mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-12 00:59:11 +01:00
3bdf7d3711
implemented donko's xfb in D3D: the bad things: *is solower in some cases, slower as opengl *it do not work in dual core mode, it seems direct3d has serious synchronization problems, to the other devs please if you can take a look and help me :) *real xfb still not working i have to give it more time to make it work. the good: *games that uses multiples xfbs will work now using the virtual XFB. *implemented a more hardware like approach to scaling, now to calculate the pixel scaling i use the xfb size not the efb so the screen pixels relation is more correct now. *simplified a little donko's virtual xfb to make it less memory consuming as xfb textures are the exact size of the scaled xfb and not full target width. * when it works even real xfb will let us use super sampling. I repeat this commit is totally unstable and in dual core mode it will for sure hang the emulator or at best give totally incorrect results. Other devs please help as thread sync is not one of my strong points :) i'll keep waiting for the comments an the -1 :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5195 8ced0084-cf51-0410-be5f-012b33b47a6e
1438 lines
38 KiB
C++
1438 lines
38 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <list>
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#include <d3dx9.h>
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#include <strsafe.h>
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#include "StringUtil.h"
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#include "Common.h"
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#include "Atomic.h"
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#include "FileUtil.h"
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#include "Thread.h"
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#include "Timer.h"
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#include "Statistics.h"
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#include "VideoConfig.h"
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#include "main.h"
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#include "VertexManager.h"
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#include "Render.h"
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#include "OpcodeDecoding.h"
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#include "BPStructs.h"
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#include "XFStructs.h"
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#include "D3DUtil.h"
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#include "VertexShaderManager.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.h"
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#include "PixelShaderCache.h"
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#include "VertexLoaderManager.h"
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#include "TextureCache.h"
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#include "Utils.h"
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#include "EmuWindow.h"
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#include "AVIDump.h"
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#include "OnScreenDisplay.h"
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#include "FramebufferManager.h"
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#include "Fifo.h"
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#include "TextureConverter.h"
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#include "debugger/debugger.h"
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int s_fps=0;
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static bool WindowResized;
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static int s_target_width;
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static int s_target_height;
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static int s_Fulltarget_width;
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static int s_Fulltarget_height;
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static int s_backbuffer_width;
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static int s_backbuffer_height;
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static int s_XFB_width;
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static int s_XFB_height;
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static float xScale;
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static float yScale;
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static int s_recordWidth;
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static int s_recordHeight;
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static bool s_LastFrameDumped;
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static bool s_AVIDumping;
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static u32 s_blendMode;
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static u32 s_LastAA;
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static bool IS_AMD;
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static bool XFBWrited;
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char st[32768];
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static bool s_bScreenshot = false;
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static Common::CriticalSection s_criticalScreenshot;
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static char s_sScreenshotName[1024];
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static LPDIRECT3DSURFACE9 ScreenShootMEMSurface = NULL;
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// State translation lookup tables
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static const D3DBLEND d3dSrcFactors[8] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_SRCALPHA,
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D3DBLEND_INVSRCALPHA,
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D3DBLEND_DESTALPHA,
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D3DBLEND_INVDESTALPHA
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};
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static const D3DBLEND d3dDestFactors[8] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_SRCCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_SRCALPHA,
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D3DBLEND_INVSRCALPHA,
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D3DBLEND_DESTALPHA,
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D3DBLEND_INVDESTALPHA
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};
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// 0 0x00
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// 1 Source & destination
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// 2 Source & ~destination
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// 3 Source
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// 4 ~Source & destination
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// 5 Destination
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// 6 Source ^ destination = Source & ~destination | ~Source & destination
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// 7 Source | destination
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// 8 ~(Source | destination)
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// 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
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// 10 ~Destination
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// 11 Source | ~destination
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// 12 ~Source
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// 13 ~Source | destination
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// 14 ~(Source & destination)
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// 15 0xff
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static const D3DBLENDOP d3dLogincOPop[16] =
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{
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D3DBLENDOP_ADD,//0
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D3DBLENDOP_ADD,//1
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D3DBLENDOP_SUBTRACT,//2
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D3DBLENDOP_ADD,//3
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D3DBLENDOP_REVSUBTRACT,//4
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D3DBLENDOP_ADD,//5
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D3DBLENDOP_MAX,//6
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D3DBLENDOP_ADD,//7
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D3DBLENDOP_MAX,//8
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D3DBLENDOP_MAX,//9
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D3DBLENDOP_ADD,//10
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D3DBLENDOP_ADD,//11
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D3DBLENDOP_ADD,//12
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D3DBLENDOP_ADD,//13
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D3DBLENDOP_ADD,//14
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D3DBLENDOP_ADD//15
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};
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static const D3DBLEND d3dLogicOpSrcFactors[16] =
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{
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D3DBLEND_ZERO,//0
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D3DBLEND_DESTCOLOR,//1
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D3DBLEND_ONE,//2
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D3DBLEND_ONE,//3
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D3DBLEND_DESTCOLOR,//4
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D3DBLEND_ZERO,//5
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D3DBLEND_INVDESTCOLOR,//6
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D3DBLEND_INVDESTCOLOR,//7
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D3DBLEND_INVSRCCOLOR,//8
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D3DBLEND_INVSRCCOLOR,//9
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D3DBLEND_INVDESTCOLOR,//10
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D3DBLEND_ONE,//11
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D3DBLEND_INVSRCCOLOR,//12
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D3DBLEND_INVSRCCOLOR,//13
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D3DBLEND_INVDESTCOLOR,//14
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D3DBLEND_ONE//15
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};
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static const D3DBLEND d3dLogicOpDestFactors[16] =
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{
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D3DBLEND_ZERO,//0
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D3DBLEND_ZERO,//1
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D3DBLEND_INVSRCCOLOR,//2
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D3DBLEND_ZERO,//3
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D3DBLEND_ONE,//4
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D3DBLEND_ONE,//5
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D3DBLEND_INVSRCCOLOR,//6
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D3DBLEND_ONE,//7
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D3DBLEND_INVDESTCOLOR,//8
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D3DBLEND_SRCCOLOR,//9
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D3DBLEND_INVDESTCOLOR,//10
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D3DBLEND_INVDESTCOLOR,//11
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D3DBLEND_INVSRCCOLOR,//12
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D3DBLEND_ONE,//13
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D3DBLEND_INVSRCCOLOR,//14
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D3DBLEND_ONE//15
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};
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static const D3DCULL d3dCullModes[4] =
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{
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D3DCULL_NONE,
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D3DCULL_CCW,
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D3DCULL_CW,
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D3DCULL_CCW
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};
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static const D3DCMPFUNC d3dCmpFuncs[8] =
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{
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D3DCMP_NEVER,
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D3DCMP_LESS,
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D3DCMP_EQUAL,
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D3DCMP_LESSEQUAL,
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D3DCMP_GREATER,
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D3DCMP_NOTEQUAL,
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D3DCMP_GREATEREQUAL,
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D3DCMP_ALWAYS
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};
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static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
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{
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D3DTEXF_NONE,
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D3DTEXF_POINT,
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D3DTEXF_LINEAR,
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D3DTEXF_LINEAR, //reserved
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};
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static const D3DTEXTUREADDRESS d3dClamps[4] =
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{
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D3DTADDRESS_CLAMP,
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D3DTADDRESS_WRAP,
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D3DTADDRESS_MIRROR,
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D3DTADDRESS_WRAP //reserved
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};
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void SetupDeviceObjects()
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{
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D3D::font.Init();
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VertexLoaderManager::Init();
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FBManager.Create();
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VertexShaderManager::Dirty();
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PixelShaderManager::Dirty();
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TextureConverter::Init();
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// Tex and shader caches will recreate themselves over time.
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}
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// Kill off all POOL_DEFAULT device objects.
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void TeardownDeviceObjects()
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{
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if(ScreenShootMEMSurface)
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ScreenShootMEMSurface->Release();
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ScreenShootMEMSurface = NULL;
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D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
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FBManager.Destroy();
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D3D::font.Shutdown();
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TextureCache::Invalidate(false);
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VertexManager::DestroyDeviceObjects();
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Clear();
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PixelShaderCache::Clear();
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TextureConverter::Shutdown();
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}
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bool Renderer::Init()
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{
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UpdateActiveConfig();
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int fullScreenRes, w_temp, h_temp;
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s_blendMode = 0;
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// Multisample Anti-aliasing hasn't been implemented yet
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int backbuffer_ms_mode = 0; // g_ActiveConfig.iMultisampleMode;
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sscanf(g_Config.cFSResolution, "%dx%d", &w_temp, &h_temp);
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for (fullScreenRes = 0; fullScreenRes < (int)D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size(); fullScreenRes++)
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{
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if ((D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].xres == w_temp) &&
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(D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].yres == h_temp))
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break;
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}
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if (fullScreenRes == D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size())
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fullScreenRes = 0;
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D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(), false,
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fullScreenRes, backbuffer_ms_mode, false);
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IS_AMD = D3D::IsATIDevice();
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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s_XFB_width = MAX_XFB_WIDTH;
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s_XFB_height = MAX_XFB_HEIGHT;
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TargetRectangle dst_rect;
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ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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if(g_ActiveConfig.bUseRealXFB)
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{
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xScale = yScale = 1.0f;
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}
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else
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{
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xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
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yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
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}
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s_target_width = EFB_WIDTH * xScale;
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s_target_height = EFB_HEIGHT * yScale;
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s_LastAA = (g_ActiveConfig.iMultisampleMode > 3)?0:g_ActiveConfig.iMultisampleMode;
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float SupersampleCoeficient = 1.0f;
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switch (s_LastAA)
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{
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case 1:
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s_target_width = (s_target_width * 3) / 2;
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s_target_height = (s_target_height * 3) / 2;
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SupersampleCoeficient = 3.0f/2.0f;
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break;
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case 2:
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s_target_width *= 2;
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s_target_height *= 2;
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SupersampleCoeficient = 2.0f;
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break;
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case 3:
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s_target_width *= 3;
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s_target_height *= 3;
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SupersampleCoeficient = 3.0f;
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break;
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default:
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break;
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};
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xScale *= SupersampleCoeficient;
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yScale *= SupersampleCoeficient;
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s_Fulltarget_width = s_target_width;
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s_Fulltarget_height = s_target_height;
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s_LastFrameDumped = false;
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s_AVIDumping = false;
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// We're not using fixed function, except for some 2D.
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// Let's just set the matrices to identity to be sure.
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D3DXMATRIX mtx;
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D3DXMatrixIdentity(&mtx);
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D3D::dev->SetTransform(D3DTS_VIEW, &mtx);
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D3D::dev->SetTransform(D3DTS_WORLD, &mtx);
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SetupDeviceObjects();
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for (int stage = 0; stage < 8; stage++)
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D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, g_ActiveConfig.iMaxAnisotropy);
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D3DVIEWPORT9 vp;
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vp.X = 0;
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vp.Y = 0;
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vp.Width = s_backbuffer_width;
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vp.Height = s_backbuffer_height;
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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D3D::dev->SetViewport(&vp);
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 0, 0);
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D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
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vp.X = (s_Fulltarget_width - s_target_width) / 2;
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vp.Y = (s_Fulltarget_height - s_target_height) / 2;
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vp.Width = s_target_width;
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vp.Height = s_target_height;
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D3D::dev->SetViewport(&vp);
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
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D3D::BeginFrame();
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D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
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D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, FBManager.GetEFBColorRTSurfaceFormat(), D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
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return true;
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}
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void Renderer::Shutdown()
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{
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TeardownDeviceObjects();
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D3D::EndFrame();
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D3D::Present();
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D3D::Close();
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if (s_AVIDumping)
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{
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AVIDump::Stop();
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}
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}
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int Renderer::GetTargetWidth() { return s_target_width; }
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int Renderer::GetTargetHeight() { return s_target_height; }
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int Renderer::GetFullTargetWidth() { return s_Fulltarget_width; }
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int Renderer::GetFullTargetHeight() { return s_Fulltarget_height; }
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float Renderer::GetTargetScaleX() { return xScale; }
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float Renderer::GetTargetScaleY() { return yScale; }
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int Renderer::GetFrameBufferWidth()
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{
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return s_backbuffer_width;
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}
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int Renderer::GetFrameBufferHeight()
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{
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return s_backbuffer_height;
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}
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// Create On-Screen-Messages
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void Renderer::DrawDebugText()
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{
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// OSD Menu messages
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if (g_ActiveConfig.bOSDHotKey)
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{
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if (OSDChoice > 0)
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{
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OSDTime = Common::Timer::GetTimeMs() + 3000;
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OSDChoice = -OSDChoice;
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}
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if ((u32)OSDTime > Common::Timer::GetTimeMs())
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{
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std::string T1 = "", T2 = "";
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std::vector<std::string> T0;
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/*
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int W, H;
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sscanf(g_ActiveConfig.cInternalRes, "%dx%d", &W, &H);
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std::string OSDM1 =
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g_ActiveConfig.bNativeResolution || g_ActiveConfig.b2xResolution ?
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(g_ActiveConfig.bNativeResolution ?
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StringFromFormat("%i x %i (native)", OSDInternalW, OSDInternalH)
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: StringFromFormat("%i x %i (2x)", OSDInternalW, OSDInternalH))
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: StringFromFormat("%i x %i (custom)", W, H);
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*/
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std::string OSDM1 = StringFromFormat("%i x %i", OSDInternalW, OSDInternalH);
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std::string OSDM21;
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switch(g_ActiveConfig.iAspectRatio)
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{
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case ASPECT_AUTO:
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OSDM21 = "Auto";
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break;
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case ASPECT_FORCE_16_9:
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OSDM21 = "16:9";
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break;
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case ASPECT_FORCE_4_3:
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OSDM21 = "4:3";
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break;
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case ASPECT_STRETCH:
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OSDM21 = "Stretch";
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break;
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}
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std::string OSDM22 =
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g_ActiveConfig.bCrop ? " (crop)" : "";
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std::string OSDM3 = g_ActiveConfig.bEFBCopyDisable ? "Disabled" :
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g_ActiveConfig.bCopyEFBToTexture ? "To Texture" : "To RAM";
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// If there is more text than this we will have a collission
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if (g_ActiveConfig.bShowFPS)
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{ T1 += "\n\n"; T2 += "\n\n"; }
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// The rows
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T0.push_back(StringFromFormat("3: Internal Resolution: %s\n", OSDM1.c_str()));
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T0.push_back(StringFromFormat("4: Aspect Ratio: %s%s\n", OSDM21.c_str(), OSDM22.c_str()));
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T0.push_back(StringFromFormat("5: Copy EFB: %s\n", OSDM3.c_str()));
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T0.push_back(StringFromFormat("6: Fog: %s\n", g_ActiveConfig.bDisableFog ? "Disabled" : "Enabled"));
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T0.push_back(StringFromFormat("7: Material Lighting: %s\n", g_ActiveConfig.bDisableLighting ? "Disabled" : "Enabled"));
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// The latest changed setting in yellow
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T1 += (OSDChoice == -1) ? T0.at(0) : "\n";
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T1 += (OSDChoice == -2) ? T0.at(1) : "\n";
|
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T1 += (OSDChoice == -3) ? T0.at(2) : "\n";
|
|
T1 += (OSDChoice == -4) ? T0.at(3) : "\n";
|
|
T1 += (OSDChoice == -5) ? T0.at(4) : "\n";
|
|
|
|
// The other settings in cyan
|
|
T2 += (OSDChoice != -1) ? T0.at(0) : "\n";
|
|
T2 += (OSDChoice != -2) ? T0.at(1) : "\n";
|
|
T2 += (OSDChoice != -3) ? T0.at(2) : "\n";
|
|
T2 += (OSDChoice != -4) ? T0.at(3) : "\n";
|
|
T2 += (OSDChoice != -5) ? T0.at(4) : "\n";
|
|
|
|
// Render a shadow, and then the text
|
|
Renderer::RenderText(T1.c_str(), 21, 21, 0xDD000000);
|
|
Renderer::RenderText(T1.c_str(), 20, 20, 0xFFffff00);
|
|
Renderer::RenderText(T2.c_str(), 21, 21, 0xDD000000);
|
|
Renderer::RenderText(T2.c_str(), 20, 20, 0xFF00FFFF);
|
|
}
|
|
}
|
|
}
|
|
|
|
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, false);
|
|
}
|
|
|
|
void dumpMatrix(D3DXMATRIX &mtx)
|
|
{
|
|
for (int y = 0; y < 4; y++)
|
|
{
|
|
char temp[256];
|
|
sprintf(temp,"%4.4f %4.4f %4.4f %4.4f", mtx.m[y][0], mtx.m[y][1], mtx.m[y][2], mtx.m[y][3]);
|
|
g_VideoInitialize.pLog(temp, FALSE);
|
|
}
|
|
}
|
|
|
|
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
|
|
{
|
|
int Xstride = (s_Fulltarget_width - s_target_width) / 2;
|
|
int Ystride = (s_Fulltarget_height - s_target_height) / 2;
|
|
TargetRectangle result;
|
|
result.left = (int)(rc.left * xScale) + Xstride;
|
|
result.top = (int)(rc.top * yScale) + Ystride;
|
|
result.right = (int)(rc.right * xScale) + Xstride;
|
|
result.bottom = (int)(rc.bottom * yScale) + Ystride;
|
|
return result;
|
|
}
|
|
|
|
void formatBufferDump(const char *in, char *out, int w, int h, int p)
|
|
{
|
|
for (int y = 0; y < h; y++)
|
|
{
|
|
const char *line = in + (h - y - 1) * p;
|
|
for (int x = 0; x < w; x++)
|
|
{
|
|
memcpy(out, line, 3);
|
|
out += 3;
|
|
line += 4;
|
|
}
|
|
}
|
|
}
|
|
|
|
// With D3D, we have to resize the backbuffer if the window changed
|
|
// size.
|
|
void 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 != s_backbuffer_width || height != s_backbuffer_height)
|
|
::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 != s_backbuffer_width ||
|
|
client_height != s_backbuffer_height) &&
|
|
client_width >= 4 && client_height >= 4)
|
|
{
|
|
TeardownDeviceObjects();
|
|
|
|
D3D::Reset();
|
|
s_backbuffer_width = D3D::GetBackBufferWidth();
|
|
s_backbuffer_height = D3D::GetBackBufferHeight();
|
|
WindowResized = true;
|
|
}
|
|
}
|
|
|
|
extern volatile u32 s_swapRequested;
|
|
|
|
void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
|
|
{
|
|
VideoFifo_CheckEFBAccess();
|
|
XFBWrited = true;
|
|
if(!fbWidth || !fbHeight)
|
|
return;
|
|
// If we're about to write to a requested XFB, make sure the previous
|
|
// contents make it to the screen first.
|
|
VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight);
|
|
FBManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
|
|
|
|
// XXX: Without the VI, how would we know what kind of field this is? So
|
|
// just use progressive.
|
|
if (!g_ActiveConfig.bUseXFB)
|
|
{
|
|
Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight);
|
|
Common::AtomicStoreRelease(s_swapRequested, FALSE);
|
|
}
|
|
}
|
|
|
|
bool Renderer::SetScissorRect()
|
|
{
|
|
int xoff = bpmem.scissorOffset.x * 2 - 342;
|
|
int yoff = bpmem.scissorOffset.y * 2 - 342;
|
|
RECT rc;
|
|
rc.left = (int)((float)bpmem.scissorTL.x - xoff - 342);
|
|
rc.top = (int)((float)bpmem.scissorTL.y - yoff - 342);
|
|
rc.right = (int)((float)bpmem.scissorBR.x - xoff - 341);
|
|
rc.bottom = (int)((float)bpmem.scissorBR.y - yoff - 341);
|
|
|
|
int Xstride = (s_Fulltarget_width - s_target_width) / 2;
|
|
int Ystride = (s_Fulltarget_height - s_target_height) / 2;
|
|
|
|
rc.left = (int)(rc.left * xScale);
|
|
rc.top = (int)(rc.top * yScale);
|
|
rc.right = (int)(rc.right * xScale);
|
|
rc.bottom = (int)(rc.bottom * yScale);
|
|
|
|
if (rc.left < 0) rc.left = 0;
|
|
if (rc.right < 0) rc.right = 0;
|
|
if (rc.left > s_target_width) rc.left = s_target_width;
|
|
if (rc.right > s_target_width) rc.right = s_target_width;
|
|
if (rc.top < 0) rc.top = 0;
|
|
if (rc.bottom < 0) rc.bottom = 0;
|
|
if (rc.top > s_target_height) rc.top = s_target_height;
|
|
if (rc.bottom > s_target_height) rc.bottom = s_target_height;
|
|
|
|
rc.left += Xstride;
|
|
rc.top += Ystride;
|
|
rc.right += Xstride;
|
|
rc.bottom += Ystride;
|
|
|
|
if (rc.left > rc.right)
|
|
{
|
|
int temp = rc.right;
|
|
rc.right = rc.left;
|
|
rc.left = temp;
|
|
}
|
|
if (rc.top > rc.bottom)
|
|
{
|
|
int temp = rc.bottom;
|
|
rc.bottom = rc.top;
|
|
rc.top = temp;
|
|
}
|
|
|
|
if (rc.right >= rc.left && rc.bottom >= rc.top)
|
|
{
|
|
D3D::dev->SetScissorRect(&rc);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
|
|
rc.left = Xstride;
|
|
rc.top = Ystride;
|
|
rc.right = Xstride + s_target_width;
|
|
rc.bottom = Ystride + s_target_height;
|
|
D3D::dev->SetScissorRect(&rc);
|
|
return false;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void Renderer::SetColorMask()
|
|
{
|
|
DWORD color_mask = 0;
|
|
if (bpmem.blendmode.alphaupdate)
|
|
color_mask = D3DCOLORWRITEENABLE_ALPHA;
|
|
if (bpmem.blendmode.colorupdate)
|
|
color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
|
|
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
|
|
}
|
|
|
|
u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
|
|
{
|
|
if (!g_ActiveConfig.bEFBAccessEnable)
|
|
return 0;
|
|
|
|
//Get the working buffer
|
|
LPDIRECT3DSURFACE9 pBuffer = (type == PEEK_Z || type == POKE_Z) ?
|
|
FBManager.GetEFBDepthRTSurface() : FBManager.GetEFBColorRTSurface();
|
|
//get the temporal buffer to move 1pixel data
|
|
LPDIRECT3DSURFACE9 RBuffer = (type == PEEK_Z || type == POKE_Z) ?
|
|
FBManager.GetEFBDepthReadSurface() : FBManager.GetEFBColorReadSurface();
|
|
//get the memory buffer that can be locked
|
|
LPDIRECT3DSURFACE9 pOffScreenBuffer = (type == PEEK_Z || type == POKE_Z) ?
|
|
FBManager.GetEFBDepthOffScreenRTSurface() : FBManager.GetEFBColorOffScreenRTSurface();
|
|
//get the buffer format
|
|
D3DFORMAT BufferFormat = (type == PEEK_Z || type == POKE_Z) ?
|
|
FBManager.GetEFBDepthRTSurfaceFormat() : FBManager.GetEFBColorRTSurfaceFormat();
|
|
D3DFORMAT ReadBufferFormat = (type == PEEK_Z || type == POKE_Z) ?
|
|
FBManager.GetEFBDepthReadSurfaceFormat() : BufferFormat;
|
|
|
|
if (BufferFormat == D3DFMT_D24X8)
|
|
return 0;
|
|
|
|
D3DLOCKED_RECT drect;
|
|
|
|
//Buffer not found alert
|
|
if (!pBuffer) {
|
|
PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
|
|
return 0;
|
|
}
|
|
// Get the rectangular target region covered by the EFB pixel.
|
|
|
|
EFBRectangle efbPixelRc;
|
|
efbPixelRc.left = x;
|
|
efbPixelRc.top = y;
|
|
efbPixelRc.right = x + 1;
|
|
efbPixelRc.bottom = y + 1;
|
|
|
|
TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
|
|
|
|
u32 z = 0;
|
|
float val = 0.0f;
|
|
HRESULT hr;
|
|
RECT RectToLock;
|
|
RectToLock.bottom = targetPixelRc.bottom;
|
|
RectToLock.left = targetPixelRc.left;
|
|
RectToLock.right = targetPixelRc.right;
|
|
RectToLock.top = targetPixelRc.top;
|
|
if (type == PEEK_Z)
|
|
{
|
|
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
|
|
hr =D3D::dev->SetDepthStencilSurface(NULL);
|
|
hr = D3D::dev->SetRenderTarget(0, RBuffer);
|
|
if (FAILED(hr))
|
|
{
|
|
PanicAlert("unable to set pixel render buffer");
|
|
return 0;
|
|
}
|
|
D3DVIEWPORT9 vp;
|
|
// Stretch picture with increased internal resolution
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.Width = 4;
|
|
vp.Height = 4;
|
|
vp.MinZ = 0.0f;
|
|
vp.MaxZ = 1.0f;
|
|
hr = D3D::dev->SetViewport(&vp);
|
|
if (FAILED(hr))
|
|
{
|
|
PanicAlert("unable to set pixel viewport");
|
|
return 0;
|
|
}
|
|
float colmat[16]= {0.0f};
|
|
float fConstAdd[4] = {0.0f};
|
|
colmat[0] = colmat[5] = colmat[10] = 1.0f;
|
|
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
|
|
EFBRectangle source_rect;
|
|
LPDIRECT3DTEXTURE9 read_texture = FBManager.GetEFBDepthTexture(source_rect);
|
|
|
|
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
|
|
|
|
D3D::drawShadedTexQuad(
|
|
read_texture,
|
|
&RectToLock,
|
|
Renderer::GetFullTargetWidth() ,
|
|
Renderer::GetFullTargetHeight(),
|
|
(BufferFormat == FOURCC_RAWZ)?PixelShaderCache::GetColorMatrixProgram(0):PixelShaderCache::GetDepthMatrixProgram(0),
|
|
VertexShaderCache::GetSimpleVertexShader());
|
|
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
|
|
|
hr = D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
|
|
hr = D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
|
|
RestoreAPIState();
|
|
RectToLock.bottom = 4;
|
|
RectToLock.left = 0;
|
|
RectToLock.right = 4;
|
|
RectToLock.top = 0;
|
|
|
|
}
|
|
else
|
|
{
|
|
hr = D3D::dev->StretchRect(pBuffer,&RectToLock,RBuffer,NULL, D3DTEXF_NONE);
|
|
//change the rect to lock the entire one pixel buffer
|
|
RectToLock.bottom = 1;
|
|
RectToLock.left = 0;
|
|
RectToLock.right = 1;
|
|
RectToLock.top = 0;
|
|
}
|
|
if (FAILED(hr))
|
|
{
|
|
PanicAlert("Unable to stretch data to buffer");
|
|
return 0;
|
|
}
|
|
//retriebe the pixel data to the local memory buffer
|
|
D3D::dev->GetRenderTargetData(RBuffer,pOffScreenBuffer);
|
|
if (FAILED(hr))
|
|
{
|
|
PanicAlert("Unable to copy data to mem buffer");
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
|
|
//the surface is good.. lock it
|
|
if ((hr = pOffScreenBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
|
|
{
|
|
PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" :
|
|
hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
|
|
return 0;
|
|
}
|
|
|
|
switch(type) {
|
|
case PEEK_Z:
|
|
{
|
|
switch (ReadBufferFormat)
|
|
{
|
|
case D3DFMT_R32F:
|
|
val = ((float *)drect.pBits)[6];
|
|
break;
|
|
default:
|
|
float ffrac = 1.0f/255.0f;
|
|
z = ((u32 *)drect.pBits)[6];
|
|
val = ((float)((z>>16) & 0xFF)) * ffrac;
|
|
ffrac*= 1 / 255.0f;
|
|
val += ((float)((z>>8) & 0xFF)) * ffrac;
|
|
ffrac*= 1 / 255.0f;
|
|
val += ((float)(z & 0xFF)) * ffrac;
|
|
break;
|
|
};
|
|
z = ((u32)(val * 0xffffff));
|
|
}
|
|
break;
|
|
case POKE_Z:
|
|
// TODO: Get that Z value to poke from somewhere
|
|
//((float *)drect.pBits)[0] = val;
|
|
PanicAlert("Poke Z-buffer not implemented");
|
|
break;
|
|
|
|
case PEEK_COLOR:
|
|
z = ((u32 *)drect.pBits)[0];
|
|
break;
|
|
case POKE_COLOR:
|
|
// TODO: Get that ARGB value to poke from somewhere
|
|
//((float *)drect.pBits)[0] = val;
|
|
PanicAlert("Poke color EFB not implemented");
|
|
break;
|
|
}
|
|
|
|
|
|
pOffScreenBuffer->UnlockRect();
|
|
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
|
|
return z;
|
|
|
|
}
|
|
|
|
// Called from VertexShaderManager
|
|
void UpdateViewport()
|
|
{
|
|
// 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;
|
|
|
|
float MValueX = Renderer::GetTargetScaleX();
|
|
float MValueY = Renderer::GetTargetScaleY();
|
|
|
|
int Xstride = (s_Fulltarget_width - s_target_width) / 2;
|
|
int Ystride = (s_Fulltarget_height - s_target_height) / 2;
|
|
|
|
D3DVIEWPORT9 vp;
|
|
|
|
// Stretch picture with increased internal resolution
|
|
int X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX) + Xstride;
|
|
int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY) + Ystride;
|
|
int Width = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX);
|
|
int Height = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY);
|
|
if (Width < 0)
|
|
{
|
|
X += Width;
|
|
Width*=-1;
|
|
}
|
|
if (Height < 0)
|
|
{
|
|
Y += Height;
|
|
Height *= -1;
|
|
}
|
|
bool sizeChanged = false;
|
|
if(X < 0)
|
|
{
|
|
s_Fulltarget_width -= 2 * X;
|
|
X = 0;
|
|
sizeChanged=true;
|
|
}
|
|
if(Y < 0)
|
|
{
|
|
s_Fulltarget_height -= 2 * Y;
|
|
Y = 0;
|
|
sizeChanged=true;
|
|
}
|
|
if(!IS_AMD)
|
|
{
|
|
if(X + Width > s_Fulltarget_width)
|
|
{
|
|
s_Fulltarget_width += (X + Width - s_Fulltarget_width) * 2;
|
|
sizeChanged=true;
|
|
}
|
|
if(Y + Height > s_Fulltarget_height)
|
|
{
|
|
s_Fulltarget_height += (Y + Height - s_Fulltarget_height) * 2;
|
|
sizeChanged=true;
|
|
}
|
|
}
|
|
if(sizeChanged)
|
|
{
|
|
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;
|
|
vp.Width = Width;
|
|
vp.Height = Height;
|
|
|
|
//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;
|
|
D3D::dev->SetViewport(&vp);
|
|
}
|
|
|
|
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
|
|
{
|
|
// Update the view port for clearing the picture
|
|
|
|
D3DVIEWPORT9 vp;
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.Width = Renderer::GetFullTargetWidth();
|
|
vp.Height = Renderer::GetFullTargetHeight();
|
|
vp.MinZ = 0.0;
|
|
vp.MaxZ = 1.0;
|
|
D3D::dev->SetViewport(&vp);
|
|
|
|
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
|
|
|
|
// Always set the scissor in case it was set by the game and has not been reset
|
|
RECT sirc;
|
|
sirc.left = targetRc.left;
|
|
sirc.top = targetRc.top;
|
|
sirc.right = targetRc.right;
|
|
sirc.bottom = targetRc.bottom;
|
|
D3D::dev->SetScissorRect(&sirc);
|
|
if (zEnable)
|
|
D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
|
|
D3D::drawClearQuad(color ,(z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetClearVertexShader());
|
|
if (zEnable)
|
|
D3D::RefreshRenderState(D3DRS_ZFUNC);
|
|
//D3D::dev->Clear(0, NULL, (colorEnable ? D3DCLEAR_TARGET : 0)| ( zEnable ? D3DCLEAR_ZBUFFER : 0), color | ((alphaEnable)?0:0xFF000000),(z & 0xFFFFFF) / float(0xFFFFFF), 0);
|
|
UpdateViewport();
|
|
SetScissorRect();
|
|
}
|
|
|
|
void Renderer::SetBlendMode(bool forceUpdate)
|
|
{
|
|
// blend mode bit mask
|
|
// 0 - blend enable
|
|
// 2 - reverse subtract enable (else add)
|
|
// 3-5 - srcRGB function
|
|
// 6-8 - dstRGB function
|
|
if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
|
|
return;
|
|
u32 newval = bpmem.blendmode.subtract << 2;
|
|
|
|
if (bpmem.blendmode.subtract) {
|
|
newval |= 0x0049; // enable blending src 1 dst 1
|
|
} else if (bpmem.blendmode.blendenable) {
|
|
newval |= 1; // enable blending
|
|
newval |= bpmem.blendmode.srcfactor << 3;
|
|
newval |= bpmem.blendmode.dstfactor << 6;
|
|
}
|
|
|
|
u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode;
|
|
|
|
if (changes & 1) {
|
|
// blend enable change
|
|
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, (newval & 1));
|
|
|
|
}
|
|
|
|
if (changes & 4) {
|
|
// subtract enable change
|
|
D3D::SetRenderState(D3DRS_BLENDOP, newval & 4 ? D3DBLENDOP_REVSUBTRACT : D3DBLENDOP_ADD);
|
|
}
|
|
|
|
if (changes & 0x1F8) {
|
|
// blend RGB change
|
|
D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[(newval >> 3) & 7]);
|
|
D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[(newval >> 6) & 7]);
|
|
}
|
|
|
|
s_blendMode = newval;
|
|
}
|
|
|
|
|
|
|
|
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
|
|
{
|
|
if(!fbWidth || !fbHeight)
|
|
return;
|
|
// this function is called after the XFB field is changed, not after
|
|
// EFB is copied to XFB. In this way, flickering is reduced in games
|
|
// and seems to also give more FPS in ZTP
|
|
if(!XFBWrited)
|
|
return;
|
|
if (field == FIELD_LOWER)
|
|
xfbAddr -= fbWidth * 2;
|
|
|
|
u32 xfbCount = 0;
|
|
const XFBSource** xfbSourceList = FBManager.GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
|
|
if (!xfbSourceList || xfbCount == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (g_bSkipCurrentFrame)
|
|
{
|
|
g_VideoInitialize.pCopiedToXFB(false);
|
|
return;
|
|
}
|
|
|
|
Renderer::ResetAPIState();
|
|
// Set the backbuffer as the rendering target
|
|
D3D::dev->SetDepthStencilSurface(NULL);
|
|
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
|
|
|
TargetRectangle dst_rect;
|
|
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
|
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,D3DCOLOR_XRGB(0,0,0),1.0f,0);
|
|
|
|
int X = dst_rect.left;
|
|
int Y = dst_rect.top;
|
|
int Width = dst_rect.right - dst_rect.left;
|
|
int Height = dst_rect.bottom - dst_rect.top;
|
|
|
|
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 XFBSource* xfbSource;
|
|
|
|
// draw each xfb source
|
|
for (u32 i = 0; i < xfbCount; ++i)
|
|
{
|
|
xfbSource = xfbSourceList[i];
|
|
MathUtil::Rectangle<float> sourceRc;
|
|
|
|
sourceRc.left = 0;
|
|
sourceRc.top = 0;
|
|
sourceRc.right = xfbSource->texWidth;
|
|
sourceRc.bottom = xfbSource->texHeight;
|
|
|
|
MathUtil::Rectangle<float> drawRc;
|
|
|
|
if (g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
|
|
{
|
|
// 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);
|
|
|
|
|
|
if (!g_ActiveConfig.bAutoScale)
|
|
{
|
|
// scale draw area for a 1 to 1 pixel mapping with the draw target
|
|
float vScale = (float)fbHeight / (float)s_backbuffer_height;
|
|
float hScale = (float)fbWidth / (float)s_backbuffer_width;
|
|
|
|
drawRc.top *= vScale;
|
|
drawRc.bottom *= vScale;
|
|
drawRc.left *= hScale;
|
|
drawRc.right *= hScale;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
drawRc.top = -1;
|
|
drawRc.bottom = 1;
|
|
drawRc.left = -1;
|
|
drawRc.right = 1;
|
|
}
|
|
|
|
D3D::drawShadedTexSubQuad(xfbSource->texture,&sourceRc,xfbSource->texWidth,xfbSource->texHeight,&drawRc,PixelShaderCache::GetColorCopyProgram(0),VertexShaderCache::GetSimpleVertexShader());
|
|
}
|
|
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
|
|
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);
|
|
if(s_bScreenshot)
|
|
{
|
|
s_criticalScreenshot.Enter();
|
|
D3DXSaveSurfaceToFileA(s_sScreenshotName, D3DXIFF_BMP, D3D::GetBackBufferSurface(), NULL, NULL);
|
|
s_bScreenshot = false;
|
|
s_criticalScreenshot.Leave();
|
|
}
|
|
if (g_ActiveConfig.bDumpFrames)
|
|
{
|
|
D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
|
|
if (!s_LastFrameDumped)
|
|
{
|
|
s_recordWidth = s_backbuffer_width;
|
|
s_recordHeight = s_backbuffer_height;
|
|
s_AVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
|
|
if (!s_AVIDumping)
|
|
{
|
|
PanicAlert("Error dumping frames to AVI.");
|
|
}
|
|
else
|
|
{
|
|
char msg [255];
|
|
sprintf(msg, "Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)", File::GetUserPath(D_DUMPFRAMES_IDX), s_recordWidth, s_recordHeight);
|
|
OSD::AddMessage(msg, 2000);
|
|
}
|
|
}
|
|
if (s_AVIDumping)
|
|
{
|
|
D3DLOCKED_RECT rect;
|
|
if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, NULL, D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY)))
|
|
{
|
|
char *data = (char *)malloc(3 * s_recordWidth * s_recordHeight);
|
|
formatBufferDump((const char *)rect.pBits, data, s_recordWidth, s_recordHeight, rect.Pitch);
|
|
AVIDump::AddFrame(data);
|
|
free(data);
|
|
ScreenShootMEMSurface->UnlockRect();
|
|
}
|
|
}
|
|
s_LastFrameDumped = true;
|
|
}
|
|
else
|
|
{
|
|
if (s_LastFrameDumped && s_AVIDumping)
|
|
{
|
|
AVIDump::Stop();
|
|
s_AVIDumping = false;
|
|
}
|
|
s_LastFrameDumped = 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(0,30,20,20,0.0f,0xFF00FFFF,fps,false);
|
|
}
|
|
Renderer::DrawDebugText();
|
|
|
|
if (g_ActiveConfig.bOverlayStats)
|
|
{
|
|
Statistics::ToString(st);
|
|
D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
|
|
}
|
|
else if (g_ActiveConfig.bOverlayProjStats)
|
|
{
|
|
Statistics::ToStringProj(st);
|
|
D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
|
|
}
|
|
|
|
OSD::DrawMessages();
|
|
|
|
D3D::EndFrame();
|
|
|
|
frameCount++;
|
|
TextureCache::Cleanup();
|
|
|
|
// Make any new configuration settings active.
|
|
UpdateActiveConfig();
|
|
WindowResized = false;
|
|
CheckForResize();
|
|
|
|
bool xfbchanged = false;
|
|
|
|
if(s_XFB_width != fbWidth || s_XFB_height != fbHeight)
|
|
{
|
|
xfbchanged = true;
|
|
s_XFB_width = fbWidth;
|
|
s_XFB_height = fbHeight;
|
|
if(s_XFB_width < 1) s_XFB_width = MAX_XFB_WIDTH;
|
|
if(s_XFB_width > MAX_XFB_WIDTH) s_XFB_width = MAX_XFB_WIDTH;
|
|
if(s_XFB_height < 1) s_XFB_height = MAX_XFB_HEIGHT;
|
|
if(s_XFB_height > MAX_XFB_HEIGHT) s_XFB_height = MAX_XFB_HEIGHT;
|
|
|
|
}
|
|
|
|
u32 newAA = g_ActiveConfig.iMultisampleMode;
|
|
if(newAA != s_LastAA || xfbchanged || WindowResized)
|
|
{
|
|
s_LastAA = newAA;
|
|
|
|
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
|
|
|
if(g_ActiveConfig.bUseRealXFB)
|
|
{
|
|
xScale = yScale = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
|
|
yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
|
|
}
|
|
|
|
s_target_width = EFB_WIDTH * xScale;
|
|
s_target_height = EFB_HEIGHT * yScale;
|
|
|
|
s_LastAA = (g_ActiveConfig.iMultisampleMode > 3)?0:g_ActiveConfig.iMultisampleMode;
|
|
|
|
float SupersampleCoeficient = 1.0f;
|
|
switch (s_LastAA)
|
|
{
|
|
case 1:
|
|
s_target_width = (s_target_width * 3) / 2;
|
|
s_target_height = (s_target_height * 3) / 2;
|
|
SupersampleCoeficient = 3.0f/2.0f;
|
|
break;
|
|
case 2:
|
|
s_target_width *= 2;
|
|
s_target_height *= 2;
|
|
SupersampleCoeficient = 2.0f;
|
|
break;
|
|
case 3:
|
|
s_target_width *= 3;
|
|
s_target_height *= 3;
|
|
SupersampleCoeficient = 3.0f;
|
|
break;
|
|
default:
|
|
break;
|
|
};
|
|
|
|
xScale *= SupersampleCoeficient;
|
|
yScale *= SupersampleCoeficient;
|
|
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
|
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
|
|
SetupDeviceObjects();
|
|
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
|
|
}
|
|
|
|
// ---------------------------------------------------------------------
|
|
// Count FPS.
|
|
// -------------
|
|
static int fpscount = 0;
|
|
static unsigned long lasttime;
|
|
++fpscount;
|
|
if (Common::Timer::GetTimeMs() - lasttime > 1000)
|
|
{
|
|
lasttime = Common::Timer::GetTimeMs();
|
|
s_fps = fpscount - 1;
|
|
fpscount = 0;
|
|
}
|
|
|
|
// Begin new frame
|
|
// Set default viewport and scissor, for the clear to work correctly
|
|
stats.ResetFrame();
|
|
|
|
// Flip/present backbuffer to frontbuffer here
|
|
D3D::Present();
|
|
D3D::BeginFrame();
|
|
Renderer::RestoreAPIState();
|
|
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
|
|
UpdateViewport();
|
|
VertexShaderManager::SetViewportChanged();
|
|
XFBWrited = false;
|
|
}
|
|
|
|
void Renderer::ResetAPIState()
|
|
{
|
|
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_SCISSORTESTENABLE, TRUE);
|
|
UpdateViewport();
|
|
SetScissorRect();
|
|
if (bpmem.zmode.testenable) D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
if (bpmem.zmode.updateenable) D3D::SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
|
|
SetColorMask();
|
|
SetLogicOpMode();
|
|
}
|
|
|
|
void Renderer::SetGenerationMode()
|
|
{
|
|
D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
|
|
}
|
|
|
|
void Renderer::SetDepthMode()
|
|
{
|
|
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
|
|
{
|
|
D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
|
|
D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE); // ??
|
|
}
|
|
}
|
|
|
|
void Renderer::SetLogicOpMode()
|
|
{
|
|
if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
|
|
{
|
|
s_blendMode = 0;
|
|
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
|
|
D3D::SetRenderState(D3DRS_BLENDOP, d3dLogincOPop[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);
|
|
}
|
|
|
|
void Renderer::SetLineWidth()
|
|
{
|
|
// We can't change line width in D3D unless we use ID3DXLine
|
|
float fratio = xfregs.rawViewport[0] != 0 ? Renderer::GetTargetScaleX() : 1.0f;
|
|
float psize = bpmem.lineptwidth.linesize * fratio / 6.0f;
|
|
D3D::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
|
|
}
|
|
|
|
void Renderer::SetSamplerState(int stage, int texindex)
|
|
{
|
|
const FourTexUnits &tex = bpmem.tex[texindex];
|
|
const TexMode0 &tm0 = tex.texMode0[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 > 1)
|
|
{
|
|
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]);
|
|
//wip
|
|
//dev->SetSamplerState(stage,D3DSAMP_MIPMAPLODBIAS,tm0.lod_bias/4.0f);
|
|
//char temp[256];
|
|
//sprintf(temp,"lod %f",tm0.lod_bias/4.0f);
|
|
//g_VideoInitialize.pLog(temp);
|
|
}
|
|
|
|
void Renderer::SetInterlacingMode()
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
// Save screenshot
|
|
void Renderer::SetScreenshot(const char *filename)
|
|
{
|
|
s_criticalScreenshot.Enter();
|
|
strcpy(s_sScreenshotName,filename);
|
|
s_bScreenshot = true;
|
|
s_criticalScreenshot.Leave();
|
|
}
|