mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-11 16:49:12 +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
566 lines
17 KiB
C++
566 lines
17 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 <d3dx9.h>
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#include "Globals.h"
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#include "Statistics.h"
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#include "MemoryUtil.h"
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#include "Hash.h"
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#include "CommonPaths.h"
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#include "FileUtil.h"
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#include "D3DBase.h"
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#include "D3DTexture.h"
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#include "D3DUtil.h"
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#include "FramebufferManager.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderCache.h"
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#include "Render.h"
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#include "TextureDecoder.h"
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#include "TextureCache.h"
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#include "HiresTextures.h"
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#include "debugger/debugger.h"
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u8 *TextureCache::temp = NULL;
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TextureCache::TexCache TextureCache::textures;
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extern int frameCount;
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#define TEMP_SIZE (1024*1024*4)
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#define TEXTURE_KILL_THRESHOLD 200
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void TextureCache::TCacheEntry::Destroy(bool shutdown)
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{
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if (texture)
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texture->Release();
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texture = 0;
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if (!isRenderTarget && !shutdown && !g_ActiveConfig.bSafeTextureCache)
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{
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u32 *ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr);
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if (ptr && *ptr == hash)
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*ptr = oldpixel;
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}
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}
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void TextureCache::Init()
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{
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temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
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TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter);
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HiresTextures::Init(globals->unique_id);
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}
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void TextureCache::Invalidate(bool shutdown)
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{
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for (TexCache::iterator iter = textures.begin(); iter != textures.end(); iter++)
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iter->second.Destroy(shutdown);
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textures.clear();
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HiresTextures::Shutdown();
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}
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void TextureCache::InvalidateRange(u32 start_address, u32 size)
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{
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TexCache::iterator iter = textures.begin();
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while (iter != textures.end())
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{
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if (iter->second.IntersectsMemoryRange(start_address, size))
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{
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iter->second.Destroy(false);
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ERASE_THROUGH_ITERATOR(textures, iter);
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}
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else {
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++iter;
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}
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}
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}
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bool TextureCache::TCacheEntry::IntersectsMemoryRange(u32 range_address, u32 range_size)
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{
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if (addr + size_in_bytes < range_address)
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return false;
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if (addr >= range_address + range_size)
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return false;
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return true;
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}
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void TextureCache::Shutdown()
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{
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Invalidate(true);
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FreeMemoryPages(temp, TEMP_SIZE);
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temp = NULL;
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}
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void TextureCache::Cleanup()
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{
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TexCache::iterator iter = textures.begin();
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while (iter != textures.end())
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{
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if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second.frameCount)
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{
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if (!iter->second.isRenderTarget)
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{
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iter->second.Destroy(false);
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iter = textures.erase(iter);
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}
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else
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{
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// Used to be just iter++
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iter->second.Destroy(false);
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iter = textures.erase(iter);
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}
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}
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else
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{
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iter++;
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}
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}
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}
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TextureCache::TCacheEntry *TextureCache::Load(int stage, u32 address, int width, int height, int tex_format, int tlutaddr, int tlutfmt)
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{
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if (address == 0)
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return NULL;
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u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
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int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1; //TexelSizeInNibbles(format)*width*height/16;
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int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1; //TexelSizeInNibbles(format)*width*height/16;
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int expandedWidth = (width + bsw) & (~bsw);
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int expandedHeight = (height + bsh) & (~bsh);
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u64 hash_value;
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u32 texID = address;
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u64 texHash;
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u32 FullFormat = tex_format;
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if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
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u32 FullFormat = (tex_format | (tlutfmt << 16));
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if (g_ActiveConfig.bSafeTextureCache || g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures)
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{
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texHash = TexDecoder_GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
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{
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// WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up)
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// tlut size can be up to 32768B (GX_TF_C14X2) but Safer == Slower.
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// This trick (to change the texID depending on the TLUT addr) is a trick to get around
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// an issue with metroid prime's fonts, where it has multiple sets of fonts on top of
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// each other stored in a single texture, and uses the palette to make different characters
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// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
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// we must make sure that texture with different tluts get different IDs.
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u64 tlutHash = TexDecoder_GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
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texHash ^= tlutHash;
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if (g_ActiveConfig.bSafeTextureCache)
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{
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texID = texID ^ ((u32)(tlutHash & 0xFFFFFFFF)) ^ ((u32)((tlutHash >> 32) & 0xFFFFFFFF));
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}
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}
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if (g_ActiveConfig.bSafeTextureCache)
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hash_value = texHash;
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}
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bool skip_texture_create = false;
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TexCache::iterator iter = textures.find(texID);
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if (iter != textures.end())
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{
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TCacheEntry &entry = iter->second;
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if (!g_ActiveConfig.bSafeTextureCache)
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hash_value = ((u32 *)ptr)[0];
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if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash) && FullFormat == entry.fmt))
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{
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entry.frameCount = frameCount;
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D3D::SetTexture(stage, entry.texture);
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return &entry;
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}
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else
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{
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// Let's reload the new texture data into the same texture,
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// instead of destroying it and having to create a new one.
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// Might speed up movie playback very, very slightly.
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if (width == entry.w && height==entry.h && FullFormat == entry.fmt)
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{
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skip_texture_create = true;
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}
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else
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{
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entry.Destroy(false);
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textures.erase(iter);
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}
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}
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}
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// Make an entry in the table
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TCacheEntry& entry = textures[texID];
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PC_TexFormat pcfmt = PC_TEX_FMT_NONE;
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if (g_ActiveConfig.bHiresTextures)
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{
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// Load Custom textures
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char texPathTemp[MAX_PATH];
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int oldWidth = width;
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int oldHeight = height;
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sprintf(texPathTemp, "%s_%08x_%i", globals->unique_id, texHash, tex_format);
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pcfmt = HiresTextures::GetHiresTex(texPathTemp, &width, &height, tex_format, temp);
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if (pcfmt != PC_TEX_FMT_NONE)
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{
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expandedWidth = width;
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expandedHeight = height;
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entry.scaleX = (float) width / oldWidth;
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entry.scaleY = (float) height / oldHeight;
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}
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}
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if (pcfmt == PC_TEX_FMT_NONE)
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pcfmt = TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt);
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D3DFORMAT d3d_fmt;
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bool swap_r_b = false;
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switch (pcfmt) {
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case PC_TEX_FMT_BGRA32:
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d3d_fmt = D3DFMT_A8R8G8B8;
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break;
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case PC_TEX_FMT_RGBA32:
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d3d_fmt = D3DFMT_A8R8G8B8;
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swap_r_b = true;
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break;
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case PC_TEX_FMT_RGB565:
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d3d_fmt = D3DFMT_R5G6B5;
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break;
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case PC_TEX_FMT_IA4_AS_IA8:
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d3d_fmt = D3DFMT_A8L8;
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break;
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case PC_TEX_FMT_I8:
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case PC_TEX_FMT_I4_AS_I8:
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d3d_fmt = D3DFMT_A8P8; // A hack which means the format is a packed
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// 8-bit intensity texture. It is unpacked
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// to A8L8 in D3DTexture.cpp
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break;
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case PC_TEX_FMT_IA8:
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d3d_fmt = D3DFMT_A8L8;
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break;
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case PC_TEX_FMT_DXT1:
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d3d_fmt = D3DFMT_DXT1;
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break;
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}
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entry.oldpixel = ((u32 *)ptr)[0];
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if (g_ActiveConfig.bSafeTextureCache)
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entry.hash = hash_value;
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else
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{
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entry.hash = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
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((u32 *)ptr)[0] = entry.hash;
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}
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entry.addr = address;
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entry.size_in_bytes = TexDecoder_GetTextureSizeInBytes(width, height, tex_format);
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entry.isRenderTarget = false;
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entry.isNonPow2 = false;//((width & (width - 1)) || (height & (height - 1)));
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if (!skip_texture_create) {
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entry.texture = D3D::CreateTexture2D((BYTE*)temp, width, height, expandedWidth, d3d_fmt, swap_r_b);
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} else {
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D3D::ReplaceTexture2D(entry.texture, (BYTE*)temp, width, height, expandedWidth, d3d_fmt, swap_r_b);
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}
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entry.frameCount = frameCount;
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entry.w = width;
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entry.h = height;
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entry.fmt = FullFormat;
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if (g_ActiveConfig.bDumpTextures)
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{
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// dump texture to file
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char szTemp[MAX_PATH];
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char szDir[MAX_PATH];
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const char* uniqueId = globals->unique_id;
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bool bCheckedDumpDir = false;
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sprintf(szDir, "%s%s", File::GetUserPath(D_DUMPTEXTURES_IDX), uniqueId);
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if (!bCheckedDumpDir)
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{
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if (!File::Exists(szDir) || !File::IsDirectory(szDir))
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File::CreateDir(szDir);
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bCheckedDumpDir = true;
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}
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sprintf(szTemp, "%s/%s_%08x_%i.png", szDir, uniqueId, texHash, tex_format);
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if (!File::Exists(szTemp))
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D3DXSaveTextureToFileA(szTemp,D3DXIFF_PNG,entry.texture,0);
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}
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INCSTAT(stats.numTexturesCreated);
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SETSTAT(stats.numTexturesAlive, (int)textures.size());
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//Set the texture!
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D3D::SetTexture(stage, entry.texture);
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DEBUGGER_PAUSE_LOG_AT(NEXT_NEW_TEXTURE,true,{printf("A new texture (%d x %d) is loaded", width, height);});
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return &entry;
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}
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void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle &source_rect)
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{
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int efb_w = source_rect.GetWidth();
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int efb_h = source_rect.GetHeight();
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int tex_w = (abs(source_rect.GetWidth()) >> bScaleByHalf);
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int tex_h = (abs(source_rect.GetHeight()) >> bScaleByHalf);
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//compensate the texture grow if supersampling is enabled to conserve memory usage
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float MultiSampleCompensation = 1.0f;
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if(g_ActiveConfig.iMultisampleMode > 0 && g_ActiveConfig.iMultisampleMode < 4)
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{
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switch (g_ActiveConfig.iMultisampleMode)
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{
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case 1:
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MultiSampleCompensation = 2.0f/3.0f;
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break;
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case 2:
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MultiSampleCompensation = 0.5f;
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break;
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case 3:
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MultiSampleCompensation = 1.0f/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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}
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int Scaledtex_w = (g_ActiveConfig.bCopyEFBScaled)?((int)(Renderer::GetTargetScaleX() * MultiSampleCompensation * tex_w)):tex_w;
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int Scaledtex_h = (g_ActiveConfig.bCopyEFBScaled)?((int)(Renderer::GetTargetScaleY() * MultiSampleCompensation * tex_h)):tex_h;
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TexCache::iterator iter;
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LPDIRECT3DTEXTURE9 tex = NULL;
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iter = textures.find(address);
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if (iter != textures.end())
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{
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if (iter->second.isRenderTarget && iter->second.Scaledw == Scaledtex_w && iter->second.Scaledh == Scaledtex_h)
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{
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tex = iter->second.texture;
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iter->second.frameCount = frameCount;
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}
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else
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{
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// Remove it and recreate it as a render target
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if(iter->second.texture)
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iter->second.texture->Release();
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iter->second.texture = 0;
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textures.erase(iter);
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}
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}
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if(!tex)
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{
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TCacheEntry entry;
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entry.isRenderTarget = true;
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entry.hash = 0;
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entry.frameCount = frameCount;
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entry.w = tex_w;
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entry.h = tex_h;
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entry.Scaledw = Scaledtex_w;
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entry.Scaledh = Scaledtex_h;
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entry.fmt = copyfmt;
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entry.isNonPow2 = true;
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D3D::dev->CreateTexture(Scaledtex_w, Scaledtex_h, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &entry.texture, 0);
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textures[address] = entry;
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tex = entry.texture;
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}
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float colmat[16]= {0.0f};
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float fConstAdd[4] = {0.0f};
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if (bFromZBuffer)
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{
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switch(copyfmt)
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{
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case 0: // Z4
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case 1: // Z8
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colmat[0] = colmat[4] = colmat[8] = colmat[12] =1.0f;
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break;
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case 3: // Z16 //?
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colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f;
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case 11: // Z16 (reverse order)
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colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
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break;
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case 6: // Z24X8
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colmat[0] = colmat[5] = colmat[10] = 1.0f;
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break;
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case 9: // Z8M
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colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
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break;
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case 10: // Z8L
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colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
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break;
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case 12: // Z16L
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colmat[2] = colmat[6] = colmat[10] = colmat[13] = 1.0f;
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break;
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default:
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ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", copyfmt);
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colmat[2] = colmat[5] = colmat[8] = 1.0f;
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break;
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}
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}
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else if (bIsIntensityFmt)
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{
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fConstAdd[0] = fConstAdd[1] = fConstAdd[2] = 16.0f/255.0f;
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switch (copyfmt)
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{
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case 0: // I4
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case 1: // I8
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case 2: // IA4
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case 3: // IA8
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// TODO - verify these coefficients
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colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f;
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colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f;
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colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f;
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if (copyfmt < 2)
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{
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fConstAdd[3] = 16.0f / 255.0f;
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colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f;
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}
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else// alpha
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colmat[15] = 1;
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break;
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default:
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ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%x", copyfmt);
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colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
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break;
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}
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}
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else
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{
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switch (copyfmt)
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{
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case 0: // R4
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case 8: // R8
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colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
|
|
break;
|
|
case 2: // RA4
|
|
case 3: // RA8
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1;
|
|
break;
|
|
|
|
case 7: // A8
|
|
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1;
|
|
break;
|
|
case 9: // G8
|
|
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
|
|
break;
|
|
case 10: // B8
|
|
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
|
|
break;
|
|
case 11: // RG8
|
|
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
|
|
break;
|
|
case 12: // GB8
|
|
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
|
|
break;
|
|
|
|
case 4: // RGB565
|
|
colmat[0] = colmat[5] = colmat[10] = 1;
|
|
fConstAdd[3] = 1; // set alpha to 1
|
|
break;
|
|
case 5: // RGB5A3
|
|
case 6: // RGBA8
|
|
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", copyfmt);
|
|
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
|
|
break;
|
|
}
|
|
}
|
|
// Make sure to resolve anything we need to read from.
|
|
LPDIRECT3DTEXTURE9 read_texture = bFromZBuffer ? FBManager.GetEFBDepthTexture(source_rect) : FBManager.GetEFBColorTexture(source_rect);
|
|
|
|
// We have to run a pixel shader, for color conversion.
|
|
Renderer::ResetAPIState(); // reset any game specific settings
|
|
LPDIRECT3DSURFACE9 Rendersurf = NULL;
|
|
tex->GetSurfaceLevel(0,&Rendersurf);
|
|
D3D::dev->SetDepthStencilSurface(NULL);
|
|
D3D::dev->SetRenderTarget(0, Rendersurf);
|
|
|
|
D3DVIEWPORT9 vp;
|
|
|
|
// Stretch picture with increased internal resolution
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.Width = Scaledtex_w;
|
|
vp.Height = Scaledtex_h;
|
|
vp.MinZ = 0.0f;
|
|
vp.MaxZ = 1.0f;
|
|
D3D::dev->SetViewport(&vp);
|
|
RECT destrect;
|
|
destrect.bottom = Scaledtex_h;
|
|
destrect.left = 0;
|
|
destrect.right = Scaledtex_w;
|
|
destrect.top = 0;
|
|
|
|
|
|
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
|
|
TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect);
|
|
RECT sourcerect;
|
|
sourcerect.bottom = targetSource.bottom;
|
|
sourcerect.left = targetSource.left;
|
|
sourcerect.right = targetSource.right;
|
|
sourcerect.top = targetSource.top;
|
|
|
|
if(bScaleByHalf)
|
|
{
|
|
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
|
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
|
}
|
|
else
|
|
{
|
|
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
|
|
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
|
|
}
|
|
|
|
|
|
D3DFORMAT bformat = FBManager.GetEFBDepthRTSurfaceFormat();
|
|
int SSAAMode = ( g_ActiveConfig.iMultisampleMode > 3 )? 0 : g_ActiveConfig.iMultisampleMode;
|
|
D3D::drawShadedTexQuad(
|
|
read_texture,
|
|
&sourcerect,
|
|
Renderer::GetFullTargetWidth() ,
|
|
Renderer::GetFullTargetHeight(),
|
|
((bformat != FOURCC_RAWZ && bformat != D3DFMT_D24X8) && bFromZBuffer)? PixelShaderCache::GetDepthMatrixProgram(SSAAMode): PixelShaderCache::GetColorMatrixProgram(SSAAMode),
|
|
(SSAAMode != 0)? VertexShaderCache::GetFSAAVertexShader() : VertexShaderCache::GetSimpleVertexShader());
|
|
|
|
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
|
|
D3D::SetTexture(0,NULL);
|
|
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
|
|
Renderer::RestoreAPIState();
|
|
Rendersurf->Release();
|
|
}
|