DX9/DX11, improvement to r5870: Instead of skipping SetViewport(), fix the viewport to match the old EFB dimensions.

Should reduce or even fix most graphical glitches caused by huge viewports in HD resolutions.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5873 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX 2010-07-12 15:10:27 +00:00
parent ff917cb0c9
commit dcc51e0ef8
2 changed files with 40 additions and 17 deletions

View File

@ -740,25 +740,39 @@ void UpdateViewport()
Y = 0;
sizeChanged=true;
}
float newx = (float)X;
float newy = (float)Y;
float newwidth = (float)Width;
float newheight = (float)Height;
if (sizeChanged)
{
// Make sure that the requested size is actually supported by the GFX driver
if (s_Fulltarget_width > (int)D3D::GetMaxTextureSize() || s_Fulltarget_height > (int)D3D::GetMaxTextureSize())
{
// Skip EFB recreation and viewport setting. Most likely cause glitches in this case, but prevents crashes at least
// 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", s_Fulltarget_width, s_Fulltarget_height);
// Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors
newx *= (float)old_fulltarget_w / (float)s_Fulltarget_width;
newy *= (float)old_fulltarget_h / (float)s_Fulltarget_height;
newwidth *= (float)old_fulltarget_w / (float)s_Fulltarget_width;
newheight *= (float)old_fulltarget_h / (float)s_Fulltarget_height;
s_Fulltarget_width = old_fulltarget_w;
s_Fulltarget_height = old_fulltarget_h;
return;
}
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
FBManager.Destroy();
FBManager.Create();
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
else
{
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
FBManager.Destroy();
FBManager.Create();
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
}
}
// some games set invalids values MinDepth and MaxDepth so fix them to the max an min allowed and let the shaders do this work
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height,
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(newx, newy, newwidth, newheight,
0.f, // (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
1.f); // xfregs.rawViewport[5] / 16777216.0f;
D3D::context->RSSetViewports(1, &vp);

View File

@ -884,18 +884,27 @@ void UpdateViewport()
// Make sure that the requested size is actually supported by the GFX driver
if (s_Fulltarget_width > caps.MaxTextureWidth || s_Fulltarget_height > caps.MaxTextureHeight)
{
// Skip EFB recreation and viewport setting. Most likely cause 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\n", s_Fulltarget_width, s_Fulltarget_height);
// 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", s_Fulltarget_width, s_Fulltarget_height, old_fulltarget_w, old_fulltarget_h);
// Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors
X *= old_fulltarget_w / s_Fulltarget_width;
Y *= old_fulltarget_h / s_Fulltarget_height;
Width *= old_fulltarget_w / s_Fulltarget_width;
Height *= old_fulltarget_h / s_Fulltarget_height;
s_Fulltarget_width = old_fulltarget_w;
s_Fulltarget_height = old_fulltarget_h;
return;
}
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
FBManager.Destroy();
FBManager.Create();
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
else
{
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
FBManager.Destroy();
FBManager.Create();
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
}
}
vp.X = X;
vp.Y = Y;
@ -904,7 +913,7 @@ void UpdateViewport()
// 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.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
vp.MaxZ =1.0f; // xfregs.rawViewport[5] / 16777216.0f;
vp.MaxZ = 1.0f; // xfregs.rawViewport[5] / 16777216.0f;
D3D::dev->SetViewport(&vp);
}