2015-05-24 04:55:12 +00:00
// Copyright 2010 Dolphin Emulator Project
2015-05-17 23:08:10 +00:00
// Licensed under GPLv2+
2013-04-18 03:29:41 +00:00
// Refer to the license.txt file included.
2010-06-13 19:50:06 +00:00
2013-10-26 09:55:41 +00:00
# include <cinttypes>
# include <cmath>
2015-12-22 23:47:20 +00:00
# include <memory>
2014-05-26 00:52:58 +00:00
# include <string>
2014-02-17 10:18:15 +00:00
# include <strsafe.h>
2014-06-05 11:58:36 +00:00
# include <unordered_map>
2010-06-13 19:50:06 +00:00
2016-01-17 21:54:31 +00:00
# include "Common/CommonTypes.h"
# include "Common/FileUtil.h"
2015-05-06 22:37:58 +00:00
# include "Common/MathUtil.h"
2010-06-13 19:50:06 +00:00
2014-02-17 10:18:15 +00:00
# include "Core/ConfigManager.h"
2014-02-19 11:14:09 +00:00
# include "Core/Core.h"
2014-02-17 10:18:15 +00:00
# include "Core/Host.h"
2011-01-25 16:43:08 +00:00
2014-12-05 02:01:20 +00:00
# include "VideoBackends/D3D/BoundingBox.h"
2014-02-17 10:18:15 +00:00
# include "VideoBackends/D3D/D3DBase.h"
2014-06-23 06:11:07 +00:00
# include "VideoBackends/D3D/D3DState.h"
2014-02-17 10:18:15 +00:00
# include "VideoBackends/D3D/D3DUtil.h"
# include "VideoBackends/D3D/FramebufferManager.h"
2014-11-15 00:53:08 +00:00
# include "VideoBackends/D3D/GeometryShaderCache.h"
2014-02-17 10:18:15 +00:00
# include "VideoBackends/D3D/PixelShaderCache.h"
# include "VideoBackends/D3D/Render.h"
# include "VideoBackends/D3D/Television.h"
# include "VideoBackends/D3D/TextureCache.h"
# include "VideoBackends/D3D/VertexShaderCache.h"
# include "VideoCommon/AVIDump.h"
# include "VideoCommon/BPFunctions.h"
# include "VideoCommon/Fifo.h"
# include "VideoCommon/ImageWrite.h"
# include "VideoCommon/OnScreenDisplay.h"
# include "VideoCommon/PixelEngine.h"
2015-01-02 17:06:56 +00:00
# include "VideoCommon/PixelShaderManager.h"
2016-03-24 02:42:08 +00:00
# include "VideoCommon/SamplerCommon.h"
2014-02-17 10:18:15 +00:00
# include "VideoCommon/VideoConfig.h"
2010-06-13 19:50:06 +00:00
2011-01-29 20:16:51 +00:00
namespace DX11
{
2015-12-12 12:00:08 +00:00
static u32 s_last_multisamples = 1 ;
2015-01-04 15:33:58 +00:00
static bool s_last_stereo_mode = false ;
static bool s_last_xfb_mode = false ;
2010-11-23 19:58:02 +00:00
2011-06-11 19:37:21 +00:00
static Television s_television ;
2014-03-09 20:14:26 +00:00
ID3D11BlendState * clearblendstates [ 4 ] = { nullptr } ;
ID3D11DepthStencilState * cleardepthstates [ 3 ] = { nullptr } ;
ID3D11BlendState * resetblendstate = nullptr ;
ID3D11DepthStencilState * resetdepthstate = nullptr ;
ID3D11RasterizerState * resetraststate = nullptr ;
2010-06-13 19:50:06 +00:00
2014-03-09 20:14:26 +00:00
static ID3D11Texture2D * s_screenshot_texture = nullptr ;
2014-11-13 23:24:53 +00:00
static D3DTexture2D * s_3d_vision_texture = nullptr ;
2014-11-29 20:37:34 +00:00
// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
2014-11-13 23:24:53 +00:00
typedef struct _Nv_Stereo_Image_Header
{
unsigned int dwSignature ;
unsigned int dwWidth ;
unsigned int dwHeight ;
unsigned int dwBPP ;
unsigned int dwFlags ;
} NVSTEREOIMAGEHEADER , * LPNVSTEREOIMAGEHEADER ;
# define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
2011-09-08 13:39:03 +00:00
2011-01-24 08:44:32 +00:00
// GX pipeline state
struct
{
2014-06-05 11:58:36 +00:00
SamplerState sampler [ 8 ] ;
BlendState blend ;
ZMode zmode ;
RasterizerState raster ;
2011-01-24 08:44:32 +00:00
} gx_state ;
2014-06-08 22:36:26 +00:00
StateCache gx_state_cache ;
2012-08-07 12:55:10 +00:00
2015-12-08 13:45:07 +00:00
static void SetupDeviceObjects ( )
2010-06-13 19:50:06 +00:00
{
2011-06-11 19:37:21 +00:00
s_television . Init ( ) ;
2015-12-22 23:47:20 +00:00
g_framebuffer_manager = std : : make_unique < FramebufferManager > ( ) ;
2010-06-13 19:50:06 +00:00
2010-07-18 10:11:34 +00:00
HRESULT hr ;
2010-06-13 19:50:06 +00:00
D3D11_DEPTH_STENCIL_DESC ddesc ;
2014-02-16 20:30:18 +00:00
ddesc . DepthEnable = FALSE ;
2010-06-15 21:19:09 +00:00
ddesc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO ;
2014-02-16 20:30:18 +00:00
ddesc . DepthFunc = D3D11_COMPARISON_ALWAYS ;
ddesc . StencilEnable = FALSE ;
2010-06-13 19:50:06 +00:00
ddesc . StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK ;
ddesc . StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK ;
2011-06-11 19:37:21 +00:00
hr = D3D : : device - > CreateDepthStencilState ( & ddesc , & cleardepthstates [ 0 ] ) ;
2010-06-18 18:40:58 +00:00
CHECK ( hr = = S_OK , " Create depth state for Renderer::ClearScreen " ) ;
2010-06-15 21:19:09 +00:00
ddesc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL ;
2014-02-16 20:30:18 +00:00
ddesc . DepthEnable = TRUE ;
2011-06-11 19:37:21 +00:00
hr = D3D : : device - > CreateDepthStencilState ( & ddesc , & cleardepthstates [ 1 ] ) ;
2010-06-18 18:40:58 +00:00
CHECK ( hr = = S_OK , " Create depth state for Renderer::ClearScreen " ) ;
2010-11-01 19:13:50 +00:00
ddesc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO ;
2011-06-11 19:37:21 +00:00
hr = D3D : : device - > CreateDepthStencilState ( & ddesc , & cleardepthstates [ 2 ] ) ;
2010-11-01 19:13:50 +00:00
CHECK ( hr = = S_OK , " Create depth state for Renderer::ClearScreen " ) ;
2011-06-11 19:37:21 +00:00
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) " ) ;
2010-06-13 19:50:06 +00:00
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 ;
2011-06-11 19:37:21 +00:00
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 " ) ;
2010-06-13 19:50:06 +00:00
2010-10-24 16:53:33 +00:00
clearblendstates [ 0 ] = resetblendstate ;
2011-06-11 19:37:21 +00:00
resetblendstate - > AddRef ( ) ;
2010-10-24 16:53:33 +00:00
2011-06-11 19:37:21 +00:00
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 " ) ;
2010-10-24 16:53:33 +00:00
blenddesc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA ;
2011-06-11 19:37:21 +00:00
hr = D3D : : device - > CreateBlendState ( & blenddesc , & clearblendstates [ 2 ] ) ;
CHECK ( hr = = S_OK , " Create blend state for Renderer::ClearScreen " ) ;
2010-10-24 16:53:33 +00:00
blenddesc . RenderTarget [ 0 ] . RenderTargetWriteMask = 0 ;
2011-06-11 19:37:21 +00:00
hr = D3D : : device - > CreateBlendState ( & blenddesc , & clearblendstates [ 3 ] ) ;
CHECK ( hr = = S_OK , " Create blend state for Renderer::ClearScreen " ) ;
2010-10-24 16:53:33 +00:00
2014-02-16 20:30:18 +00:00
ddesc . DepthEnable = FALSE ;
ddesc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO ;
ddesc . DepthFunc = D3D11_COMPARISON_LESS ;
ddesc . StencilEnable = FALSE ;
ddesc . StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK ;
ddesc . StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK ;
2011-06-11 19:37:21 +00:00
hr = D3D : : device - > CreateDepthStencilState ( & ddesc , & resetdepthstate ) ;
2010-06-18 18:40:58 +00:00
CHECK ( hr = = S_OK , " Create depth state for Renderer::ResetAPIState " ) ;
2011-06-11 19:37:21 +00:00
D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) resetdepthstate , " depth stencil state for Renderer::ResetAPIState " ) ;
2010-06-13 19:50:06 +00:00
D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC ( D3D11_FILL_SOLID , D3D11_CULL_NONE , false , 0 , 0.f , 0.f , false , false , false , false ) ;
2011-06-11 19:37:21 +00:00
hr = D3D : : device - > CreateRasterizerState ( & rastdesc , & resetraststate ) ;
2010-11-01 19:13:50 +00:00
CHECK ( hr = = S_OK , " Create rasterizer state for Renderer::ResetAPIState " ) ;
2011-06-11 19:37:21 +00:00
D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) resetraststate , " rasterizer state for Renderer::ResetAPIState " ) ;
2011-09-08 13:39:03 +00:00
2014-03-09 20:14:26 +00:00
s_screenshot_texture = nullptr ;
2010-06-13 19:50:06 +00:00
}
2011-09-08 13:39:03 +00:00
// Kill off all device objects
2015-12-08 13:45:07 +00:00
static void TeardownDeviceObjects ( )
2010-06-13 19:50:06 +00:00
{
2015-12-22 23:47:20 +00:00
g_framebuffer_manager . reset ( ) ;
2010-11-14 23:31:53 +00:00
2011-06-11 19:37:21 +00:00
SAFE_RELEASE ( clearblendstates [ 0 ] ) ;
SAFE_RELEASE ( clearblendstates [ 1 ] ) ;
SAFE_RELEASE ( clearblendstates [ 2 ] ) ;
SAFE_RELEASE ( clearblendstates [ 3 ] ) ;
2010-06-13 19:50:06 +00:00
SAFE_RELEASE ( cleardepthstates [ 0 ] ) ;
SAFE_RELEASE ( cleardepthstates [ 1 ] ) ;
2010-11-01 19:13:50 +00:00
SAFE_RELEASE ( cleardepthstates [ 2 ] ) ;
2011-06-11 19:37:21 +00:00
SAFE_RELEASE ( resetblendstate ) ;
2010-06-13 19:50:06 +00:00
SAFE_RELEASE ( resetdepthstate ) ;
SAFE_RELEASE ( resetraststate ) ;
2011-09-08 13:39:03 +00:00
SAFE_RELEASE ( s_screenshot_texture ) ;
2014-12-03 21:39:00 +00:00
SAFE_RELEASE ( s_3d_vision_texture ) ;
2011-06-11 19:37:21 +00:00
s_television . Shutdown ( ) ;
2014-06-05 11:58:36 +00:00
gx_state_cache . Clear ( ) ;
2010-06-13 19:50:06 +00:00
}
2015-12-08 13:45:07 +00:00
static void CreateScreenshotTexture ( )
2012-08-07 12:55:10 +00:00
{
2015-12-08 13:45:07 +00:00
// We can't render anything outside of the backbuffer anyway, so use the backbuffer size as the screenshot buffer size.
// This texture is released to be recreated when the window is resized in Renderer::SwapImpl.
D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC ( DXGI_FORMAT_R8G8B8A8_UNORM , D3D : : GetBackBufferWidth ( ) , D3D : : GetBackBufferHeight ( ) , 1 , 1 , 0 , D3D11_USAGE_STAGING , D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE ) ;
2014-03-09 20:14:26 +00:00
HRESULT hr = D3D : : device - > CreateTexture2D ( & scrtex_desc , nullptr , & s_screenshot_texture ) ;
2012-08-07 12:55:10 +00:00
CHECK ( hr = = S_OK , " Create screenshot staging texture " ) ;
D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) s_screenshot_texture , " staging screenshot texture " ) ;
}
2015-12-08 13:45:07 +00:00
static D3D11_BOX GetScreenshotSourceBox ( const TargetRectangle & targetRc )
{
// Since the screenshot buffer is copied back to the CPU via Map(), we can't access pixels that
// fall outside the backbuffer bounds. Therefore, when crop is enabled and the target rect is
// off-screen to the top/left, we clamp the origin at zero, as well as the bottom/right
// coordinates at the backbuffer dimensions. This will result in a rectangle that can be
// smaller than the backbuffer, but never larger.
return CD3D11_BOX (
std : : max ( targetRc . left , 0 ) ,
std : : max ( targetRc . top , 0 ) ,
0 ,
std : : min ( D3D : : GetBackBufferWidth ( ) , ( unsigned int ) targetRc . right ) ,
std : : min ( D3D : : GetBackBufferHeight ( ) , ( unsigned int ) targetRc . bottom ) ,
1 ) ;
}
static void Create3DVisionTexture ( int width , int height )
2014-11-13 23:24:53 +00:00
{
// Create a staging texture for 3D vision with signature information in the last row.
// Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process.
D3D11_SUBRESOURCE_DATA sysData ;
sysData . SysMemPitch = 4 * width * 2 ;
sysData . pSysMem = new u8 [ ( height + 1 ) * sysData . SysMemPitch ] ;
LPNVSTEREOIMAGEHEADER header = ( LPNVSTEREOIMAGEHEADER ) ( ( u8 * ) sysData . pSysMem + height * sysData . SysMemPitch ) ;
header - > dwSignature = NVSTEREO_IMAGE_SIGNATURE ;
header - > dwWidth = width * 2 ;
header - > dwHeight = height + 1 ;
header - > dwBPP = 32 ;
header - > dwFlags = 0 ;
s_3d_vision_texture = D3DTexture2D : : Create ( width * 2 , height + 1 , D3D11_BIND_RENDER_TARGET , D3D11_USAGE_DEFAULT , DXGI_FORMAT_R8G8B8A8_UNORM , 1 , 1 , & sysData ) ;
delete [ ] sysData . pSysMem ;
}
2014-06-14 22:23:43 +00:00
Renderer : : Renderer ( void * & window_handle )
2010-06-13 19:50:06 +00:00
{
2014-06-14 22:23:43 +00:00
D3D : : Create ( ( HWND ) window_handle ) ;
2010-06-13 19:50:06 +00:00
s_backbuffer_width = D3D : : GetBackBufferWidth ( ) ;
s_backbuffer_height = D3D : : GetBackBufferHeight ( ) ;
2012-09-28 21:48:18 +00:00
FramebufferManagerBase : : SetLastXfbWidth ( MAX_XFB_WIDTH ) ;
FramebufferManagerBase : : SetLastXfbHeight ( MAX_XFB_HEIGHT ) ;
2010-06-13 19:50:06 +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
2015-12-12 12:00:08 +00:00
s_last_multisamples = g_ActiveConfig . iMultisamples ;
2014-12-28 17:35:23 +00:00
s_last_efb_scale = g_ActiveConfig . iEFBScale ;
s_last_stereo_mode = g_ActiveConfig . iStereoMode > 0 ;
2014-12-28 17:26:25 +00:00
s_last_xfb_mode = g_ActiveConfig . bUseRealXFB ;
2012-09-28 22:19:28 +00:00
CalculateTargetSize ( s_backbuffer_width , s_backbuffer_height ) ;
2015-01-02 17:06:56 +00:00
PixelShaderManager : : SetEfbScaleChanged ( ) ;
2010-06-13 19:50:06 +00:00
SetupDeviceObjects ( ) ;
2011-01-24 08:44:32 +00:00
// Setup GX pipeline state
2014-06-05 11:58:36 +00:00
gx_state . blend . blend_enable = false ;
gx_state . blend . write_mask = D3D11_COLOR_WRITE_ENABLE_ALL ;
gx_state . blend . src_blend = D3D11_BLEND_ONE ;
gx_state . blend . dst_blend = D3D11_BLEND_ZERO ;
gx_state . blend . blend_op = D3D11_BLEND_OP_ADD ;
gx_state . blend . use_dst_alpha = false ;
2011-01-24 09:27:16 +00:00
2011-01-24 08:44:32 +00:00
for ( unsigned int k = 0 ; k < 8 ; k + + )
{
2014-06-05 11:58:36 +00:00
gx_state . sampler [ k ] . packed = 0 ;
2011-01-24 08:44:32 +00:00
}
2010-06-13 19:50:06 +00:00
2014-10-15 18:17:34 +00:00
gx_state . zmode . testenable = false ;
gx_state . zmode . updateenable = false ;
gx_state . zmode . func = ZMode : : NEVER ;
gx_state . raster . cull_mode = D3D11_CULL_NONE ;
2011-01-24 08:44:32 +00:00
// Clear EFB textures
2010-12-21 22:18:40 +00:00
float ClearColor [ 4 ] = { 0.f , 0.f , 0.f , 1.f } ;
2011-06-11 19:37:21 +00:00
D3D : : context - > ClearRenderTargetView ( FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , ClearColor ) ;
2015-05-25 21:29:47 +00:00
D3D : : context - > ClearDepthStencilView ( FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) , D3D11_CLEAR_DEPTH , 0.f , 0 ) ;
2010-06-13 19:50:06 +00:00
2011-06-11 19:37:21 +00:00
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 ( ) ) ;
2010-06-13 19:50:06 +00:00
D3D : : BeginFrame ( ) ;
}
2010-11-18 02:21:26 +00:00
Renderer : : ~ Renderer ( )
2010-06-13 19:50:06 +00:00
{
TeardownDeviceObjects ( ) ;
D3D : : EndFrame ( ) ;
D3D : : Present ( ) ;
D3D : : Close ( ) ;
}
2014-03-12 19:33:41 +00:00
void Renderer : : RenderText ( const std : : string & text , int left , int top , u32 color )
2010-06-13 19:50:06 +00:00
{
2014-12-20 12:31:41 +00:00
D3D : : font . DrawTextScaled ( ( float ) ( left + 1 ) , ( float ) ( top + 1 ) , 20.f , 0.0f , color & 0xFF000000 , text ) ;
2010-11-07 10:11:58 +00:00
D3D : : font . DrawTextScaled ( ( float ) left , ( float ) top , 20.f , 0.0f , color , text ) ;
2010-06-13 19:50:06 +00:00
}
TargetRectangle Renderer : : ConvertEFBRectangle ( const EFBRectangle & rc )
{
TargetRectangle result ;
2011-05-12 02:14:45 +00:00
result . left = EFBToScaledX ( rc . left ) ;
result . top = EFBToScaledY ( rc . top ) ;
result . right = EFBToScaledX ( rc . right ) ;
result . bottom = EFBToScaledY ( rc . bottom ) ;
2010-06-13 19:50:06 +00:00
return result ;
}
2010-09-28 02:15:02 +00:00
// With D3D, we have to resize the backbuffer if the window changed
// size.
2010-11-18 02:21:26 +00:00
bool Renderer : : CheckForResize ( )
2010-06-13 19:50:06 +00:00
{
RECT rcWindow ;
2014-06-14 22:23:43 +00:00
GetClientRect ( D3D : : hWnd , & rcWindow ) ;
2010-06-13 19:50:06 +00:00
int client_width = rcWindow . right - rcWindow . left ;
int client_height = rcWindow . bottom - rcWindow . top ;
2010-09-28 02:15:02 +00:00
// Sanity check
2010-11-18 02:21:26 +00:00
if ( ( client_width ! = Renderer : : GetBackbufferWidth ( ) | |
2013-10-29 05:23:17 +00:00
client_height ! = Renderer : : GetBackbufferHeight ( ) ) & &
2010-06-13 19:50:06 +00:00
client_width > = 4 & & client_height > = 4 )
{
2010-11-18 02:21:26 +00:00
return true ;
2010-06-13 19:50:06 +00:00
}
2010-11-18 02:21:26 +00:00
return false ;
2010-06-13 19:50:06 +00:00
}
2014-02-04 20:17:38 +00:00
void Renderer : : SetScissorRect ( const EFBRectangle & rc )
2010-06-13 19:50:06 +00:00
{
2014-02-04 20:17:38 +00:00
TargetRectangle trc = ConvertEFBRectangle ( rc ) ;
D3D : : context - > RSSetScissorRects ( 1 , trc . AsRECT ( ) ) ;
2010-06-13 19:50:06 +00:00
}
2010-06-16 10:12:57 +00:00
void Renderer : : SetColorMask ( )
2010-06-13 19:50:06 +00:00
{
2010-12-20 16:57:29 +00:00
// Only enable alpha channel if it's supported by the current EFB format
2010-06-13 19:50:06 +00:00
UINT8 color_mask = 0 ;
2013-01-08 16:23:01 +00:00
if ( bpmem . alpha_test . TestResult ( ) ! = AlphaTest : : FAIL )
{
2014-03-23 20:44:23 +00:00
if ( bpmem . blendmode . alphaupdate & & ( bpmem . zcontrol . pixel_format = = PEControl : : RGBA6_Z24 ) )
2013-01-08 16:23:01 +00:00
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 ;
}
2014-06-05 11:58:36 +00:00
gx_state . blend . write_mask = color_mask ;
2010-06-13 19:50:06 +00:00
}
2010-10-24 19:52:52 +00:00
// 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:
2014-02-16 20:30:18 +00:00
// - GX_PokeAlphaRead
2010-10-24 19:52:52 +00:00
// The behavior of EFB pokes can be modified by:
2014-02-16 20:30:18 +00:00
// - GX_PokeAlphaMode (TODO)
// - GX_PokeAlphaUpdate (TODO)
// - GX_PokeBlendMode (TODO)
// - GX_PokeColorUpdate (TODO)
// - GX_PokeDither (TODO)
// - GX_PokeDstAlpha (TODO)
// - GX_PokeZMode (TODO)
2010-10-22 19:40:05 +00:00
u32 Renderer : : AccessEFB ( EFBAccessType type , u32 x , u32 y , u32 poke_data )
2010-06-13 19:50:06 +00:00
{
2010-10-02 11:50:50 +00:00
// Convert EFB dimensions to the ones of our render target
2010-06-13 19:50:06 +00:00
EFBRectangle efbPixelRc ;
efbPixelRc . left = x ;
efbPixelRc . top = y ;
efbPixelRc . right = x + 1 ;
efbPixelRc . bottom = y + 1 ;
TargetRectangle targetPixelRc = Renderer : : ConvertEFBRectangle ( efbPixelRc ) ;
2010-10-22 19:40:05 +00:00
// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the average color instead
2010-10-02 11:50:50 +00:00
D3D11_RECT RectToLock ;
2014-03-10 11:30:55 +00:00
if ( type = = PEEK_COLOR | | type = = PEEK_Z )
2010-10-22 19:40:05 +00:00
{
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 ;
}
2016-05-01 14:29:36 +00:00
// Reset any game specific settings.
ResetAPIState ( ) ;
D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( 0.f , 0.f , 1.f , 1.f ) ;
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
D3D : : SetPointCopySampler ( ) ;
// Select copy and read textures depending on if we are doing a color or depth read (since they are different formats).
D3DTexture2D * source_tex ;
D3DTexture2D * read_tex ;
ID3D11Texture2D * staging_tex ;
if ( type = = PEEK_COLOR )
2010-06-13 19:50:06 +00:00
{
2016-05-01 14:29:36 +00:00
source_tex = FramebufferManager : : GetEFBColorTexture ( ) ;
read_tex = FramebufferManager : : GetEFBColorReadTexture ( ) ;
staging_tex = FramebufferManager : : GetEFBColorStagingBuffer ( ) ;
}
else
{
source_tex = FramebufferManager : : GetEFBDepthTexture ( ) ;
read_tex = FramebufferManager : : GetEFBDepthReadTexture ( ) ;
staging_tex = FramebufferManager : : GetEFBDepthStagingBuffer ( ) ;
}
2010-06-13 19:50:06 +00:00
2016-05-01 14:29:36 +00:00
// Select pixel shader (we don't want to average depth samples, instead select the minimum).
ID3D11PixelShader * copy_pixel_shader ;
if ( type = = PEEK_Z & & g_ActiveConfig . iMultisamples > 1 )
copy_pixel_shader = PixelShaderCache : : GetDepthResolveProgram ( ) ;
else
copy_pixel_shader = PixelShaderCache : : GetColorCopyProgram ( true ) ;
// Draw a quad to grab the texel we want to read.
D3D : : context - > OMSetRenderTargets ( 1 , & read_tex - > GetRTV ( ) , nullptr ) ;
D3D : : drawShadedTexQuad ( source_tex - > GetSRV ( ) ,
& RectToLock ,
Renderer : : GetTargetWidth ( ) ,
Renderer : : GetTargetHeight ( ) ,
copy_pixel_shader ,
VertexShaderCache : : GetSimpleVertexShader ( ) ,
VertexShaderCache : : GetSimpleInputLayout ( ) ) ;
// Restore expected game state.
D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) ) ;
RestoreAPIState ( ) ;
2010-06-13 19:50:06 +00:00
2016-05-01 14:29:36 +00:00
// Copy the pixel from the renderable to cpu-readable buffer.
D3D11_BOX box = CD3D11_BOX ( 0 , 0 , 0 , 1 , 1 , 1 ) ;
D3D : : context - > CopySubresourceRegion ( staging_tex , 0 , 0 , 0 , 0 , read_tex - > GetTex ( ) , 0 , & box ) ;
D3D11_MAPPED_SUBRESOURCE map ;
CHECK ( D3D : : context - > Map ( staging_tex , 0 , D3D11_MAP_READ , 0 , & map ) = = S_OK , " Map staging buffer failed " ) ;
2010-06-13 19:50:06 +00:00
2016-05-01 14:29:36 +00:00
// Convert the framebuffer data to the format the game is expecting to receive.
u32 ret ;
if ( type = = PEEK_COLOR )
{
u32 val ;
memcpy ( & val , map . pData , sizeof ( val ) ) ;
2010-10-02 11:50:50 +00:00
2016-05-01 14:29:36 +00:00
// our buffers are RGBA, yet a BGRA value is expected
val = ( ( val & 0xFF00FF00 ) | ( ( val > > 16 ) & 0xFF ) | ( ( val < < 16 ) & 0xFF0000 ) ) ;
2010-10-22 19:40:05 +00:00
2016-05-01 14:29:36 +00:00
// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine : : UPEAlphaReadReg alpha_read_mode = PixelEngine : : GetAlphaReadMode ( ) ;
2010-10-22 19:40:05 +00:00
2016-05-01 14:29:36 +00:00
if ( bpmem . zcontrol . pixel_format = = PEControl : : RGBA6_Z24 )
2010-12-27 03:18:01 +00:00
{
2016-05-01 14:29:36 +00:00
val = RGBA8ToRGBA6ToRGBA8 ( val ) ;
2010-12-27 03:18:01 +00:00
}
2016-05-01 14:29:36 +00:00
else if ( bpmem . zcontrol . pixel_format = = PEControl : : RGB565_Z16 )
{
val = RGBA8ToRGB565ToRGBA8 ( val ) ;
}
if ( bpmem . zcontrol . pixel_format ! = PEControl : : RGBA6_Z24 )
2010-12-27 03:18:01 +00:00
{
2016-05-01 14:29:36 +00:00
val | = 0xFF000000 ;
2010-12-27 03:18:01 +00:00
}
2010-10-22 19:40:05 +00:00
2016-05-01 14:29:36 +00:00
if ( alpha_read_mode . ReadMode = = 2 ) ret = val ; // GX_READ_NONE
else if ( alpha_read_mode . ReadMode = = 1 ) ret = ( val | 0xFF000000 ) ; // GX_READ_FF
else /*if(alpha_read_mode.ReadMode == 0)*/ ret = ( val & 0x00FFFFFF ) ; // GX_READ_00
2010-06-13 19:50:06 +00:00
}
2016-05-01 14:29:36 +00:00
else // type == PEEK_Z
2010-06-13 19:50:06 +00:00
{
2016-05-01 14:29:36 +00:00
float val ;
memcpy ( & val , map . pData , sizeof ( val ) ) ;
2010-10-24 19:52:52 +00:00
2016-05-01 14:29:36 +00:00
// depth buffer is inverted in the d3d backend
val = 1.0f - val ;
2010-12-27 03:18:01 +00:00
2016-05-01 14:29:36 +00:00
if ( bpmem . zcontrol . pixel_format = = PEControl : : RGB565_Z16 )
2010-12-27 03:18:01 +00:00
{
2016-05-01 14:29:36 +00:00
// if Z is in 16 bit format you must return a 16 bit integer
ret = MathUtil : : Clamp < u32 > ( static_cast < u32 > ( val * 65536.0f ) , 0 , 0xFFFF ) ;
2013-10-29 05:23:17 +00:00
}
2016-05-01 14:29:36 +00:00
else
2010-12-27 03:18:01 +00:00
{
2016-05-01 14:29:36 +00:00
ret = MathUtil : : Clamp < u32 > ( static_cast < u32 > ( val * 16777216.0f ) , 0 , 0xFFFFFF ) ;
2010-12-27 03:18:01 +00:00
}
2010-10-22 19:40:05 +00:00
}
2016-05-01 14:29:36 +00:00
D3D : : context - > Unmap ( staging_tex , 0 ) ;
return ret ;
2015-12-19 05:45:21 +00:00
}
2010-10-22 19:40:05 +00:00
2015-12-19 14:34:56 +00:00
void Renderer : : PokeEFB ( EFBAccessType type , const EfbPokeData * points , size_t num_points )
2015-12-19 05:45:21 +00:00
{
ResetAPIState ( ) ;
2010-09-28 02:15:02 +00:00
2015-12-19 05:45:21 +00:00
if ( type = = POKE_COLOR )
{
2015-06-07 11:32:00 +00:00
D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( 0.0f , 0.0f , ( float ) GetTargetWidth ( ) , ( float ) GetTargetHeight ( ) ) ;
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
2014-03-09 20:14:26 +00:00
D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , nullptr ) ;
2010-06-13 19:50:06 +00:00
}
2015-06-07 11:32:43 +00:00
else // if (type == POKE_Z)
{
D3D : : stateman - > PushBlendState ( clearblendstates [ 3 ] ) ;
D3D : : stateman - > PushDepthState ( cleardepthstates [ 1 ] ) ;
2016-01-11 00:31:00 +00:00
D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( 0.0f , 0.0f , ( float ) GetTargetWidth ( ) , ( float ) GetTargetHeight ( ) ) ;
2015-12-19 05:45:21 +00:00
2015-06-07 11:32:43 +00:00
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) ,
FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) ) ;
2015-12-19 05:45:21 +00:00
}
2015-12-19 14:34:56 +00:00
D3D : : DrawEFBPokeQuads ( type , points , num_points ) ;
2015-06-07 11:32:43 +00:00
2015-12-19 05:45:21 +00:00
if ( type = = POKE_Z )
{
2015-06-07 11:32:43 +00:00
D3D : : stateman - > PopDepthState ( ) ;
D3D : : stateman - > PopBlendState ( ) ;
}
2015-12-19 05:45:21 +00:00
RestoreAPIState ( ) ;
2010-06-13 19:50:06 +00:00
}
2014-02-04 09:45:38 +00:00
void Renderer : : SetViewport ( )
2010-06-13 19:50:06 +00:00
{
// 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
2010-07-11 16:26:46 +00:00
2014-02-15 17:57:55 +00:00
// D3D crashes for zero viewports
2014-04-27 18:59:04 +00:00
if ( xfmem . viewport . wd = = 0 | | xfmem . viewport . ht = = 0 )
2014-02-15 17:57:55 +00:00
return ;
2011-05-12 02:14:45 +00:00
int scissorXOff = bpmem . scissorOffset . x * 2 ;
int scissorYOff = bpmem . scissorOffset . y * 2 ;
2010-06-13 19:50:06 +00:00
2014-04-27 18:59:04 +00:00
float X = Renderer : : EFBToScaledXf ( xfmem . viewport . xOrig - xfmem . viewport . wd - scissorXOff ) ;
float Y = Renderer : : EFBToScaledYf ( xfmem . viewport . yOrig + xfmem . viewport . ht - scissorYOff ) ;
float Wd = Renderer : : EFBToScaledXf ( 2.0f * xfmem . viewport . wd ) ;
float Ht = Renderer : : EFBToScaledYf ( - 2.0f * xfmem . viewport . ht ) ;
2013-10-14 13:16:42 +00:00
if ( Wd < 0.0f )
2010-06-13 19:50:06 +00:00
{
2013-10-14 13:16:42 +00:00
X + = Wd ;
Wd = - Wd ;
2010-06-13 19:50:06 +00:00
}
2013-10-14 13:16:42 +00:00
if ( Ht < 0.0f )
2010-06-13 19:50:06 +00:00
{
2013-10-14 13:16:42 +00:00
Y + = Ht ;
Ht = - Ht ;
2010-06-13 19:50:06 +00:00
}
2011-05-12 02:14:45 +00:00
// In D3D, the viewport rectangle must fit within the render target.
2013-10-14 13:16:42 +00:00
X = ( X > = 0.f ) ? X : 0.f ;
Y = ( Y > = 0.f ) ? Y : 0.f ;
Wd = ( X + Wd < = GetTargetWidth ( ) ) ? Wd : ( GetTargetWidth ( ) - X ) ;
Ht = ( Y + Ht < = GetTargetHeight ( ) ) ? Ht : ( GetTargetHeight ( ) - Y ) ;
2010-06-13 19:50:06 +00:00
2014-02-17 04:51:41 +00:00
D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( X , Y , Wd , Ht ,
2015-05-24 12:44:25 +00:00
1.0f - MathUtil : : Clamp < float > ( xfmem . viewport . farZ , 0.0f , 16777215.0f ) / 16777216.0f ,
2016-01-03 14:39:34 +00:00
1.0f - MathUtil : : Clamp < float > ( xfmem . viewport . farZ - MathUtil : : Clamp < float > ( xfmem . viewport . zRange , 0.0f , 16777216.0f ) , 0.0f , 16777215.0f ) / 16777216.0f ) ;
2011-06-11 19:37:21 +00:00
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
2010-06-13 19:50:06 +00:00
}
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
{
2010-10-24 16:53:33 +00:00
ResetAPIState ( ) ;
2010-12-20 16:57:29 +00:00
if ( colorEnable & & alphaEnable ) D3D : : stateman - > PushBlendState ( clearblendstates [ 0 ] ) ;
else if ( colorEnable ) D3D : : stateman - > PushBlendState ( clearblendstates [ 1 ] ) ;
else if ( alphaEnable ) D3D : : stateman - > PushBlendState ( clearblendstates [ 2 ] ) ;
2010-11-01 19:13:50 +00:00
else D3D : : stateman - > PushBlendState ( clearblendstates [ 3 ] ) ;
2010-12-20 16:57:29 +00:00
// 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 ) ;
2013-10-29 05:23:17 +00:00
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 ) ;
2015-05-24 12:44:25 +00:00
D3D : : drawClearQuad ( rgbaColor , 1.0f - ( z & 0xFFFFFF ) / 16777216.0f ) ;
2010-10-20 02:29:20 +00:00
D3D : : stateman - > PopDepthState ( ) ;
2010-11-01 19:13:50 +00:00
D3D : : stateman - > PopBlendState ( ) ;
2010-10-20 02:29:20 +00:00
2010-10-24 16:53:33 +00:00
RestoreAPIState ( ) ;
2010-06-13 19:50:06 +00:00
}
2010-12-27 21:56:20 +00:00
void Renderer : : ReinterpretPixelData ( unsigned int convtype )
{
2011-02-04 17:00:34 +00:00
// 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 ) ;
2011-02-04 17:00:34 +00:00
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
2014-03-09 20:14:26 +00:00
D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTempTexture ( ) - > GetRTV ( ) , nullptr ) ;
2011-02-04 17:00:34 +00:00
D3D : : SetPointCopySampler ( ) ;
2014-12-23 11:33:45 +00:00
D3D : : drawShadedTexQuad ( FramebufferManager : : GetEFBColorTexture ( ) - > GetSRV ( ) , & source , g_renderer - > GetTargetWidth ( ) , g_renderer - > GetTargetHeight ( ) ,
pixel_shader , VertexShaderCache : : GetSimpleVertexShader ( ) , VertexShaderCache : : GetSimpleInputLayout ( ) , GeometryShaderCache : : GetCopyGeometryShader ( ) ) ;
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
}
2010-06-13 19:50:06 +00:00
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.
2014-03-23 20:44:23 +00:00
bool target_has_alpha = bpmem . zcontrol . pixel_format = = PEControl : : RGBA6_Z24 ;
2013-01-13 22:35:07 +00:00
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
} ;
2014-12-16 04:08:54 +00:00
if ( bpmem . blendmode . logicopenable & & ! bpmem . blendmode . blendenable & & ! forceUpdate )
2010-06-13 19:50:06 +00:00
return ;
2013-03-28 21:59:42 +00:00
if ( bpmem . blendmode . subtract )
2010-06-13 19:50:06 +00:00
{
2014-06-05 11:58:36 +00:00
gx_state . blend . blend_enable = true ;
2014-10-17 20:24:44 +00:00
gx_state . blend . blend_op = D3D11_BLEND_OP_REV_SUBTRACT ;
gx_state . blend . src_blend = D3D11_BLEND_ONE ;
gx_state . blend . dst_blend = D3D11_BLEND_ONE ;
2010-06-13 19:50:06 +00:00
}
2010-09-28 02:15:02 +00:00
else
2010-06-13 19:50:06 +00:00
{
2014-06-09 09:55:25 +00:00
gx_state . blend . blend_enable = ( u32 ) bpmem . blendmode . blendenable ;
2013-01-13 22:35:07 +00:00
if ( bpmem . blendmode . blendenable )
2010-06-24 15:58:06 +00:00
{
2014-10-17 20:24:44 +00:00
gx_state . blend . blend_op = D3D11_BLEND_OP_ADD ;
gx_state . blend . src_blend = d3dSrcFactors [ bpmem . blendmode . srcfactor ] ;
gx_state . blend . dst_blend = d3dDestFactors [ bpmem . blendmode . dstfactor ] ;
2010-06-24 15:58:06 +00:00
}
2010-06-13 19:50:06 +00:00
}
}
2013-11-09 23:10:20 +00:00
bool Renderer : : SaveScreenshot ( const std : : string & filename , const TargetRectangle & rc )
2010-11-18 02:21:26 +00:00
{
2012-08-07 12:55:10 +00:00
if ( ! s_screenshot_texture )
2015-12-08 13:45:07 +00:00
CreateScreenshotTexture ( ) ;
2012-08-07 12:55:10 +00:00
2010-11-18 02:21:26 +00:00
// copy back buffer to system memory
2015-12-08 13:45:07 +00:00
D3D11_BOX source_box = GetScreenshotSourceBox ( rc ) ;
D3D : : context - > CopySubresourceRegion ( s_screenshot_texture , 0 , 0 , 0 , 0 , ( ID3D11Resource * ) D3D : : GetBackBuffer ( ) - > GetTex ( ) , 0 , & source_box ) ;
2010-11-18 02:21:26 +00:00
D3D11_MAPPED_SUBRESOURCE map ;
2011-09-08 13:39:03 +00:00
D3D : : context - > Map ( s_screenshot_texture , 0 , D3D11_MAP_READ_WRITE , 0 , & map ) ;
2010-11-18 02:21:26 +00:00
2015-12-08 13:45:07 +00:00
bool saved_png = TextureToPng ( ( u8 * ) map . pData , map . RowPitch , filename , source_box . right - source_box . left , source_box . bottom - source_box . top , false ) ;
2013-11-15 00:00:38 +00:00
2013-11-13 11:48:02 +00:00
D3D : : context - > Unmap ( s_screenshot_texture , 0 ) ;
2013-11-15 00:00:38 +00:00
if ( saved_png )
2013-11-09 23:10:20 +00:00
{
OSD : : AddMessage ( StringFromFormat ( " Saved %i x %i %s " , rc . GetWidth ( ) ,
rc . GetHeight ( ) , filename . c_str ( ) ) ) ;
}
else
{
OSD : : AddMessage ( StringFromFormat ( " Error saving %s " , filename . c_str ( ) ) ) ;
}
2013-11-15 00:00:38 +00:00
return saved_png ;
2010-11-18 02:21:26 +00:00
}
2013-02-27 01:47:48 +00:00
void formatBufferDump ( const u8 * in , u8 * out , int w , int h , int p )
2011-09-08 13:39:03 +00:00
{
for ( int y = 0 ; y < h ; + + y )
{
2013-02-27 01:47:48 +00:00
auto line = ( in + ( h - y - 1 ) * p ) ;
2011-09-08 13:39:03 +00:00
for ( int x = 0 ; x < w ; + + x )
{
2011-09-08 15:52:01 +00:00
out [ 0 ] = line [ 2 ] ;
out [ 1 ] = line [ 1 ] ;
out [ 2 ] = line [ 0 ] ;
2011-09-08 13:39:03 +00:00
out + = 3 ;
line + = 4 ;
2011-09-08 15:52:01 +00:00
}
2011-09-08 13:39:03 +00:00
}
}
2010-11-18 02:21:26 +00:00
2010-09-28 02:15:02 +00:00
// This function has the final picture. We adjust the aspect ratio here.
2014-05-02 07:08:44 +00:00
void Renderer : : SwapImpl ( u32 xfbAddr , u32 fbWidth , u32 fbStride , u32 fbHeight , const EFBRectangle & rc , float Gamma )
2010-06-13 19:50:06 +00:00
{
2016-01-24 04:20:13 +00:00
if ( Fifo : : WillSkipCurrentFrame ( ) | | ( ! XFBWrited & & ! g_ActiveConfig . RealXFBEnabled ( ) ) | | ! fbWidth | | ! fbHeight )
2010-06-13 19:50:06 +00:00
{
2014-10-13 03:53:10 +00:00
if ( SConfig : : GetInstance ( ) . m_DumpFrames & & ! frame_data . empty ( ) )
2013-02-27 01:47:48 +00:00
AVIDump : : AddFrame ( & frame_data [ 0 ] , fbWidth , fbHeight ) ;
2011-09-08 13:39:03 +00:00
2011-01-31 01:28:32 +00:00
Core : : Callback_VideoCopiedToXFB ( false ) ;
2010-06-13 19:50:06 +00:00
return ;
}
2010-09-28 02:15:02 +00:00
2010-06-13 19:50:06 +00:00
u32 xfbCount = 0 ;
2014-10-15 02:21:36 +00:00
const XFBSourceBase * const * xfbSourceList = FramebufferManager : : GetXFBSource ( xfbAddr , fbStride , fbHeight , & xfbCount ) ;
2010-07-02 17:09:53 +00:00
if ( ( ! xfbSourceList | | xfbCount = = 0 ) & & g_ActiveConfig . bUseXFB & & ! g_ActiveConfig . bUseRealXFB )
2010-06-13 19:50:06 +00:00
{
2014-10-13 03:53:10 +00:00
if ( SConfig : : GetInstance ( ) . m_DumpFrames & & ! frame_data . empty ( ) )
2013-02-27 01:47:48 +00:00
AVIDump : : AddFrame ( & frame_data [ 0 ] , fbWidth , fbHeight ) ;
2011-09-08 13:39:03 +00:00
2011-01-31 01:28:32 +00:00
Core : : Callback_VideoCopiedToXFB ( false ) ;
2010-06-13 19:50:06 +00:00
return ;
2010-06-16 10:12:57 +00:00
}
2010-06-13 19:50:06 +00:00
2010-11-18 02:21:26 +00:00
ResetAPIState ( ) ;
2010-06-21 17:54:13 +00:00
2010-09-28 02:15:02 +00:00
// Prepare to copy the XFBs to our backbuffer
2012-09-28 22:04:55 +00:00
UpdateDrawRectangle ( s_backbuffer_width , s_backbuffer_height ) ;
2014-12-20 17:20:49 +00:00
TargetRectangle targetRc = GetTargetRectangle ( ) ;
2010-06-13 19:50:06 +00:00
2014-03-09 20:14:26 +00:00
D3D : : context - > OMSetRenderTargets ( 1 , & D3D : : GetBackBuffer ( ) - > GetRTV ( ) , nullptr ) ;
2010-06-13 19:50:06 +00:00
2012-09-02 11:12:47 +00:00
float ClearColor [ 4 ] = { 0.f , 0.f , 0.f , 1.f } ;
D3D : : context - > ClearRenderTargetView ( D3D : : GetBackBuffer ( ) - > GetRTV ( ) , ClearColor ) ;
2010-07-17 15:18:52 +00:00
// activate linear filtering for the buffer copies
D3D : : SetLinearCopySampler ( ) ;
2011-03-08 07:39:36 +00:00
if ( g_ActiveConfig . bUseXFB & & g_ActiveConfig . bUseRealXFB )
{
// TODO: Television should be used to render Virtual XFB mode as well.
2014-12-20 17:20:49 +00:00
D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( ( float ) targetRc . left , ( float ) targetRc . top , ( float ) targetRc . GetWidth ( ) , ( float ) targetRc . GetHeight ( ) ) ;
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
2014-10-15 02:21:36 +00:00
s_television . Submit ( xfbAddr , fbStride , fbWidth , fbHeight ) ;
2011-06-11 19:37:21 +00:00
s_television . Render ( ) ;
2011-03-08 07:39:36 +00:00
}
2014-03-10 11:30:55 +00:00
else if ( g_ActiveConfig . bUseXFB )
2010-06-13 19:50:06 +00:00
{
2014-12-20 17:20:49 +00:00
const XFBSource * xfbSource ;
2010-06-13 19:50:06 +00:00
2010-07-02 17:09:53 +00:00
// draw each xfb source
for ( u32 i = 0 ; i < xfbCount ; + + i )
{
2014-12-20 17:20:49 +00:00
xfbSource = ( const XFBSource * ) xfbSourceList [ i ] ;
2013-10-29 05:23:17 +00:00
2014-12-20 17:20:49 +00:00
TargetRectangle drawRc ;
2010-06-13 19:50:06 +00:00
2014-12-24 22:54:43 +00:00
// use virtual xfb with offset
int xfbHeight = xfbSource - > srcHeight ;
int xfbWidth = xfbSource - > srcWidth ;
int hOffset = ( ( s32 ) xfbSource - > srcAddr - ( s32 ) xfbAddr ) / ( ( s32 ) fbStride * 2 ) ;
2015-01-19 16:01:32 +00:00
drawRc . top = targetRc . top + hOffset * targetRc . GetHeight ( ) / ( s32 ) fbHeight ;
drawRc . bottom = targetRc . top + ( hOffset + xfbHeight ) * targetRc . GetHeight ( ) / ( s32 ) fbHeight ;
drawRc . left = targetRc . left + ( targetRc . GetWidth ( ) - xfbWidth * targetRc . GetWidth ( ) / ( s32 ) fbStride ) / 2 ;
drawRc . right = targetRc . left + ( targetRc . GetWidth ( ) + xfbWidth * targetRc . GetWidth ( ) / ( s32 ) fbStride ) / 2 ;
2014-12-24 22:54:43 +00:00
// 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;
2010-09-28 02:15:02 +00:00
2014-12-25 01:37:22 +00:00
TargetRectangle sourceRc ;
2015-11-28 10:04:36 +00:00
sourceRc . left = xfbSource - > sourceRc . left ;
sourceRc . top = xfbSource - > sourceRc . top ;
sourceRc . right = xfbSource - > sourceRc . right ;
sourceRc . bottom = xfbSource - > sourceRc . bottom ;
2014-12-20 17:20:49 +00:00
2015-01-03 22:05:22 +00:00
sourceRc . right - = Renderer : : EFBToScaledX ( fbStride - fbWidth ) ;
2015-01-03 01:28:49 +00:00
2014-12-20 17:20:49 +00:00
BlitScreen ( sourceRc , drawRc , xfbSource - > tex , xfbSource - > texWidth , xfbSource - > texHeight , Gamma ) ;
2010-07-02 17:09:53 +00:00
}
}
else
{
2014-12-20 17:20:49 +00:00
TargetRectangle sourceRc = Renderer : : ConvertEFBRectangle ( rc ) ;
2010-11-27 11:11:05 +00:00
// TODO: Improve sampling algorithm for the pixel shader so that we can use the multisampled EFB texture as source
2010-11-23 19:58:02 +00:00
D3DTexture2D * read_texture = FramebufferManager : : GetResolvedEFBColorTexture ( ) ;
2014-12-20 17:20:49 +00:00
BlitScreen ( sourceRc , targetRc , read_texture , GetTargetWidth ( ) , GetTargetHeight ( ) , 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 )
{
2015-12-08 13:45:07 +00:00
std : : lock_guard < std : : mutex > guard ( s_criticalScreenshot ) ;
2013-11-09 23:10:20 +00:00
SaveScreenshot ( s_sScreenshotName , GetTargetRectangle ( ) ) ;
2015-12-08 13:45:07 +00:00
s_sScreenshotName . clear ( ) ;
2013-11-03 02:42:46 +00:00
s_bScreenshot = false ;
2015-12-08 13:45:07 +00:00
s_screenshotCompleted . Set ( ) ;
2010-06-17 10:42:57 +00:00
}
2010-06-13 19:50:06 +00:00
2011-09-08 13:39:03 +00:00
// Dump frames
static int w = 0 , h = 0 ;
2014-10-13 03:53:10 +00:00
if ( SConfig : : GetInstance ( ) . m_DumpFrames )
2011-09-08 13:39:03 +00:00
{
static int s_recordWidth ;
static int s_recordHeight ;
2012-08-07 12:55:10 +00:00
if ( ! s_screenshot_texture )
2015-12-08 13:45:07 +00:00
CreateScreenshotTexture ( ) ;
2012-08-07 12:55:10 +00:00
2015-12-08 13:45:07 +00:00
D3D11_BOX source_box = GetScreenshotSourceBox ( targetRc ) ;
unsigned int source_width = source_box . right - source_box . left ;
unsigned int source_height = source_box . bottom - source_box . top ;
D3D : : context - > CopySubresourceRegion ( s_screenshot_texture , 0 , 0 , 0 , 0 , ( ID3D11Resource * ) D3D : : GetBackBuffer ( ) - > GetTex ( ) , 0 , & source_box ) ;
2011-09-08 13:39:03 +00:00
if ( ! bLastFrameDumped )
{
2015-12-08 13:45:07 +00:00
s_recordWidth = source_width ;
s_recordHeight = source_height ;
2016-01-01 14:50:15 +00:00
bAVIDumping = AVIDump : : Start ( s_recordWidth , s_recordHeight , AVIDump : : DumpFormat : : FORMAT_BGR ) ;
2011-09-08 15:09:24 +00:00
if ( ! bAVIDumping )
2011-09-08 13:39:03 +00:00
{
PanicAlert ( " Error dumping frames to AVI. " ) ;
}
else
{
2014-05-26 00:52:58 +00:00
std : : string msg = StringFromFormat ( " Dumping Frames to \" %sframedump0.avi \" (%dx%d RGB24) " ,
File : : GetUserPath ( D_DUMPFRAMES_IDX ) . c_str ( ) , s_recordWidth , s_recordHeight ) ;
2011-09-08 13:39:03 +00:00
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 )
2011-09-08 13:39:03 +00:00
{
2013-02-27 01:47:48 +00:00
frame_data . resize ( 3 * s_recordWidth * s_recordHeight ) ;
2011-09-08 13:39:03 +00:00
w = s_recordWidth ;
h = s_recordHeight ;
}
2015-12-08 13:45:07 +00:00
formatBufferDump ( ( u8 * ) map . pData , & frame_data [ 0 ] , source_width , source_height , map . RowPitch ) ;
2016-01-02 18:07:08 +00:00
FlipImageData ( & frame_data [ 0 ] , w , h ) ;
2015-12-08 13:45:07 +00:00
AVIDump : : AddFrame ( & frame_data [ 0 ] , source_width , source_height ) ;
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 ) ;
2011-09-08 13:39:03 +00:00
w = h = 0 ;
AVIDump : : Stop ( ) ;
2011-09-08 15:09:24 +00:00
bAVIDumping = false ;
2011-09-08 13:39:03 +00:00
OSD : : AddMessage ( " Stop dumping frames to AVI " , 2000 ) ;
}
bLastFrameDumped = false ;
}
2014-06-16 21:34:07 +00:00
// Reset viewport for drawing text
2014-12-20 17:20:49 +00:00
D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( 0.0f , 0.0f , ( float ) GetBackbufferWidth ( ) , ( float ) GetBackbufferHeight ( ) ) ;
2014-06-16 21:34:07 +00:00
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
2010-06-13 19:50:06 +00:00
Renderer : : DrawDebugText ( ) ;
2014-11-19 18:57:12 +00:00
2010-06-13 19:50:06 +00:00
OSD : : DrawMessages ( ) ;
D3D : : EndFrame ( ) ;
2010-12-05 14:15:36 +00:00
2015-11-06 00:28:05 +00:00
TextureCacheBase : : Cleanup ( frameCount ) ;
2010-06-13 19:50:06 +00:00
2011-12-26 21:04:59 +00:00
// Enable configuration changes
2010-06-13 19:50:06 +00:00
UpdateActiveConfig ( ) ;
2015-11-06 00:28:05 +00:00
TextureCacheBase : : OnConfigChanged ( g_ActiveConfig ) ;
2011-01-07 04:57:59 +00:00
2014-10-15 02:21:36 +00:00
SetWindowSize ( fbStride , fbHeight ) ;
2011-01-07 04:57:59 +00:00
const bool windowResized = CheckForResize ( ) ;
2015-01-17 12:49:02 +00:00
const bool fullscreen = g_ActiveConfig . bFullscreen & & ! g_ActiveConfig . bBorderlessFullscreen & &
2015-06-12 11:56:53 +00:00
! SConfig : : GetInstance ( ) . bRenderToMain ;
2014-07-10 20:43:15 +00:00
2014-12-28 17:26:25 +00:00
bool xfbchanged = s_last_xfb_mode ! = g_ActiveConfig . bUseRealXFB ;
2010-09-28 02:15:02 +00:00
2014-10-15 02:21:36 +00:00
if ( FramebufferManagerBase : : LastXfbWidth ( ) ! = fbStride | | FramebufferManagerBase : : LastXfbHeight ( ) ! = fbHeight )
2010-06-13 19:50:06 +00:00
{
xfbchanged = true ;
2015-03-16 02:28:47 +00:00
unsigned int xfb_w = ( fbStride < 1 | | fbStride > MAX_XFB_WIDTH ) ? MAX_XFB_WIDTH : fbStride ;
unsigned int xfb_h = ( fbHeight < 1 | | fbHeight > MAX_XFB_HEIGHT ) ? MAX_XFB_HEIGHT : fbHeight ;
FramebufferManagerBase : : SetLastXfbWidth ( xfb_w ) ;
FramebufferManagerBase : : SetLastXfbHeight ( xfb_h ) ;
2010-06-13 19:50:06 +00:00
}
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
2015-01-04 15:33:58 +00:00
// Check exclusive fullscreen state
2015-01-04 23:01:22 +00:00
bool exclusive_mode , fullscreen_changed = false ;
if ( SUCCEEDED ( D3D : : GetFullscreenState ( & exclusive_mode ) ) )
2015-01-04 15:33:58 +00:00
{
2015-01-04 23:01:22 +00:00
if ( fullscreen & & ! exclusive_mode )
2015-01-04 15:33:58 +00:00
{
2015-01-18 03:35:08 +00:00
if ( g_Config . bExclusiveMode )
2015-01-17 03:23:48 +00:00
OSD : : AddMessage ( " Lost exclusive fullscreen. " ) ;
2015-01-04 23:01:22 +00:00
// Exclusive fullscreen is enabled in the configuration, but we're
// not in exclusive mode. Either exclusive fullscreen was turned on
// or the render frame lost focus. When the render frame is in focus
// we can apply exclusive mode.
2015-01-04 15:33:58 +00:00
fullscreen_changed = Host_RendererHasFocus ( ) ;
2015-01-18 03:35:08 +00:00
g_Config . bExclusiveMode = false ;
2015-01-04 15:33:58 +00:00
}
2015-01-16 15:01:29 +00:00
else if ( ! fullscreen & & exclusive_mode )
2015-01-04 23:01:22 +00:00
{
2015-01-16 15:01:29 +00:00
// Exclusive fullscreen is disabled, but we're still in exclusive mode.
fullscreen_changed = true ;
2015-01-04 23:01:22 +00:00
}
2015-01-04 15:33:58 +00:00
}
2014-07-26 10:43:49 +00:00
// Resize the back buffers NOW to avoid flickering
2015-07-21 00:12:29 +00:00
if ( CalculateTargetSize ( s_backbuffer_width , s_backbuffer_height ) | |
xfbchanged | |
2011-01-07 04:57:59 +00:00
windowResized | |
2014-07-16 20:13:13 +00:00
fullscreen_changed | |
2014-12-28 17:35:23 +00:00
s_last_efb_scale ! = g_ActiveConfig . iEFBScale | |
2015-12-12 12:00:08 +00:00
s_last_multisamples ! = g_ActiveConfig . iMultisamples | |
2014-12-28 17:35:23 +00:00
s_last_stereo_mode ! = ( g_ActiveConfig . iStereoMode > 0 ) )
2010-06-13 19:50:06 +00:00
{
2014-12-28 17:26:25 +00:00
s_last_xfb_mode = g_ActiveConfig . bUseRealXFB ;
2015-12-12 12:00:08 +00:00
s_last_multisamples = g_ActiveConfig . iMultisamples ;
2010-11-27 11:11:05 +00:00
PixelShaderCache : : InvalidateMSAAShaders ( ) ;
2010-11-23 19:58:02 +00:00
2014-07-16 20:13:13 +00:00
if ( windowResized | | fullscreen_changed )
2012-08-07 12:55:10 +00:00
{
2014-07-26 10:43:49 +00:00
// Apply fullscreen state
2014-07-16 13:53:33 +00:00
if ( fullscreen_changed )
2015-01-16 15:01:29 +00:00
{
2015-01-18 03:35:08 +00:00
g_Config . bExclusiveMode = fullscreen ;
2015-01-17 03:23:48 +00:00
if ( fullscreen )
OSD : : AddMessage ( " Entered exclusive fullscreen. " ) ;
2014-07-26 11:00:49 +00:00
D3D : : SetFullscreenState ( fullscreen ) ;
2014-07-21 18:10:54 +00:00
2015-01-17 12:49:02 +00:00
// If fullscreen is disabled we can safely notify the UI to exit fullscreen.
if ( ! g_ActiveConfig . bFullscreen )
2015-01-16 15:01:29 +00:00
Host_RequestFullscreen ( false ) ;
}
2012-08-07 12:55:10 +00:00
// TODO: Aren't we still holding a reference to the back buffer right now?
D3D : : Reset ( ) ;
SAFE_RELEASE ( s_screenshot_texture ) ;
2014-11-13 23:24:53 +00:00
SAFE_RELEASE ( s_3d_vision_texture ) ;
2012-08-07 12:55:10 +00:00
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
2014-12-28 17:35:23 +00:00
s_last_efb_scale = g_ActiveConfig . iEFBScale ;
s_last_stereo_mode = g_ActiveConfig . iStereoMode > 0 ;
2010-06-17 10:42:57 +00:00
2015-01-02 17:06:56 +00:00
PixelShaderManager : : SetEfbScaleChanged ( ) ;
2014-03-09 20:14:26 +00:00
D3D : : context - > OMSetRenderTargets ( 1 , & D3D : : GetBackBuffer ( ) - > GetRTV ( ) , nullptr ) ;
2012-08-07 12:55:10 +00:00
2015-12-23 13:06:47 +00:00
g_framebuffer_manager . reset ( ) ;
2015-12-22 23:47:20 +00:00
g_framebuffer_manager = std : : make_unique < 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 ) ;
2015-05-25 21:29:47 +00:00
D3D : : context - > ClearDepthStencilView ( FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) , D3D11_CLEAR_DEPTH , 0.f , 0 ) ;
2010-06-13 19:50:06 +00:00
}
2010-06-21 17:54:13 +00:00
// begin next frame
2013-10-14 22:05:49 +00:00
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 ( ) ) ;
2014-02-04 09:45:38 +00:00
SetViewport ( ) ;
2010-06-13 19:50:06 +00:00
}
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 ( ) ;
2014-02-04 09:45:38 +00:00
SetViewport ( ) ;
2011-09-05 20:04:28 +00:00
BPFunctions : : SetScissor ( ) ;
2010-06-13 19:50:06 +00:00
}
2012-08-10 16:57:37 +00:00
void Renderer : : ApplyState ( bool bUseDstAlpha )
2011-01-24 08:44:32 +00:00
{
2014-06-05 11:58:36 +00:00
gx_state . blend . use_dst_alpha = bUseDstAlpha ;
D3D : : stateman - > PushBlendState ( gx_state_cache . Get ( gx_state . blend ) ) ;
D3D : : stateman - > PushDepthState ( gx_state_cache . Get ( gx_state . zmode ) ) ;
D3D : : stateman - > PushRasterizerState ( gx_state_cache . Get ( gx_state . raster ) ) ;
2011-01-24 09:27:16 +00:00
2011-01-24 08:44:32 +00:00
for ( unsigned int stage = 0 ; stage < 8 ; stage + + )
{
2014-10-29 00:19:09 +00:00
// TODO: cache SamplerState directly, not d3d object
2016-03-31 00:45:40 +00:00
gx_state . sampler [ stage ] . max_anisotropy = UINT64_C ( 1 ) < < g_ActiveConfig . iMaxAnisotropy ;
2014-12-06 13:54:06 +00:00
D3D : : stateman - > SetSampler ( stage , gx_state_cache . Get ( gx_state . sampler [ stage ] ) ) ;
2011-01-24 08:44:32 +00:00
}
2011-01-24 10:42:43 +00:00
2012-08-10 16:57:37 +00:00
if ( bUseDstAlpha )
2011-01-24 10:42:43 +00:00
{
// restore actual state
SetBlendMode ( false ) ;
SetLogicOpMode ( ) ;
}
2011-01-24 11:57:17 +00:00
2014-10-29 00:19:09 +00:00
ID3D11Buffer * vertexConstants = VertexShaderCache : : GetConstantBuffer ( ) ;
2014-12-17 02:05:23 +00:00
D3D : : stateman - > SetPixelConstants ( PixelShaderCache : : GetConstantBuffer ( ) , g_ActiveConfig . bEnablePixelLighting ? vertexConstants : nullptr ) ;
2014-12-06 13:54:06 +00:00
D3D : : stateman - > SetVertexConstants ( vertexConstants ) ;
2014-12-17 02:05:23 +00:00
D3D : : stateman - > SetGeometryConstants ( GeometryShaderCache : : GetConstantBuffer ( ) ) ;
2011-01-25 15:08:30 +00:00
2014-12-06 13:54:06 +00:00
D3D : : stateman - > SetPixelShader ( PixelShaderCache : : GetActiveShader ( ) ) ;
D3D : : stateman - > SetVertexShader ( VertexShaderCache : : GetActiveShader ( ) ) ;
2014-12-17 02:05:23 +00:00
D3D : : stateman - > SetGeometryShader ( GeometryShaderCache : : GetActiveShader ( ) ) ;
2011-01-24 08:44:32 +00:00
}
2012-03-29 23:56:24 +00:00
void Renderer : : RestoreState ( )
2011-01-24 08:44:32 +00:00
{
2011-01-24 10:42:43 +00:00
D3D : : stateman - > PopBlendState ( ) ;
2011-01-24 09:10:35 +00:00
D3D : : stateman - > PopDepthState ( ) ;
2011-01-24 09:27:16 +00:00
D3D : : stateman - > PopRasterizerState ( ) ;
2011-01-24 08:44:32 +00:00
}
2011-03-15 03:51:31 +00:00
void Renderer : : ApplyCullDisable ( )
{
2014-06-05 11:58:36 +00:00
RasterizerState rast = gx_state . raster ;
rast . cull_mode = D3D11_CULL_NONE ;
2011-03-15 03:51:31 +00:00
2014-06-05 11:58:36 +00:00
ID3D11RasterizerState * raststate = gx_state_cache . Get ( rast ) ;
2011-03-15 03:51:31 +00:00
D3D : : stateman - > PushRasterizerState ( raststate ) ;
}
void Renderer : : RestoreCull ( )
{
D3D : : stateman - > PopRasterizerState ( ) ;
}
2010-06-13 19:50:06 +00:00
void Renderer : : SetGenerationMode ( )
{
2013-01-13 22:35:07 +00:00
const D3D11_CULL_MODE d3dCullModes [ 4 ] =
{
D3D11_CULL_NONE ,
D3D11_CULL_BACK ,
D3D11_CULL_FRONT ,
D3D11_CULL_BACK
} ;
2011-01-24 09:27:16 +00:00
// rastdc.FrontCounterClockwise must be false for this to work
2013-12-30 19:37:59 +00:00
// TODO: GX_CULL_ALL not supported, yet!
2014-06-05 11:58:36 +00:00
gx_state . raster . cull_mode = d3dCullModes [ bpmem . genMode . cullmode ] ;
2010-06-13 19:50:06 +00:00
}
void Renderer : : SetDepthMode ( )
{
2015-09-04 01:53:45 +00:00
gx_state . zmode . hex = bpmem . zmode . hex ;
2010-06-13 19:50:06 +00:00
}
void Renderer : : SetLogicOpMode ( )
{
2013-01-13 22:35:07 +00:00
// D3D11 doesn't support logic blending, so this is a huge hack
// TODO: Make use of D3D11.1's logic blending support
2014-02-16 20:30:18 +00:00
// 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
2013-01-13 22:35:07 +00:00
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
2013-10-29 05:23:17 +00:00
D3D11_BLEND_INV_SRC_COLOR , //13
2013-01-13 22:35:07 +00:00
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
2013-10-29 05:23:17 +00:00
D3D11_BLEND_ONE , //13
2013-01-13 22:35:07 +00:00
D3D11_BLEND_INV_SRC_COLOR , //14
D3D11_BLEND_ONE //15
} ;
2014-12-16 04:08:54 +00:00
if ( bpmem . blendmode . logicopenable & & ! bpmem . blendmode . blendenable )
2010-06-13 19:50:06 +00:00
{
2014-06-05 11:58:36 +00:00
gx_state . blend . blend_enable = true ;
2014-10-17 20:24:44 +00:00
gx_state . blend . blend_op = d3dLogicOps [ bpmem . blendmode . logicmode ] ;
gx_state . blend . src_blend = d3dLogicOpSrcFactors [ bpmem . blendmode . logicmode ] ;
gx_state . blend . dst_blend = d3dLogicOpDestFactors [ bpmem . blendmode . logicmode ] ;
2010-06-13 19:50:06 +00:00
}
else
{
SetBlendMode ( true ) ;
}
}
void Renderer : : SetDitherMode ( )
{
// TODO: Set dither mode to bpmem.blendmode.dither
}
2015-03-01 12:04:48 +00:00
void Renderer : : SetSamplerState ( int stage , int texindex , bool custom_tex )
2010-06-13 19:50:06 +00:00
{
2010-06-16 10:12:57 +00:00
const FourTexUnits & tex = bpmem . tex [ texindex ] ;
2010-06-13 19:50:06 +00:00
const TexMode0 & tm0 = tex . texMode0 [ stage ] ;
const TexMode1 & tm1 = tex . texMode1 [ stage ] ;
2013-10-29 05:23:17 +00:00
2014-02-16 20:30:18 +00:00
if ( texindex )
stage + = 4 ;
2010-06-13 19:50:06 +00:00
2010-11-27 11:11:05 +00:00
if ( g_ActiveConfig . bForceFiltering )
{
2016-03-24 02:23:56 +00:00
// Only use mipmaps if the game says they are available.
2016-03-24 02:42:08 +00:00
gx_state . sampler [ stage ] . min_filter = SamplerCommon : : AreBpTexMode0MipmapsEnabled ( tm0 ) ? 6 : 4 ;
2014-06-05 11:58:36 +00:00
gx_state . sampler [ stage ] . mag_filter = 1 ; // linear mag
2010-11-27 11:11:05 +00:00
}
2014-06-05 11:58:36 +00:00
else
2010-06-13 19:50:06 +00:00
{
2014-06-09 09:55:25 +00:00
gx_state . sampler [ stage ] . min_filter = ( u32 ) tm0 . min_filter ;
gx_state . sampler [ stage ] . mag_filter = ( u32 ) tm0 . mag_filter ;
2010-06-13 19:50:06 +00:00
}
2014-06-09 09:55:25 +00:00
gx_state . sampler [ stage ] . wrap_s = ( u32 ) tm0 . wrap_s ;
gx_state . sampler [ stage ] . wrap_t = ( u32 ) tm0 . wrap_t ;
gx_state . sampler [ stage ] . max_lod = ( u32 ) tm1 . max_lod ;
gx_state . sampler [ stage ] . min_lod = ( u32 ) tm1 . min_lod ;
gx_state . sampler [ stage ] . lod_bias = ( s32 ) tm0 . lod_bias ;
2015-03-01 12:04:48 +00:00
// custom textures may have higher resolution, so disable the max_lod
if ( custom_tex )
{
gx_state . sampler [ stage ] . max_lod = 255 ;
}
2010-06-13 19:50:06 +00:00
}
void Renderer : : SetInterlacingMode ( )
{
// TODO
}
2014-09-25 23:50:25 +00:00
int Renderer : : GetMaxTextureSize ( )
{
return DX11 : : D3D : : GetMaxTextureSize ( ) ;
}
2014-12-05 02:01:20 +00:00
u16 Renderer : : BBoxRead ( int index )
{
// Here we get the min/max value of the truncated position of the upscaled framebuffer.
// So we have to correct them to the unscaled EFB sizes.
int value = BBox : : Get ( index ) ;
if ( index < 2 )
{
// left/right
value = value * EFB_WIDTH / s_target_width ;
}
else
{
// up/down
value = value * EFB_HEIGHT / s_target_height ;
}
if ( index & 1 )
value + + ; // fix max values to describe the outer border
return value ;
}
void Renderer : : BBoxWrite ( int index , u16 _value )
{
int value = _value ; // u16 isn't enough to multiply by the efb width
if ( index & 1 )
value - - ;
if ( index < 2 )
{
value = value * s_target_width / EFB_WIDTH ;
}
else
{
value = value * s_target_height / EFB_HEIGHT ;
}
BBox : : Set ( index , value ) ;
}
2014-12-20 17:20:49 +00:00
void Renderer : : BlitScreen ( TargetRectangle src , TargetRectangle dst , D3DTexture2D * src_texture , u32 src_width , u32 src_height , float Gamma )
{
if ( g_ActiveConfig . iStereoMode = = STEREO_SBS | | g_ActiveConfig . iStereoMode = = STEREO_TAB )
{
TargetRectangle leftRc , rightRc ;
ConvertStereoRectangle ( dst , leftRc , rightRc ) ;
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT ( ( float ) leftRc . left , ( float ) leftRc . top , ( float ) leftRc . GetWidth ( ) , ( float ) leftRc . GetHeight ( ) ) ;
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT ( ( float ) rightRc . left , ( float ) rightRc . top , ( float ) rightRc . GetWidth ( ) , ( float ) rightRc . GetHeight ( ) ) ;
D3D : : context - > RSSetViewports ( 1 , & leftVp ) ;
D3D : : drawShadedTexQuad ( src_texture - > GetSRV ( ) , src . AsRECT ( ) , src_width , src_height , PixelShaderCache : : GetColorCopyProgram ( false ) , VertexShaderCache : : GetSimpleVertexShader ( ) , VertexShaderCache : : GetSimpleInputLayout ( ) , nullptr , Gamma , 0 ) ;
D3D : : context - > RSSetViewports ( 1 , & rightVp ) ;
D3D : : drawShadedTexQuad ( src_texture - > GetSRV ( ) , src . AsRECT ( ) , src_width , src_height , PixelShaderCache : : GetColorCopyProgram ( false ) , VertexShaderCache : : GetSimpleVertexShader ( ) , VertexShaderCache : : GetSimpleInputLayout ( ) , nullptr , Gamma , 1 ) ;
}
else if ( g_ActiveConfig . iStereoMode = = STEREO_3DVISION )
{
if ( ! s_3d_vision_texture )
Create3DVisionTexture ( s_backbuffer_width , s_backbuffer_height ) ;
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT ( ( float ) dst . left , ( float ) dst . top , ( float ) dst . GetWidth ( ) , ( float ) dst . GetHeight ( ) ) ;
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT ( ( float ) ( dst . left + s_backbuffer_width ) , ( float ) dst . top , ( float ) dst . GetWidth ( ) , ( float ) dst . GetHeight ( ) ) ;
// Render to staging texture which is double the width of the backbuffer
D3D : : context - > OMSetRenderTargets ( 1 , & s_3d_vision_texture - > GetRTV ( ) , nullptr ) ;
D3D : : context - > RSSetViewports ( 1 , & leftVp ) ;
D3D : : drawShadedTexQuad ( src_texture - > GetSRV ( ) , src . AsRECT ( ) , src_width , src_height , PixelShaderCache : : GetColorCopyProgram ( false ) , VertexShaderCache : : GetSimpleVertexShader ( ) , VertexShaderCache : : GetSimpleInputLayout ( ) , nullptr , Gamma , 0 ) ;
D3D : : context - > RSSetViewports ( 1 , & rightVp ) ;
D3D : : drawShadedTexQuad ( src_texture - > GetSRV ( ) , src . AsRECT ( ) , src_width , src_height , PixelShaderCache : : GetColorCopyProgram ( false ) , VertexShaderCache : : GetSimpleVertexShader ( ) , VertexShaderCache : : GetSimpleInputLayout ( ) , nullptr , Gamma , 1 ) ;
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
// recognize the signature and automatically include the right eye frame.
D3D11_BOX box = CD3D11_BOX ( 0 , 0 , 0 , s_backbuffer_width , s_backbuffer_height , 1 ) ;
D3D : : context - > CopySubresourceRegion ( D3D : : GetBackBuffer ( ) - > GetTex ( ) , 0 , 0 , 0 , 0 , s_3d_vision_texture - > GetTex ( ) , 0 , & box ) ;
// Restore render target to backbuffer
D3D : : context - > OMSetRenderTargets ( 1 , & D3D : : GetBackBuffer ( ) - > GetRTV ( ) , nullptr ) ;
}
else
{
D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( ( float ) dst . left , ( float ) dst . top , ( float ) dst . GetWidth ( ) , ( float ) dst . GetHeight ( ) ) ;
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
D3D : : drawShadedTexQuad ( src_texture - > GetSRV ( ) , src . AsRECT ( ) , src_width , src_height , ( g_Config . iStereoMode = = STEREO_ANAGLYPH ) ? PixelShaderCache : : GetAnaglyphProgram ( ) : PixelShaderCache : : GetColorCopyProgram ( false ) , VertexShaderCache : : GetSimpleVertexShader ( ) , VertexShaderCache : : GetSimpleInputLayout ( ) , nullptr , Gamma ) ;
}
}
2012-01-06 12:45:51 +00:00
} // namespace DX11