mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-12 09:09:12 +01:00
6087987f85
- Clear alpha channel to 0xFF instead of 0x00 whenever we (re-)create the EFB texture - Disable color/alpha channels whenever the actual EFB format doesn't use them Fixes issue 2826. Fixes issue 1879. Please check if issue 3014 is fixed now, as well as any other games which might have broken due to ClearScreen changes. For what it's worth, Super Mario Sunshine still shows a small glitch even with these changes. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6635 8ced0084-cf51-0410-be5f-012b33b47a6e
1321 lines
38 KiB
C++
1321 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 "PixelEngine.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 "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 "DLCache.h"
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#include "Debugger.h"
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static int s_fps = 0;
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static int s_recordWidth;
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static int s_recordHeight;
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static bool s_bLastFrameDumped;
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static bool s_bAVIDumping;
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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 char *st;
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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 d3dLogicOpop[16] =
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{
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_SUBTRACT,
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D3DBLENDOP_ADD,
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D3DBLENDOP_REVSUBTRACT,
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D3DBLENDOP_ADD,
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D3DBLENDOP_MAX,
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D3DBLENDOP_ADD,
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D3DBLENDOP_MAX,
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D3DBLENDOP_MAX,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD
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};
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static const D3DBLEND d3dLogicOpSrcFactors[16] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_ZERO,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_ONE
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};
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static const D3DBLEND d3dLogicOpDestFactors[16] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ZERO,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_SRCCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ONE
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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_NONE, //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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g_framebuffer_manager = new FramebufferManager;
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VertexShaderManager::Dirty();
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PixelShaderManager::Dirty();
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TextureConverter::Init();
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// To avoid shader compilation stutters, read back all shaders from cache.
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VertexShaderCache::Init();
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PixelShaderCache::Init();
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// Texture cache 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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delete g_framebuffer_manager;
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D3D::font.Shutdown();
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TextureCache::Invalidate(false);
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Shutdown();
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PixelShaderCache::Shutdown();
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TextureConverter::Shutdown();
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}
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namespace DX9
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{
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// Init functions
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Renderer::Renderer()
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{
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st = new char[32768];
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int fullScreenRes, x, y, w_temp, h_temp;
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s_blendMode = 0;
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// Multisample Anti-aliasing hasn't been implemented yet use supersamling instead
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int backbuffer_ms_mode = 0;
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g_VideoInitialize.pRequestWindowSize(x, y, 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(),
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fullScreenRes, backbuffer_ms_mode, false);
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IS_AMD = D3D::IsATIDevice();
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// Decide frambuffer size
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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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CalculateXYScale(dst_rect);
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s_LastAA = g_ActiveConfig.iMultisampleMode;
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int SupersampleCoeficient = s_LastAA + 1;
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s_LastEFBScale = g_ActiveConfig.iEFBScale;
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CalculateTargetSize(SupersampleCoeficient);
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s_bLastFrameDumped = false;
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s_bAVIDumping = false;
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// We're not using fixed function.
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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, FramebufferManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FramebufferManager::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, D3DCOLOR_ARGB(255,0,0,0), 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, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
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}
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Renderer::~Renderer()
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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_bAVIDumping)
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{
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AVIDump::Stop();
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}
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delete[] st;
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}
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void Renderer::RenderText(const char *text, int left, int top, u32 color)
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{
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D3D::font.DrawTextScaled((float)left, (float)top, 20, 20, 0.0f, color, text);
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}
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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TargetRectangle result;
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result.left = EFBToScaledX(rc.left) + TargetStrideX();
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result.top = EFBToScaledY(rc.top) + TargetStrideY();
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result.right = EFBToScaledX(rc.right) + TargetStrideX();
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result.bottom = EFBToScaledY(rc.bottom) + TargetStrideY();
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return result;
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}
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}
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void formatBufferDump(const char *in, char *out, int w, int h, int p)
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{
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for (int y = 0; y < h; y++)
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{
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const char *line = in + (h - y - 1) * p;
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for (int x = 0; x < w; x++)
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{
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memcpy(out, line, 3);
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out += 3;
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line += 4;
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}
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}
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}
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namespace DX9
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{
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// With D3D, we have to resize the backbuffer if the window changed
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// size.
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bool Renderer::CheckForResize()
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{
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while (EmuWindow::IsSizing())
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Sleep(10);
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if (EmuWindow::GetParentWnd())
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{
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// Re-stretch window to parent window size again, if it has a parent window.
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RECT rcParentWindow;
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GetWindowRect(EmuWindow::GetParentWnd(), &rcParentWindow);
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int width = rcParentWindow.right - rcParentWindow.left;
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int height = rcParentWindow.bottom - rcParentWindow.top;
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if (width != Renderer::GetBackbufferWidth() || height != Renderer::GetBackbufferHeight())
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MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
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}
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RECT rcWindow;
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GetClientRect(EmuWindow::GetWnd(), &rcWindow);
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int client_width = rcWindow.right - rcWindow.left;
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int client_height = rcWindow.bottom - rcWindow.top;
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// Sanity check
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if ((client_width != Renderer::GetBackbufferWidth() ||
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client_height != Renderer::GetBackbufferHeight()) &&
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client_width >= 4 && client_height >= 4)
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{
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TeardownDeviceObjects();
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D3D::Reset();
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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if(ScreenShootMEMSurface)
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ScreenShootMEMSurface->Release();
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D3D::dev->CreateOffscreenPlainSurface(Renderer::GetBackbufferWidth(), Renderer::GetBackbufferHeight(),
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D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
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return true;
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}
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return false;
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}
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bool Renderer::SetScissorRect()
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{
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TargetRectangle rc;
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GetScissorRect(rc);
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if (rc.left < 0) rc.left = 0;
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if (rc.right < 0) rc.right = 0;
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if (rc.top < 0) rc.top = 0;
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if (rc.bottom < 0) rc.bottom = 0;
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if (rc.left > EFB_WIDTH) rc.left = EFB_WIDTH;
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if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH;
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if (rc.top > EFB_HEIGHT) rc.top = EFB_HEIGHT;
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if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
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if (rc.left > rc.right)
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{
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int temp = rc.right;
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rc.right = rc.left;
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rc.left = temp;
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}
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if (rc.top > rc.bottom)
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{
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int temp = rc.bottom;
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rc.bottom = rc.top;
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rc.top = temp;
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}
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rc.left = EFBToScaledX(rc.left) + TargetStrideX();
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rc.top = EFBToScaledY(rc.top) + TargetStrideY();
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rc.right = EFBToScaledX(rc.right) + TargetStrideX();
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rc.bottom = EFBToScaledY(rc.bottom) + TargetStrideY();
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// Check that the coordinates are good
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if (rc.right != rc.left && rc.bottom != rc.top)
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{
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D3D::dev->SetScissorRect(rc.AsRECT());
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return true;
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}
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else
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{
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//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
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rc.left = TargetStrideX();
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rc.top = TargetStrideY();
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rc.right = TargetStrideX() + s_target_width;
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rc.bottom = TargetStrideY() + s_target_height;
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D3D::dev->SetScissorRect(rc.AsRECT());
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}
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return false;
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}
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void Renderer::SetColorMask()
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{
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// Only enable alpha channel if it's supported by the current EFB format
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DWORD color_mask = 0;
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if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
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color_mask = D3DCOLORWRITEENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16 || bpmem.zcontrol.pixel_format == PIXELFMT_RGB8_Z24|| bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
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color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
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D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
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}
|
|
|
|
// This function allows the CPU to directly access the EFB.
|
|
// There are EFB peeks (which will read the color or depth of a pixel)
|
|
// and EFB pokes (which will change the color or depth of a pixel).
|
|
//
|
|
// The behavior of EFB peeks can only be modified by:
|
|
// - GX_PokeAlphaRead
|
|
// The behavior of EFB pokes can be modified by:
|
|
// - GX_PokeAlphaMode (TODO)
|
|
// - GX_PokeAlphaUpdate (TODO)
|
|
// - GX_PokeBlendMode (TODO)
|
|
// - GX_PokeColorUpdate (TODO)
|
|
// - GX_PokeDither (TODO)
|
|
// - GX_PokeDstAlpha (TODO)
|
|
// - GX_PokeZMode (TODO)
|
|
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
|
{
|
|
if (!g_ActiveConfig.bEFBAccessEnable)
|
|
return 0;
|
|
|
|
if (type == POKE_Z)
|
|
{
|
|
static bool alert_only_once = true;
|
|
if (!alert_only_once) return 0;
|
|
PanicAlert("EFB: Poke Z not implemented (tried to poke z value %#x at (%d,%d))", poke_data, x, y);
|
|
alert_only_once = false;
|
|
return 0;
|
|
}
|
|
|
|
// We're using three surfaces here:
|
|
// - pEFBSurf: EFB Surface. Source surface when peeking, destination surface when poking.
|
|
// - pBufferRT: A render target surface. When peeking, we render a textured quad to this surface.
|
|
// - pSystemBuf: An offscreen surface. Used to retrieve the pixel data from pBufferRT.
|
|
LPDIRECT3DSURFACE9 pEFBSurf, pBufferRT, pSystemBuf;
|
|
if(type == PEEK_Z || type == POKE_Z)
|
|
{
|
|
pEFBSurf = FramebufferManager::GetEFBDepthRTSurface();
|
|
pBufferRT = FramebufferManager::GetEFBDepthReadSurface();
|
|
pSystemBuf = FramebufferManager::GetEFBDepthOffScreenRTSurface();
|
|
}
|
|
else //if(type == PEEK_COLOR || type == POKE_COLOR)
|
|
{
|
|
pEFBSurf = FramebufferManager::GetEFBColorRTSurface();
|
|
pBufferRT = FramebufferManager::GetEFBColorReadSurface();
|
|
pSystemBuf = FramebufferManager::GetEFBColorOffScreenRTSurface();
|
|
}
|
|
|
|
// Buffer not found alert
|
|
if (!pEFBSurf) {
|
|
PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
|
|
return 0;
|
|
}
|
|
|
|
// Convert EFB dimensions to the ones of our render target
|
|
EFBRectangle efbPixelRc;
|
|
efbPixelRc.left = x;
|
|
efbPixelRc.top = y;
|
|
efbPixelRc.right = x + 1;
|
|
efbPixelRc.bottom = y + 1;
|
|
|
|
TargetRectangle targetPixelRc = ConvertEFBRectangle(efbPixelRc);
|
|
|
|
HRESULT hr;
|
|
RECT RectToLock;
|
|
RectToLock.bottom = targetPixelRc.bottom;
|
|
RectToLock.left = targetPixelRc.left;
|
|
RectToLock.right = targetPixelRc.right;
|
|
RectToLock.top = targetPixelRc.top;
|
|
if (type == PEEK_Z)
|
|
{
|
|
if (FramebufferManager::GetEFBDepthRTSurfaceFormat() == D3DFMT_D24X8)
|
|
return 0;
|
|
|
|
RECT PixelRect;
|
|
PixelRect.bottom = 4;
|
|
PixelRect.left = 0;
|
|
PixelRect.right = 4;
|
|
PixelRect.top = 0;
|
|
RectToLock.bottom+=2;
|
|
RectToLock.right+=1;
|
|
RectToLock.top-=1;
|
|
RectToLock.left-=2;
|
|
if ((RectToLock.bottom - RectToLock.top) > 4)
|
|
RectToLock.bottom--;
|
|
if ((RectToLock.right - RectToLock.left) > 4)
|
|
RectToLock.left++;
|
|
|
|
ResetAPIState(); // Reset any game specific settings
|
|
D3D::dev->SetDepthStencilSurface(NULL);
|
|
D3D::dev->SetRenderTarget(0, pBufferRT);
|
|
|
|
// Stretch picture with increased internal resolution
|
|
D3DVIEWPORT9 vp;
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.Width = 4;
|
|
vp.Height = 4;
|
|
vp.MinZ = 0.0f;
|
|
vp.MaxZ = 1.0f;
|
|
D3D::dev->SetViewport(&vp);
|
|
|
|
float colmat[16] = {0.0f};
|
|
float fConstAdd[4] = {0.0f};
|
|
colmat[0] = colmat[5] = colmat[10] = 1.0f;
|
|
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
|
|
LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBDepthTexture();
|
|
|
|
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
|
|
|
|
D3DFORMAT bformat = FramebufferManager::GetEFBDepthRTSurfaceFormat();
|
|
int depthConversionType;
|
|
if(bformat == FOURCC_RAWZ)
|
|
depthConversionType = PixelShaderCache::DEPTH_CONVERSION_TYPE_NONE;
|
|
else if(bformat == FOURCC_DF16)
|
|
depthConversionType = PixelShaderCache::DEPTH_CONVERSION_TYPE_16BIT;
|
|
else
|
|
depthConversionType = PixelShaderCache::DEPTH_CONVERSION_TYPE_24BIT;
|
|
|
|
D3D::drawShadedTexQuad(
|
|
read_texture,
|
|
&RectToLock,
|
|
Renderer::GetFullTargetWidth(),
|
|
Renderer::GetFullTargetHeight(),
|
|
4, 4,
|
|
PixelShaderCache::GetDepthMatrixProgram(0, depthConversionType),
|
|
VertexShaderCache::GetSimpleVertexShader(0));
|
|
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
|
|
|
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
|
RestoreAPIState();
|
|
|
|
// Retrieve the pixel data to the local memory buffer
|
|
RectToLock.bottom = 4;
|
|
RectToLock.left = 0;
|
|
RectToLock.right = 4;
|
|
RectToLock.top = 0;
|
|
D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
|
|
|
|
// EFB data successfully retrieved, now get the pixel data
|
|
D3DLOCKED_RECT drect;
|
|
pSystemBuf->LockRect(&drect, &RectToLock, D3DLOCK_READONLY);
|
|
|
|
float val = 0.0f;
|
|
u32 z = 0;
|
|
|
|
switch (FramebufferManager::GetEFBDepthReadSurfaceFormat())
|
|
{
|
|
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));
|
|
|
|
pSystemBuf->UnlockRect();
|
|
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
|
|
return z;
|
|
}
|
|
else if(type == PEEK_COLOR)
|
|
{
|
|
// TODO: Can't we directly StretchRect to System buf?
|
|
hr = D3D::dev->StretchRect(pEFBSurf, &RectToLock, pBufferRT, NULL, D3DTEXF_NONE);
|
|
D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
|
|
|
|
// EFB data successfully retrieved, now get the pixel data
|
|
RectToLock.bottom = 1;
|
|
RectToLock.left = 0;
|
|
RectToLock.right = 1;
|
|
RectToLock.top = 0;
|
|
D3DLOCKED_RECT drect;
|
|
pSystemBuf->LockRect(&drect, &RectToLock, D3DLOCK_READONLY);
|
|
|
|
u32 ret = ((u32*)drect.pBits)[0];
|
|
pSystemBuf->UnlockRect();
|
|
|
|
// check what to do with the alpha channel (GX_PokeAlphaRead)
|
|
PixelEngine::UPEAlphaReadReg alpha_read_mode;
|
|
PixelEngine::Read16((u16&)alpha_read_mode, PE_DSTALPHACONF);
|
|
if(alpha_read_mode.ReadMode == 2) return ret; // GX_READ_NONE
|
|
else if(alpha_read_mode.ReadMode == 1) return (ret | 0xFF000000); // GX_READ_FF
|
|
else /*if(alpha_read_mode.ReadMode == 0)*/ return (ret & 0x00FFFFFF); // GX_READ_00
|
|
}
|
|
else //if(type == POKE_COLOR)
|
|
{
|
|
// TODO: Speed this up by batching pokes?
|
|
ResetAPIState();
|
|
D3D::drawColorQuad(poke_data, (float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
|
|
- (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f,
|
|
(float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
|
|
- (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f);
|
|
RestoreAPIState();
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// Called from VertexShaderManager
|
|
void Renderer::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
|
|
const int old_fulltarget_w = Renderer::GetFullTargetWidth();
|
|
const int old_fulltarget_h = Renderer::GetFullTargetHeight();
|
|
|
|
int scissorXOff = bpmem.scissorOffset.x << 1;
|
|
int scissorYOff = bpmem.scissorOffset.y << 1;
|
|
|
|
// TODO: ceil, floor or just cast to int?
|
|
int X = EFBToScaledX((int)ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - scissorXOff)) + TargetStrideX();
|
|
int Y = EFBToScaledY((int)ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - scissorYOff)) + TargetStrideY();
|
|
int Width = EFBToScaledX((int)ceil(2.0f * xfregs.rawViewport[0]));
|
|
int Height = EFBToScaledY((int)ceil(-2.0f * xfregs.rawViewport[1]));
|
|
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 > Renderer::GetFullTargetWidth())
|
|
{
|
|
s_Fulltarget_width += (X + Width - Renderer::GetFullTargetWidth()) * 2;
|
|
sizeChanged = true;
|
|
}
|
|
if(Y + Height > Renderer::GetFullTargetHeight())
|
|
{
|
|
s_Fulltarget_height += (Y + Height - Renderer::GetFullTargetHeight()) * 2;
|
|
sizeChanged = true;
|
|
}
|
|
}
|
|
if (sizeChanged)
|
|
{
|
|
D3DCAPS9 caps = D3D::GetCaps();
|
|
// Make sure that the requested size is actually supported by the GFX driver
|
|
if (Renderer::GetFullTargetWidth() > (int)caps.MaxTextureWidth || Renderer::GetFullTargetHeight() > (int)caps.MaxTextureHeight)
|
|
{
|
|
// Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
|
|
ERROR_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D9. Requested EFB size is %dx%d, keeping the %dx%d EFB now\n", Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), old_fulltarget_w, old_fulltarget_h);
|
|
|
|
// Fix the viewport to fit to the old EFB size
|
|
X *= (old_fulltarget_w-1) / (Renderer::GetFullTargetWidth()-1);
|
|
Y *= (old_fulltarget_h-1) / (Renderer::GetFullTargetHeight()-1);
|
|
Width *= (old_fulltarget_w-1) / (Renderer::GetFullTargetWidth()-1);
|
|
Height *= (old_fulltarget_h-1) / (Renderer::GetFullTargetHeight()-1);
|
|
|
|
s_Fulltarget_width = old_fulltarget_w;
|
|
s_Fulltarget_height = old_fulltarget_h;
|
|
}
|
|
else
|
|
{
|
|
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
|
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
|
|
|
|
delete g_framebuffer_manager;
|
|
g_framebuffer_manager = new FramebufferManager;
|
|
|
|
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
|
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(255,0,0,0), 1.0f, 0);
|
|
}
|
|
}
|
|
|
|
D3DVIEWPORT9 vp;
|
|
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)
|
|
{
|
|
// Reset rendering pipeline while keeping color masks and depth buffer settings
|
|
ResetAPIState();
|
|
|
|
DWORD color_mask = 0;
|
|
if (alphaEnable)
|
|
color_mask = D3DCOLORWRITEENABLE_ALPHA;
|
|
if (colorEnable)
|
|
color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
|
|
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, color_mask);
|
|
|
|
if (zEnable)
|
|
{
|
|
D3D::ChangeRenderState(D3DRS_ZENABLE, TRUE);
|
|
D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, TRUE);
|
|
D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
|
|
}
|
|
else
|
|
D3D::ChangeRenderState(D3DRS_ZENABLE, FALSE);
|
|
|
|
// Update the viewport for clearing the target EFB rect
|
|
TargetRectangle targetRc = ConvertEFBRectangle(rc);
|
|
D3DVIEWPORT9 vp;
|
|
vp.X = targetRc.left;
|
|
vp.Y = targetRc.top;
|
|
vp.Width = targetRc.GetWidth();
|
|
vp.Height = targetRc.GetHeight();
|
|
vp.MinZ = 0.0;
|
|
vp.MaxZ = 1.0;
|
|
D3D::dev->SetViewport(&vp);
|
|
D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
|
|
RestoreAPIState();
|
|
}
|
|
|
|
void Renderer::SetBlendMode(bool forceUpdate)
|
|
{
|
|
if (bpmem.blendmode.logicopenable && !forceUpdate)
|
|
return;
|
|
|
|
if (bpmem.blendmode.subtract && bpmem.blendmode.blendenable)
|
|
{
|
|
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
|
|
D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT);
|
|
D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[1]);
|
|
D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[1]);
|
|
}
|
|
else
|
|
{
|
|
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)));
|
|
if (bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)))
|
|
{
|
|
D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
|
D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[bpmem.blendmode.srcfactor]);
|
|
D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[bpmem.blendmode.dstfactor]);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle &dst_rect)
|
|
{
|
|
HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
|
|
if(FAILED(hr))
|
|
{
|
|
PanicAlert("Error dumping surface data.");
|
|
return false;
|
|
}
|
|
hr = PD3DXSaveSurfaceToFileA(filename.c_str(), D3DXIFF_PNG, ScreenShootMEMSurface, NULL, dst_rect.AsRECT());
|
|
if(FAILED(hr))
|
|
{
|
|
PanicAlert("Error saving screen.");
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// This function has the final picture. We adjust the aspect ratio here.
|
|
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc)
|
|
{
|
|
if (g_bSkipCurrentFrame || (!XFBWrited && (!g_ActiveConfig.bUseXFB || !g_ActiveConfig.bUseRealXFB)) || !fbWidth || !fbHeight)
|
|
{
|
|
g_VideoInitialize.pCopiedToXFB(false);
|
|
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 (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
|
|
u32 xfbCount = 0;
|
|
const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
|
|
if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
|
|
{
|
|
g_VideoInitialize.pCopiedToXFB(false);
|
|
return;
|
|
}
|
|
|
|
ResetAPIState();
|
|
|
|
if(g_ActiveConfig.bAnaglyphStereo)
|
|
{
|
|
static bool RightFrame = false;
|
|
if(RightFrame)
|
|
{
|
|
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN);
|
|
VertexShaderManager::ResetView();
|
|
VertexShaderManager::TranslateView(-0.001f * g_ActiveConfig.iAnaglyphStereoSeparation,0.0f);
|
|
VertexShaderManager::RotateView(-0.0001f *g_ActiveConfig.iAnaglyphFocalAngle,0.0f);
|
|
RightFrame = false;
|
|
}
|
|
else
|
|
{
|
|
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED);
|
|
VertexShaderManager::ResetView();
|
|
VertexShaderManager::TranslateView(0.001f *g_ActiveConfig.iAnaglyphStereoSeparation,0.0f);
|
|
VertexShaderManager::RotateView(0.0001f * g_ActiveConfig.iAnaglyphFocalAngle,0.0f);
|
|
RightFrame = true;
|
|
}
|
|
}
|
|
|
|
// Prepare to copy the XFBs to our backbuffer
|
|
D3D::dev->SetDepthStencilSurface(NULL);
|
|
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
|
|
|
TargetRectangle dst_rect;
|
|
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
|
D3DVIEWPORT9 vp;
|
|
|
|
// Clear full target screen (edges, borders etc)
|
|
if(g_ActiveConfig.bAnaglyphStereo) {
|
|
// use a clear quad to keep old red or blue/green data
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.Width = s_backbuffer_width;
|
|
vp.Height = s_backbuffer_height;
|
|
vp.MinZ = 0.0f;
|
|
vp.MaxZ = 1.0f;
|
|
D3D::dev->SetViewport(&vp);
|
|
D3D::drawClearQuad(0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
|
|
}
|
|
else
|
|
{
|
|
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
|
|
}
|
|
|
|
int X = dst_rect.left;
|
|
int Y = dst_rect.top;
|
|
int Width = dst_rect.right - dst_rect.left;
|
|
int Height = dst_rect.bottom - dst_rect.top;
|
|
|
|
// Sanity check
|
|
if (X < 0) X = 0;
|
|
if (Y < 0) Y = 0;
|
|
if (X > s_backbuffer_width) X = s_backbuffer_width;
|
|
if (Y > s_backbuffer_height) Y = s_backbuffer_height;
|
|
if (Width < 0) Width = 0;
|
|
if (Height < 0) Height = 0;
|
|
if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
|
|
if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
|
|
|
|
vp.X = X;
|
|
vp.Y = Y;
|
|
vp.Width = Width;
|
|
vp.Height = Height;
|
|
vp.MinZ = 0.0f;
|
|
vp.MaxZ = 1.0f;
|
|
|
|
D3D::dev->SetViewport(&vp);
|
|
|
|
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
|
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
|
|
|
const XFBSourceBase* xfbSource = NULL;
|
|
|
|
if(g_ActiveConfig.bUseXFB)
|
|
{
|
|
// draw each xfb source
|
|
// Render to the real buffer now.
|
|
for (u32 i = 0; i < xfbCount; ++i)
|
|
{
|
|
xfbSource = xfbSourceList[i];
|
|
|
|
MathUtil::Rectangle<float> sourceRc;
|
|
|
|
sourceRc.left = 0;
|
|
sourceRc.top = 0;
|
|
sourceRc.right = (float)xfbSource->texWidth;
|
|
sourceRc.bottom = (float)xfbSource->texHeight;
|
|
|
|
MathUtil::Rectangle<float> drawRc;
|
|
|
|
if (!g_ActiveConfig.bUseRealXFB)
|
|
{
|
|
// use virtual xfb with offset
|
|
int xfbHeight = xfbSource->srcHeight;
|
|
int xfbWidth = xfbSource->srcWidth;
|
|
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
|
|
|
|
drawRc.bottom = 1.0f - (2.0f * (hOffset) / (float)fbHeight);
|
|
drawRc.top = 1.0f - (2.0f * (hOffset + xfbHeight) / (float)fbHeight);
|
|
drawRc.left = -(xfbWidth / (float)fbWidth);
|
|
drawRc.right = (xfbWidth / (float)fbWidth);
|
|
|
|
// The following code disables auto stretch. Kept for reference.
|
|
// scale draw area for a 1 to 1 pixel mapping with the draw target
|
|
//float vScale = (float)fbHeight / (float)dst_rect.GetHeight();
|
|
//float hScale = (float)fbWidth / (float)dst_rect.GetWidth();
|
|
//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;
|
|
}
|
|
|
|
xfbSource->Draw(sourceRc, drawRc, Width, Height);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TargetRectangle targetRc = ConvertEFBRectangle(rc);
|
|
LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBColorTexture();
|
|
D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),Width,Height,PixelShaderCache::GetColorCopyProgram(g_Config.iMultisampleMode),VertexShaderCache::GetSimpleVertexShader(g_Config.iMultisampleMode));
|
|
}
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
|
|
|
|
if(g_ActiveConfig.bAnaglyphStereo)
|
|
{
|
|
DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
|
|
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
|
|
}
|
|
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.Width = s_backbuffer_width;
|
|
vp.Height = s_backbuffer_height;
|
|
vp.MinZ = 0.0f;
|
|
vp.MaxZ = 1.0f;
|
|
D3D::dev->SetViewport(&vp);
|
|
|
|
// Save screenshot
|
|
if (s_bScreenshot)
|
|
{
|
|
s_criticalScreenshot.Enter();
|
|
SaveScreenshot(s_sScreenshotName, dst_rect);
|
|
s_bScreenshot = false;
|
|
s_criticalScreenshot.Leave();
|
|
}
|
|
if (g_ActiveConfig.bDumpFrames)
|
|
{
|
|
HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
|
|
if (!s_bLastFrameDumped)
|
|
{
|
|
s_recordWidth = dst_rect.GetWidth();
|
|
s_recordHeight = dst_rect.GetHeight();
|
|
s_bAVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
|
|
if (!s_bAVIDumping)
|
|
{
|
|
PanicAlert("Error dumping frames to AVI.");
|
|
}
|
|
else
|
|
{
|
|
char msg [255];
|
|
sprintf_s(msg,255, "Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)", File::GetUserPath(D_DUMPFRAMES_IDX), s_recordWidth, s_recordHeight);
|
|
OSD::AddMessage(msg, 2000);
|
|
}
|
|
}
|
|
if (s_bAVIDumping)
|
|
{
|
|
D3DLOCKED_RECT rect;
|
|
if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, dst_rect.AsRECT(), 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_bLastFrameDumped = true;
|
|
}
|
|
else
|
|
{
|
|
if (s_bLastFrameDumped && s_bAVIDumping)
|
|
{
|
|
AVIDump::Stop();
|
|
s_bAVIDumping = false;
|
|
OSD::AddMessage("Stop dumping frames to AVI", 2000);
|
|
}
|
|
s_bLastFrameDumped = false;
|
|
}
|
|
|
|
// Finish up the current frame, print some stats
|
|
if (g_ActiveConfig.bShowFPS)
|
|
{
|
|
char fps[20];
|
|
StringCchPrintfA(fps, 20, "FPS: %d\n", s_fps);
|
|
D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, fps);
|
|
}
|
|
Renderer::DrawDebugText();
|
|
|
|
if (g_ActiveConfig.bOverlayStats)
|
|
{
|
|
Statistics::ToString(st);
|
|
D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, st);
|
|
}
|
|
else if (g_ActiveConfig.bOverlayProjStats)
|
|
{
|
|
Statistics::ToStringProj(st);
|
|
D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, st);
|
|
}
|
|
|
|
OSD::DrawMessages();
|
|
D3D::EndFrame();
|
|
frameCount++;
|
|
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_FRAME, true);
|
|
|
|
DLCache::ProgressiveCleanup();
|
|
TextureCache::Cleanup();
|
|
|
|
// Enable any configuration changes
|
|
UpdateActiveConfig();
|
|
const bool WindowResized = 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 (xfbchanged || WindowResized || s_LastEFBScale != g_ActiveConfig.iEFBScale || s_LastAA != newAA)
|
|
{
|
|
s_LastAA = newAA;
|
|
|
|
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
|
|
|
CalculateXYScale(dst_rect);
|
|
|
|
int SupersampleCoeficient = s_LastAA + 1;
|
|
|
|
s_LastEFBScale = g_ActiveConfig.iEFBScale;
|
|
CalculateTargetSize(SupersampleCoeficient);
|
|
|
|
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
|
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
|
|
if (WindowResized)
|
|
{
|
|
SetupDeviceObjects();
|
|
}
|
|
else
|
|
{
|
|
delete g_framebuffer_manager;
|
|
g_framebuffer_manager = new FramebufferManager;
|
|
}
|
|
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
|
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(255,0,0,0), 1.0f, 0);
|
|
}
|
|
|
|
// Place messages on the picture, then copy it to the screen
|
|
// ---------------------------------------------------------------------
|
|
// Count FPS.
|
|
// -------------
|
|
static int fpscount = 0;
|
|
static unsigned long lasttime = 0;
|
|
if (Common::Timer::GetTimeMs() - lasttime >= 1000)
|
|
{
|
|
lasttime = Common::Timer::GetTimeMs();
|
|
s_fps = fpscount;
|
|
fpscount = 0;
|
|
}
|
|
if (XFBWrited)
|
|
++fpscount;
|
|
|
|
// Begin new frame
|
|
// Set default viewport and scissor, for the clear to work correctly
|
|
// New frame
|
|
stats.ResetFrame();
|
|
|
|
// Flip/present backbuffer to frontbuffer here
|
|
D3D::Present();
|
|
D3D::BeginFrame();
|
|
RestoreAPIState();
|
|
|
|
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
|
UpdateViewport();
|
|
VertexShaderManager::SetViewportChanged();
|
|
// For testing zbuffer targets.
|
|
// Renderer::SetZBufferRender();
|
|
// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget,
|
|
// GetTargetWidth(), GetTargetHeight());
|
|
g_VideoInitialize.pCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
|
|
XFBWrited = false;
|
|
}
|
|
|
|
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
|
|
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
|
|
{
|
|
// if the test is disabled write is disabled too
|
|
D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
|
|
D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE); // ??
|
|
}
|
|
}
|
|
|
|
void Renderer::SetLogicOpMode()
|
|
{
|
|
if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
|
|
{
|
|
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
|
|
D3D::SetRenderState(D3DRS_BLENDOP, d3dLogicOpop[bpmem.blendmode.logicmode]);
|
|
D3D::SetRenderState(D3DRS_SRCBLEND, d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
|
|
D3D::SetRenderState(D3DRS_DESTBLEND, d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
|
|
}
|
|
else
|
|
{
|
|
SetBlendMode(true);
|
|
}
|
|
}
|
|
|
|
void Renderer::SetDitherMode()
|
|
{
|
|
D3D::SetRenderState(D3DRS_DITHERENABLE, bpmem.blendmode.dither);
|
|
}
|
|
|
|
void Renderer::SetLineWidth()
|
|
{
|
|
// We can't change line width in D3D unless we use ID3DXLine
|
|
float fratio = xfregs.rawViewport[0] != 0 ? Renderer::EFBToScaledXf(1.f) : 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];
|
|
const TexMode1 &tm1 = tex.texMode1[stage];
|
|
|
|
D3DTEXTUREFILTERTYPE min, mag, mip;
|
|
if (g_ActiveConfig.bForceFiltering)
|
|
{
|
|
min = mag = mip = D3DTEXF_LINEAR;
|
|
}
|
|
else
|
|
{
|
|
min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
|
|
mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
|
|
mip = (tm0.min_filter == 8) ? D3DTEXF_NONE : d3dMipFilters[tm0.min_filter & 3];
|
|
if((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0))
|
|
mip = D3DTEXF_NONE;
|
|
}
|
|
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]);
|
|
//float SuperSampleCoeficient = (s_LastAA < 3)? s_LastAA + 1 : s_LastAA - 1;// uncoment this changes to conserve detail when incresing ssaa level
|
|
float lodbias = (tm0.lod_bias / 32.0f);// + (s_LastAA)?(log(SuperSampleCoeficient) / log(2.0f)):0;
|
|
D3D::SetSamplerState(stage, D3DSAMP_MIPMAPLODBIAS, *(DWORD*)&lodbias);
|
|
D3D::SetSamplerState(stage, D3DSAMP_MAXMIPLEVEL, tm1.min_lod >> 4);
|
|
}
|
|
|
|
void Renderer::SetInterlacingMode()
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
} |