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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
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# include <math.h>
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# include "Timer.h"
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# include "Debugger.h"
# include "DLCache.h"
# include "EmuWindow.h"
# include "Fifo.h"
# include "OnScreenDisplay.h"
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# include "PixelEngine.h"
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# include "Statistics.h"
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# include "VertexShaderManager.h"
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# include "VideoConfig.h"
# include "D3DBase.h"
# include "D3DUtil.h"
# include "FramebufferManager.h"
# include "GfxState.h"
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# include "PixelShaderCache.h"
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# include "Render.h"
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# include "TextureCache.h"
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# include "VertexShaderCache.h"
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# include "Core.h"
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# include "Movie.h"
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# include "Television.h"
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# include "Host.h"
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# include "BPFunctions.h"
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# include "AVIDump.h"
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# include "FPSCounter.h"
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# include "ConfigManager.h"
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# include <strsafe.h>
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namespace DX11
{
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static int s_fps = 0 ;
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static u32 s_LastAA = 0 ;
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static Television s_television ;
ID3D11Buffer * access_efb_cbuf = NULL ;
ID3D11BlendState * clearblendstates [ 4 ] = { NULL } ;
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ID3D11DepthStencilState * cleardepthstates [ 3 ] = { NULL } ;
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ID3D11BlendState * resetblendstate = NULL ;
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ID3D11DepthStencilState * resetdepthstate = NULL ;
ID3D11RasterizerState * resetraststate = NULL ;
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static ID3D11Texture2D * s_screenshot_texture = NULL ;
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// GX pipeline state
struct
{
D3D11_SAMPLER_DESC sampdc [ 8 ] ;
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D3D11_BLEND_DESC blenddc ;
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D3D11_DEPTH_STENCIL_DESC depthdc ;
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D3D11_RASTERIZER_DESC rastdc ;
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} gx_state ;
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void SetupDeviceObjects ( )
{
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s_television . Init ( ) ;
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g_framebuffer_manager = new FramebufferManager ;
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HRESULT hr ;
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float colmat [ 20 ] = { 0.0f } ;
colmat [ 0 ] = colmat [ 5 ] = colmat [ 10 ] = 1.0f ;
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC ( 20 * sizeof ( float ) , D3D11_BIND_CONSTANT_BUFFER , D3D11_USAGE_DEFAULT ) ;
D3D11_SUBRESOURCE_DATA data ;
data . pSysMem = colmat ;
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hr = D3D : : device - > CreateBuffer ( & cbdesc , & data , & access_efb_cbuf ) ;
CHECK ( hr = = S_OK , " Create constant buffer for Renderer::AccessEFB " ) ;
D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) access_efb_cbuf , " constant buffer for Renderer::AccessEFB " ) ;
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D3D11_DEPTH_STENCIL_DESC ddesc ;
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ddesc . DepthEnable = FALSE ;
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ddesc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO ;
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ddesc . DepthFunc = D3D11_COMPARISON_ALWAYS ;
ddesc . StencilEnable = FALSE ;
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ddesc . StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK ;
ddesc . StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK ;
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hr = D3D : : device - > CreateDepthStencilState ( & ddesc , & cleardepthstates [ 0 ] ) ;
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CHECK ( hr = = S_OK , " Create depth state for Renderer::ClearScreen " ) ;
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ddesc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL ;
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ddesc . DepthEnable = TRUE ;
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hr = D3D : : device - > CreateDepthStencilState ( & ddesc , & cleardepthstates [ 1 ] ) ;
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CHECK ( hr = = S_OK , " Create depth state for Renderer::ClearScreen " ) ;
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ddesc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO ;
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hr = D3D : : device - > CreateDepthStencilState ( & ddesc , & cleardepthstates [ 2 ] ) ;
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CHECK ( hr = = S_OK , " Create depth state for Renderer::ClearScreen " ) ;
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D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) cleardepthstates [ 0 ] , " depth state for Renderer::ClearScreen (depth buffer disabled) " ) ;
D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) cleardepthstates [ 1 ] , " depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled) " ) ;
D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) cleardepthstates [ 2 ] , " depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled) " ) ;
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D3D11_BLEND_DESC blenddesc ;
blenddesc . AlphaToCoverageEnable = FALSE ;
blenddesc . IndependentBlendEnable = FALSE ;
blenddesc . RenderTarget [ 0 ] . BlendEnable = FALSE ;
blenddesc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL ;
blenddesc . RenderTarget [ 0 ] . SrcBlend = D3D11_BLEND_ONE ;
blenddesc . RenderTarget [ 0 ] . DestBlend = D3D11_BLEND_ZERO ;
blenddesc . RenderTarget [ 0 ] . BlendOp = D3D11_BLEND_OP_ADD ;
blenddesc . RenderTarget [ 0 ] . SrcBlendAlpha = D3D11_BLEND_ONE ;
blenddesc . RenderTarget [ 0 ] . DestBlendAlpha = D3D11_BLEND_ZERO ;
blenddesc . RenderTarget [ 0 ] . BlendOpAlpha = D3D11_BLEND_OP_ADD ;
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hr = D3D : : device - > CreateBlendState ( & blenddesc , & resetblendstate ) ;
CHECK ( hr = = S_OK , " Create blend state for Renderer::ResetAPIState " ) ;
D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) resetblendstate , " blend state for Renderer::ResetAPIState " ) ;
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clearblendstates [ 0 ] = resetblendstate ;
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resetblendstate - > AddRef ( ) ;
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blenddesc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE ;
hr = D3D : : device - > CreateBlendState ( & blenddesc , & clearblendstates [ 1 ] ) ;
CHECK ( hr = = S_OK , " Create blend state for Renderer::ClearScreen " ) ;
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blenddesc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA ;
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hr = D3D : : device - > CreateBlendState ( & blenddesc , & clearblendstates [ 2 ] ) ;
CHECK ( hr = = S_OK , " Create blend state for Renderer::ClearScreen " ) ;
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blenddesc . RenderTarget [ 0 ] . RenderTargetWriteMask = 0 ;
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hr = D3D : : device - > CreateBlendState ( & blenddesc , & clearblendstates [ 3 ] ) ;
CHECK ( hr = = S_OK , " Create blend state for Renderer::ClearScreen " ) ;
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ddesc . DepthEnable = FALSE ;
ddesc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO ;
ddesc . DepthFunc = D3D11_COMPARISON_LESS ;
ddesc . StencilEnable = FALSE ;
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ddesc . StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK ;
ddesc . StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK ;
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hr = D3D : : device - > CreateDepthStencilState ( & ddesc , & resetdepthstate ) ;
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CHECK ( hr = = S_OK , " Create depth state for Renderer::ResetAPIState " ) ;
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D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) resetdepthstate , " depth stencil state for Renderer::ResetAPIState " ) ;
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D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC ( D3D11_FILL_SOLID , D3D11_CULL_NONE , false , 0 , 0.f , 0.f , false , false , false , false ) ;
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hr = D3D : : device - > CreateRasterizerState ( & rastdesc , & resetraststate ) ;
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CHECK ( hr = = S_OK , " Create rasterizer state for Renderer::ResetAPIState " ) ;
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D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) resetraststate , " rasterizer state for Renderer::ResetAPIState " ) ;
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s_screenshot_texture = NULL ;
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}
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// Kill off all device objects
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void TeardownDeviceObjects ( )
{
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delete g_framebuffer_manager ;
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SAFE_RELEASE ( access_efb_cbuf ) ;
SAFE_RELEASE ( clearblendstates [ 0 ] ) ;
SAFE_RELEASE ( clearblendstates [ 1 ] ) ;
SAFE_RELEASE ( clearblendstates [ 2 ] ) ;
SAFE_RELEASE ( clearblendstates [ 3 ] ) ;
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SAFE_RELEASE ( cleardepthstates [ 0 ] ) ;
SAFE_RELEASE ( cleardepthstates [ 1 ] ) ;
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SAFE_RELEASE ( cleardepthstates [ 2 ] ) ;
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SAFE_RELEASE ( resetblendstate ) ;
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SAFE_RELEASE ( resetdepthstate ) ;
SAFE_RELEASE ( resetraststate ) ;
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SAFE_RELEASE ( s_screenshot_texture ) ;
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s_television . Shutdown ( ) ;
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}
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void CreateScreenshotTexture ( const TargetRectangle & rc )
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{
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D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC ( DXGI_FORMAT_R8G8B8A8_UNORM , rc . GetWidth ( ) , rc . GetHeight ( ) , 1 , 1 , 0 , D3D11_USAGE_STAGING , D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE ) ;
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HRESULT hr = D3D : : device - > CreateTexture2D ( & scrtex_desc , NULL , & s_screenshot_texture ) ;
CHECK ( hr = = S_OK , " Create screenshot staging texture " ) ;
D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) s_screenshot_texture , " staging screenshot texture " ) ;
}
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Renderer : : Renderer ( )
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{
int x , y , w_temp , h_temp ;
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InitFPSCounter ( ) ;
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Host_GetRenderWindowSize ( x , y , w_temp , h_temp ) ;
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D3D : : Create ( EmuWindow : : GetWnd ( ) ) ;
s_backbuffer_width = D3D : : GetBackBufferWidth ( ) ;
s_backbuffer_height = D3D : : GetBackBufferHeight ( ) ;
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FramebufferManagerBase : : SetLastXfbWidth ( MAX_XFB_WIDTH ) ;
FramebufferManagerBase : : SetLastXfbHeight ( MAX_XFB_HEIGHT ) ;
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UpdateDrawRectangle ( s_backbuffer_width , s_backbuffer_height ) ;
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s_LastAA = g_ActiveConfig . iMultisampleMode ;
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s_LastEFBScale = g_ActiveConfig . iEFBScale ;
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CalculateTargetSize ( s_backbuffer_width , s_backbuffer_height ) ;
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SetupDeviceObjects ( ) ;
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// Setup GX pipeline state
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memset ( & gx_state . blenddc , 0 , sizeof ( gx_state . blenddc ) ) ;
gx_state . blenddc . AlphaToCoverageEnable = FALSE ;
gx_state . blenddc . IndependentBlendEnable = FALSE ;
gx_state . blenddc . RenderTarget [ 0 ] . BlendEnable = FALSE ;
gx_state . blenddc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL ;
gx_state . blenddc . RenderTarget [ 0 ] . SrcBlend = D3D11_BLEND_ONE ;
gx_state . blenddc . RenderTarget [ 0 ] . DestBlend = D3D11_BLEND_ZERO ;
gx_state . blenddc . RenderTarget [ 0 ] . BlendOp = D3D11_BLEND_OP_ADD ;
gx_state . blenddc . RenderTarget [ 0 ] . SrcBlendAlpha = D3D11_BLEND_ONE ;
gx_state . blenddc . RenderTarget [ 0 ] . DestBlendAlpha = D3D11_BLEND_ZERO ;
gx_state . blenddc . RenderTarget [ 0 ] . BlendOpAlpha = D3D11_BLEND_OP_ADD ;
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memset ( & gx_state . depthdc , 0 , sizeof ( gx_state . depthdc ) ) ;
gx_state . depthdc . DepthEnable = TRUE ;
gx_state . depthdc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL ;
gx_state . depthdc . DepthFunc = D3D11_COMPARISON_LESS ;
gx_state . depthdc . StencilEnable = FALSE ;
gx_state . depthdc . StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK ;
gx_state . depthdc . StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK ;
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// TODO: Do we need to enable multisampling here?
gx_state . rastdc = CD3D11_RASTERIZER_DESC ( D3D11_FILL_SOLID , D3D11_CULL_NONE , false , 0 , 0.f , 0 , false , true , false , false ) ;
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for ( unsigned int k = 0 ; k < 8 ; k + + )
{
float border [ 4 ] = { 0.f , 0.f , 0.f , 0.f } ;
gx_state . sampdc [ k ] = CD3D11_SAMPLER_DESC ( D3D11_FILTER_MIN_MAG_MIP_LINEAR , D3D11_TEXTURE_ADDRESS_CLAMP , D3D11_TEXTURE_ADDRESS_CLAMP , D3D11_TEXTURE_ADDRESS_CLAMP ,
0.f , 1 < < g_ActiveConfig . iMaxAnisotropy ,
D3D11_COMPARISON_ALWAYS , border ,
- D3D11_FLOAT32_MAX , D3D11_FLOAT32_MAX ) ;
if ( g_ActiveConfig . iMaxAnisotropy ! = 0 ) gx_state . sampdc [ k ] . Filter = D3D11_FILTER_ANISOTROPIC ;
}
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// Clear EFB textures
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float ClearColor [ 4 ] = { 0.f , 0.f , 0.f , 1.f } ;
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D3D : : context - > ClearRenderTargetView ( FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , ClearColor ) ;
D3D : : context - > ClearDepthStencilView ( FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) , D3D11_CLEAR_DEPTH , 1.f , 0 ) ;
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( 0.f , 0.f , ( float ) s_target_width , ( float ) s_target_height ) ;
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) ) ;
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D3D : : BeginFrame ( ) ;
}
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Renderer : : ~ Renderer ( )
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{
TeardownDeviceObjects ( ) ;
D3D : : EndFrame ( ) ;
D3D : : Present ( ) ;
D3D : : Close ( ) ;
}
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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.f , 0.0f , color , text ) ;
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}
TargetRectangle Renderer : : ConvertEFBRectangle ( const EFBRectangle & rc )
{
TargetRectangle result ;
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result . left = EFBToScaledX ( rc . left ) ;
result . top = EFBToScaledY ( rc . top ) ;
result . right = EFBToScaledX ( rc . right ) ;
result . bottom = EFBToScaledY ( rc . bottom ) ;
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return result ;
}
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// With D3D, we have to resize the backbuffer if the window changed
// size.
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bool Renderer : : CheckForResize ( )
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{
while ( EmuWindow : : IsSizing ( ) )
Sleep ( 10 ) ;
if ( EmuWindow : : GetParentWnd ( ) )
{
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// Re-stretch window to parent window size again, if it has a parent window.
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RECT rcParentWindow ;
GetWindowRect ( EmuWindow : : GetParentWnd ( ) , & rcParentWindow ) ;
int width = rcParentWindow . right - rcParentWindow . left ;
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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}
RECT rcWindow ;
GetClientRect ( EmuWindow : : GetWnd ( ) , & rcWindow ) ;
int client_width = rcWindow . right - rcWindow . left ;
int client_height = rcWindow . bottom - rcWindow . top ;
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// Sanity check
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if ( ( client_width ! = Renderer : : GetBackbufferWidth ( ) | |
client_height ! = Renderer : : GetBackbufferHeight ( ) ) & &
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client_width > = 4 & & client_height > = 4 )
{
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return true ;
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}
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return false ;
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}
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void Renderer : : SetScissorRect ( const TargetRectangle & rc )
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{
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D3D : : context - > RSSetScissorRects ( 1 , rc . AsRECT ( ) ) ;
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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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UINT8 color_mask = 0 ;
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if ( bpmem . alpha_test . TestResult ( ) ! = AlphaTest : : FAIL )
{
if ( bpmem . blendmode . alphaupdate & & ( bpmem . zcontrol . pixel_format = = PIXELFMT_RGBA6_Z24 ) )
color_mask = D3D11_COLOR_WRITE_ENABLE_ALPHA ;
if ( bpmem . blendmode . colorupdate )
color_mask | = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE ;
}
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gx_state . blenddc . RenderTarget [ 0 ] . RenderTargetWriteMask = color_mask ;
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}
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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)
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u32 Renderer : : AccessEFB ( EFBAccessType type , u32 x , u32 y , u32 poke_data )
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{
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// TODO: This function currently is broken if anti-aliasing is enabled
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D3D11_MAPPED_SUBRESOURCE map ;
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ID3D11Texture2D * read_tex ;
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if ( ! g_ActiveConfig . bEFBAccessEnable )
return 0 ;
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if ( type = = POKE_Z )
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{
static bool alert_only_once = true ;
if ( ! alert_only_once ) return 0 ;
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PanicAlert ( " EFB: Poke Z not implemented (tried to poke z value %#x at (%d,%d)) " , poke_data , x , y ) ;
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alert_only_once = false ;
return 0 ;
}
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// Convert EFB dimensions to the ones of our render target
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EFBRectangle efbPixelRc ;
efbPixelRc . left = x ;
efbPixelRc . top = y ;
efbPixelRc . right = x + 1 ;
efbPixelRc . bottom = y + 1 ;
TargetRectangle targetPixelRc = Renderer : : ConvertEFBRectangle ( efbPixelRc ) ;
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// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the average color instead
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D3D11_RECT RectToLock ;
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if ( type = = PEEK_COLOR | | type = = PEEK_Z )
{
RectToLock . left = ( targetPixelRc . left + targetPixelRc . right ) / 2 ;
RectToLock . top = ( targetPixelRc . top + targetPixelRc . bottom ) / 2 ;
RectToLock . right = RectToLock . left + 1 ;
RectToLock . bottom = RectToLock . top + 1 ;
}
else
{
RectToLock . left = targetPixelRc . left ;
RectToLock . right = targetPixelRc . right ;
RectToLock . top = targetPixelRc . top ;
RectToLock . bottom = targetPixelRc . bottom ;
}
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if ( type = = PEEK_Z )
{
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ResetAPIState ( ) ; // Reset any game specific settings
2010-06-13 19:50:06 +00:00
2010-10-02 11:50:50 +00:00
// depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( 0.f , 0.f , 1.f , 1.f ) ;
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D3D : : context - > RSSetViewports ( 1 , & vp ) ;
D3D : : context - > PSSetConstantBuffers ( 0 , 1 , & access_efb_cbuf ) ;
D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBDepthReadTexture ( ) - > GetRTV ( ) , NULL ) ;
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D3D : : SetPointCopySampler ( ) ;
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D3D : : drawShadedTexQuad ( FramebufferManager : : GetEFBDepthTexture ( ) - > GetSRV ( ) ,
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& RectToLock ,
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Renderer : : GetTargetWidth ( ) ,
Renderer : : GetTargetHeight ( ) ,
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PixelShaderCache : : GetDepthMatrixProgram ( true ) ,
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VertexShaderCache : : GetSimpleVertexShader ( ) ,
VertexShaderCache : : GetSimpleInputLayout ( ) ) ;
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D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) ) ;
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2010-06-21 17:54:13 +00:00
// copy to system memory
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D3D11_BOX box = CD3D11_BOX ( 0 , 0 , 0 , 1 , 1 , 1 ) ;
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read_tex = FramebufferManager : : GetEFBDepthStagingBuffer ( ) ;
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D3D : : context - > CopySubresourceRegion ( read_tex , 0 , 0 , 0 , 0 , FramebufferManager : : GetEFBDepthReadTexture ( ) - > GetTex ( ) , 0 , & box ) ;
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RestoreAPIState ( ) ; // restore game state
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// read the data from system memory
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D3D : : context - > Map ( read_tex , 0 , D3D11_MAP_READ , 0 , & map ) ;
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float val = * ( float * ) map . pData ;
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u32 ret = 0 ;
if ( bpmem . zcontrol . pixel_format = = PIXELFMT_RGB565_Z16 )
{
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// if Z is in 16 bit format you must return a 16 bit integer
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ret = ( ( u32 ) ( val * 0xffff ) ) ;
}
else
{
ret = ( ( u32 ) ( val * 0xffffff ) ) ;
}
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D3D : : context - > Unmap ( read_tex , 0 ) ;
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// TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
return ret ;
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}
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else if ( type = = PEEK_COLOR )
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{
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// we can directly copy to system memory here
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read_tex = FramebufferManager : : GetEFBColorStagingBuffer ( ) ;
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D3D11_BOX box = CD3D11_BOX ( RectToLock . left , RectToLock . top , 0 , RectToLock . right , RectToLock . bottom , 1 ) ;
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D3D : : context - > CopySubresourceRegion ( read_tex , 0 , 0 , 0 , 0 , FramebufferManager : : GetEFBColorTexture ( ) - > GetTex ( ) , 0 , & box ) ;
2010-06-13 19:50:06 +00:00
2010-10-22 19:40:05 +00:00
// read the data from system memory
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D3D : : context - > Map ( read_tex , 0 , D3D11_MAP_READ , 0 , & map ) ;
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u32 ret = 0 ;
if ( map . pData )
ret = * ( u32 * ) map . pData ;
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D3D : : context - > Unmap ( read_tex , 0 ) ;
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// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine : : UPEAlphaReadReg alpha_read_mode ;
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PixelEngine : : Read16 ( ( u16 & ) alpha_read_mode , PE_ALPHAREAD ) ;
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if ( bpmem . zcontrol . pixel_format = = PIXELFMT_RGBA6_Z24 )
{
ret = RGBA8ToRGBA6ToRGBA8 ( ret ) ;
}
else if ( bpmem . zcontrol . pixel_format = = PIXELFMT_RGB565_Z16 )
{
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ret = RGBA8ToRGB565ToRGBA8 ( ret ) ;
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}
if ( bpmem . zcontrol . pixel_format ! = PIXELFMT_RGBA6_Z24 )
{
ret | = 0xFF000000 ;
}
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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
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}
else //if(type == POKE_COLOR)
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{
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u32 rgbaColor = ( poke_data & 0xFF00FF00 ) | ( ( poke_data > > 16 ) & 0xFF ) | ( ( poke_data < < 16 ) & 0xFF0000 ) ;
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// TODO: The first five PE registers may change behavior of EFB pokes, this isn't implemented, yet.
ResetAPIState ( ) ;
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2011-06-11 19:37:21 +00:00
D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , NULL ) ;
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D3D : : drawColorQuad ( rgbaColor , ( float ) RectToLock . left * 2.f / ( float ) Renderer : : GetTargetWidth ( ) - 1.f ,
- ( float ) RectToLock . top * 2.f / ( float ) Renderer : : GetTargetHeight ( ) + 1.f ,
( float ) RectToLock . right * 2.f / ( float ) Renderer : : GetTargetWidth ( ) - 1.f ,
- ( float ) RectToLock . bottom * 2.f / ( float ) Renderer : : GetTargetHeight ( ) + 1.f ) ;
2010-09-28 02:15:02 +00:00
2010-10-24 19:52:52 +00:00
RestoreAPIState ( ) ;
return 0 ;
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}
}
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// Viewport correction:
// Say you want a viewport at (ix, iy) with size (iw, ih),
// but your viewport must be clamped at (ax, ay) with size (aw, ah).
// Just multiply the projection matrix with the following to get the same
// effect:
// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
// [ 0 0 1 0 ]
// [ 0 0 0 1 ]
static void ViewportCorrectionMatrix ( Matrix44 & result ,
float ix , float iy , float iw , float ih , // Intended viewport (x, y, width, height)
float ax , float ay , float aw , float ah ) // Actual viewport (x, y, width, height)
{
Matrix44 : : LoadIdentity ( result ) ;
if ( aw = = 0.f | | ah = = 0.f )
return ;
result . data [ 4 * 0 + 0 ] = iw / aw ;
result . data [ 4 * 0 + 3 ] = ( iw - 2.f * ( ax - ix ) ) / aw - 1.f ;
result . data [ 4 * 1 + 1 ] = ih / ah ;
result . data [ 4 * 1 + 3 ] = ( - ih + 2.f * ( ay - iy ) ) / ah + 1.f ;
}
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// Called from VertexShaderManager
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void Renderer : : UpdateViewport ( Matrix44 & vpCorrection )
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{
// 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
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int scissorXOff = bpmem . scissorOffset . x * 2 ;
int scissorYOff = bpmem . scissorOffset . y * 2 ;
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2013-10-26 10:34:54 +00:00
float intendedX = Renderer : : EFBToScaledXf ( xfregs . viewport . xOrig - xfregs . viewport . wd - scissorXOff ) ;
float intendedY = Renderer : : EFBToScaledYf ( xfregs . viewport . yOrig + xfregs . viewport . ht - scissorYOff ) ;
float intendedWd = Renderer : : EFBToScaledXf ( 2.0f * xfregs . viewport . wd ) ;
float intendedHt = Renderer : : EFBToScaledYf ( - 2.0f * xfregs . viewport . ht ) ;
if ( intendedWd < 0.f )
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{
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intendedX + = intendedWd ;
intendedWd = - intendedWd ;
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}
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if ( intendedHt < 0.f )
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{
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intendedY + = intendedHt ;
intendedHt = - intendedHt ;
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}
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// In D3D, the viewport rectangle must fit within the render target.
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float X = ( intendedX > = 0.f ) ? intendedX : 0.f ;
float Y = ( intendedY > = 0.f ) ? intendedY : 0.f ;
float Wd = ( X + intendedWd < = GetTargetWidth ( ) ) ? intendedWd : ( GetTargetWidth ( ) - X ) ;
float Ht = ( Y + intendedHt < = GetTargetHeight ( ) ) ? intendedHt : ( GetTargetHeight ( ) - Y ) ;
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// If GX viewport is off the render target, we must clamp our viewport
// within the bounds. Use the correction matrix to compensate.
ViewportCorrectionMatrix ( vpCorrection ,
2013-10-26 10:34:54 +00:00
intendedX , intendedY ,
intendedWd , intendedHt ,
X , Y ,
Wd , Ht ) ;
2010-06-13 19:50:06 +00:00
2013-04-19 13:21:45 +00:00
// Some games set invalid values for z-min and z-max so fix them to the max and min allowed and let the shaders do this work
2013-10-26 10:34:54 +00:00
D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( X , Y ,
Wd , Ht ,
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0.f , // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
1.f ) ; // xfregs.viewport.farZ / 16777216.0f;
2011-06-11 19:37:21 +00:00
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
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}
2010-09-28 02:15:02 +00:00
2010-12-19 22:00:25 +00:00
void Renderer : : ClearScreen ( const EFBRectangle & rc , bool colorEnable , bool alphaEnable , bool zEnable , u32 color , u32 z )
2010-06-16 10:12:57 +00:00
{
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ResetAPIState ( ) ;
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if ( colorEnable & & alphaEnable ) D3D : : stateman - > PushBlendState ( clearblendstates [ 0 ] ) ;
else if ( colorEnable ) D3D : : stateman - > PushBlendState ( clearblendstates [ 1 ] ) ;
else if ( alphaEnable ) D3D : : stateman - > PushBlendState ( clearblendstates [ 2 ] ) ;
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else D3D : : stateman - > PushBlendState ( clearblendstates [ 3 ] ) ;
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// TODO: Should we enable Z testing here?
/*if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(cleardepthstates[0]);
else */ if ( zEnable ) D3D : : stateman - > PushDepthState ( cleardepthstates [ 1 ] ) ;
else /*if (!zEnable)*/ D3D : : stateman - > PushDepthState ( cleardepthstates [ 2 ] ) ;
2010-11-01 19:13:50 +00:00
2010-09-28 02:15:02 +00:00
// Update the view port for clearing the picture
2010-06-15 21:19:09 +00:00
TargetRectangle targetRc = Renderer : : ConvertEFBRectangle ( rc ) ;
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( ( float ) targetRc . left , ( float ) targetRc . top , ( float ) targetRc . GetWidth ( ) , ( float ) targetRc . GetHeight ( ) , 0.f , 1.f ) ;
2011-06-11 19:37:21 +00:00
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
2010-06-18 23:33:07 +00:00
2010-11-01 19:13:50 +00:00
// Color is passed in bgra mode so we need to convert it to rgba
2010-06-21 02:40:09 +00:00
u32 rgbaColor = ( color & 0xFF00FF00 ) | ( ( color > > 16 ) & 0xFF ) | ( ( color < < 16 ) & 0xFF0000 ) ;
2010-12-16 17:40:45 +00:00
D3D : : drawClearQuad ( rgbaColor , ( z & 0xFFFFFF ) / float ( 0xFFFFFF ) , PixelShaderCache : : GetClearProgram ( ) , VertexShaderCache : : GetClearVertexShader ( ) , VertexShaderCache : : GetClearInputLayout ( ) ) ;
2010-10-20 02:29:20 +00:00
D3D : : stateman - > PopDepthState ( ) ;
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D3D : : stateman - > PopBlendState ( ) ;
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2010-10-24 16:53:33 +00:00
RestoreAPIState ( ) ;
2010-06-13 19:50:06 +00:00
}
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void Renderer : : ReinterpretPixelData ( unsigned int convtype )
{
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// TODO: MSAA support..
2011-05-12 02:14:45 +00:00
D3D11_RECT source = CD3D11_RECT ( 0 , 0 , g_renderer - > GetTargetWidth ( ) , g_renderer - > GetTargetHeight ( ) ) ;
2011-02-04 17:00:34 +00:00
ID3D11PixelShader * pixel_shader ;
2011-04-30 14:08:58 +00:00
if ( convtype = = 0 ) pixel_shader = PixelShaderCache : : ReinterpRGB8ToRGBA6 ( true ) ;
else if ( convtype = = 2 ) pixel_shader = PixelShaderCache : : ReinterpRGBA6ToRGB8 ( true ) ;
2011-02-04 17:00:34 +00:00
else
{
2012-01-06 12:45:51 +00:00
ERROR_LOG ( VIDEO , " Trying to reinterpret pixel data with unsupported conversion type %d " , convtype ) ;
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return ;
}
// convert data and set the target texture as our new EFB
g_renderer - > ResetAPIState ( ) ;
2011-05-12 02:14:45 +00:00
D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( 0.f , 0.f , ( float ) g_renderer - > GetTargetWidth ( ) , ( float ) g_renderer - > GetTargetHeight ( ) ) ;
2011-06-11 19:37:21 +00:00
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
2011-02-04 17:00:34 +00:00
2011-06-11 19:37:21 +00:00
D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTempTexture ( ) - > GetRTV ( ) , NULL ) ;
2011-02-04 17:00:34 +00:00
D3D : : SetPointCopySampler ( ) ;
2011-06-11 19:37:21 +00:00
D3D : : drawShadedTexQuad ( FramebufferManager : : GetEFBColorTexture ( ) - > GetSRV ( ) , & source , g_renderer - > GetTargetWidth ( ) , g_renderer - > GetTargetHeight ( ) , pixel_shader , VertexShaderCache : : GetSimpleVertexShader ( ) , VertexShaderCache : : GetSimpleInputLayout ( ) ) ;
2011-02-04 17:00:34 +00:00
g_renderer - > RestoreAPIState ( ) ;
FramebufferManager : : SwapReinterpretTexture ( ) ;
2011-06-11 19:37:21 +00:00
D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) ) ;
2010-12-27 21:56:20 +00:00
}
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void SetSrcBlend ( D3D11_BLEND val )
{
// Colors should blend against SRC_ALPHA
if ( val = = D3D11_BLEND_SRC1_ALPHA )
val = D3D11_BLEND_SRC_ALPHA ;
else if ( val = = D3D11_BLEND_INV_SRC1_ALPHA )
val = D3D11_BLEND_INV_SRC_ALPHA ;
if ( val = = D3D11_BLEND_SRC_COLOR )
gx_state . blenddc . RenderTarget [ 0 ] . SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA ;
else if ( val = = D3D11_BLEND_INV_SRC_COLOR )
gx_state . blenddc . RenderTarget [ 0 ] . SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA ;
else if ( val = = D3D11_BLEND_DEST_COLOR )
gx_state . blenddc . RenderTarget [ 0 ] . SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA ;
else if ( val = = D3D11_BLEND_INV_DEST_COLOR )
gx_state . blenddc . RenderTarget [ 0 ] . SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA ;
else
gx_state . blenddc . RenderTarget [ 0 ] . SrcBlendAlpha = val ;
gx_state . blenddc . RenderTarget [ 0 ] . SrcBlend = val ;
}
void SetDestBlend ( D3D11_BLEND val )
{
// Colors should blend against SRC_ALPHA
if ( val = = D3D11_BLEND_SRC1_ALPHA )
val = D3D11_BLEND_SRC_ALPHA ;
else if ( val = = D3D11_BLEND_INV_SRC1_ALPHA )
val = D3D11_BLEND_INV_SRC_ALPHA ;
if ( val = = D3D11_BLEND_SRC_COLOR )
gx_state . blenddc . RenderTarget [ 0 ] . DestBlendAlpha = D3D11_BLEND_SRC_ALPHA ;
else if ( val = = D3D11_BLEND_INV_SRC_COLOR )
gx_state . blenddc . RenderTarget [ 0 ] . DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA ;
else if ( val = = D3D11_BLEND_DEST_COLOR )
gx_state . blenddc . RenderTarget [ 0 ] . DestBlendAlpha = D3D11_BLEND_DEST_ALPHA ;
else if ( val = = D3D11_BLEND_INV_DEST_COLOR )
gx_state . blenddc . RenderTarget [ 0 ] . DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA ;
else
gx_state . blenddc . RenderTarget [ 0 ] . DestBlendAlpha = val ;
gx_state . blenddc . RenderTarget [ 0 ] . DestBlend = val ;
}
void SetBlendOp ( D3D11_BLEND_OP val )
{
gx_state . blenddc . RenderTarget [ 0 ] . BlendOp = val ;
gx_state . blenddc . RenderTarget [ 0 ] . BlendOpAlpha = val ;
}
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void Renderer : : SetBlendMode ( bool forceUpdate )
{
2013-01-13 22:35:07 +00:00
// Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel is assumed to always be 1.
2013-04-15 20:28:55 +00:00
bool target_has_alpha = bpmem . zcontrol . pixel_format = = PIXELFMT_RGBA6_Z24 ;
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const D3D11_BLEND d3dSrcFactors [ 8 ] =
{
D3D11_BLEND_ZERO ,
D3D11_BLEND_ONE ,
D3D11_BLEND_DEST_COLOR ,
D3D11_BLEND_INV_DEST_COLOR ,
D3D11_BLEND_SRC_ALPHA ,
D3D11_BLEND_INV_SRC_ALPHA , // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
( target_has_alpha ) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE ,
( target_has_alpha ) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO
} ;
const D3D11_BLEND d3dDestFactors [ 8 ] =
{
D3D11_BLEND_ZERO ,
D3D11_BLEND_ONE ,
D3D11_BLEND_SRC_COLOR ,
D3D11_BLEND_INV_SRC_COLOR ,
D3D11_BLEND_SRC_ALPHA ,
D3D11_BLEND_INV_SRC_ALPHA , // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
( target_has_alpha ) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE ,
( target_has_alpha ) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO
} ;
2010-11-30 21:44:54 +00:00
if ( bpmem . blendmode . logicopenable & & ! forceUpdate )
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return ;
2013-03-28 21:59:42 +00:00
if ( bpmem . blendmode . subtract )
2010-06-13 19:50:06 +00:00
{
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gx_state . blenddc . RenderTarget [ 0 ] . BlendEnable = true ;
SetBlendOp ( D3D11_BLEND_OP_REV_SUBTRACT ) ;
2013-03-28 21:59:42 +00:00
SetSrcBlend ( D3D11_BLEND_ONE ) ;
SetDestBlend ( D3D11_BLEND_ONE ) ;
2010-06-13 19:50:06 +00:00
}
2010-09-28 02:15:02 +00:00
else
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{
2013-01-13 22:35:07 +00:00
gx_state . blenddc . RenderTarget [ 0 ] . BlendEnable = bpmem . blendmode . blendenable ;
if ( bpmem . blendmode . blendenable )
2010-06-24 15:58:06 +00:00
{
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SetBlendOp ( D3D11_BLEND_OP_ADD ) ;
SetSrcBlend ( d3dSrcFactors [ bpmem . blendmode . srcfactor ] ) ;
SetDestBlend ( d3dDestFactors [ bpmem . blendmode . dstfactor ] ) ;
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}
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}
}
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bool Renderer : : SaveScreenshot ( const std : : string & filename , const TargetRectangle & rc )
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{
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if ( ! s_screenshot_texture )
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CreateScreenshotTexture ( rc ) ;
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// copy back buffer to system memory
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D3D11_BOX box = CD3D11_BOX ( rc . left , rc . top , 0 , rc . right , rc . bottom , 1 ) ;
D3D : : context - > CopySubresourceRegion ( s_screenshot_texture , 0 , 0 , 0 , 0 , ( ID3D11Resource * ) D3D : : GetBackBuffer ( ) - > GetTex ( ) , 0 , & box ) ;
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// D3DX11SaveTextureToFileA doesn't allow us to ignore the alpha channel, so we need to strip it out ourselves
D3D11_MAPPED_SUBRESOURCE map ;
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D3D : : context - > Map ( s_screenshot_texture , 0 , D3D11_MAP_READ_WRITE , 0 , & map ) ;
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for ( unsigned int y = 0 ; y < rc . GetHeight ( ) ; + + y )
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{
u8 * ptr = ( u8 * ) map . pData + y * map . RowPitch + 3 ;
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for ( unsigned int x = 0 ; x < rc . GetWidth ( ) ; + + x )
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{
* ptr = 0xFF ;
ptr + = 4 ;
}
}
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D3D : : context - > Unmap ( s_screenshot_texture , 0 ) ;
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// ready to be saved
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HRESULT hr = PD3DX11SaveTextureToFileA ( D3D : : context , s_screenshot_texture , D3DX11_IFF_PNG , filename . c_str ( ) ) ;
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if ( SUCCEEDED ( hr ) )
{
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OSD : : AddMessage ( StringFromFormat ( " Saved %i x %i %s " , rc . GetWidth ( ) ,
rc . GetHeight ( ) , filename . c_str ( ) ) ) ;
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}
else
{
OSD : : AddMessage ( StringFromFormat ( " Error saving %s " , filename . c_str ( ) ) ) ;
}
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return SUCCEEDED ( hr ) ;
}
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void formatBufferDump ( const u8 * in , u8 * out , int w , int h , int p )
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{
for ( int y = 0 ; y < h ; + + y )
{
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auto line = ( in + ( h - y - 1 ) * p ) ;
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for ( int x = 0 ; x < w ; + + x )
{
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out [ 0 ] = line [ 2 ] ;
out [ 1 ] = line [ 1 ] ;
out [ 2 ] = line [ 0 ] ;
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out + = 3 ;
line + = 4 ;
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}
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}
}
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2010-09-28 02:15:02 +00:00
// This function has the final picture. We adjust the aspect ratio here.
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void Renderer : : Swap ( u32 xfbAddr , u32 fbWidth , u32 fbHeight , const EFBRectangle & rc , float Gamma )
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{
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if ( g_bSkipCurrentFrame | | ( ! XFBWrited & & ! g_ActiveConfig . RealXFBEnabled ( ) ) | | ! fbWidth | | ! fbHeight )
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{
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if ( g_ActiveConfig . bDumpFrames & & ! frame_data . empty ( ) )
AVIDump : : AddFrame ( & frame_data [ 0 ] , fbWidth , fbHeight ) ;
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Core : : Callback_VideoCopiedToXFB ( false ) ;
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return ;
}
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2010-06-13 19:50:06 +00:00
u32 xfbCount = 0 ;
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const XFBSourceBase * const * xfbSourceList = FramebufferManager : : GetXFBSource ( xfbAddr , fbWidth , fbHeight , xfbCount ) ;
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if ( ( ! xfbSourceList | | xfbCount = = 0 ) & & g_ActiveConfig . bUseXFB & & ! g_ActiveConfig . bUseRealXFB )
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{
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if ( g_ActiveConfig . bDumpFrames & & ! frame_data . empty ( ) )
AVIDump : : AddFrame ( & frame_data [ 0 ] , fbWidth , fbHeight ) ;
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2011-01-31 01:28:32 +00:00
Core : : Callback_VideoCopiedToXFB ( false ) ;
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return ;
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}
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ResetAPIState ( ) ;
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// Prepare to copy the XFBs to our backbuffer
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UpdateDrawRectangle ( s_backbuffer_width , s_backbuffer_height ) ;
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int X = GetTargetRectangle ( ) . left ;
int Y = GetTargetRectangle ( ) . top ;
int Width = GetTargetRectangle ( ) . right - GetTargetRectangle ( ) . left ;
int Height = GetTargetRectangle ( ) . bottom - GetTargetRectangle ( ) . top ;
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// TODO: Redundant checks...
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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 ;
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( ( float ) X , ( float ) Y , ( float ) Width , ( float ) Height ) ;
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D3D : : context - > RSSetViewports ( 1 , & vp ) ;
D3D : : context - > OMSetRenderTargets ( 1 , & D3D : : GetBackBuffer ( ) - > GetRTV ( ) , NULL ) ;
2010-06-13 19:50:06 +00:00
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float ClearColor [ 4 ] = { 0.f , 0.f , 0.f , 1.f } ;
D3D : : context - > ClearRenderTargetView ( D3D : : GetBackBuffer ( ) - > GetRTV ( ) , ClearColor ) ;
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// activate linear filtering for the buffer copies
D3D : : SetLinearCopySampler ( ) ;
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if ( g_ActiveConfig . bUseXFB & & g_ActiveConfig . bUseRealXFB )
{
// TODO: Television should be used to render Virtual XFB mode as well.
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s_television . Submit ( xfbAddr , fbWidth , fbHeight ) ;
s_television . Render ( ) ;
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}
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else if ( g_ActiveConfig . bUseXFB )
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{
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const XFBSourceBase * xfbSource ;
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// draw each xfb source
for ( u32 i = 0 ; i < xfbCount ; + + i )
{
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xfbSource = xfbSourceList [ i ] ;
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MathUtil : : Rectangle < float > sourceRc ;
sourceRc . left = 0 ;
sourceRc . top = 0 ;
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sourceRc . right = ( float ) xfbSource - > texWidth ;
sourceRc . bottom = ( float ) xfbSource - > texHeight ;
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MathUtil : : Rectangle < float > drawRc ;
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if ( g_ActiveConfig . bUseRealXFB )
{
drawRc . top = 1 ;
drawRc . bottom = - 1 ;
drawRc . left = - 1 ;
drawRc . right = 1 ;
}
else
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{
// use virtual xfb with offset
int xfbHeight = xfbSource - > srcHeight ;
int xfbWidth = xfbSource - > srcWidth ;
int hOffset = ( ( s32 ) xfbSource - > srcAddr - ( s32 ) xfbAddr ) / ( ( s32 ) fbWidth * 2 ) ;
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drawRc . top = 1.0f - ( 2.0f * ( hOffset ) / ( float ) fbHeight ) ;
drawRc . bottom = 1.0f - ( 2.0f * ( hOffset + xfbHeight ) / ( float ) fbHeight ) ;
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drawRc . left = - ( xfbWidth / ( float ) fbWidth ) ;
drawRc . right = ( xfbWidth / ( float ) fbWidth ) ;
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// 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)s_backbuffer_height;
//float hScale = (float)fbWidth / (float)s_backbuffer_width;
//drawRc.top *= vScale;
//drawRc.bottom *= vScale;
//drawRc.left *= hScale;
//drawRc.right *= hScale;
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}
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2010-11-14 23:31:53 +00:00
xfbSource - > Draw ( sourceRc , drawRc , 0 , 0 ) ;
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}
}
else
{
TargetRectangle targetRc = Renderer : : ConvertEFBRectangle ( rc ) ;
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// TODO: Improve sampling algorithm for the pixel shader so that we can use the multisampled EFB texture as source
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D3DTexture2D * read_texture = FramebufferManager : : GetResolvedEFBColorTexture ( ) ;
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D3D : : drawShadedTexQuad ( read_texture - > GetSRV ( ) , targetRc . AsRECT ( ) , Renderer : : GetTargetWidth ( ) , Renderer : : GetTargetHeight ( ) , PixelShaderCache : : GetColorCopyProgram ( false ) , VertexShaderCache : : GetSimpleVertexShader ( ) , VertexShaderCache : : GetSimpleInputLayout ( ) , Gamma ) ;
2010-06-13 19:50:06 +00:00
}
2011-03-08 07:39:36 +00:00
2010-06-21 17:54:13 +00:00
// done with drawing the game stuff, good moment to save a screenshot
2010-06-17 10:42:57 +00:00
if ( s_bScreenshot )
{
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SaveScreenshot ( s_sScreenshotName , GetTargetRectangle ( ) ) ;
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s_bScreenshot = false ;
}
2010-06-13 19:50:06 +00:00
2011-09-08 13:39:03 +00:00
// Dump frames
static int w = 0 , h = 0 ;
if ( g_ActiveConfig . bDumpFrames )
{
static int s_recordWidth ;
static int s_recordHeight ;
2012-08-07 12:55:10 +00:00
if ( ! s_screenshot_texture )
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CreateScreenshotTexture ( GetTargetRectangle ( ) ) ;
2012-08-07 12:55:10 +00:00
2013-09-16 10:13:58 +00:00
D3D11_BOX box = CD3D11_BOX ( GetTargetRectangle ( ) . left , GetTargetRectangle ( ) . top , 0 , GetTargetRectangle ( ) . right , GetTargetRectangle ( ) . bottom , 1 ) ;
D3D : : context - > CopySubresourceRegion ( s_screenshot_texture , 0 , 0 , 0 , 0 , ( ID3D11Resource * ) D3D : : GetBackBuffer ( ) - > GetTex ( ) , 0 , & box ) ;
2011-09-08 13:39:03 +00:00
if ( ! bLastFrameDumped )
{
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s_recordWidth = GetTargetRectangle ( ) . GetWidth ( ) ;
s_recordHeight = GetTargetRectangle ( ) . GetHeight ( ) ;
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bAVIDumping = AVIDump : : Start ( EmuWindow : : GetParentWnd ( ) , s_recordWidth , s_recordHeight ) ;
if ( ! bAVIDumping )
2011-09-08 13:39:03 +00:00
{
PanicAlert ( " Error dumping frames to AVI. " ) ;
}
else
{
char msg [ 255 ] ;
sprintf_s ( msg , 255 , " Dumping Frames to \" %sframedump0.avi \" (%dx%d RGB24) " ,
File : : GetUserPath ( D_DUMPFRAMES_IDX ) . c_str ( ) , s_recordWidth , s_recordHeight ) ;
OSD : : AddMessage ( msg , 2000 ) ;
}
}
2011-09-08 15:09:24 +00:00
if ( bAVIDumping )
2011-09-08 13:39:03 +00:00
{
D3D11_MAPPED_SUBRESOURCE map ;
D3D : : context - > Map ( s_screenshot_texture , 0 , D3D11_MAP_READ , 0 , & map ) ;
2013-02-27 01:47:48 +00:00
if ( frame_data . empty ( ) | | w ! = s_recordWidth | | h ! = s_recordHeight )
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{
2013-02-27 01:47:48 +00:00
frame_data . resize ( 3 * s_recordWidth * s_recordHeight ) ;
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w = s_recordWidth ;
h = s_recordHeight ;
}
2013-09-16 10:13:58 +00:00
formatBufferDump ( ( u8 * ) map . pData , & frame_data [ 0 ] , s_recordWidth , s_recordHeight , map . RowPitch ) ;
2013-09-16 10:31:21 +00:00
AVIDump : : AddFrame ( & frame_data [ 0 ] , GetTargetRectangle ( ) . GetWidth ( ) , GetTargetRectangle ( ) . GetHeight ( ) ) ;
2011-09-08 13:39:03 +00:00
D3D : : context - > Unmap ( s_screenshot_texture , 0 ) ;
}
bLastFrameDumped = true ;
}
else
{
2011-09-08 15:09:24 +00:00
if ( bLastFrameDumped & & bAVIDumping )
2011-09-08 13:39:03 +00:00
{
2013-02-27 01:47:48 +00:00
std : : vector < u8 > ( ) . swap ( frame_data ) ;
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w = h = 0 ;
AVIDump : : Stop ( ) ;
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bAVIDumping = false ;
2011-09-08 13:39:03 +00:00
OSD : : AddMessage ( " Stop dumping frames to AVI " , 2000 ) ;
}
bLastFrameDumped = false ;
}
2010-09-28 02:15:02 +00:00
// Finish up the current frame, print some stats
2010-06-13 19:50:06 +00:00
if ( g_ActiveConfig . bShowFPS )
{
char fps [ 20 ] ;
StringCchPrintfA ( fps , 20 , " FPS: %d \n " , s_fps ) ;
2011-02-17 09:12:36 +00:00
D3D : : font . DrawTextScaled ( 0 , 0 , 20 , 0.0f , 0xFF00FFFF , fps ) ;
}
2012-11-14 21:21:54 +00:00
if ( SConfig : : GetInstance ( ) . m_ShowLag )
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{
char lag [ 10 ] ;
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StringCchPrintfA ( lag , 10 , " Lag: %llu \n " , Movie : : g_currentLagCount ) ;
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D3D : : font . DrawTextScaled ( 0 , 18 , 20 , 0.0f , 0xFF00FFFF , lag ) ;
}
2011-02-17 09:12:36 +00:00
if ( g_ActiveConfig . bShowInputDisplay )
{
char inputDisplay [ 1000 ] ;
2011-06-24 06:50:50 +00:00
StringCchPrintfA ( inputDisplay , 1000 , Movie : : GetInputDisplay ( ) . c_str ( ) ) ;
2012-11-11 22:57:06 +00:00
D3D : : font . DrawTextScaled ( 0 , 36 , 20 , 0.0f , 0xFF00FFFF , inputDisplay ) ;
2010-06-13 19:50:06 +00:00
}
Renderer : : DrawDebugText ( ) ;
if ( g_ActiveConfig . bOverlayStats )
{
char buf [ 32768 ] ;
Statistics : : ToString ( buf ) ;
2012-11-11 22:57:06 +00:00
D3D : : font . DrawTextScaled ( 0 , 36 , 20 , 0.0f , 0xFF00FFFF , buf ) ;
2010-06-13 19:50:06 +00:00
}
else if ( g_ActiveConfig . bOverlayProjStats )
{
char buf [ 32768 ] ;
Statistics : : ToStringProj ( buf ) ;
2012-11-11 22:57:06 +00:00
D3D : : font . DrawTextScaled ( 0 , 36 , 20 , 0.0f , 0xFF00FFFF , buf ) ;
2010-06-13 19:50:06 +00:00
}
OSD : : DrawMessages ( ) ;
D3D : : EndFrame ( ) ;
frameCount + + ;
2010-12-05 14:15:36 +00:00
GFX_DEBUGGER_PAUSE_AT ( NEXT_FRAME , true ) ;
2010-08-29 23:08:56 +00:00
DLCache : : ProgressiveCleanup ( ) ;
2010-06-13 19:50:06 +00:00
TextureCache : : Cleanup ( ) ;
2011-12-26 21:04:59 +00:00
// Enable configuration changes
2010-06-13 19:50:06 +00:00
UpdateActiveConfig ( ) ;
2012-05-28 09:31:37 +00:00
TextureCache : : OnConfigChanged ( g_ActiveConfig ) ;
2011-01-07 04:57:59 +00:00
2011-01-25 03:30:12 +00:00
SetWindowSize ( fbWidth , fbHeight ) ;
2011-01-07 04:57:59 +00:00
const bool windowResized = CheckForResize ( ) ;
2010-06-17 10:42:57 +00:00
2010-06-13 19:50:06 +00:00
bool xfbchanged = false ;
2010-09-28 02:15:02 +00:00
2012-09-28 21:48:18 +00:00
if ( FramebufferManagerBase : : LastXfbWidth ( ) ! = fbWidth | | FramebufferManagerBase : : LastXfbHeight ( ) ! = fbHeight )
2010-06-13 19:50:06 +00:00
{
xfbchanged = true ;
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unsigned int w = ( fbWidth < 1 | | fbWidth > MAX_XFB_WIDTH ) ? MAX_XFB_WIDTH : fbWidth ;
unsigned int h = ( fbHeight < 1 | | fbHeight > MAX_XFB_HEIGHT ) ? MAX_XFB_HEIGHT : fbHeight ;
FramebufferManagerBase : : SetLastXfbWidth ( w ) ;
FramebufferManagerBase : : SetLastXfbHeight ( h ) ;
2010-06-13 19:50:06 +00:00
}
2010-06-18 14:55:18 +00:00
// update FPS counter
2010-09-28 02:15:02 +00:00
if ( XFBWrited )
2012-10-04 03:41:02 +00:00
s_fps = UpdateFPSCounter ( ) ;
2010-06-18 14:55:18 +00:00
2010-09-28 02:15:02 +00:00
// Begin new frame
// Set default viewport and scissor, for the clear to work correctly
// New frame
2010-06-18 14:55:18 +00:00
stats . ResetFrame ( ) ;
2010-09-28 02:15:02 +00:00
// Flip/present backbuffer to frontbuffer here
2010-06-18 14:55:18 +00:00
D3D : : Present ( ) ;
2010-06-21 17:54:13 +00:00
2010-11-10 16:43:27 +00:00
// resize the back buffers NOW to avoid flickering
2011-01-07 04:57:59 +00:00
if ( xfbchanged | |
windowResized | |
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s_LastEFBScale ! = g_ActiveConfig . iEFBScale | |
s_LastAA ! = g_ActiveConfig . iMultisampleMode )
2010-06-13 19:50:06 +00:00
{
2010-11-23 19:58:02 +00:00
s_LastAA = g_ActiveConfig . iMultisampleMode ;
2010-11-27 11:11:05 +00:00
PixelShaderCache : : InvalidateMSAAShaders ( ) ;
2010-11-23 19:58:02 +00:00
2012-08-07 12:55:10 +00:00
if ( windowResized )
{
// TODO: Aren't we still holding a reference to the back buffer right now?
D3D : : Reset ( ) ;
SAFE_RELEASE ( s_screenshot_texture ) ;
s_backbuffer_width = D3D : : GetBackBufferWidth ( ) ;
s_backbuffer_height = D3D : : GetBackBufferHeight ( ) ;
}
2010-06-18 14:55:18 +00:00
2012-09-28 22:04:55 +00:00
UpdateDrawRectangle ( s_backbuffer_width , s_backbuffer_height ) ;
2010-06-13 19:50:06 +00:00
2010-11-10 16:43:27 +00:00
s_LastEFBScale = g_ActiveConfig . iEFBScale ;
2012-09-28 22:19:28 +00:00
CalculateTargetSize ( s_backbuffer_width , s_backbuffer_height ) ;
2010-06-17 10:42:57 +00:00
2011-06-11 19:37:21 +00:00
D3D : : context - > OMSetRenderTargets ( 1 , & D3D : : GetBackBuffer ( ) - > GetRTV ( ) , NULL ) ;
2012-08-07 12:55:10 +00:00
2010-11-14 23:31:53 +00:00
delete g_framebuffer_manager ;
g_framebuffer_manager = new FramebufferManager ;
2010-12-21 22:18:40 +00:00
float clear_col [ 4 ] = { 0.f , 0.f , 0.f , 1.f } ;
2011-06-11 19:37:21 +00:00
D3D : : context - > ClearRenderTargetView ( FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , clear_col ) ;
D3D : : context - > ClearDepthStencilView ( FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) , D3D11_CLEAR_DEPTH , 1.f , 0 ) ;
2010-06-13 19:50:06 +00:00
}
2010-06-21 17:54:13 +00:00
// begin next frame
2010-06-13 19:50:06 +00:00
Renderer : : RestoreAPIState ( ) ;
2010-06-21 17:54:13 +00:00
D3D : : BeginFrame ( ) ;
2011-06-11 19:37:21 +00:00
D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) ) ;
2010-06-13 19:50:06 +00:00
VertexShaderManager : : SetViewportChanged ( ) ;
2010-11-10 16:43:27 +00:00
2011-01-31 01:28:32 +00:00
Core : : Callback_VideoCopiedToXFB ( XFBWrited | | ( g_ActiveConfig . bUseXFB & & g_ActiveConfig . bUseRealXFB ) ) ;
2010-06-13 19:50:06 +00:00
XFBWrited = false ;
}
2010-06-21 17:54:13 +00:00
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
2010-06-13 19:50:06 +00:00
void Renderer : : ResetAPIState ( )
{
2010-06-18 23:33:07 +00:00
D3D : : stateman - > PushBlendState ( resetblendstate ) ;
D3D : : stateman - > PushDepthState ( resetdepthstate ) ;
D3D : : stateman - > PushRasterizerState ( resetraststate ) ;
2010-06-13 19:50:06 +00:00
}
void Renderer : : RestoreAPIState ( )
{
2010-09-28 02:15:02 +00:00
// Gets us back into a more game-like state.
2011-01-27 10:17:13 +00:00
D3D : : stateman - > PopBlendState ( ) ;
D3D : : stateman - > PopDepthState ( ) ;
D3D : : stateman - > PopRasterizerState ( ) ;
2011-05-12 02:14:45 +00:00
VertexShaderManager : : SetViewportChanged ( ) ;
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BPFunctions : : SetScissor ( ) ;
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}
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void Renderer : : ApplyState ( bool bUseDstAlpha )
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{
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HRESULT hr ;
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if ( bUseDstAlpha )
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{
// Colors should blend against SRC1_ALPHA
if ( gx_state . blenddc . RenderTarget [ 0 ] . SrcBlend = = D3D11_BLEND_SRC_ALPHA )
gx_state . blenddc . RenderTarget [ 0 ] . SrcBlend = D3D11_BLEND_SRC1_ALPHA ;
else if ( gx_state . blenddc . RenderTarget [ 0 ] . SrcBlend = = D3D11_BLEND_INV_SRC_ALPHA )
gx_state . blenddc . RenderTarget [ 0 ] . SrcBlend = D3D11_BLEND_INV_SRC1_ALPHA ;
// Colors should blend against SRC1_ALPHA
if ( gx_state . blenddc . RenderTarget [ 0 ] . DestBlend = = D3D11_BLEND_SRC_ALPHA )
gx_state . blenddc . RenderTarget [ 0 ] . DestBlend = D3D11_BLEND_SRC1_ALPHA ;
else if ( gx_state . blenddc . RenderTarget [ 0 ] . DestBlend = = D3D11_BLEND_INV_SRC_ALPHA )
gx_state . blenddc . RenderTarget [ 0 ] . DestBlend = D3D11_BLEND_INV_SRC1_ALPHA ;
gx_state . blenddc . RenderTarget [ 0 ] . SrcBlendAlpha = D3D11_BLEND_ONE ;
gx_state . blenddc . RenderTarget [ 0 ] . DestBlendAlpha = D3D11_BLEND_ZERO ;
gx_state . blenddc . RenderTarget [ 0 ] . BlendOpAlpha = D3D11_BLEND_OP_ADD ;
}
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ID3D11BlendState * blstate ;
hr = D3D : : device - > CreateBlendState ( & gx_state . blenddc , & blstate ) ;
if ( FAILED ( hr ) ) PanicAlert ( " Failed to create blend state at %s %d \n " , __FILE__ , __LINE__ ) ;
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D3D : : stateman - > PushBlendState ( blstate ) ;
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D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) blstate , " blend state used to emulate the GX pipeline " ) ;
SAFE_RELEASE ( blstate ) ;
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ID3D11DepthStencilState * depth_state ;
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hr = D3D : : device - > CreateDepthStencilState ( & gx_state . depthdc , & depth_state ) ;
if ( SUCCEEDED ( hr ) ) D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) depth_state , " depth-stencil state used to emulate the GX pipeline " ) ;
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else PanicAlert ( " Failed to create depth state at %s %d \n " , __FILE__ , __LINE__ ) ;
D3D : : stateman - > PushDepthState ( depth_state ) ;
SAFE_RELEASE ( depth_state ) ;
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gx_state . rastdc . FillMode = ( g_ActiveConfig . bWireFrame ) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID ;
ID3D11RasterizerState * raststate ;
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hr = D3D : : device - > CreateRasterizerState ( & gx_state . rastdc , & raststate ) ;
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if ( FAILED ( hr ) ) PanicAlert ( " Failed to create rasterizer state at %s %d \n " , __FILE__ , __LINE__ ) ;
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D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) raststate , " rasterizer state used to emulate the GX pipeline " ) ;
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D3D : : stateman - > PushRasterizerState ( raststate ) ;
SAFE_RELEASE ( raststate ) ;
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ID3D11SamplerState * samplerstate [ 8 ] ;
for ( unsigned int stage = 0 ; stage < 8 ; stage + + )
{
// TODO: unnecessary state changes, we should store a list of shader resources
//if (shader_resources[stage])
{
if ( g_ActiveConfig . iMaxAnisotropy > 0 ) gx_state . sampdc [ stage ] . Filter = D3D11_FILTER_ANISOTROPIC ;
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hr = D3D : : device - > CreateSamplerState ( & gx_state . sampdc [ stage ] , & samplerstate [ stage ] ) ;
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if ( FAILED ( hr ) ) PanicAlert ( " Fail %s %d, stage=%d \n " , __FILE__ , __LINE__ , stage ) ;
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else D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) samplerstate [ stage ] , " sampler state used to emulate the GX pipeline " ) ;
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}
// else samplerstate[stage] = NULL;
}
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D3D : : context - > PSSetSamplers ( 0 , 8 , samplerstate ) ;
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for ( unsigned int stage = 0 ; stage < 8 ; stage + + )
SAFE_RELEASE ( samplerstate [ stage ] ) ;
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D3D : : stateman - > Apply ( ) ;
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if ( bUseDstAlpha )
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{
// restore actual state
SetBlendMode ( false ) ;
SetLogicOpMode ( ) ;
}
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D3D : : context - > PSSetConstantBuffers ( 0 , 1 , & PixelShaderCache : : GetConstantBuffer ( ) ) ;
D3D : : context - > VSSetConstantBuffers ( 0 , 1 , & VertexShaderCache : : GetConstantBuffer ( ) ) ;
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D3D : : context - > PSSetShader ( PixelShaderCache : : GetActiveShader ( ) , NULL , 0 ) ;
D3D : : context - > VSSetShader ( VertexShaderCache : : GetActiveShader ( ) , NULL , 0 ) ;
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}
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void Renderer : : RestoreState ( )
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{
ID3D11ShaderResourceView * shader_resources [ 8 ] = { NULL } ;
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D3D : : context - > PSSetShaderResources ( 0 , 8 , shader_resources ) ;
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D3D : : stateman - > PopBlendState ( ) ;
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D3D : : stateman - > PopDepthState ( ) ;
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D3D : : stateman - > PopRasterizerState ( ) ;
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}
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void Renderer : : ApplyCullDisable ( )
{
D3D11_RASTERIZER_DESC rastDesc = gx_state . rastdc ;
rastDesc . CullMode = D3D11_CULL_NONE ;
ID3D11RasterizerState * raststate ;
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HRESULT hr = D3D : : device - > CreateRasterizerState ( & rastDesc , & raststate ) ;
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if ( FAILED ( hr ) ) PanicAlert ( " Failed to create culling-disabled rasterizer state at %s %d \n " , __FILE__ , __LINE__ ) ;
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D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) raststate , " rasterizer state (culling disabled) used to emulate the GX pipeline " ) ;
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D3D : : stateman - > PushRasterizerState ( raststate ) ;
SAFE_RELEASE ( raststate ) ;
D3D : : stateman - > Apply ( ) ;
}
void Renderer : : RestoreCull ( )
{
D3D : : stateman - > PopRasterizerState ( ) ;
}
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void Renderer : : SetGenerationMode ( )
{
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const D3D11_CULL_MODE d3dCullModes [ 4 ] =
{
D3D11_CULL_NONE ,
D3D11_CULL_BACK ,
D3D11_CULL_FRONT ,
D3D11_CULL_BACK
} ;
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// rastdc.FrontCounterClockwise must be false for this to work
gx_state . rastdc . CullMode = d3dCullModes [ bpmem . genMode . cullmode ] ;
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}
void Renderer : : SetDepthMode ( )
{
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const D3D11_COMPARISON_FUNC d3dCmpFuncs [ 8 ] =
{
D3D11_COMPARISON_NEVER ,
D3D11_COMPARISON_LESS ,
D3D11_COMPARISON_EQUAL ,
D3D11_COMPARISON_LESS_EQUAL ,
D3D11_COMPARISON_GREATER ,
D3D11_COMPARISON_NOT_EQUAL ,
D3D11_COMPARISON_GREATER_EQUAL ,
D3D11_COMPARISON_ALWAYS
} ;
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if ( bpmem . zmode . testenable )
{
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gx_state . depthdc . DepthEnable = TRUE ;
gx_state . depthdc . DepthWriteMask = bpmem . zmode . updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO ;
gx_state . depthdc . DepthFunc = d3dCmpFuncs [ bpmem . zmode . func ] ;
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}
else
{
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// if the test is disabled write is disabled too
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gx_state . depthdc . DepthEnable = FALSE ;
gx_state . depthdc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO ;
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}
}
void Renderer : : SetLogicOpMode ( )
{
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// D3D11 doesn't support logic blending, so this is a huge hack
// TODO: Make use of D3D11.1's logic blending support
// 0 0x00
// 1 Source & destination
// 2 Source & ~destination
// 3 Source
// 4 ~Source & destination
// 5 Destination
// 6 Source ^ destination = Source & ~destination | ~Source & destination
// 7 Source | destination
// 8 ~(Source | destination)
// 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
// 10 ~Destination
// 11 Source | ~destination
// 12 ~Source
// 13 ~Source | destination
// 14 ~(Source & destination)
// 15 0xff
const D3D11_BLEND_OP d3dLogicOps [ 16 ] =
{
D3D11_BLEND_OP_ADD , //0
D3D11_BLEND_OP_ADD , //1
D3D11_BLEND_OP_SUBTRACT , //2
D3D11_BLEND_OP_ADD , //3
D3D11_BLEND_OP_REV_SUBTRACT , //4
D3D11_BLEND_OP_ADD , //5
D3D11_BLEND_OP_MAX , //6
D3D11_BLEND_OP_ADD , //7
D3D11_BLEND_OP_MAX , //8
D3D11_BLEND_OP_MAX , //9
D3D11_BLEND_OP_ADD , //10
D3D11_BLEND_OP_ADD , //11
D3D11_BLEND_OP_ADD , //12
D3D11_BLEND_OP_ADD , //13
D3D11_BLEND_OP_ADD , //14
D3D11_BLEND_OP_ADD //15
} ;
const D3D11_BLEND d3dLogicOpSrcFactors [ 16 ] =
{
D3D11_BLEND_ZERO , //0
D3D11_BLEND_DEST_COLOR , //1
D3D11_BLEND_ONE , //2
D3D11_BLEND_ONE , //3
D3D11_BLEND_DEST_COLOR , //4
D3D11_BLEND_ZERO , //5
D3D11_BLEND_INV_DEST_COLOR , //6
D3D11_BLEND_INV_DEST_COLOR , //7
D3D11_BLEND_INV_SRC_COLOR , //8
D3D11_BLEND_INV_SRC_COLOR , //9
D3D11_BLEND_INV_DEST_COLOR , //10
D3D11_BLEND_ONE , //11
D3D11_BLEND_INV_SRC_COLOR , //12
D3D11_BLEND_INV_SRC_COLOR , //13
D3D11_BLEND_INV_DEST_COLOR , //14
D3D11_BLEND_ONE //15
} ;
const D3D11_BLEND d3dLogicOpDestFactors [ 16 ] =
{
D3D11_BLEND_ZERO , //0
D3D11_BLEND_ZERO , //1
D3D11_BLEND_INV_SRC_COLOR , //2
D3D11_BLEND_ZERO , //3
D3D11_BLEND_ONE , //4
D3D11_BLEND_ONE , //5
D3D11_BLEND_INV_SRC_COLOR , //6
D3D11_BLEND_ONE , //7
D3D11_BLEND_INV_DEST_COLOR , //8
D3D11_BLEND_SRC_COLOR , //9
D3D11_BLEND_INV_DEST_COLOR , //10
D3D11_BLEND_INV_DEST_COLOR , //11
D3D11_BLEND_INV_SRC_COLOR , //12
D3D11_BLEND_ONE , //13
D3D11_BLEND_INV_SRC_COLOR , //14
D3D11_BLEND_ONE //15
} ;
if ( bpmem . blendmode . logicopenable )
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{
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gx_state . blenddc . RenderTarget [ 0 ] . BlendEnable = true ;
SetBlendOp ( d3dLogicOps [ bpmem . blendmode . logicmode ] ) ;
SetSrcBlend ( d3dLogicOpSrcFactors [ bpmem . blendmode . logicmode ] ) ;
SetDestBlend ( d3dLogicOpDestFactors [ bpmem . blendmode . logicmode ] ) ;
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}
else
{
SetBlendMode ( true ) ;
}
}
void Renderer : : SetDitherMode ( )
{
// TODO: Set dither mode to bpmem.blendmode.dither
}
void Renderer : : SetLineWidth ( )
{
// TODO
}
void Renderer : : SetSamplerState ( int stage , int texindex )
{
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# define TEXF_NONE 0
# define TEXF_POINT 1
# define TEXF_LINEAR 2
const unsigned int d3dMipFilters [ 4 ] =
{
TEXF_NONE ,
TEXF_POINT ,
TEXF_LINEAR ,
TEXF_NONE , //reserved
} ;
const D3D11_TEXTURE_ADDRESS_MODE d3dClamps [ 4 ] =
{
D3D11_TEXTURE_ADDRESS_CLAMP ,
D3D11_TEXTURE_ADDRESS_WRAP ,
D3D11_TEXTURE_ADDRESS_MIRROR ,
D3D11_TEXTURE_ADDRESS_WRAP //reserved
} ;
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const FourTexUnits & tex = bpmem . tex [ texindex ] ;
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const TexMode0 & tm0 = tex . texMode0 [ stage ] ;
const TexMode1 & tm1 = tex . texMode1 [ stage ] ;
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unsigned int mip = d3dMipFilters [ tm0 . min_filter & 3 ] ;
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if ( texindex ) stage + = 4 ;
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if ( g_ActiveConfig . bForceFiltering )
{
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gx_state . sampdc [ stage ] . Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR ;
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}
else if ( tm0 . min_filter & 4 ) // linear min filter
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{
if ( tm0 . mag_filter ) // linear mag filter
{
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if ( mip = = TEXF_NONE ) gx_state . sampdc [ stage ] . Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT ;
else if ( mip = = TEXF_POINT ) gx_state . sampdc [ stage ] . Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT ;
else if ( mip = = TEXF_LINEAR ) gx_state . sampdc [ stage ] . Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR ;
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}
else // point mag filter
{
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if ( mip = = TEXF_NONE ) gx_state . sampdc [ stage ] . Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT ;
else if ( mip = = TEXF_POINT ) gx_state . sampdc [ stage ] . Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT ;
else if ( mip = = TEXF_LINEAR ) gx_state . sampdc [ stage ] . Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR ;
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}
}
else // point min filter
{
if ( tm0 . mag_filter ) // linear mag filter
{
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if ( mip = = TEXF_NONE ) gx_state . sampdc [ stage ] . Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT ;
else if ( mip = = TEXF_POINT ) gx_state . sampdc [ stage ] . Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT ;
else if ( mip = = TEXF_LINEAR ) gx_state . sampdc [ stage ] . Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR ;
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}
else // point mag filter
{
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if ( mip = = TEXF_NONE ) gx_state . sampdc [ stage ] . Filter = D3D11_FILTER_MIN_MAG_MIP_POINT ;
else if ( mip = = TEXF_POINT ) gx_state . sampdc [ stage ] . Filter = D3D11_FILTER_MIN_MAG_MIP_POINT ;
else if ( mip = = TEXF_LINEAR ) gx_state . sampdc [ stage ] . Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR ;
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}
}
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gx_state . sampdc [ stage ] . AddressU = d3dClamps [ tm0 . wrap_s ] ;
gx_state . sampdc [ stage ] . AddressV = d3dClamps [ tm0 . wrap_t ] ;
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// When mipfilter is set to "none", just disable mipmapping altogether
gx_state . sampdc [ stage ] . MaxLOD = ( mip = = TEXF_NONE ) ? 0.0f : ( float ) tm1 . max_lod / 16.f ;
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gx_state . sampdc [ stage ] . MinLOD = ( float ) tm1 . min_lod / 16.f ;
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gx_state . sampdc [ stage ] . MipLODBias = ( s32 ) tm0 . lod_bias / 32.0f ;
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}
void Renderer : : SetInterlacingMode ( )
{
// TODO
}
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} // namespace DX11