupersampleCoeficient);
-
- // Make sure to use valid texture sizes
- D3D::FixTextureSize(s_target_width, s_target_height);
-
- // We're not using fixed function.
- // Let's just set the matrices to identity to be sure.
- D3DXMATRIX mtx;
- D3DXMatrixIdentity(&mtx);
- D3D::dev->SetTransform(D3DTS_VIEW, &mtx);
- D3D::dev->SetTransform(D3DTS_WORLD, &mtx);
-
- SetupDeviceObjects();
-
- for (int stage = 0; stage < 8; stage++)
- D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, 1 << g_ActiveConfig.iMaxAnisotropy);
-
- D3DVIEWPORT9 vp;
- vp.X = 0;
- vp.Y = 0;
- vp.Width = s_backbuffer_width;
- vp.Height = s_backbuffer_height;
- vp.MinZ = 0.0f;
- vp.MaxZ = 1.0f;
- D3D::dev->SetViewport(&vp);
- D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 0, 0);
-
- D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
- D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
- vp.X = 0;
- vp.Y = 0;
- vp.Width = s_target_width;
- vp.Height = s_target_height;
- D3D::dev->SetViewport(&vp);
- D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
- D3D::BeginFrame();
- D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
- D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
- D3D::SetRenderState(D3DRS_POINTSCALEENABLE,false);
- m_fMaxPointSize = D3D::GetCaps().MaxPointSize;
- // Handle VSync on/off
- s_vsync = g_ActiveConfig.IsVSync();
+ InitFPSCounter();
+
+ st = new char[32768];
+
+ int fullScreenRes, x, y, w_temp, h_temp;
+ s_blendMode = 0;
+ // Multisample Anti-aliasing hasn't been implemented yet use supersamling instead
+ int backbuffer_ms_mode = 0;
+
+ Host_GetRenderWindowSize(x, y, w_temp, h_temp);
+
+ for (fullScreenRes = 0; fullScreenRes < (int)D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size(); fullScreenRes++)
+ {
+ if ((D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].xres == w_temp) &&
+ (D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].yres == h_temp))
+ break;
+ }
+ if (fullScreenRes == D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size())
+ fullScreenRes = 0;
+
+ D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(),
+ fullScreenRes, backbuffer_ms_mode, false);
+
+ IS_AMD = D3D::IsATIDevice();
+
+ // Decide framebuffer size
+ s_backbuffer_width = D3D::GetBackBufferWidth();
+ s_backbuffer_height = D3D::GetBackBufferHeight();
+
+ FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
+ FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
+
+ UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
+
+ s_LastAA = g_ActiveConfig.iMultisampleMode;
+ int SupersampleCoeficient = (s_LastAA % 3) + 1;
+
+ s_LastEFBScale = g_ActiveConfig.iEFBScale;
+ CalculateTargetSize(s_backbuffer_width, s_backbuffer_height, SupersampleCoeficient);
+
+ // Make sure to use valid texture sizes
+ D3D::FixTextureSize(s_target_width, s_target_height);
+
+ // We're not using fixed function.
+ // Let's just set the matrices to identity to be sure.
+ D3DXMATRIX mtx;
+ D3DXMatrixIdentity(&mtx);
+ D3D::dev->SetTransform(D3DTS_VIEW, &mtx);
+ D3D::dev->SetTransform(D3DTS_WORLD, &mtx);
+
+ SetupDeviceObjects();
+
+ for (int stage = 0; stage < 8; stage++)
+ D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, 1 << g_ActiveConfig.iMaxAnisotropy);
+
+ D3DVIEWPORT9 vp;
+ vp.X = 0;
+ vp.Y = 0;
+ vp.Width = s_backbuffer_width;
+ vp.Height = s_backbuffer_height;
+ vp.MinZ = 0.0f;
+ vp.MaxZ = 1.0f;
+ D3D::dev->SetViewport(&vp);
+ D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 0, 0);
+
+ D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
+ D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
+ vp.X = 0;
+ vp.Y = 0;
+ vp.Width = s_target_width;
+ vp.Height = s_target_height;
+ D3D::dev->SetViewport(&vp);
+ D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
+ D3D::BeginFrame();
+ D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
+ D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
+ D3D::SetRenderState(D3DRS_POINTSCALEENABLE,false);
+ m_fMaxPointSize = D3D::GetCaps().MaxPointSize;
+ // Handle VSync on/off
+ s_vsync = g_ActiveConfig.IsVSync();
}
Renderer::~Renderer()
{
- TeardownDeviceObjects();
- D3D::EndFrame();
- D3D::Present();
- D3D::Close();
-
- delete[] st;
+ TeardownDeviceObjects();
+ D3D::EndFrame();
+ D3D::Present();
+ D3D::Close();
+
+ delete[] st;
}
void Renderer::RenderText(const char *text, int left, int top, u32 color)
{
- D3D::font.DrawTextScaled((float)left, (float)top, 20, 20, 0.0f, color, text);
+ D3D::font.DrawTextScaled((float)left, (float)top, 20, 20, 0.0f, color, text);
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
- TargetRectangle result;
- result.left = EFBToScaledX(rc.left);
- result.top = EFBToScaledY(rc.top);
- result.right = EFBToScaledX(rc.right);
- result.bottom = EFBToScaledY(rc.bottom);
- return result;
+ TargetRectangle result;
+ result.left = EFBToScaledX(rc.left);
+ result.top = EFBToScaledY(rc.top);
+ result.right = EFBToScaledX(rc.right);
+ result.bottom = EFBToScaledY(rc.bottom);
+ return result;
}
}
void formatBufferDump(const u8* in, u8* out, int w, int h, int p)
{
- for (int y = 0; y < h; y++)
- {
- auto line = in + (h - y - 1) * p;
- for (int x = 0; x < w; x++)
- {
- memcpy(out, line, 3);
- out += 3;
- line += 4;
- }
- }
+ for (int y = 0; y < h; y++)
+ {
+ auto line = in + (h - y - 1) * p;
+ for (int x = 0; x < w; x++)
+ {
+ memcpy(out, line, 3);
+ out += 3;
+ line += 4;
+ }
+ }
}
namespace DX9
@@ -231,63 +231,63 @@ namespace DX9
// size.
bool Renderer::CheckForResize()
{
- while (EmuWindow::IsSizing())
- Sleep(10);
-
- if (EmuWindow::GetParentWnd())
- {
- // Re-stretch window to parent window size again, if it has a parent window.
- RECT rcParentWindow;
- GetWindowRect(EmuWindow::GetParentWnd(), &rcParentWindow);
- int width = rcParentWindow.right - rcParentWindow.left;
- int height = rcParentWindow.bottom - rcParentWindow.top;
- if (width != Renderer::GetBackbufferWidth() || height != Renderer::GetBackbufferHeight())
- MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
- }
-
- RECT rcWindow;
- GetClientRect(EmuWindow::GetWnd(), &rcWindow);
- int client_width = rcWindow.right - rcWindow.left;
- int client_height = rcWindow.bottom - rcWindow.top;
-
- // Sanity check
- if ((client_width != Renderer::GetBackbufferWidth() ||
- client_height != Renderer::GetBackbufferHeight()) &&
- client_width >= 4 && client_height >= 4)
- {
- TeardownDeviceObjects();
-
- D3D::Reset();
- s_backbuffer_width = D3D::GetBackBufferWidth();
- s_backbuffer_height = D3D::GetBackBufferHeight();
- if(ScreenShootMEMSurface)
- ScreenShootMEMSurface->Release();
- D3D::dev->CreateOffscreenPlainSurface(Renderer::GetBackbufferWidth(), Renderer::GetBackbufferHeight(),
- D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
-
- return true;
- }
-
- return false;
+ while (EmuWindow::IsSizing())
+ Sleep(10);
+
+ if (EmuWindow::GetParentWnd())
+ {
+ // Re-stretch window to parent window size again, if it has a parent window.
+ RECT rcParentWindow;
+ GetWindowRect(EmuWindow::GetParentWnd(), &rcParentWindow);
+ int width = rcParentWindow.right - rcParentWindow.left;
+ int height = rcParentWindow.bottom - rcParentWindow.top;
+ if (width != Renderer::GetBackbufferWidth() || height != Renderer::GetBackbufferHeight())
+ MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
+ }
+
+ RECT rcWindow;
+ GetClientRect(EmuWindow::GetWnd(), &rcWindow);
+ int client_width = rcWindow.right - rcWindow.left;
+ int client_height = rcWindow.bottom - rcWindow.top;
+
+ // Sanity check
+ if ((client_width != Renderer::GetBackbufferWidth() ||
+ client_height != Renderer::GetBackbufferHeight()) &&
+ client_width >= 4 && client_height >= 4)
+ {
+ TeardownDeviceObjects();
+
+ D3D::Reset();
+ s_backbuffer_width = D3D::GetBackBufferWidth();
+ s_backbuffer_height = D3D::GetBackBufferHeight();
+ if(ScreenShootMEMSurface)
+ ScreenShootMEMSurface->Release();
+ D3D::dev->CreateOffscreenPlainSurface(Renderer::GetBackbufferWidth(), Renderer::GetBackbufferHeight(),
+ D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
+
+ return true;
+ }
+
+ return false;
}
void Renderer::SetScissorRect(const TargetRectangle& rc)
{
- D3D::dev->SetScissorRect(rc.AsRECT());
+ D3D::dev->SetScissorRect(rc.AsRECT());
}
void Renderer::SetColorMask()
{
- // Only enable alpha channel if it's supported by the current EFB format
- DWORD color_mask = 0;
- if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
- {
- if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
- color_mask = D3DCOLORWRITEENABLE_ALPHA;
- if (bpmem.blendmode.colorupdate)
- color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
- }
- D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
+ // Only enable alpha channel if it's supported by the current EFB format
+ DWORD color_mask = 0;
+ if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
+ {
+ if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
+ color_mask = D3DCOLORWRITEENABLE_ALPHA;
+ if (bpmem.blendmode.colorupdate)
+ color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
+ }
+ D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
}
// This function allows the CPU to directly access the EFB.
@@ -306,191 +306,191 @@ void Renderer::SetColorMask()
// - GX_PokeZMode (TODO)
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
- if (!g_ActiveConfig.bEFBAccessEnable)
- return 0;
-
- if (type == POKE_Z)
- {
- static bool alert_only_once = true;
- if (!alert_only_once) return 0;
- PanicAlert("EFB: Poke Z not implemented (tried to poke z value %#x at (%d,%d))", poke_data, x, y);
- alert_only_once = false;
- return 0;
- }
-
- // if depth textures aren't supported by the hardware, just return
- if (type == PEEK_Z)
- if (FramebufferManager::GetEFBDepthTexture() == NULL)
- return 0;
-
- // We're using three surfaces here:
- // - pEFBSurf: EFB Surface. Source surface when peeking, destination surface when poking.
- // - pBufferRT: A render target surface. When peeking, we render a textured quad to this surface.
- // - pSystemBuf: An offscreen surface. Used to retrieve the pixel data from pBufferRT.
- LPDIRECT3DSURFACE9 pEFBSurf, pBufferRT, pSystemBuf;
- if(type == PEEK_Z || type == POKE_Z)
- {
- pEFBSurf = FramebufferManager::GetEFBDepthRTSurface();
- pBufferRT = FramebufferManager::GetEFBDepthReadSurface();
- pSystemBuf = FramebufferManager::GetEFBDepthOffScreenRTSurface();
- }
- else //if(type == PEEK_COLOR || type == POKE_COLOR)
- {
- pEFBSurf = FramebufferManager::GetEFBColorRTSurface();
- pBufferRT = FramebufferManager::GetEFBColorReadSurface();
- pSystemBuf = FramebufferManager::GetEFBColorOffScreenRTSurface();
- }
-
- // Buffer not found alert
- if (!pEFBSurf) {
- PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
- return 0;
- }
-
- // Convert EFB dimensions to the ones of our render target
- EFBRectangle efbPixelRc;
- efbPixelRc.left = x;
- efbPixelRc.top = y;
- efbPixelRc.right = x + 1;
- efbPixelRc.bottom = y + 1;
-
- TargetRectangle targetPixelRc = ConvertEFBRectangle(efbPixelRc);
-
- HRESULT hr;
- RECT RectToLock;
- RectToLock.bottom = targetPixelRc.bottom;
- RectToLock.left = targetPixelRc.left;
- RectToLock.right = targetPixelRc.right;
- RectToLock.top = targetPixelRc.top;
- if (type == PEEK_Z)
- {
- // TODO: why is D3DFMT_D24X8 singled out here? why not D3DFMT_D24X4S4/D24S8/D24FS8/D32/D16/D15S1 too, or none of them?
- if (FramebufferManager::GetEFBDepthRTSurfaceFormat() == D3DFMT_D24X8)
- return 0;
-
- RECT PixelRect;
- PixelRect.bottom = 4;
- PixelRect.left = 0;
- PixelRect.right = 4;
- PixelRect.top = 0;
- RectToLock.bottom+=2;
- RectToLock.right+=1;
- RectToLock.top-=1;
- RectToLock.left-=2;
- if ((RectToLock.bottom - RectToLock.top) > 4)
- RectToLock.bottom--;
- if ((RectToLock.right - RectToLock.left) > 4)
- RectToLock.left++;
-
- ResetAPIState(); // Reset any game specific settings
- D3D::dev->SetDepthStencilSurface(NULL);
- D3D::dev->SetRenderTarget(0, pBufferRT);
-
- // Stretch picture with increased internal resolution
- D3DVIEWPORT9 vp;
- vp.X = 0;
- vp.Y = 0;
- vp.Width = 4;
- vp.Height = 4;
- vp.MinZ = 0.0f;
- vp.MaxZ = 1.0f;
- D3D::dev->SetViewport(&vp);
-
- float colmat[28] = {0.0f};
- colmat[0] = colmat[5] = colmat[10] = 1.0f;
- PixelShaderManager::SetColorMatrix(colmat); // set transformation
- LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBDepthTexture();
-
- D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
-
- D3DFORMAT bformat = FramebufferManager::GetEFBDepthRTSurfaceFormat();
-
- D3D::drawShadedTexQuad(
- read_texture,
- &RectToLock,
- Renderer::GetTargetWidth(),
- Renderer::GetTargetHeight(),
- 4, 4,
- PixelShaderCache::GetDepthMatrixProgram(0, bformat != FOURCC_RAWZ),
- VertexShaderCache::GetSimpleVertexShader(0));
-
- D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
-
- D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
- D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
- RestoreAPIState();
-
- // Retrieve the pixel data to the local memory buffer
- RectToLock.bottom = 4;
- RectToLock.left = 0;
- RectToLock.right = 4;
- RectToLock.top = 0;
- D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
-
- // EFB data successfully retrieved, now get the pixel data
- D3DLOCKED_RECT drect;
- pSystemBuf->LockRect(&drect, &RectToLock, D3DLOCK_READONLY);
- u32 z = ((u32*)drect.pBits)[6]; // 24 bit depth value
- pSystemBuf->UnlockRect();
-
- // if Z is in 16 bit format you must return a 16 bit integer
- if(bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16) {
- z >>= 8;
- }
-
- return z;
- }
- else if(type == PEEK_COLOR)
- {
- // We can't directly StretchRect to System buf because is not supported by all implementations
- // this is the only safe path that works in most cases
- hr = D3D::dev->StretchRect(pEFBSurf, &RectToLock, pBufferRT, NULL, D3DTEXF_NONE);
- D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
-
- // EFB data successfully retrieved, now get the pixel data
- RectToLock.bottom = 1;
- RectToLock.left = 0;
- RectToLock.right = 1;
- RectToLock.top = 0;
-
- D3DLOCKED_RECT drect;
- pSystemBuf->LockRect(&drect, &RectToLock, D3DLOCK_READONLY);
- u32 ret = ((u32*)drect.pBits)[0];
- pSystemBuf->UnlockRect();
-
- // check what to do with the alpha channel (GX_PokeAlphaRead)
- PixelEngine::UPEAlphaReadReg alpha_read_mode;
- PixelEngine::Read16((u16&)alpha_read_mode, PE_ALPHAREAD);
-
- if (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24)
- {
- ret = RGBA8ToRGBA6ToRGBA8(ret);
- }
- else if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16)
- {
- ret = RGBA8ToRGB565ToRGBA8(ret);
- }
- if(bpmem.zcontrol.pixel_format != PIXELFMT_RGBA6_Z24)
- {
- ret |= 0xFF000000;
- }
-
- if(alpha_read_mode.ReadMode == 2) return ret; // GX_READ_NONE
- else if(alpha_read_mode.ReadMode == 1) return (ret | 0xFF000000); // GX_READ_FF
- else return (ret & 0x00FFFFFF); // GX_READ_00
- }
- else //if(type == POKE_COLOR)
- {
- // TODO: Speed this up by batching pokes?
- ResetAPIState();
- D3D::drawColorQuad(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;
- }
+ if (!g_ActiveConfig.bEFBAccessEnable)
+ return 0;
+
+ if (type == POKE_Z)
+ {
+ static bool alert_only_once = true;
+ if (!alert_only_once) return 0;
+ PanicAlert("EFB: Poke Z not implemented (tried to poke z value %#x at (%d,%d))", poke_data, x, y);
+ alert_only_once = false;
+ return 0;
+ }
+
+ // if depth textures aren't supported by the hardware, just return
+ if (type == PEEK_Z)
+ if (FramebufferManager::GetEFBDepthTexture() == NULL)
+ return 0;
+
+ // We're using three surfaces here:
+ // - pEFBSurf: EFB Surface. Source surface when peeking, destination surface when poking.
+ // - pBufferRT: A render target surface. When peeking, we render a textured quad to this surface.
+ // - pSystemBuf: An offscreen surface. Used to retrieve the pixel data from pBufferRT.
+ LPDIRECT3DSURFACE9 pEFBSurf, pBufferRT, pSystemBuf;
+ if(type == PEEK_Z || type == POKE_Z)
+ {
+ pEFBSurf = FramebufferManager::GetEFBDepthRTSurface();
+ pBufferRT = FramebufferManager::GetEFBDepthReadSurface();
+ pSystemBuf = FramebufferManager::GetEFBDepthOffScreenRTSurface();
+ }
+ else //if(type == PEEK_COLOR || type == POKE_COLOR)
+ {
+ pEFBSurf = FramebufferManager::GetEFBColorRTSurface();
+ pBufferRT = FramebufferManager::GetEFBColorReadSurface();
+ pSystemBuf = FramebufferManager::GetEFBColorOffScreenRTSurface();
+ }
+
+ // Buffer not found alert
+ if (!pEFBSurf) {
+ PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
+ return 0;
+ }
+
+ // Convert EFB dimensions to the ones of our render target
+ EFBRectangle efbPixelRc;
+ efbPixelRc.left = x;
+ efbPixelRc.top = y;
+ efbPixelRc.right = x + 1;
+ efbPixelRc.bottom = y + 1;
+
+ TargetRectangle targetPixelRc = ConvertEFBRectangle(efbPixelRc);
+
+ HRESULT hr;
+ RECT RectToLock;
+ RectToLock.bottom = targetPixelRc.bottom;
+ RectToLock.left = targetPixelRc.left;
+ RectToLock.right = targetPixelRc.right;
+ RectToLock.top = targetPixelRc.top;
+ if (type == PEEK_Z)
+ {
+ // TODO: why is D3DFMT_D24X8 singled out here? why not D3DFMT_D24X4S4/D24S8/D24FS8/D32/D16/D15S1 too, or none of them?
+ if (FramebufferManager::GetEFBDepthRTSurfaceFormat() == D3DFMT_D24X8)
+ return 0;
+
+ RECT PixelRect;
+ PixelRect.bottom = 4;
+ PixelRect.left = 0;
+ PixelRect.right = 4;
+ PixelRect.top = 0;
+ RectToLock.bottom+=2;
+ RectToLock.right+=1;
+ RectToLock.top-=1;
+ RectToLock.left-=2;
+ if ((RectToLock.bottom - RectToLock.top) > 4)
+ RectToLock.bottom--;
+ if ((RectToLock.right - RectToLock.left) > 4)
+ RectToLock.left++;
+
+ ResetAPIState(); // Reset any game specific settings
+ D3D::dev->SetDepthStencilSurface(NULL);
+ D3D::dev->SetRenderTarget(0, pBufferRT);
+
+ // Stretch picture with increased internal resolution
+ D3DVIEWPORT9 vp;
+ vp.X = 0;
+ vp.Y = 0;
+ vp.Width = 4;
+ vp.Height = 4;
+ vp.MinZ = 0.0f;
+ vp.MaxZ = 1.0f;
+ D3D::dev->SetViewport(&vp);
+
+ float colmat[28] = {0.0f};
+ colmat[0] = colmat[5] = colmat[10] = 1.0f;
+ PixelShaderManager::SetColorMatrix(colmat); // set transformation
+ LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBDepthTexture();
+
+ D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
+
+ D3DFORMAT bformat = FramebufferManager::GetEFBDepthRTSurfaceFormat();
+
+ D3D::drawShadedTexQuad(
+ read_texture,
+ &RectToLock,
+ Renderer::GetTargetWidth(),
+ Renderer::GetTargetHeight(),
+ 4, 4,
+ PixelShaderCache::GetDepthMatrixProgram(0, bformat != FOURCC_RAWZ),
+ VertexShaderCache::GetSimpleVertexShader(0));
+
+ D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
+
+ D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
+ D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
+ RestoreAPIState();
+
+ // Retrieve the pixel data to the local memory buffer
+ RectToLock.bottom = 4;
+ RectToLock.left = 0;
+ RectToLock.right = 4;
+ RectToLock.top = 0;
+ D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
+
+ // EFB data successfully retrieved, now get the pixel data
+ D3DLOCKED_RECT drect;
+ pSystemBuf->LockRect(&drect, &RectToLock, D3DLOCK_READONLY);
+ u32 z = ((u32*)drect.pBits)[6]; // 24 bit depth value
+ pSystemBuf->UnlockRect();
+
+ // if Z is in 16 bit format you must return a 16 bit integer
+ if(bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16) {
+ z >>= 8;
+ }
+
+ return z;
+ }
+ else if(type == PEEK_COLOR)
+ {
+ // We can't directly StretchRect to System buf because is not supported by all implementations
+ // this is the only safe path that works in most cases
+ hr = D3D::dev->StretchRect(pEFBSurf, &RectToLock, pBufferRT, NULL, D3DTEXF_NONE);
+ D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
+
+ // EFB data successfully retrieved, now get the pixel data
+ RectToLock.bottom = 1;
+ RectToLock.left = 0;
+ RectToLock.right = 1;
+ RectToLock.top = 0;
+
+ D3DLOCKED_RECT drect;
+ pSystemBuf->LockRect(&drect, &RectToLock, D3DLOCK_READONLY);
+ u32 ret = ((u32*)drect.pBits)[0];
+ pSystemBuf->UnlockRect();
+
+ // check what to do with the alpha channel (GX_PokeAlphaRead)
+ PixelEngine::UPEAlphaReadReg alpha_read_mode;
+ PixelEngine::Read16((u16&)alpha_read_mode, PE_ALPHAREAD);
+
+ if (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24)
+ {
+ ret = RGBA8ToRGBA6ToRGBA8(ret);
+ }
+ else if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16)
+ {
+ ret = RGBA8ToRGB565ToRGBA8(ret);
+ }
+ if(bpmem.zcontrol.pixel_format != PIXELFMT_RGBA6_Z24)
+ {
+ ret |= 0xFF000000;
+ }
+
+ if(alpha_read_mode.ReadMode == 2) return ret; // GX_READ_NONE
+ else if(alpha_read_mode.ReadMode == 1) return (ret | 0xFF000000); // GX_READ_FF
+ else return (ret & 0x00FFFFFF); // GX_READ_00
+ }
+ else //if(type == POKE_COLOR)
+ {
+ // TODO: Speed this up by batching pokes?
+ ResetAPIState();
+ D3D::drawColorQuad(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:
@@ -503,884 +503,884 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// [ 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)
+ 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;
+ 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(Matrix44& vpCorrection)
{
- // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
- // [0] = width/2
- // [1] = height/2
- // [2] = 16777215 * (farz - nearz)
- // [3] = xorig + width/2 + 342
- // [4] = yorig + height/2 + 342
- // [5] = 16777215 * farz
-
- int scissorXOff = bpmem.scissorOffset.x * 2;
- int scissorYOff = bpmem.scissorOffset.y * 2;
-
- // TODO: ceil, floor or just cast to int?
- 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)
- {
- intendedX += intendedWd;
- intendedWd = -intendedWd;
- }
- if (intendedHt < 0)
- {
- intendedY += intendedHt;
- intendedHt = -intendedHt;
- }
-
- // In D3D, the viewport rectangle must fit within the render target.
- int X = intendedX;
- if (X < 0)
- X = 0;
- int Y = intendedY;
- if (Y < 0)
- Y = 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,
- (float)intendedX, (float)intendedY, (float)intendedWd, (float)intendedHt,
- (float)X, (float)Y, (float)Wd, (float)Ht);
-
- D3DVIEWPORT9 vp;
- vp.X = X;
- vp.Y = Y;
- 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;
- vp.MaxZ = 1.0f; // xfregs.viewport.farZ / 16777216.0f;
- D3D::dev->SetViewport(&vp);
+ // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
+ // [0] = width/2
+ // [1] = height/2
+ // [2] = 16777215 * (farz - nearz)
+ // [3] = xorig + width/2 + 342
+ // [4] = yorig + height/2 + 342
+ // [5] = 16777215 * farz
+
+ int scissorXOff = bpmem.scissorOffset.x * 2;
+ int scissorYOff = bpmem.scissorOffset.y * 2;
+
+ // TODO: ceil, floor or just cast to int?
+ 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)
+ {
+ intendedX += intendedWd;
+ intendedWd = -intendedWd;
+ }
+ if (intendedHt < 0)
+ {
+ intendedY += intendedHt;
+ intendedHt = -intendedHt;
+ }
+
+ // In D3D, the viewport rectangle must fit within the render target.
+ int X = intendedX;
+ if (X < 0)
+ X = 0;
+ int Y = intendedY;
+ if (Y < 0)
+ Y = 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,
+ (float)intendedX, (float)intendedY, (float)intendedWd, (float)intendedHt,
+ (float)X, (float)Y, (float)Wd, (float)Ht);
+
+ D3DVIEWPORT9 vp;
+ vp.X = X;
+ vp.Y = Y;
+ 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;
+ vp.MaxZ = 1.0f; // xfregs.viewport.farZ / 16777216.0f;
+ D3D::dev->SetViewport(&vp);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
{
- // Reset rendering pipeline while keeping color masks and depth buffer settings
- ResetAPIState();
-
- DWORD color_mask = 0;
- if (alphaEnable)
- color_mask = D3DCOLORWRITEENABLE_ALPHA;
- if (colorEnable)
- color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
- D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, color_mask);
-
- if (zEnable)
- {
- D3D::ChangeRenderState(D3DRS_ZENABLE, TRUE);
- D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, TRUE);
- D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
- }
- else
- {
- D3D::ChangeRenderState(D3DRS_ZENABLE, FALSE);
- }
-
- // Update the viewport for clearing the target EFB rect
- TargetRectangle targetRc = ConvertEFBRectangle(rc);
- D3DVIEWPORT9 vp;
- vp.X = targetRc.left;
- vp.Y = targetRc.top;
- vp.Width = targetRc.GetWidth();
- vp.Height = targetRc.GetHeight();
- vp.MinZ = 0.0;
- vp.MaxZ = 1.0;
- D3D::dev->SetViewport(&vp);
- D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
- RestoreAPIState();
+ // Reset rendering pipeline while keeping color masks and depth buffer settings
+ ResetAPIState();
+
+ DWORD color_mask = 0;
+ if (alphaEnable)
+ color_mask = D3DCOLORWRITEENABLE_ALPHA;
+ if (colorEnable)
+ color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
+ D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, color_mask);
+
+ if (zEnable)
+ {
+ D3D::ChangeRenderState(D3DRS_ZENABLE, TRUE);
+ D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, TRUE);
+ D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
+ }
+ else
+ {
+ D3D::ChangeRenderState(D3DRS_ZENABLE, FALSE);
+ }
+
+ // Update the viewport for clearing the target EFB rect
+ TargetRectangle targetRc = ConvertEFBRectangle(rc);
+ D3DVIEWPORT9 vp;
+ vp.X = targetRc.left;
+ vp.Y = targetRc.top;
+ vp.Width = targetRc.GetWidth();
+ vp.Height = targetRc.GetHeight();
+ vp.MinZ = 0.0;
+ vp.MaxZ = 1.0;
+ D3D::dev->SetViewport(&vp);
+ D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
+ RestoreAPIState();
}
void Renderer::ReinterpretPixelData(unsigned int convtype)
{
- RECT source;
- SetRect(&source, 0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
-
- LPDIRECT3DPIXELSHADER9 pixel_shader;
- if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6();
- else if (convtype == 2) pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8();
- else
- {
- ERROR_LOG(VIDEO, "Trying to reinterpret pixel data with unsupported conversion type %d", convtype);
- return;
- }
-
- // convert data and set the target texture as our new EFB
- g_renderer->ResetAPIState();
- D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorReinterpretSurface());
- D3DVIEWPORT9 vp;
- vp.X = 0;
- vp.Y = 0;
- 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->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();
+ RECT source;
+ SetRect(&source, 0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
+
+ LPDIRECT3DPIXELSHADER9 pixel_shader;
+ if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6();
+ else if (convtype == 2) pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8();
+ else
+ {
+ ERROR_LOG(VIDEO, "Trying to reinterpret pixel data with unsupported conversion type %d", convtype);
+ return;
+ }
+
+ // convert data and set the target texture as our new EFB
+ g_renderer->ResetAPIState();
+ D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorReinterpretSurface());
+ D3DVIEWPORT9 vp;
+ vp.X = 0;
+ vp.Y = 0;
+ 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->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();
}
void Renderer::SetBlendMode(bool forceUpdate)
{
- // Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
- // Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel is assumed to always be 1.
- bool target_has_alpha = bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
- //bDstAlphaPass is taken into account because the ability to disable alpha composition is
- //really useful for debugging shader and blending errors
- bool use_DstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha;
- bool use_DualSource = use_DstAlpha && g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
- const D3DBLEND d3dSrcFactors[8] =
- {
- D3DBLEND_ZERO,
- D3DBLEND_ONE,
- D3DBLEND_DESTCOLOR,
- D3DBLEND_INVDESTCOLOR,
- (use_DualSource) ? D3DBLEND_SRCCOLOR2 : D3DBLEND_SRCALPHA,
- (use_DualSource) ? D3DBLEND_INVSRCCOLOR2 : D3DBLEND_INVSRCALPHA,
- (target_has_alpha) ? D3DBLEND_DESTALPHA : D3DBLEND_ONE,
- (target_has_alpha) ? D3DBLEND_INVDESTALPHA : D3DBLEND_ZERO
- };
- const D3DBLEND d3dDestFactors[8] =
- {
- D3DBLEND_ZERO,
- D3DBLEND_ONE,
- D3DBLEND_SRCCOLOR,
- D3DBLEND_INVSRCCOLOR,
- (use_DualSource) ? D3DBLEND_SRCCOLOR2 : D3DBLEND_SRCALPHA,
- (use_DualSource) ? D3DBLEND_INVSRCCOLOR2 : D3DBLEND_INVSRCALPHA,
- (target_has_alpha) ? D3DBLEND_DESTALPHA : D3DBLEND_ONE,
- (target_has_alpha) ? D3DBLEND_INVDESTALPHA : D3DBLEND_ZERO
- };
-
- if (bpmem.blendmode.logicopenable && !forceUpdate)
- {
- D3D::SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE , false);
- return;
- }
-
- bool blend_enable = bpmem.blendmode.subtract || bpmem.blendmode.blendenable;
- D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, blend_enable);
- D3D::SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, blend_enable && g_ActiveConfig.backend_info.bSupportsSeparateAlphaFunction);
- if (blend_enable)
- {
- D3DBLENDOP op = D3DBLENDOP_ADD;
- u32 srcidx = bpmem.blendmode.srcfactor;
- u32 dstidx = bpmem.blendmode.dstfactor;
- if (bpmem.blendmode.subtract)
- {
- op = D3DBLENDOP_REVSUBTRACT;
- srcidx = GX_BL_ONE;
- dstidx = GX_BL_ONE;
- }
- D3D::SetRenderState(D3DRS_BLENDOP, op);
- D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[srcidx]);
- D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[dstidx]);
- if (g_ActiveConfig.backend_info.bSupportsSeparateAlphaFunction)
- {
- if (use_DualSource)
- {
- op = D3DBLENDOP_ADD;
- srcidx = GX_BL_ONE;
- dstidx = GX_BL_ZERO;
- }
- else
- {
- // we can't use D3DBLEND_DESTCOLOR or D3DBLEND_INVDESTCOLOR for source in alpha channel so use their alpha equivalent instead
- if (srcidx == GX_BL_DSTCLR) srcidx = GX_BL_DSTALPHA;
- if (srcidx == GX_BL_INVDSTCLR) srcidx = GX_BL_INVDSTALPHA;
- // we can't use D3DBLEND_SRCCOLOR or D3DBLEND_INVSRCCOLOR for destination in alpha channel so use their alpha equivalent instead
- if (dstidx == GX_BL_SRCCLR) dstidx = GX_BL_SRCALPHA;
- if (dstidx == GX_BL_INVSRCCLR) dstidx = GX_BL_INVSRCALPHA;
- }
- D3D::SetRenderState(D3DRS_BLENDOPALPHA, op);
- D3D::SetRenderState(D3DRS_SRCBLENDALPHA, d3dSrcFactors[srcidx]);
- D3D::SetRenderState(D3DRS_DESTBLENDALPHA, d3dDestFactors[dstidx]);
- }
- }
+ // Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
+ // Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel is assumed to always be 1.
+ bool target_has_alpha = bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
+ //bDstAlphaPass is taken into account because the ability to disable alpha composition is
+ //really useful for debugging shader and blending errors
+ bool use_DstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha;
+ bool use_DualSource = use_DstAlpha && g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
+ const D3DBLEND d3dSrcFactors[8] =
+ {
+ D3DBLEND_ZERO,
+ D3DBLEND_ONE,
+ D3DBLEND_DESTCOLOR,
+ D3DBLEND_INVDESTCOLOR,
+ (use_DualSource) ? D3DBLEND_SRCCOLOR2 : D3DBLEND_SRCALPHA,
+ (use_DualSource) ? D3DBLEND_INVSRCCOLOR2 : D3DBLEND_INVSRCALPHA,
+ (target_has_alpha) ? D3DBLEND_DESTALPHA : D3DBLEND_ONE,
+ (target_has_alpha) ? D3DBLEND_INVDESTALPHA : D3DBLEND_ZERO
+ };
+ const D3DBLEND d3dDestFactors[8] =
+ {
+ D3DBLEND_ZERO,
+ D3DBLEND_ONE,
+ D3DBLEND_SRCCOLOR,
+ D3DBLEND_INVSRCCOLOR,
+ (use_DualSource) ? D3DBLEND_SRCCOLOR2 : D3DBLEND_SRCALPHA,
+ (use_DualSource) ? D3DBLEND_INVSRCCOLOR2 : D3DBLEND_INVSRCALPHA,
+ (target_has_alpha) ? D3DBLEND_DESTALPHA : D3DBLEND_ONE,
+ (target_has_alpha) ? D3DBLEND_INVDESTALPHA : D3DBLEND_ZERO
+ };
+
+ if (bpmem.blendmode.logicopenable && !forceUpdate)
+ {
+ D3D::SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE , false);
+ return;
+ }
+
+ bool blend_enable = bpmem.blendmode.subtract || bpmem.blendmode.blendenable;
+ D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, blend_enable);
+ D3D::SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, blend_enable && g_ActiveConfig.backend_info.bSupportsSeparateAlphaFunction);
+ if (blend_enable)
+ {
+ D3DBLENDOP op = D3DBLENDOP_ADD;
+ u32 srcidx = bpmem.blendmode.srcfactor;
+ u32 dstidx = bpmem.blendmode.dstfactor;
+ if (bpmem.blendmode.subtract)
+ {
+ op = D3DBLENDOP_REVSUBTRACT;
+ srcidx = GX_BL_ONE;
+ dstidx = GX_BL_ONE;
+ }
+ D3D::SetRenderState(D3DRS_BLENDOP, op);
+ D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[srcidx]);
+ D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[dstidx]);
+ if (g_ActiveConfig.backend_info.bSupportsSeparateAlphaFunction)
+ {
+ if (use_DualSource)
+ {
+ op = D3DBLENDOP_ADD;
+ srcidx = GX_BL_ONE;
+ dstidx = GX_BL_ZERO;
+ }
+ else
+ {
+ // we can't use D3DBLEND_DESTCOLOR or D3DBLEND_INVDESTCOLOR for source in alpha channel so use their alpha equivalent instead
+ if (srcidx == GX_BL_DSTCLR) srcidx = GX_BL_DSTALPHA;
+ if (srcidx == GX_BL_INVDSTCLR) srcidx = GX_BL_INVDSTALPHA;
+ // we can't use D3DBLEND_SRCCOLOR or D3DBLEND_INVSRCCOLOR for destination in alpha channel so use their alpha equivalent instead
+ if (dstidx == GX_BL_SRCCLR) dstidx = GX_BL_SRCALPHA;
+ if (dstidx == GX_BL_INVSRCCLR) dstidx = GX_BL_INVSRCALPHA;
+ }
+ D3D::SetRenderState(D3DRS_BLENDOPALPHA, op);
+ D3D::SetRenderState(D3DRS_SRCBLENDALPHA, d3dSrcFactors[srcidx]);
+ D3D::SetRenderState(D3DRS_DESTBLENDALPHA, d3dDestFactors[dstidx]);
+ }
+ }
}
bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle &dst_rect)
{
- HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
- if(FAILED(hr))
- {
- PanicAlert("Error dumping surface data.");
- return false;
- }
- hr = PD3DXSaveSurfaceToFileA(filename.c_str(), D3DXIFF_PNG, ScreenShootMEMSurface, NULL, dst_rect.AsRECT());
- if(FAILED(hr))
- {
- PanicAlert("Error saving screen.");
- return false;
- }
-
- return true;
+ HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
+ if(FAILED(hr))
+ {
+ PanicAlert("Error dumping surface data.");
+ return false;
+ }
+ hr = PD3DXSaveSurfaceToFileA(filename.c_str(), D3DXIFF_PNG, ScreenShootMEMSurface, NULL, dst_rect.AsRECT());
+ if(FAILED(hr))
+ {
+ PanicAlert("Error saving screen.");
+ return false;
+ }
+
+ return true;
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc,float Gamma)
{
- if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight)
- {
- if (g_ActiveConfig.bDumpFrames && !frame_data.empty())
- AVIDump::AddFrame(&frame_data[0], fbWidth, fbHeight);
-
- Core::Callback_VideoCopiedToXFB(false);
- return;
- }
-
- if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
- u32 xfbCount = 0;
- const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
- if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
- {
- if (g_ActiveConfig.bDumpFrames && !frame_data.empty())
- AVIDump::AddFrame(&frame_data[0], fbWidth, fbHeight);
-
- Core::Callback_VideoCopiedToXFB(false);
- return;
- }
-
- ResetAPIState();
-
- if(g_ActiveConfig.bAnaglyphStereo)
- {
- static bool RightFrame = false;
- if(RightFrame)
- {
- D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN);
- VertexShaderManager::ResetView();
- VertexShaderManager::TranslateView(-0.001f * g_ActiveConfig.iAnaglyphStereoSeparation,0.0f);
- VertexShaderManager::RotateView(-0.0001f *g_ActiveConfig.iAnaglyphFocalAngle,0.0f);
- RightFrame = false;
- }
- else
- {
- D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED);
- VertexShaderManager::ResetView();
- VertexShaderManager::TranslateView(0.001f *g_ActiveConfig.iAnaglyphStereoSeparation,0.0f);
- VertexShaderManager::RotateView(0.0001f * g_ActiveConfig.iAnaglyphFocalAngle,0.0f);
- RightFrame = true;
- }
- }
-
- // Prepare to copy the XFBs to our backbuffer
- D3D::dev->SetDepthStencilSurface(NULL);
- D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
-
- UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
- D3DVIEWPORT9 vp;
-
- // Clear full target screen (edges, borders etc)
- if(g_ActiveConfig.bAnaglyphStereo) {
- // use a clear quad to keep old red or blue/green data
- vp.X = 0;
- vp.Y = 0;
- vp.Width = s_backbuffer_width;
- vp.Height = s_backbuffer_height;
- vp.MinZ = 0.0f;
- vp.MaxZ = 1.0f;
- D3D::dev->SetViewport(&vp);
- D3D::drawClearQuad(0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
- }
- else
- {
- D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
- }
-
- int X = GetTargetRectangle().left;
- int Y = GetTargetRectangle().top;
- int Width = GetTargetRectangle().right - GetTargetRectangle().left;
- int Height = GetTargetRectangle().bottom - GetTargetRectangle().top;
-
- // Sanity check
- if (X < 0) X = 0;
- if (Y < 0) Y = 0;
- if (X > s_backbuffer_width) X = s_backbuffer_width;
- if (Y > s_backbuffer_height) Y = s_backbuffer_height;
- if (Width < 0) Width = 0;
- if (Height < 0) Height = 0;
- if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
- if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
-
- vp.X = X;
- vp.Y = Y;
- vp.Width = Width;
- vp.Height = Height;
- vp.MinZ = 0.0f;
- vp.MaxZ = 1.0f;
-
- D3D::dev->SetViewport(&vp);
-
- D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
-
- const XFBSourceBase* xfbSource = NULL;
-
- if(g_ActiveConfig.bUseXFB)
- {
- // draw each xfb source
- // Render to the real buffer now.
- for (u32 i = 0; i < xfbCount; ++i)
- {
- xfbSource = xfbSourceList[i];
-
- MathUtil::Rectangle<float> sourceRc;
-
- sourceRc.left = 0;
- sourceRc.top = 0;
- sourceRc.right = (float)xfbSource->texWidth;
- sourceRc.bottom = (float)xfbSource->texHeight;
-
- MathUtil::Rectangle<float> drawRc;
-
- if (g_ActiveConfig.bUseRealXFB)
- {
- drawRc.top = -1;
- drawRc.bottom = 1;
- drawRc.left = -1;
- drawRc.right = 1;
- }
- else
- {
- // use virtual xfb with offset
- int xfbHeight = xfbSource->srcHeight;
- int xfbWidth = xfbSource->srcWidth;
- int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
-
- drawRc.bottom = 1.0f - (2.0f * (hOffset) / (float)fbHeight);
- drawRc.top = 1.0f - (2.0f * (hOffset + xfbHeight) / (float)fbHeight);
- drawRc.left = -(xfbWidth / (float)fbWidth);
- drawRc.right = (xfbWidth / (float)fbWidth);
-
- // The following code disables auto stretch. Kept for reference.
- // scale draw area for a 1 to 1 pixel mapping with the draw target
- //float vScale = (float)fbHeight / (float)GetTargetRectangle().GetHeight();
- //float hScale = (float)fbWidth / (float)GetTargetRectangle().GetWidth();
- //drawRc.top *= vScale;
- //drawRc.bottom *= vScale;
- //drawRc.left *= hScale;
- //drawRc.right *= hScale;
- }
-
- xfbSource->Draw(sourceRc, drawRc, Width, Height);
- }
- }
- else
- {
- TargetRectangle targetRc = ConvertEFBRectangle(rc);
- LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBColorTexture();
- 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);
- D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
-
- if(g_ActiveConfig.bAnaglyphStereo)
- {
- DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
- D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
- }
-
- vp.X = 0;
- vp.Y = 0;
- vp.Width = s_backbuffer_width;
- vp.Height = s_backbuffer_height;
- vp.MinZ = 0.0f;
- vp.MaxZ = 1.0f;
- D3D::dev->SetViewport(&vp);
-
- // Save screenshot
- if (s_bScreenshot)
- {
- std::lock_guard<std::mutex> lk(s_criticalScreenshot);
- SaveScreenshot(s_sScreenshotName, GetTargetRectangle());
- s_bScreenshot = false;
- }
-
- // Dump frames
- static int w = 0, h = 0;
- if (g_ActiveConfig.bDumpFrames)
- {
- static int s_recordWidth;
- static int s_recordHeight;
-
- HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
- if (!bLastFrameDumped)
- {
- s_recordWidth = GetTargetRectangle().GetWidth();
- s_recordHeight = GetTargetRectangle().GetHeight();
- bAVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
- if (!bAVIDumping)
- {
- PanicAlert("Error dumping frames to AVI.");
- }
- else
- {
- char msg [255];
- sprintf_s(msg,255, "Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)",
- File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), s_recordWidth, s_recordHeight);
- OSD::AddMessage(msg, 2000);
- }
- }
- if (bAVIDumping)
- {
- D3DLOCKED_RECT rect;
- if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, GetTargetRectangle().AsRECT(), D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY)))
- {
- if (frame_data.empty() || w != s_recordWidth || h != s_recordHeight)
- {
- frame_data.resize(3 * s_recordWidth * s_recordHeight);
- w = s_recordWidth;
- h = s_recordHeight;
- }
- formatBufferDump((const u8*)rect.pBits, &frame_data[0], s_recordWidth, s_recordHeight, rect.Pitch);
- AVIDump::AddFrame(&frame_data[0], fbWidth, fbHeight);
- ScreenShootMEMSurface->UnlockRect();
- }
- }
- bLastFrameDumped = true;
- }
- else
- {
- if (bLastFrameDumped && bAVIDumping)
- {
- std::vector<u8>().swap(frame_data);
- w = h = 0;
- AVIDump::Stop();
- bAVIDumping = false;
- OSD::AddMessage("Stop dumping frames to AVI", 2000);
- }
- bLastFrameDumped = false;
- }
-
- // Finish up the current frame, print some stats
- if (g_ActiveConfig.bShowFPS)
- {
- char fps[20];
- StringCchPrintfA(fps, 20, "FPS: %d\n", s_fps);
- D3D::font.DrawTextScaled(0, 0, 20, 20, 0.0f, 0xFF00FFFF, fps);
- }
-
- if (SConfig::GetInstance().m_ShowLag)
- {
- char lag[10];
- StringCchPrintfA(lag, 10, "Lag: %llu\n", Movie::g_currentLagCount);
- D3D::font.DrawTextScaled(0, 18, 20, 20, 0.0f, 0xFF00FFFF, lag);
- }
-
- if (g_ActiveConfig.bShowInputDisplay)
- {
- char inputDisplay[1000];
- StringCchPrintfA(inputDisplay, 1000, Movie::GetInputDisplay().c_str());
- D3D::font.DrawTextScaled(0, 36, 20, 20, 0.0f, 0xFF00FFFF, inputDisplay);
- }
-
- Renderer::DrawDebugText();
-
- if (g_ActiveConfig.bOverlayStats)
- {
- Statistics::ToString(st);
- D3D::font.DrawTextScaled(0, 36, 20, 20, 0.0f, 0xFF00FFFF, st);
- }
- else if (g_ActiveConfig.bOverlayProjStats)
- {
- Statistics::ToStringProj(st);
- D3D::font.DrawTextScaled(0, 36, 20, 20, 0.0f, 0xFF00FFFF, st);
- }
-
- OSD::DrawMessages();
- D3D::EndFrame();
- ++frameCount;
-
- GFX_DEBUGGER_PAUSE_AT(NEXT_FRAME, true);
-
- DLCache::ProgressiveCleanup();
- TextureCache::Cleanup();
- // Flip/present backbuffer to frontbuffer here
- D3D::Present();
- // Enable configuration changes
- UpdateActiveConfig();
- TextureCache::OnConfigChanged(g_ActiveConfig);
-
- SetWindowSize(fbWidth, fbHeight);
-
- const bool windowResized = CheckForResize();
-
- bool xfbchanged = false;
-
- if (FramebufferManagerBase::LastXfbWidth() != fbWidth || FramebufferManagerBase::LastXfbHeight() != fbHeight)
- {
- xfbchanged = true;
- unsigned int w = (fbWidth < 1 || fbWidth > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbWidth;
- unsigned int h = (fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight;
- FramebufferManagerBase::SetLastXfbWidth(w);
- FramebufferManagerBase::SetLastXfbHeight(h);
- }
-
- u32 newAA = g_ActiveConfig.iMultisampleMode;
-
- if (xfbchanged || windowResized || s_LastEFBScale != g_ActiveConfig.iEFBScale || s_LastAA != newAA)
- {
- s_LastAA = newAA;
-
- UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
-
- int SupersampleCoeficient = (s_LastAA % 3) + 1;
-
- s_LastEFBScale = g_ActiveConfig.iEFBScale;
- CalculateTargetSize(s_backbuffer_width, s_backbuffer_height, SupersampleCoeficient);
-
- D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
- D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
- if (windowResized)
- {
- // device objects lost, so recreate all of them
- SetupDeviceObjects();
- }
- else
- {
- // just resize the frame buffer
- 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);
- }
-
- if (XFBWrited)
- s_fps = UpdateFPSCounter();
-
- // Begin new frame
- // Set default viewport and scissor, for the clear to work correctly
- // New frame
- stats.ResetFrame();
-
- // Handle vsync changes during execution
- if(s_vsync != g_ActiveConfig.IsVSync())
- {
- s_vsync = g_ActiveConfig.IsVSync();
- TeardownDeviceObjects();
- D3D::Reset();
- // device objects lost, so recreate all of them
- SetupDeviceObjects();
- }
- D3D::BeginFrame();
- RestoreAPIState();
-
- D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
- D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
- VertexShaderManager::SetViewportChanged();
-
- Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
- XFBWrited = false;
+ if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight)
+ {
+ if (g_ActiveConfig.bDumpFrames && !frame_data.empty())
+ AVIDump::AddFrame(&frame_data[0], fbWidth, fbHeight);
+
+ Core::Callback_VideoCopiedToXFB(false);
+ return;
+ }
+
+ if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
+ u32 xfbCount = 0;
+ const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
+ if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
+ {
+ if (g_ActiveConfig.bDumpFrames && !frame_data.empty())
+ AVIDump::AddFrame(&frame_data[0], fbWidth, fbHeight);
+
+ Core::Callback_VideoCopiedToXFB(false);
+ return;
+ }
+
+ ResetAPIState();
+
+ if(g_ActiveConfig.bAnaglyphStereo)
+ {
+ static bool RightFrame = false;
+ if(RightFrame)
+ {
+ D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN);
+ VertexShaderManager::ResetView();
+ VertexShaderManager::TranslateView(-0.001f * g_ActiveConfig.iAnaglyphStereoSeparation,0.0f);
+ VertexShaderManager::RotateView(-0.0001f *g_ActiveConfig.iAnaglyphFocalAngle,0.0f);
+ RightFrame = false;
+ }
+ else
+ {
+ D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED);
+ VertexShaderManager::ResetView();
+ VertexShaderManager::TranslateView(0.001f *g_ActiveConfig.iAnaglyphStereoSeparation,0.0f);
+ VertexShaderManager::RotateView(0.0001f * g_ActiveConfig.iAnaglyphFocalAngle,0.0f);
+ RightFrame = true;
+ }
+ }
+
+ // Prepare to copy the XFBs to our backbuffer
+ D3D::dev->SetDepthStencilSurface(NULL);
+ D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
+
+ UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
+ D3DVIEWPORT9 vp;
+
+ // Clear full target screen (edges, borders etc)
+ if(g_ActiveConfig.bAnaglyphStereo) {
+ // use a clear quad to keep old red or blue/green data
+ vp.X = 0;
+ vp.Y = 0;
+ vp.Width = s_backbuffer_width;
+ vp.Height = s_backbuffer_height;
+ vp.MinZ = 0.0f;
+ vp.MaxZ = 1.0f;
+ D3D::dev->SetViewport(&vp);
+ D3D::drawClearQuad(0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
+ }
+ else
+ {
+ D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
+ }
+
+ int X = GetTargetRectangle().left;
+ int Y = GetTargetRectangle().top;
+ int Width = GetTargetRectangle().right - GetTargetRectangle().left;
+ int Height = GetTargetRectangle().bottom - GetTargetRectangle().top;
+
+ // Sanity check
+ if (X < 0) X = 0;
+ if (Y < 0) Y = 0;
+ if (X > s_backbuffer_width) X = s_backbuffer_width;
+ if (Y > s_backbuffer_height) Y = s_backbuffer_height;
+ if (Width < 0) Width = 0;
+ if (Height < 0) Height = 0;
+ if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
+ if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
+
+ vp.X = X;
+ vp.Y = Y;
+ vp.Width = Width;
+ vp.Height = Height;
+ vp.MinZ = 0.0f;
+ vp.MaxZ = 1.0f;
+
+ D3D::dev->SetViewport(&vp);
+
+ D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
+ D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
+
+ const XFBSourceBase* xfbSource = NULL;
+
+ if(g_ActiveConfig.bUseXFB)
+ {
+ // draw each xfb source
+ // Render to the real buffer now.
+ for (u32 i = 0; i < xfbCount; ++i)
+ {
+ xfbSource = xfbSourceList[i];
+
+ MathUtil::Rectangle<float> sourceRc;
+
+ sourceRc.left = 0;
+ sourceRc.top = 0;
+ sourceRc.right = (float)xfbSource->texWidth;
+ sourceRc.bottom = (float)xfbSource->texHeight;
+
+ MathUtil::Rectangle<float> drawRc;
+
+ if (g_ActiveConfig.bUseRealXFB)
+ {
+ drawRc.top = -1;
+ drawRc.bottom = 1;
+ drawRc.left = -1;
+ drawRc.right = 1;
+ }
+ else
+ {
+ // use virtual xfb with offset
+ int xfbHeight = xfbSource->srcHeight;
+ int xfbWidth = xfbSource->srcWidth;
+ int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
+
+ drawRc.bottom = 1.0f - (2.0f * (hOffset) / (float)fbHeight);
+ drawRc.top = 1.0f - (2.0f * (hOffset + xfbHeight) / (float)fbHeight);
+ drawRc.left = -(xfbWidth / (float)fbWidth);
+ drawRc.right = (xfbWidth / (float)fbWidth);
+
+ // The following code disables auto stretch. Kept for reference.
+ // scale draw area for a 1 to 1 pixel mapping with the draw target
+ //float vScale = (float)fbHeight / (float)GetTargetRectangle().GetHeight();
+ //float hScale = (float)fbWidth / (float)GetTargetRectangle().GetWidth();
+ //drawRc.top *= vScale;
+ //drawRc.bottom *= vScale;
+ //drawRc.left *= hScale;
+ //drawRc.right *= hScale;
+ }
+
+ xfbSource->Draw(sourceRc, drawRc, Width, Height);
+ }
+ }
+ else
+ {
+ TargetRectangle targetRc = ConvertEFBRectangle(rc);
+ LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBColorTexture();
+ 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);
+ D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
+
+ if(g_ActiveConfig.bAnaglyphStereo)
+ {
+ DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
+ D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
+ }
+
+ vp.X = 0;
+ vp.Y = 0;
+ vp.Width = s_backbuffer_width;
+ vp.Height = s_backbuffer_height;
+ vp.MinZ = 0.0f;
+ vp.MaxZ = 1.0f;
+ D3D::dev->SetViewport(&vp);
+
+ // Save screenshot
+ if (s_bScreenshot)
+ {
+ std::lock_guard<std::mutex> lk(s_criticalScreenshot);
+ SaveScreenshot(s_sScreenshotName, GetTargetRectangle());
+ s_bScreenshot = false;
+ }
+
+ // Dump frames
+ static int w = 0, h = 0;
+ if (g_ActiveConfig.bDumpFrames)
+ {
+ static int s_recordWidth;
+ static int s_recordHeight;
+
+ HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
+ if (!bLastFrameDumped)
+ {
+ s_recordWidth = GetTargetRectangle().GetWidth();
+ s_recordHeight = GetTargetRectangle().GetHeight();
+ bAVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
+ if (!bAVIDumping)
+ {
+ PanicAlert("Error dumping frames to AVI.");
+ }
+ else
+ {
+ char msg [255];
+ sprintf_s(msg,255, "Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)",
+ File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), s_recordWidth, s_recordHeight);
+ OSD::AddMessage(msg, 2000);
+ }
+ }
+ if (bAVIDumping)
+ {
+ D3DLOCKED_RECT rect;
+ if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, GetTargetRectangle().AsRECT(), D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY)))
+ {
+ if (frame_data.empty() || w != s_recordWidth || h != s_recordHeight)
+ {
+ frame_data.resize(3 * s_recordWidth * s_recordHeight);
+ w = s_recordWidth;
+ h = s_recordHeight;
+ }
+ formatBufferDump((const u8*)rect.pBits, &frame_data[0], s_recordWidth, s_recordHeight, rect.Pitch);
+ AVIDump::AddFrame(&frame_data[0], fbWidth, fbHeight);
+ ScreenShootMEMSurface->UnlockRect();
+ }
+ }
+ bLastFrameDumped = true;
+ }
+ else
+ {
+ if (bLastFrameDumped && bAVIDumping)
+ {
+ std::vector<u8>().swap(frame_data);
+ w = h = 0;
+ AVIDump::Stop();
+ bAVIDumping = false;
+ OSD::AddMessage("Stop dumping frames to AVI", 2000);
+ }
+ bLastFrameDumped = false;
+ }
+
+ // Finish up the current frame, print some stats
+ if (g_ActiveConfig.bShowFPS)
+ {
+ char fps[20];
+ StringCchPrintfA(fps, 20, "FPS: %d\n", s_fps);
+ D3D::font.DrawTextScaled(0, 0, 20, 20, 0.0f, 0xFF00FFFF, fps);
+ }
+
+ if (SConfig::GetInstance().m_ShowLag)
+ {
+ char lag[10];
+ StringCchPrintfA(lag, 10, "Lag: %llu\n", Movie::g_currentLagCount);
+ D3D::font.DrawTextScaled(0, 18, 20, 20, 0.0f, 0xFF00FFFF, lag);
+ }
+
+ if (g_ActiveConfig.bShowInputDisplay)
+ {
+ char inputDisplay[1000];
+ StringCchPrintfA(inputDisplay, 1000, Movie::GetInputDisplay().c_str());
+ D3D::font.DrawTextScaled(0, 36, 20, 20, 0.0f, 0xFF00FFFF, inputDisplay);
+ }
+
+ Renderer::DrawDebugText();
+
+ if (g_ActiveConfig.bOverlayStats)
+ {
+ Statistics::ToString(st);
+ D3D::font.DrawTextScaled(0, 36, 20, 20, 0.0f, 0xFF00FFFF, st);
+ }
+ else if (g_ActiveConfig.bOverlayProjStats)
+ {
+ Statistics::ToStringProj(st);
+ D3D::font.DrawTextScaled(0, 36, 20, 20, 0.0f, 0xFF00FFFF, st);
+ }
+
+ OSD::DrawMessages();
+ D3D::EndFrame();
+ ++frameCount;
+
+ GFX_DEBUGGER_PAUSE_AT(NEXT_FRAME, true);
+
+ DLCache::ProgressiveCleanup();
+ TextureCache::Cleanup();
+ // Flip/present backbuffer to frontbuffer here
+ D3D::Present();
+ // Enable configuration changes
+ UpdateActiveConfig();
+ TextureCache::OnConfigChanged(g_ActiveConfig);
+
+ SetWindowSize(fbWidth, fbHeight);
+
+ const bool windowResized = CheckForResize();
+
+ bool xfbchanged = false;
+
+ if (FramebufferManagerBase::LastXfbWidth() != fbWidth || FramebufferManagerBase::LastXfbHeight() != fbHeight)
+ {
+ xfbchanged = true;
+ unsigned int w = (fbWidth < 1 || fbWidth > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbWidth;
+ unsigned int h = (fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight;
+ FramebufferManagerBase::SetLastXfbWidth(w);
+ FramebufferManagerBase::SetLastXfbHeight(h);
+ }
+
+ u32 newAA = g_ActiveConfig.iMultisampleMode;
+
+ if (xfbchanged || windowResized || s_LastEFBScale != g_ActiveConfig.iEFBScale || s_LastAA != newAA)
+ {
+ s_LastAA = newAA;
+
+ UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
+
+ int SupersampleCoeficient = (s_LastAA % 3) + 1;
+
+ s_LastEFBScale = g_ActiveConfig.iEFBScale;
+ CalculateTargetSize(s_backbuffer_width, s_backbuffer_height, SupersampleCoeficient);
+
+ D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
+ D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
+ if (windowResized)
+ {
+ // device objects lost, so recreate all of them
+ SetupDeviceObjects();
+ }
+ else
+ {
+ // just resize the frame buffer
+ 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);
+ SetLineWidth();
+ }
+
+ if (XFBWrited)
+ s_fps = UpdateFPSCounter();
+
+ // Begin new frame
+ // Set default viewport and scissor, for the clear to work correctly
+ // New frame
+ stats.ResetFrame();
+
+ // Handle vsync changes during execution
+ if(s_vsync != g_ActiveConfig.IsVSync())
+ {
+ s_vsync = g_ActiveConfig.IsVSync();
+ TeardownDeviceObjects();
+ D3D::Reset();
+ // device objects lost, so recreate all of them
+ SetupDeviceObjects();
+ }
+ D3D::BeginFrame();
+ RestoreAPIState();
+
+ D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
+ D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
+ VertexShaderManager::SetViewportChanged();
+
+ Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
+ XFBWrited = false;
}
void Renderer::ApplyState(bool bUseDstAlpha)
{
- if (bUseDstAlpha)
- {
- // If we get here we are sure that we are using dst alpha pass. (bpmem.dstalpha.enable)
- // Alpha write is enabled. (because bpmem.blendmode.alphaupdate && bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24)
- // We must disable blend because we want to write alpha value directly to the alpha channel without modifications.
- D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
- D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
- if(bpmem.zmode.testenable && bpmem.zmode.updateenable)
- {
- // This is needed to draw to the correct pixels in multi-pass algorithms
- // to avoid z-fighting and grants that you write to the same pixels
- // affected by the last pass
- D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, false);
- D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
- }
- }
+ if (bUseDstAlpha)
+ {
+ // If we get here we are sure that we are using dst alpha pass. (bpmem.dstalpha.enable)
+ // Alpha write is enabled. (because bpmem.blendmode.alphaupdate && bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24)
+ // We must disable blend because we want to write alpha value directly to the alpha channel without modifications.
+ D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
+ D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
+ if(bpmem.zmode.testenable && bpmem.zmode.updateenable)
+ {
+ // This is needed to draw to the correct pixels in multi-pass algorithms
+ // to avoid z-fighting and grants that you write to the same pixels
+ // affected by the last pass
+ D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, false);
+ D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
+ }
+ }
}
void Renderer::RestoreState()
{
- D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
- D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
- if(bpmem.zmode.testenable && bpmem.zmode.updateenable)
- {
- D3D::RefreshRenderState(D3DRS_ZWRITEENABLE);
- D3D::RefreshRenderState(D3DRS_ZFUNC);
- }
- // TODO: Enable this code. Caused glitches for me however (neobrain)
-// for (unsigned int i = 0; i < 8; ++i)
-// D3D::dev->SetTexture(i, NULL);
+ D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
+ D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
+ if(bpmem.zmode.testenable && bpmem.zmode.updateenable)
+ {
+ D3D::RefreshRenderState(D3DRS_ZWRITEENABLE);
+ D3D::RefreshRenderState(D3DRS_ZFUNC);
+ }
+ // TODO: Enable this code. Caused glitches for me however (neobrain)
+ // for (unsigned int i = 0; i < 8; ++i)
+ // D3D::dev->SetTexture(i, NULL);
}
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
void Renderer::ResetAPIState()
{
- D3D::SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
- D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
- D3D::SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
- D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
- D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
- D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
- DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
- D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
+ D3D::SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+ D3D::SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
+ D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
+ D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
}
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);
- VertexShaderManager::SetViewportChanged();
- BPFunctions::SetScissor();
- if (bpmem.zmode.testenable) {
- D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
- if (bpmem.zmode.updateenable)
- D3D::SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
- }
- SetColorMask();
- SetLogicOpMode();
- SetGenerationMode();
+ // 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);
+ VertexShaderManager::SetViewportChanged();
+ BPFunctions::SetScissor();
+ if (bpmem.zmode.testenable) {
+ D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
+ if (bpmem.zmode.updateenable)
+ D3D::SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
+ }
+ SetColorMask();
+ SetLogicOpMode();
+ SetGenerationMode();
}
void Renderer::SetGenerationMode()
{
- const D3DCULL d3dCullModes[4] =
- {
- D3DCULL_NONE,
- D3DCULL_CCW,
- D3DCULL_CW,
- D3DCULL_CCW
- };
-
- D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
+ const D3DCULL d3dCullModes[4] =
+ {
+ D3DCULL_NONE,
+ D3DCULL_CCW,
+ D3DCULL_CW,
+ D3DCULL_CCW
+ };
+
+ D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
}
void Renderer::SetDepthMode()
{
- const D3DCMPFUNC d3dCmpFuncs[8] =
- {
- D3DCMP_NEVER,
- D3DCMP_LESS,
- D3DCMP_EQUAL,
- D3DCMP_LESSEQUAL,
- D3DCMP_GREATER,
- D3DCMP_NOTEQUAL,
- D3DCMP_GREATEREQUAL,
- D3DCMP_ALWAYS
- };
-
- if (bpmem.zmode.testenable)
- {
- D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
- D3D::SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable);
- D3D::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]);
- }
- else
- {
- // if the test is disabled write is disabled too
- D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
- D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
- }
+ const D3DCMPFUNC d3dCmpFuncs[8] =
+ {
+ D3DCMP_NEVER,
+ D3DCMP_LESS,
+ D3DCMP_EQUAL,
+ D3DCMP_LESSEQUAL,
+ D3DCMP_GREATER,
+ D3DCMP_NOTEQUAL,
+ D3DCMP_GREATEREQUAL,
+ D3DCMP_ALWAYS
+ };
+
+ if (bpmem.zmode.testenable)
+ {
+ D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
+ D3D::SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable);
+ D3D::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]);
+ }
+ else
+ {
+ // if the test is disabled write is disabled too
+ D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
+ D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ }
}
void Renderer::SetLogicOpMode()
{
- // D3D9 doesn't support logic blending, so this is a huge hack
-
- // 0 0x00
- // 1 Source & destination
- // 2 Source & ~destination
- // 3 Source
- // 4 ~Source & destination
- // 5 Destination
- // 6 Source ^ destination = Source & ~destination | ~Source & destination
- // 7 Source | destination
- // 8 ~(Source | destination)
- // 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
- // 10 ~Destination
- // 11 Source | ~destination
- // 12 ~Source
- // 13 ~Source | destination
- // 14 ~(Source & destination)
- // 15 0xff
- const D3DBLENDOP d3dLogicOpop[16] =
- {
- D3DBLENDOP_ADD,
- D3DBLENDOP_ADD,
- D3DBLENDOP_SUBTRACT,
- D3DBLENDOP_ADD,
- D3DBLENDOP_REVSUBTRACT,
- D3DBLENDOP_ADD,
- D3DBLENDOP_MAX,
- D3DBLENDOP_ADD,
- D3DBLENDOP_MAX,
- D3DBLENDOP_MAX,
- D3DBLENDOP_ADD,
- D3DBLENDOP_ADD,
- D3DBLENDOP_ADD,
- D3DBLENDOP_ADD,
- D3DBLENDOP_ADD,
- D3DBLENDOP_ADD
- };
- const D3DBLEND d3dLogicOpSrcFactors[16] =
- {
- D3DBLEND_ZERO,
- D3DBLEND_DESTCOLOR,
- D3DBLEND_ONE,
- D3DBLEND_ONE,
- D3DBLEND_DESTCOLOR,
- D3DBLEND_ZERO,
- D3DBLEND_INVDESTCOLOR,
- D3DBLEND_INVDESTCOLOR,
- D3DBLEND_INVSRCCOLOR,
- D3DBLEND_INVSRCCOLOR,
- D3DBLEND_INVDESTCOLOR,
- D3DBLEND_ONE,
- D3DBLEND_INVSRCCOLOR,
- D3DBLEND_INVSRCCOLOR,
- D3DBLEND_INVDESTCOLOR,
- D3DBLEND_ONE
- };
- const D3DBLEND d3dLogicOpDestFactors[16] =
- {
- D3DBLEND_ZERO,
- D3DBLEND_ZERO,
- D3DBLEND_INVSRCCOLOR,
- D3DBLEND_ZERO,
- D3DBLEND_ONE,
- D3DBLEND_ONE,
- D3DBLEND_INVSRCCOLOR,
- D3DBLEND_ONE,
- D3DBLEND_INVDESTCOLOR,
- D3DBLEND_SRCCOLOR,
- D3DBLEND_INVDESTCOLOR,
- D3DBLEND_INVDESTCOLOR,
- D3DBLEND_INVSRCCOLOR,
- D3DBLEND_ONE,
- D3DBLEND_INVSRCCOLOR,
- D3DBLEND_ONE
- };
-
- if (bpmem.blendmode.logicopenable)
- {
- D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
- D3D::SetRenderState(D3DRS_BLENDOP, d3dLogicOpop[bpmem.blendmode.logicmode]);
- D3D::SetRenderState(D3DRS_SRCBLEND, d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
- D3D::SetRenderState(D3DRS_DESTBLEND, d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
- }
- else
- {
- SetBlendMode(true);
- }
+ // D3D9 doesn't support logic blending, so this is a huge hack
+
+ // 0 0x00
+ // 1 Source & destination
+ // 2 Source & ~destination
+ // 3 Source
+ // 4 ~Source & destination
+ // 5 Destination
+ // 6 Source ^ destination = Source & ~destination | ~Source & destination
+ // 7 Source | destination
+ // 8 ~(Source | destination)
+ // 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
+ // 10 ~Destination
+ // 11 Source | ~destination
+ // 12 ~Source
+ // 13 ~Source | destination
+ // 14 ~(Source & destination)
+ // 15 0xff
+ const D3DBLENDOP d3dLogicOpop[16] =
+ {
+ D3DBLENDOP_ADD,
+ D3DBLENDOP_ADD,
+ D3DBLENDOP_SUBTRACT,
+ D3DBLENDOP_ADD,
+ D3DBLENDOP_REVSUBTRACT,
+ D3DBLENDOP_ADD,
+ D3DBLENDOP_MAX,
+ D3DBLENDOP_ADD,
+ D3DBLENDOP_MAX,
+ D3DBLENDOP_MAX,
+ D3DBLENDOP_ADD,
+ D3DBLENDOP_ADD,
+ D3DBLENDOP_ADD,
+ D3DBLENDOP_ADD,
+ D3DBLENDOP_ADD,
+ D3DBLENDOP_ADD
+ };
+ const D3DBLEND d3dLogicOpSrcFactors[16] =
+ {
+ D3DBLEND_ZERO,
+ D3DBLEND_DESTCOLOR,
+ D3DBLEND_ONE,
+ D3DBLEND_ONE,
+ D3DBLEND_DESTCOLOR,
+ D3DBLEND_ZERO,
+ D3DBLEND_INVDESTCOLOR,
+ D3DBLEND_INVDESTCOLOR,
+ D3DBLEND_INVSRCCOLOR,
+ D3DBLEND_INVSRCCOLOR,
+ D3DBLEND_INVDESTCOLOR,
+ D3DBLEND_ONE,
+ D3DBLEND_INVSRCCOLOR,
+ D3DBLEND_INVSRCCOLOR,
+ D3DBLEND_INVDESTCOLOR,
+ D3DBLEND_ONE
+ };
+ const D3DBLEND d3dLogicOpDestFactors[16] =
+ {
+ D3DBLEND_ZERO,
+ D3DBLEND_ZERO,
+ D3DBLEND_INVSRCCOLOR,
+ D3DBLEND_ZERO,
+ D3DBLEND_ONE,
+ D3DBLEND_ONE,
+ D3DBLEND_INVSRCCOLOR,
+ D3DBLEND_ONE,
+ D3DBLEND_INVDESTCOLOR,
+ D3DBLEND_SRCCOLOR,
+ D3DBLEND_INVDESTCOLOR,
+ D3DBLEND_INVDESTCOLOR,
+ D3DBLEND_INVSRCCOLOR,
+ D3DBLEND_ONE,
+ D3DBLEND_INVSRCCOLOR,
+ D3DBLEND_ONE
+ };
+
+ if (bpmem.blendmode.logicopenable)
+ {
+ D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
+ D3D::SetRenderState(D3DRS_BLENDOP, d3dLogicOpop[bpmem.blendmode.logicmode]);
+ D3D::SetRenderState(D3DRS_SRCBLEND, d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
+ D3D::SetRenderState(D3DRS_DESTBLEND, d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
+ }
+ else
+ {
+ SetBlendMode(true);
+ }
}
void Renderer::SetDitherMode()
{
- D3D::SetRenderState(D3DRS_DITHERENABLE, bpmem.blendmode.dither);
+ D3D::SetRenderState(D3DRS_DITHERENABLE, bpmem.blendmode.dither);
}
void Renderer::SetLineWidth()
{
- // We can't change line width in D3D unless we use ID3DXLine
- float fratio = xfregs.viewport.wd != 0 ? Renderer::EFBToScaledXf(1.f) : 1.0f;
- float psize = bpmem.lineptwidth.linesize * fratio / 6.0f;
- //little hack to compensate scaling problems in dx9 must be taken out when scaling is fixed.
- psize *= 2.0f;
- if (psize > m_fMaxPointSize)
- {
- psize = m_fMaxPointSize;
- }
- D3D::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
- D3D::SetRenderState(D3DRS_POINTSIZE_MIN, *((DWORD*)&psize));
- D3D::SetRenderState(D3DRS_POINTSIZE_MAX, *((DWORD*)&psize));
+ // We can't change line width in D3D unless we use ID3DXLine
+ float fratio = xfregs.viewport.wd != 0 ? Renderer::EFBToScaledXf(1.f) : 1.0f;
+ float psize = bpmem.lineptwidth.pointsize * fratio / 6.0f;
+ psize = psize > 0 ? psize : 1.0;
+ if (psize > m_fMaxPointSize)
+ {
+ psize = m_fMaxPointSize;
+ }
+ D3D::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
+ D3D::SetRenderState(D3DRS_POINTSIZE_MIN, *((DWORD*)&psize));
+ D3D::SetRenderState(D3DRS_POINTSIZE_MAX, *((DWORD*)&psize));
}
void Renderer::SetSamplerState(int stage, int texindex)
{
- const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
- {
- D3DTEXF_NONE,
- D3DTEXF_POINT,
- D3DTEXF_LINEAR,
- D3DTEXF_NONE, //reserved
- };
- const D3DTEXTUREADDRESS d3dClamps[4] =
- {
- D3DTADDRESS_CLAMP,
- D3DTADDRESS_WRAP,
- D3DTADDRESS_MIRROR,
- D3DTADDRESS_WRAP //reserved
- };
-
- const FourTexUnits &tex = bpmem.tex[texindex];
- const TexMode0 &tm0 = tex.texMode0[stage];
- const TexMode1 &tm1 = tex.texMode1[stage];
-
- D3DTEXTUREFILTERTYPE min, mag, mip;
- if (g_ActiveConfig.bForceFiltering)
- {
- min = mag = mip = D3DTEXF_LINEAR;
- }
- else
- {
- min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
- mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
- mip = d3dMipFilters[tm0.min_filter & 3];
- }
- if (texindex)
- stage += 4;
-
- if (mag == D3DTEXF_LINEAR && min == D3DTEXF_LINEAR && g_ActiveConfig.iMaxAnisotropy)
- {
- min = D3DTEXF_ANISOTROPIC;
- }
- D3D::SetSamplerState(stage, D3DSAMP_MINFILTER, min);
- D3D::SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
- D3D::SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
-
- D3D::SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
- D3D::SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
-
- float lodbias = (s32)tm0.lod_bias / 32.0f;
- D3D::SetSamplerState(stage, D3DSAMP_MIPMAPLODBIAS, *(DWORD*)&lodbias);
- D3D::SetSamplerState(stage, D3DSAMP_MAXMIPLEVEL, tm1.min_lod >> 4);
+ const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
+ {
+ D3DTEXF_NONE,
+ D3DTEXF_POINT,
+ D3DTEXF_LINEAR,
+ D3DTEXF_NONE, //reserved
+ };
+ const D3DTEXTUREADDRESS d3dClamps[4] =
+ {
+ D3DTADDRESS_CLAMP,
+ D3DTADDRESS_WRAP,
+ D3DTADDRESS_MIRROR,
+ D3DTADDRESS_WRAP //reserved
+ };
+
+ const FourTexUnits &tex = bpmem.tex[texindex];
+ const TexMode0 &tm0 = tex.texMode0[stage];
+ const TexMode1 &tm1 = tex.texMode1[stage];
+
+ D3DTEXTUREFILTERTYPE min, mag, mip;
+ if (g_ActiveConfig.bForceFiltering)
+ {
+ min = mag = mip = D3DTEXF_LINEAR;
+ }
+ else
+ {
+ min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
+ mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
+ mip = d3dMipFilters[tm0.min_filter & 3];
+ }
+ if (texindex)
+ stage += 4;
+
+ if (mag == D3DTEXF_LINEAR && min == D3DTEXF_LINEAR && g_ActiveConfig.iMaxAnisotropy)
+ {
+ min = D3DTEXF_ANISOTROPIC;
+ }
+ D3D::SetSamplerState(stage, D3DSAMP_MINFILTER, min);
+ D3D::SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
+ D3D::SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
+
+ D3D::SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
+ D3D::SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
+
+ float lodbias = (s32)tm0.lod_bias / 32.0f;
+ D3D::SetSamplerState(stage, D3DSAMP_MIPMAPLODBIAS, *(DWORD*)&lodbias);
+ D3D::SetSamplerState(stage, D3DSAMP_MAXMIPLEVEL, tm1.min_lod >> 4);
}
void Renderer::SetInterlacingMode()
{
- // TODO
+ // TODO
}
} // namespace DX9