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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
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# include <list>
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# include <d3dx9.h>
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# include <strsafe.h>
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# include "StringUtil.h"
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# include "Common.h"
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# include "Atomic.h"
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# include "FileUtil.h"
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# include "Thread.h"
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# include "Timer.h"
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# include "Statistics.h"
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# include "VideoConfig.h"
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# include "main.h"
# include "VertexManager.h"
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# include "PixelEngine.h"
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# include "Render.h"
# include "OpcodeDecoding.h"
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# include "BPStructs.h"
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# include "XFStructs.h"
# include "D3DUtil.h"
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# include "VertexShaderManager.h"
# include "PixelShaderManager.h"
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# include "VertexShaderCache.h"
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# include "PixelShaderCache.h"
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# include "VertexLoaderManager.h"
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# include "TextureCache.h"
# include "EmuWindow.h"
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# include "AVIDump.h"
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# include "OnScreenDisplay.h"
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# include "FramebufferManager.h"
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# include "Fifo.h"
Well this commit has 2 parts:
first part if fixing, fixed, i thing, the flickering that everyone has reported, at least in my case i only have flickering in the one texture in one game and now is fixed. The other fix is not for an reported issue, is more a correctness fix, running dolphin with pix to review debug errors, result in a ton of warnings and error, now with this commit, at least for ati, there no more error or warnings, this means, correct management and state change, no accurate emulation, for this still a lot of work to do.
for this part of the commit please give me feedback and let me know of remaining issues
Te second part is the partial implementation of efb to ram copy in d3d, this won't brake anything because is commented but i commit this to ask for help from ector and donko in some errors remaining in the implementation related to differences between opengl an d3d.
if you want to test this you have to uncomment line 150 to 155 of bpstruct.cpp
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4594 8ced0084-cf51-0410-be5f-012b33b47a6e
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# include "TextureConverter.h"
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# include "DLCache.h"
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# include "Debugger.h"
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static int s_fps = 0 ;
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static int s_recordWidth ;
static int s_recordHeight ;
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static bool s_bLastFrameDumped ;
static bool s_bAVIDumping ;
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static u32 s_blendMode ;
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static u32 s_LastAA ;
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static bool IS_AMD ;
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static char * st ;
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static LPDIRECT3DSURFACE9 ScreenShootMEMSurface = NULL ;
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// State translation lookup tables
static const D3DBLEND d3dSrcFactors [ 8 ] =
{
D3DBLEND_ZERO ,
D3DBLEND_ONE ,
D3DBLEND_DESTCOLOR ,
D3DBLEND_INVDESTCOLOR ,
D3DBLEND_SRCALPHA ,
D3DBLEND_INVSRCALPHA ,
D3DBLEND_DESTALPHA ,
D3DBLEND_INVDESTALPHA
} ;
static const D3DBLEND d3dDestFactors [ 8 ] =
{
D3DBLEND_ZERO ,
D3DBLEND_ONE ,
D3DBLEND_SRCCOLOR ,
D3DBLEND_INVSRCCOLOR ,
D3DBLEND_SRCALPHA ,
D3DBLEND_INVSRCALPHA ,
D3DBLEND_DESTALPHA ,
D3DBLEND_INVDESTALPHA
} ;
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// 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
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static const D3DBLENDOP d3dLogicOpop [ 16 ] =
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{
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D3DBLENDOP_ADD ,
D3DBLENDOP_ADD ,
D3DBLENDOP_SUBTRACT ,
D3DBLENDOP_ADD ,
D3DBLENDOP_REVSUBTRACT ,
D3DBLENDOP_ADD ,
D3DBLENDOP_MAX ,
D3DBLENDOP_ADD ,
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D3DBLENDOP_MAX ,
D3DBLENDOP_MAX ,
D3DBLENDOP_ADD ,
D3DBLENDOP_ADD ,
D3DBLENDOP_ADD ,
D3DBLENDOP_ADD ,
D3DBLENDOP_ADD ,
D3DBLENDOP_ADD
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} ;
static const D3DBLEND d3dLogicOpSrcFactors [ 16 ] =
{
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D3DBLEND_ZERO ,
D3DBLEND_DESTCOLOR ,
D3DBLEND_ONE ,
D3DBLEND_ONE ,
D3DBLEND_DESTCOLOR ,
D3DBLEND_ZERO ,
D3DBLEND_INVDESTCOLOR ,
D3DBLEND_INVDESTCOLOR ,
D3DBLEND_INVSRCCOLOR ,
D3DBLEND_INVSRCCOLOR ,
D3DBLEND_INVDESTCOLOR ,
D3DBLEND_ONE ,
D3DBLEND_INVSRCCOLOR ,
D3DBLEND_INVSRCCOLOR ,
D3DBLEND_INVDESTCOLOR ,
D3DBLEND_ONE
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} ;
static const D3DBLEND d3dLogicOpDestFactors [ 16 ] =
{
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D3DBLEND_ZERO ,
D3DBLEND_ZERO ,
D3DBLEND_INVSRCCOLOR ,
D3DBLEND_ZERO ,
D3DBLEND_ONE ,
D3DBLEND_ONE ,
D3DBLEND_INVSRCCOLOR ,
D3DBLEND_ONE ,
D3DBLEND_INVDESTCOLOR ,
D3DBLEND_SRCCOLOR ,
D3DBLEND_INVDESTCOLOR ,
D3DBLEND_INVDESTCOLOR ,
D3DBLEND_INVSRCCOLOR ,
D3DBLEND_ONE ,
D3DBLEND_INVSRCCOLOR ,
D3DBLEND_ONE
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} ;
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static const D3DCULL d3dCullModes [ 4 ] =
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{
D3DCULL_NONE ,
D3DCULL_CCW ,
D3DCULL_CW ,
D3DCULL_CCW
} ;
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static const D3DCMPFUNC d3dCmpFuncs [ 8 ] =
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{
D3DCMP_NEVER ,
D3DCMP_LESS ,
D3DCMP_EQUAL ,
D3DCMP_LESSEQUAL ,
D3DCMP_GREATER ,
D3DCMP_NOTEQUAL ,
D3DCMP_GREATEREQUAL ,
D3DCMP_ALWAYS
} ;
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static const D3DTEXTUREFILTERTYPE d3dMipFilters [ 4 ] =
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{
D3DTEXF_NONE ,
D3DTEXF_POINT ,
D3DTEXF_LINEAR ,
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D3DTEXF_NONE , //reserved
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} ;
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static const D3DTEXTUREADDRESS d3dClamps [ 4 ] =
{
D3DTADDRESS_CLAMP ,
D3DTADDRESS_WRAP ,
D3DTADDRESS_MIRROR ,
D3DTADDRESS_WRAP //reserved
} ;
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void SetupDeviceObjects ( )
{
D3D : : font . Init ( ) ;
VertexLoaderManager : : Init ( ) ;
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g_framebuffer_manager = new FramebufferManager ;
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VertexShaderManager : : Dirty ( ) ;
PixelShaderManager : : Dirty ( ) ;
Well this commit has 2 parts:
first part if fixing, fixed, i thing, the flickering that everyone has reported, at least in my case i only have flickering in the one texture in one game and now is fixed. The other fix is not for an reported issue, is more a correctness fix, running dolphin with pix to review debug errors, result in a ton of warnings and error, now with this commit, at least for ati, there no more error or warnings, this means, correct management and state change, no accurate emulation, for this still a lot of work to do.
for this part of the commit please give me feedback and let me know of remaining issues
Te second part is the partial implementation of efb to ram copy in d3d, this won't brake anything because is commented but i commit this to ask for help from ector and donko in some errors remaining in the implementation related to differences between opengl an d3d.
if you want to test this you have to uncomment line 150 to 155 of bpstruct.cpp
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4594 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-20 18:46:30 +00:00
TextureConverter : : Init ( ) ;
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// To avoid shader compilation stutters, read back all shaders from cache.
VertexShaderCache : : Init ( ) ;
PixelShaderCache : : Init ( ) ;
// Texture cache will recreate themselves over time.
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}
// Kill off all POOL_DEFAULT device objects.
void TeardownDeviceObjects ( )
{
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if ( ScreenShootMEMSurface )
ScreenShootMEMSurface - > Release ( ) ;
ScreenShootMEMSurface = NULL ;
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D3D : : dev - > SetRenderTarget ( 0 , D3D : : GetBackBufferSurface ( ) ) ;
D3D : : dev - > SetDepthStencilSurface ( D3D : : GetBackBufferDepthSurface ( ) ) ;
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delete g_framebuffer_manager ;
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D3D : : font . Shutdown ( ) ;
TextureCache : : Invalidate ( false ) ;
VertexLoaderManager : : Shutdown ( ) ;
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VertexShaderCache : : Shutdown ( ) ;
PixelShaderCache : : Shutdown ( ) ;
Well this commit has 2 parts:
first part if fixing, fixed, i thing, the flickering that everyone has reported, at least in my case i only have flickering in the one texture in one game and now is fixed. The other fix is not for an reported issue, is more a correctness fix, running dolphin with pix to review debug errors, result in a ton of warnings and error, now with this commit, at least for ati, there no more error or warnings, this means, correct management and state change, no accurate emulation, for this still a lot of work to do.
for this part of the commit please give me feedback and let me know of remaining issues
Te second part is the partial implementation of efb to ram copy in d3d, this won't brake anything because is commented but i commit this to ask for help from ector and donko in some errors remaining in the implementation related to differences between opengl an d3d.
if you want to test this you have to uncomment line 150 to 155 of bpstruct.cpp
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4594 8ced0084-cf51-0410-be5f-012b33b47a6e
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TextureConverter : : Shutdown ( ) ;
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}
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namespace DX9
{
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// Init functions
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Renderer : : Renderer ( )
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{
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st = new char [ 32768 ] ;
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int fullScreenRes , x , y , w_temp , h_temp ;
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s_blendMode = 0 ;
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// Multisample Anti-aliasing hasn't been implemented yet use supersamling instead
int backbuffer_ms_mode = 0 ;
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g_VideoInitialize . pRequestWindowSize ( x , y , w_temp , h_temp ) ;
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for ( fullScreenRes = 0 ; fullScreenRes < ( int ) D3D : : GetAdapter ( g_ActiveConfig . iAdapter ) . resolutions . size ( ) ; fullScreenRes + + )
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{
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if ( ( D3D : : GetAdapter ( g_ActiveConfig . iAdapter ) . resolutions [ fullScreenRes ] . xres = = w_temp ) & &
( D3D : : GetAdapter ( g_ActiveConfig . iAdapter ) . resolutions [ fullScreenRes ] . yres = = h_temp ) )
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break ;
}
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if ( fullScreenRes = = D3D : : GetAdapter ( g_ActiveConfig . iAdapter ) . resolutions . size ( ) )
fullScreenRes = 0 ;
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D3D : : Create ( g_ActiveConfig . iAdapter , EmuWindow : : GetWnd ( ) ,
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fullScreenRes , backbuffer_ms_mode , false ) ;
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IS_AMD = D3D : : IsATIDevice ( ) ;
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// Decide frambuffer size
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s_backbuffer_width = D3D : : GetBackBufferWidth ( ) ;
s_backbuffer_height = D3D : : GetBackBufferHeight ( ) ;
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s_XFB_width = MAX_XFB_WIDTH ;
s_XFB_height = MAX_XFB_HEIGHT ;
TargetRectangle dst_rect ;
ComputeDrawRectangle ( s_backbuffer_width , s_backbuffer_height , false , & dst_rect ) ;
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CalculateXYScale ( dst_rect ) ;
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s_LastAA = g_ActiveConfig . iMultisampleMode ;
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int SupersampleCoeficient = s_LastAA + 1 ;
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s_LastEFBScale = g_ActiveConfig . iEFBScale ;
CalculateTargetSize ( SupersampleCoeficient ) ;
ok big changes here:
in videocommon little fix for the alpha test values, return to the original values as they are more accurate.
in D3D:
huge change in state management, now all the state management is centralized and redundant state changes are eliminated.
Fixed the overlapped viewport error in non ati cards:
the error was caused by this: when a viewport is defined larger than the current rendertarget, an error is thrown and the last valid viewport is used, this is the reference behavior, in ati cards if a larger viewport is defined, no eror is returned, the rendering is valid and is rendered using the projection defined by the viewport but limited to the rendertarget are, exactly like opengl or the GC hardware.
to solve this in reference drivers defined a large rendertarget (2x the size of the original) and proceed to render in a centered quad insithe the larger rendertarget, in this way larger viewports always falls inside a valid rendertarget size, the drawback of this is the waste of resources. it can be dynamized, depending or games or changed at runtime when a oversized viewport is detected, but i live that to future commits.
please test this and let me know the results.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4841 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-15 15:52:08 +00:00
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s_bLastFrameDumped = false ;
s_bAVIDumping = false ;
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// We're not using fixed function.
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// Let's just set the matrices to identity to be sure.
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D3DXMATRIX mtx ;
D3DXMatrixIdentity ( & mtx ) ;
D3D : : dev - > SetTransform ( D3DTS_VIEW , & mtx ) ;
D3D : : dev - > SetTransform ( D3DTS_WORLD , & mtx ) ;
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SetupDeviceObjects ( ) ;
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for ( int stage = 0 ; stage < 8 ; stage + + )
D3D : : SetSamplerState ( stage , D3DSAMP_MAXANISOTROPY , g_ActiveConfig . iMaxAnisotropy ) ;
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D3DVIEWPORT9 vp ;
vp . X = 0 ;
vp . Y = 0 ;
vp . Width = s_backbuffer_width ;
vp . Height = s_backbuffer_height ;
vp . MinZ = 0.0f ;
Well this commit has 2 parts:
first part if fixing, fixed, i thing, the flickering that everyone has reported, at least in my case i only have flickering in the one texture in one game and now is fixed. The other fix is not for an reported issue, is more a correctness fix, running dolphin with pix to review debug errors, result in a ton of warnings and error, now with this commit, at least for ati, there no more error or warnings, this means, correct management and state change, no accurate emulation, for this still a lot of work to do.
for this part of the commit please give me feedback and let me know of remaining issues
Te second part is the partial implementation of efb to ram copy in d3d, this won't brake anything because is commented but i commit this to ask for help from ector and donko in some errors remaining in the implementation related to differences between opengl an d3d.
if you want to test this you have to uncomment line 150 to 155 of bpstruct.cpp
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4594 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-20 18:46:30 +00:00
vp . MaxZ = 1.0f ;
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D3D : : dev - > SetViewport ( & vp ) ;
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D3D : : dev - > Clear ( 0 , NULL , D3DCLEAR_TARGET , 0x0 , 0 , 0 ) ;
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D3D : : dev - > SetRenderTarget ( 0 , FramebufferManager : : GetEFBColorRTSurface ( ) ) ;
D3D : : dev - > SetDepthStencilSurface ( FramebufferManager : : GetEFBDepthRTSurface ( ) ) ;
ok big changes here:
in videocommon little fix for the alpha test values, return to the original values as they are more accurate.
in D3D:
huge change in state management, now all the state management is centralized and redundant state changes are eliminated.
Fixed the overlapped viewport error in non ati cards:
the error was caused by this: when a viewport is defined larger than the current rendertarget, an error is thrown and the last valid viewport is used, this is the reference behavior, in ati cards if a larger viewport is defined, no eror is returned, the rendering is valid and is rendered using the projection defined by the viewport but limited to the rendertarget are, exactly like opengl or the GC hardware.
to solve this in reference drivers defined a large rendertarget (2x the size of the original) and proceed to render in a centered quad insithe the larger rendertarget, in this way larger viewports always falls inside a valid rendertarget size, the drawback of this is the waste of resources. it can be dynamized, depending or games or changed at runtime when a oversized viewport is detected, but i live that to future commits.
please test this and let me know the results.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4841 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-15 15:52:08 +00:00
vp . X = ( s_Fulltarget_width - s_target_width ) / 2 ;
vp . Y = ( s_Fulltarget_height - s_target_height ) / 2 ;
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vp . Width = s_target_width ;
vp . Height = s_target_height ;
D3D : : dev - > SetViewport ( & vp ) ;
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D3D : : dev - > Clear ( 0 , NULL , D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER , 0x0 , 1.0f , 0 ) ;
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D3D : : BeginFrame ( ) ;
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D3D : : SetRenderState ( D3DRS_SCISSORTESTENABLE , true ) ;
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D3D : : dev - > CreateOffscreenPlainSurface ( s_backbuffer_width , s_backbuffer_height , D3DFMT_X8R8G8B8 , D3DPOOL_SYSTEMMEM , & ScreenShootMEMSurface , NULL ) ;
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}
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Renderer : : ~ Renderer ( )
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{
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TeardownDeviceObjects ( ) ;
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D3D : : EndFrame ( ) ;
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D3D : : Present ( ) ;
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D3D : : Close ( ) ;
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if ( s_bAVIDumping )
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{
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AVIDump : : Stop ( ) ;
}
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delete [ ] st ;
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}
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void Renderer : : RenderText ( const char * text , int left , int top , u32 color )
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{
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D3D : : font . DrawTextScaled ( ( float ) left , ( float ) top , 20 , 20 , 0.0f , color , text ) ;
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}
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TargetRectangle Renderer : : ConvertEFBRectangle ( const EFBRectangle & rc )
{
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TargetRectangle result ;
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result . left = EFBToScaledX ( rc . left ) + TargetStrideX ( ) ;
result . top = EFBToScaledY ( rc . top ) + TargetStrideY ( ) ;
result . right = EFBToScaledX ( rc . right ) + TargetStrideX ( ) ;
result . bottom = EFBToScaledY ( rc . bottom ) + TargetStrideY ( ) ;
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return result ;
}
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}
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void formatBufferDump ( const char * in , char * out , int w , int h , int p )
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{
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for ( int y = 0 ; y < h ; y + + )
{
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const char * line = in + ( h - y - 1 ) * p ;
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for ( int x = 0 ; x < w ; x + + )
{
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memcpy ( out , line , 3 ) ;
out + = 3 ;
line + = 4 ;
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}
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}
}
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namespace DX9
{
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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 ) ;
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if ( EmuWindow : : GetParentWnd ( ) )
{
// Re-stretch window to parent window size again, if it has a parent window.
RECT rcParentWindow ;
GetWindowRect ( EmuWindow : : GetParentWnd ( ) , & rcParentWindow ) ;
int width = rcParentWindow . right - rcParentWindow . left ;
int height = rcParentWindow . bottom - rcParentWindow . top ;
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if ( width ! = Renderer : : GetBackbufferWidth ( ) | | height ! = Renderer : : GetBackbufferHeight ( ) )
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MoveWindow ( EmuWindow : : GetWnd ( ) , 0 , 0 , width , height , FALSE ) ;
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}
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RECT rcWindow ;
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 )
{
TeardownDeviceObjects ( ) ;
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D3D : : Reset ( ) ;
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s_backbuffer_width = D3D : : GetBackBufferWidth ( ) ;
s_backbuffer_height = D3D : : GetBackBufferHeight ( ) ;
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if ( ScreenShootMEMSurface )
ScreenShootMEMSurface - > Release ( ) ;
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D3D : : dev - > CreateOffscreenPlainSurface ( Renderer : : GetBackbufferWidth ( ) , Renderer : : GetBackbufferHeight ( ) ,
D3DFMT_X8R8G8B8 , D3DPOOL_SYSTEMMEM , & ScreenShootMEMSurface , NULL ) ;
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return true ;
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}
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return false ;
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}
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bool Renderer : : SetScissorRect ( )
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{
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TargetRectangle rc ;
GetScissorRect ( rc ) ;
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if ( rc . left < 0 ) rc . left = 0 ;
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if ( rc . right < 0 ) rc . right = 0 ;
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if ( rc . top < 0 ) rc . top = 0 ;
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if ( rc . bottom < 0 ) rc . bottom = 0 ;
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if ( rc . left > EFB_WIDTH ) rc . left = EFB_WIDTH ;
if ( rc . right > EFB_WIDTH ) rc . right = EFB_WIDTH ;
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if ( rc . top > EFB_HEIGHT ) rc . top = EFB_HEIGHT ;
if ( rc . bottom > EFB_HEIGHT ) rc . bottom = EFB_HEIGHT ;
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if ( rc . left > rc . right )
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{
int temp = rc . right ;
rc . right = rc . left ;
rc . left = temp ;
}
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if ( rc . top > rc . bottom )
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{
int temp = rc . bottom ;
rc . bottom = rc . top ;
rc . top = temp ;
}
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rc . left = EFBToScaledX ( rc . left ) + TargetStrideX ( ) ;
rc . top = EFBToScaledY ( rc . top ) + TargetStrideY ( ) ;
rc . right = EFBToScaledX ( rc . right ) + TargetStrideX ( ) ;
rc . bottom = EFBToScaledY ( rc . bottom ) + TargetStrideY ( ) ;
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// Check that the coordinates are good
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if ( rc . right ! = rc . left & & rc . bottom ! = rc . top )
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{
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D3D : : dev - > SetScissorRect ( rc . AsRECT ( ) ) ;
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return true ;
}
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else
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{
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//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
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rc . left = TargetStrideX ( ) ;
rc . top = TargetStrideY ( ) ;
rc . right = TargetStrideX ( ) + s_target_width ;
rc . bottom = TargetStrideY ( ) + s_target_height ;
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D3D : : dev - > SetScissorRect ( rc . AsRECT ( ) ) ;
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}
Well this commit has 2 parts:
first part if fixing, fixed, i thing, the flickering that everyone has reported, at least in my case i only have flickering in the one texture in one game and now is fixed. The other fix is not for an reported issue, is more a correctness fix, running dolphin with pix to review debug errors, result in a ton of warnings and error, now with this commit, at least for ati, there no more error or warnings, this means, correct management and state change, no accurate emulation, for this still a lot of work to do.
for this part of the commit please give me feedback and let me know of remaining issues
Te second part is the partial implementation of efb to ram copy in d3d, this won't brake anything because is commented but i commit this to ask for help from ector and donko in some errors remaining in the implementation related to differences between opengl an d3d.
if you want to test this you have to uncomment line 150 to 155 of bpstruct.cpp
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4594 8ced0084-cf51-0410-be5f-012b33b47a6e
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return false ;
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}
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void Renderer : : SetColorMask ( )
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{
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DWORD color_mask = 0 ;
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if ( bpmem . blendmode . alphaupdate )
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color_mask = D3DCOLORWRITEENABLE_ALPHA ;
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if ( bpmem . blendmode . colorupdate )
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color_mask | = D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE ;
D3D : : SetRenderState ( D3DRS_COLORWRITEENABLE , 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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if ( ! g_ActiveConfig . bEFBAccessEnable )
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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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// We're using three surfaces here:
// - pEFBSurf: EFB Surface. Source surface when peeking, destination surface when poking.
// - pBufferRT: A render target surface. When peeking, we render a textured quad to this surface.
// - pSystemBuf: An offscreen surface. Used to retrieve the pixel data from pBufferRT.
LPDIRECT3DSURFACE9 pEFBSurf , pBufferRT , pSystemBuf ;
if ( type = = PEEK_Z | | type = = POKE_Z )
{
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pEFBSurf = FramebufferManager : : GetEFBDepthRTSurface ( ) ;
pBufferRT = FramebufferManager : : GetEFBDepthReadSurface ( ) ;
pSystemBuf = FramebufferManager : : GetEFBDepthOffScreenRTSurface ( ) ;
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}
else //if(type == PEEK_COLOR || type == POKE_COLOR)
{
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pEFBSurf = FramebufferManager : : GetEFBColorRTSurface ( ) ;
pBufferRT = FramebufferManager : : GetEFBColorReadSurface ( ) ;
pSystemBuf = FramebufferManager : : GetEFBColorOffScreenRTSurface ( ) ;
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}
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// Buffer not found alert
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if ( ! pEFBSurf ) {
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PanicAlert ( " No %s! " , ( type = = PEEK_Z | | type = = POKE_Z ) ? " Z-Buffer " : " Color EFB " ) ;
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 ;
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TargetRectangle targetPixelRc = ConvertEFBRectangle ( efbPixelRc ) ;
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HRESULT hr ;
RECT RectToLock ;
RectToLock . bottom = targetPixelRc . bottom ;
RectToLock . left = targetPixelRc . left ;
RectToLock . right = targetPixelRc . right ;
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RectToLock . top = targetPixelRc . top ;
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if ( type = = PEEK_Z )
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{
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if ( FramebufferManager : : GetEFBDepthRTSurfaceFormat ( ) = = D3DFMT_D24X8 )
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return 0 ;
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RECT PixelRect ;
PixelRect . bottom = 4 ;
PixelRect . left = 0 ;
PixelRect . right = 4 ;
PixelRect . top = 0 ;
RectToLock . bottom + = 2 ;
RectToLock . right + = 1 ;
RectToLock . top - = 1 ;
RectToLock . left - = 2 ;
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if ( ( RectToLock . bottom - RectToLock . top ) > 4 )
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RectToLock . bottom - - ;
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if ( ( RectToLock . right - RectToLock . left ) > 4 )
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RectToLock . left + + ;
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ResetAPIState ( ) ; // Reset any game specific settings
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D3D : : dev - > SetDepthStencilSurface ( NULL ) ;
D3D : : dev - > SetRenderTarget ( 0 , pBufferRT ) ;
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// Stretch picture with increased internal resolution
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D3DVIEWPORT9 vp ;
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vp . X = 0 ;
vp . Y = 0 ;
vp . Width = 4 ;
vp . Height = 4 ;
vp . MinZ = 0.0f ;
vp . MaxZ = 1.0f ;
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D3D : : dev - > SetViewport ( & vp ) ;
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float colmat [ 16 ] = { 0.0f } ;
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float fConstAdd [ 4 ] = { 0.0f } ;
colmat [ 0 ] = colmat [ 5 ] = colmat [ 10 ] = 1.0f ;
PixelShaderManager : : SetColorMatrix ( colmat , fConstAdd ) ; // set transformation
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LPDIRECT3DTEXTURE9 read_texture = FramebufferManager : : GetEFBDepthTexture ( ) ;
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D3D : : ChangeSamplerState ( 0 , D3DSAMP_MINFILTER , D3DTEXF_POINT ) ;
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D3D : : drawShadedTexQuad (
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read_texture ,
& RectToLock ,
Renderer : : GetFullTargetWidth ( ) ,
Renderer : : GetFullTargetHeight ( ) ,
4 , 4 ,
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( FramebufferManager : : GetEFBDepthRTSurfaceFormat ( ) = = FOURCC_RAWZ ) ? PixelShaderCache : : GetColorMatrixProgram ( 0 ) : PixelShaderCache : : GetDepthMatrixProgram ( 0 ) ,
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VertexShaderCache : : GetSimpleVertexShader ( 0 ) ) ;
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D3D : : RefreshSamplerState ( 0 , D3DSAMP_MINFILTER ) ;
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D3D : : dev - > SetRenderTarget ( 0 , FramebufferManager : : GetEFBColorRTSurface ( ) ) ;
D3D : : dev - > SetDepthStencilSurface ( FramebufferManager : : GetEFBDepthRTSurface ( ) ) ;
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RestoreAPIState ( ) ;
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// Retrieve the pixel data to the local memory buffer
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RectToLock . bottom = 4 ;
RectToLock . left = 0 ;
RectToLock . right = 4 ;
RectToLock . top = 0 ;
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D3D : : dev - > GetRenderTargetData ( pBufferRT , pSystemBuf ) ;
// EFB data successfully retrieved, now get the pixel data
D3DLOCKED_RECT drect ;
pSystemBuf - > LockRect ( & drect , & RectToLock , D3DLOCK_READONLY ) ;
float val = 0.0f ;
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u32 z = 0 ;
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switch ( FramebufferManager : : GetEFBDepthReadSurfaceFormat ( ) )
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{
case D3DFMT_R32F :
val = ( ( float * ) drect . pBits ) [ 6 ] ;
break ;
default :
float ffrac = 1.0f / 255.0f ;
z = ( ( u32 * ) drect . pBits ) [ 6 ] ;
val = ( ( float ) ( ( z > > 16 ) & 0xFF ) ) * ffrac ;
ffrac * = 1 / 255.0f ;
val + = ( ( float ) ( ( z > > 8 ) & 0xFF ) ) * ffrac ;
ffrac * = 1 / 255.0f ;
val + = ( ( float ) ( z & 0xFF ) ) * ffrac ;
break ;
} ;
z = ( ( u32 ) ( val * 0xffffff ) ) ;
pSystemBuf - > UnlockRect ( ) ;
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
return z ;
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}
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else if ( type = = PEEK_COLOR )
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{
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// TODO: Can't we directly StretchRect to System buf?
hr = D3D : : dev - > StretchRect ( pEFBSurf , & RectToLock , pBufferRT , NULL , D3DTEXF_NONE ) ;
D3D : : dev - > GetRenderTargetData ( pBufferRT , pSystemBuf ) ;
// EFB data successfully retrieved, now get the pixel data
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RectToLock . bottom = 1 ;
RectToLock . left = 0 ;
RectToLock . right = 1 ;
RectToLock . top = 0 ;
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D3DLOCKED_RECT drect ;
pSystemBuf - > LockRect ( & drect , & RectToLock , D3DLOCK_READONLY ) ;
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u32 ret = ( ( u32 * ) drect . pBits ) [ 0 ] ;
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pSystemBuf - > UnlockRect ( ) ;
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// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine : : UPEAlphaReadReg alpha_read_mode ;
PixelEngine : : Read16 ( ( u16 & ) alpha_read_mode , PE_DSTALPHACONF ) ;
if ( alpha_read_mode . ReadMode = = 2 ) return ret ; // GX_READ_NONE
else if ( alpha_read_mode . ReadMode = = 1 ) return ( ret | 0xFF000000 ) ; // GX_READ_FF
else /*if(alpha_read_mode.ReadMode == 0)*/ return ( ret & 0x00FFFFFF ) ; // GX_READ_00
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}
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else //if(type == POKE_COLOR)
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{
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// TODO: Speed this up by batching pokes?
ResetAPIState ( ) ;
D3D : : drawColorQuad ( poke_data , ( float ) RectToLock . left * 2.f / ( float ) Renderer : : GetFullTargetWidth ( ) - 1.f ,
- ( float ) RectToLock . top * 2.f / ( float ) Renderer : : GetFullTargetHeight ( ) + 1.f ,
( float ) RectToLock . right * 2.f / ( float ) Renderer : : GetFullTargetWidth ( ) - 1.f ,
- ( float ) RectToLock . bottom * 2.f / ( float ) Renderer : : GetFullTargetHeight ( ) + 1.f ) ;
RestoreAPIState ( ) ;
return 0 ;
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}
}
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// Called from VertexShaderManager
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void Renderer : : UpdateViewport ( )
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{
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// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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// [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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const int old_fulltarget_w = Renderer : : GetFullTargetWidth ( ) ;
const int old_fulltarget_h = Renderer : : GetFullTargetHeight ( ) ;
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int scissorXOff = bpmem . scissorOffset . x < < 1 ;
int scissorYOff = bpmem . scissorOffset . y < < 1 ;
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int Xstride = ( Renderer : : GetFullTargetWidth ( ) - Renderer : : GetTargetWidth ( ) ) / 2 ;
int Ystride = ( Renderer : : GetFullTargetHeight ( ) - Renderer : : GetTargetHeight ( ) ) / 2 ;
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// TODO: ceil, floor or just cast to int?
int X = EFBToScaledX ( ( int ) ceil ( xfregs . rawViewport [ 3 ] - xfregs . rawViewport [ 0 ] - scissorXOff ) ) + TargetStrideX ( ) ;
int Y = EFBToScaledY ( ( int ) ceil ( xfregs . rawViewport [ 4 ] + xfregs . rawViewport [ 1 ] - scissorYOff ) ) + TargetStrideY ( ) ;
int Width = EFBToScaledX ( ( int ) ceil ( 2.0f * xfregs . rawViewport [ 0 ] ) ) ;
int Height = EFBToScaledY ( ( int ) ceil ( - 2.0f * xfregs . rawViewport [ 1 ] ) ) ;
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if ( Width < 0 )
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{
X + = Width ;
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Width * = - 1 ;
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}
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if ( Height < 0 )
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{
Y + = Height ;
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Height * = - 1 ;
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}
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bool sizeChanged = false ;
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if ( X < 0 )
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{
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s_Fulltarget_width - = 2 * X ;
X = 0 ;
sizeChanged = true ;
}
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if ( Y < 0 )
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{
s_Fulltarget_height - = 2 * Y ;
Y = 0 ;
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sizeChanged = true ;
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}
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if ( ! IS_AMD )
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{
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if ( X + Width > Renderer : : GetFullTargetWidth ( ) )
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{
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s_Fulltarget_width + = ( X + Width - Renderer : : GetFullTargetWidth ( ) ) * 2 ;
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sizeChanged = true ;
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}
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if ( Y + Height > Renderer : : GetFullTargetHeight ( ) )
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{
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s_Fulltarget_height + = ( Y + Height - Renderer : : GetFullTargetHeight ( ) ) * 2 ;
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sizeChanged = true ;
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}
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}
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if ( sizeChanged )
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{
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D3DCAPS9 caps = D3D : : GetCaps ( ) ;
// Make sure that the requested size is actually supported by the GFX driver
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if ( Renderer : : GetFullTargetWidth ( ) > caps . MaxTextureWidth | | Renderer : : GetFullTargetHeight ( ) > caps . MaxTextureHeight )
2010-07-11 16:26:46 +00:00
{
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// Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
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ERROR_LOG ( VIDEO , " Tried to set a viewport which is too wide to emulate with Direct3D9. Requested EFB size is %dx%d, keeping the %dx%d EFB now \n " , Renderer : : GetFullTargetWidth ( ) , Renderer : : GetFullTargetHeight ( ) , old_fulltarget_w , old_fulltarget_h ) ;
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// Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors
2010-11-18 02:21:26 +00:00
X * = old_fulltarget_w / Renderer : : GetFullTargetWidth ( ) ;
Y * = old_fulltarget_h / Renderer : : GetFullTargetHeight ( ) ;
Width * = old_fulltarget_w / Renderer : : GetFullTargetWidth ( ) ;
Height * = old_fulltarget_h / Renderer : : GetFullTargetHeight ( ) ;
2010-07-12 15:10:27 +00:00
2010-07-11 16:26:46 +00:00
s_Fulltarget_width = old_fulltarget_w ;
s_Fulltarget_height = old_fulltarget_h ;
}
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else
{
D3D : : dev - > SetRenderTarget ( 0 , D3D : : GetBackBufferSurface ( ) ) ;
D3D : : dev - > SetDepthStencilSurface ( D3D : : GetBackBufferDepthSurface ( ) ) ;
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delete g_framebuffer_manager ;
g_framebuffer_manager = new FramebufferManager ;
D3D : : dev - > SetRenderTarget ( 0 , FramebufferManager : : GetEFBColorRTSurface ( ) ) ;
D3D : : dev - > SetDepthStencilSurface ( FramebufferManager : : GetEFBDepthRTSurface ( ) ) ;
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}
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}
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D3DVIEWPORT9 vp ;
Well this commit has 2 parts:
first part if fixing, fixed, i thing, the flickering that everyone has reported, at least in my case i only have flickering in the one texture in one game and now is fixed. The other fix is not for an reported issue, is more a correctness fix, running dolphin with pix to review debug errors, result in a ton of warnings and error, now with this commit, at least for ati, there no more error or warnings, this means, correct management and state change, no accurate emulation, for this still a lot of work to do.
for this part of the commit please give me feedback and let me know of remaining issues
Te second part is the partial implementation of efb to ram copy in d3d, this won't brake anything because is commented but i commit this to ask for help from ector and donko in some errors remaining in the implementation related to differences between opengl an d3d.
if you want to test this you have to uncomment line 150 to 155 of bpstruct.cpp
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4594 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-20 18:46:30 +00:00
vp . X = X ;
vp . Y = Y ;
vp . Width = Width ;
vp . Height = Height ;
ok big changes here:
in videocommon little fix for the alpha test values, return to the original values as they are more accurate.
in D3D:
huge change in state management, now all the state management is centralized and redundant state changes are eliminated.
Fixed the overlapped viewport error in non ati cards:
the error was caused by this: when a viewport is defined larger than the current rendertarget, an error is thrown and the last valid viewport is used, this is the reference behavior, in ati cards if a larger viewport is defined, no eror is returned, the rendering is valid and is rendered using the projection defined by the viewport but limited to the rendertarget are, exactly like opengl or the GC hardware.
to solve this in reference drivers defined a large rendertarget (2x the size of the original) and proceed to render in a centered quad insithe the larger rendertarget, in this way larger viewports always falls inside a valid rendertarget size, the drawback of this is the waste of resources. it can be dynamized, depending or games or changed at runtime when a oversized viewport is detected, but i live that to future commits.
please test this and let me know the results.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4841 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-15 15:52:08 +00:00
2010-07-06 13:14:51 +00:00
// Some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work
vp . MinZ = 0.0f ; // (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
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vp . MaxZ = 1.0f ; // xfregs.rawViewport[5] / 16777216.0f;
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D3D : : dev - > SetViewport ( & vp ) ;
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}
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2009-10-02 21:23:56 +00:00
void Renderer : : ClearScreen ( const EFBRectangle & rc , bool colorEnable , bool alphaEnable , bool zEnable , u32 color , u32 z )
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{
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// Reset rendering pipeline while keeping color masks and depth buffer settings
ResetAPIState ( ) ;
SetDepthMode ( ) ;
SetColorMask ( ) ;
if ( zEnable ) // other depth functions don't make sense here
D3D : : ChangeRenderState ( D3DRS_ZFUNC , D3DCMP_ALWAYS ) ;
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// Update the viewport for clearing the target EFB rect
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TargetRectangle targetRc = ConvertEFBRectangle ( rc ) ;
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D3DVIEWPORT9 vp ;
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vp . X = targetRc . left ;
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vp . Y = targetRc . top ;
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vp . Width = targetRc . GetWidth ( ) ;
vp . Height = targetRc . GetHeight ( ) ;
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vp . MinZ = 0.0 ;
vp . MaxZ = 1.0 ;
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D3D : : dev - > SetViewport ( & vp ) ;
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D3D : : drawClearQuad ( ( color | ( alphaEnable ? 0x0 : 0xFF000000 ) ) , ( z & 0xFFFFFF ) / float ( 0xFFFFFF ) , PixelShaderCache : : GetClearProgram ( ) , VertexShaderCache : : GetClearVertexShader ( ) ) ;
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RestoreAPIState ( ) ;
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}
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void Renderer : : SetBlendMode ( bool forceUpdate )
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{
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if ( bpmem . blendmode . logicopenable & & ! forceUpdate )
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return ;
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2010-07-06 13:14:51 +00:00
if ( bpmem . blendmode . subtract & & bpmem . blendmode . blendenable )
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{
D3D : : SetRenderState ( D3DRS_ALPHABLENDENABLE , true ) ;
D3D : : SetRenderState ( D3DRS_BLENDOP , D3DBLENDOP_REVSUBTRACT ) ;
D3D : : SetRenderState ( D3DRS_SRCBLEND , d3dSrcFactors [ 1 ] ) ;
D3D : : SetRenderState ( D3DRS_DESTBLEND , d3dDestFactors [ 1 ] ) ;
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}
else
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{
D3D : : SetRenderState ( D3DRS_ALPHABLENDENABLE , bpmem . blendmode . blendenable & & ( ! ( bpmem . blendmode . srcfactor = = 1 & & bpmem . blendmode . dstfactor = = 0 ) ) ) ;
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if ( bpmem . blendmode . blendenable & & ( ! ( bpmem . blendmode . srcfactor = = 1 & & bpmem . blendmode . dstfactor = = 0 ) ) )
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{
D3D : : SetRenderState ( D3DRS_BLENDOP , D3DBLENDOP_ADD ) ;
D3D : : SetRenderState ( D3DRS_SRCBLEND , d3dSrcFactors [ bpmem . blendmode . srcfactor ] ) ;
D3D : : SetRenderState ( D3DRS_DESTBLEND , d3dDestFactors [ bpmem . blendmode . dstfactor ] ) ;
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}
}
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}
2009-10-02 21:23:56 +00:00
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bool Renderer : : SaveScreenshot ( const std : : string & filename , const TargetRectangle & dst_rect )
{
HRESULT hr = D3D : : dev - > GetRenderTargetData ( D3D : : GetBackBufferSurface ( ) , ScreenShootMEMSurface ) ;
if ( FAILED ( hr ) )
{
PanicAlert ( " Error dumping surface data. " ) ;
return false ;
}
hr = PD3DXSaveSurfaceToFileA ( filename . c_str ( ) , D3DXIFF_PNG , ScreenShootMEMSurface , NULL , dst_rect . AsRECT ( ) ) ;
if ( FAILED ( hr ) )
{
PanicAlert ( " Error saving screen. " ) ;
return false ;
}
return true ;
}
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// This function has the final picture. We adjust the aspect ratio here.
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void Renderer : : Swap ( u32 xfbAddr , FieldType field , u32 fbWidth , u32 fbHeight , const EFBRectangle & rc )
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{
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if ( g_bSkipCurrentFrame | | ( ! XFBWrited & & ( ! g_ActiveConfig . bUseXFB | | ! g_ActiveConfig . bUseRealXFB ) ) | | ! fbWidth | | ! fbHeight )
fixed fps limiting when using using virtual xfb, now fps = vps, in fact now real xfb is as fast as no using xfb, i'm thinking now that the correct thing is leave it enabled as default, and even remove the option.
the problem is one strange behavior i found, in opengl when xfb is enable, frame limit causes the frame rate to be limited exact half the correct speed, so if you choose auto and the game uses 30 fps you get 15 fps
so in opengl, you have to limit to the exact double of the game speed, 100 to pal games and 120 to ntsc.
in d3d this not happened every time, it just happen when you change some time consuming setting like changing the ssaa or resizing the window, in that case you have to disable and re enable frame limit to get the correct fps
to all the devs please if you can help me debug this, will give you a lot of thanks as i'm short in time to debug this error and is driving me crazy not to find the source of the problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5249 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-28 23:51:32 +00:00
{
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g_VideoInitialize . pCopiedToXFB ( false ) ;
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return ;
fixed fps limiting when using using virtual xfb, now fps = vps, in fact now real xfb is as fast as no using xfb, i'm thinking now that the correct thing is leave it enabled as default, and even remove the option.
the problem is one strange behavior i found, in opengl when xfb is enable, frame limit causes the frame rate to be limited exact half the correct speed, so if you choose auto and the game uses 30 fps you get 15 fps
so in opengl, you have to limit to the exact double of the game speed, 100 to pal games and 120 to ntsc.
in d3d this not happened every time, it just happen when you change some time consuming setting like changing the ssaa or resizing the window, in that case you have to disable and re enable frame limit to get the correct fps
to all the devs please if you can help me debug this, will give you a lot of thanks as i'm short in time to debug this error and is driving me crazy not to find the source of the problem.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5249 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-03-28 23:51:32 +00:00
}
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// this function is called after the XFB field is changed, not after
// EFB is copied to XFB. In this way, flickering is reduced in games
2010-04-03 22:22:55 +00:00
// and seems to also give more FPS in ZTP
2010-09-28 02:15:02 +00:00
2010-04-14 13:57:16 +00:00
if ( field = = FIELD_LOWER ) xfbAddr - = fbWidth * 2 ;
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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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g_VideoInitialize . pCopiedToXFB ( false ) ;
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return ;
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}
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ResetAPIState ( ) ;
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if ( g_ActiveConfig . bAnaglyphStereo )
{
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static bool RightFrame = false ;
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if ( RightFrame )
{
D3D : : SetRenderState ( D3DRS_COLORWRITEENABLE , D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN ) ;
VertexShaderManager : : ResetView ( ) ;
VertexShaderManager : : TranslateView ( - 0.001f * g_ActiveConfig . iAnaglyphStereoSeparation , 0.0f ) ;
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VertexShaderManager : : RotateView ( - 0.0001f * g_ActiveConfig . iAnaglyphFocalAngle , 0.0f ) ;
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RightFrame = false ;
}
else
{
D3D : : SetRenderState ( D3DRS_COLORWRITEENABLE , D3DCOLORWRITEENABLE_RED ) ;
VertexShaderManager : : ResetView ( ) ;
VertexShaderManager : : TranslateView ( 0.001f * g_ActiveConfig . iAnaglyphStereoSeparation , 0.0f ) ;
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VertexShaderManager : : RotateView ( 0.0001f * g_ActiveConfig . iAnaglyphFocalAngle , 0.0f ) ;
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RightFrame = true ;
}
}
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// Prepare to copy the XFBs to our backbuffer
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D3D : : dev - > SetDepthStencilSurface ( NULL ) ;
D3D : : dev - > SetRenderTarget ( 0 , D3D : : GetBackBufferSurface ( ) ) ;
TargetRectangle dst_rect ;
ComputeDrawRectangle ( s_backbuffer_width , s_backbuffer_height , false , & dst_rect ) ;
D3DVIEWPORT9 vp ;
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// Clear full target screen (edges, borders etc)
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if ( g_ActiveConfig . bAnaglyphStereo ) {
// use a clear quad to keep old red or blue/green data
vp . X = 0 ;
vp . Y = 0 ;
vp . Width = s_backbuffer_width ;
vp . Height = s_backbuffer_height ;
vp . MinZ = 0.0f ;
vp . MaxZ = 1.0f ;
D3D : : dev - > SetViewport ( & vp ) ;
D3D : : drawClearQuad ( 0 , 1.0 , PixelShaderCache : : GetClearProgram ( ) , VertexShaderCache : : GetClearVertexShader ( ) ) ;
}
else
{
D3D : : dev - > Clear ( 0 , NULL , D3DCLEAR_TARGET , D3DCOLOR_XRGB ( 0 , 0 , 0 ) , 1.0f , 0 ) ;
}
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int X = dst_rect . left ;
int Y = dst_rect . top ;
int Width = dst_rect . right - dst_rect . left ;
int Height = dst_rect . bottom - dst_rect . top ;
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2010-12-10 15:54:14 +00:00
// Sanity check
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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 ;
2010-09-30 15:24:34 +00:00
2010-03-14 18:57:50 +00:00
vp . X = X ;
vp . Y = Y ;
vp . Width = Width ;
vp . Height = Height ;
vp . MinZ = 0.0f ;
vp . MaxZ = 1.0f ;
D3D : : dev - > SetViewport ( & vp ) ;
D3D : : ChangeSamplerState ( 0 , D3DSAMP_MINFILTER , D3DTEXF_LINEAR ) ;
D3D : : ChangeSamplerState ( 0 , D3DSAMP_MAGFILTER , D3DTEXF_LINEAR ) ;
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const XFBSourceBase * xfbSource = NULL ;
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2010-07-02 17:09:53 +00:00
if ( g_ActiveConfig . bUseXFB )
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{
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// draw each xfb source
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// Render to the real buffer now.
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for ( u32 i = 0 ; i < xfbCount ; + + i )
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{
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xfbSource = xfbSourceList [ i ] ;
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MathUtil : : Rectangle < float > sourceRc ;
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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 )
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{
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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 . bottom = 1.0f - ( 2.0f * ( hOffset ) / ( float ) fbHeight ) ;
drawRc . top = 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)dst_rect.GetHeight();
//float hScale = (float)fbWidth / (float)dst_rect.GetWidth();
//drawRc.top *= vScale;
//drawRc.bottom *= vScale;
//drawRc.left *= hScale;
//drawRc.right *= hScale;
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}
else
{
drawRc . top = - 1 ;
drawRc . bottom = 1 ;
drawRc . left = - 1 ;
drawRc . right = 1 ;
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}
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xfbSource - > Draw ( sourceRc , drawRc , Width , Height ) ;
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}
}
else
{
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TargetRectangle targetRc = ConvertEFBRectangle ( rc ) ;
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LPDIRECT3DTEXTURE9 read_texture = FramebufferManager : : GetEFBColorTexture ( ) ;
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D3D : : drawShadedTexQuad ( read_texture , targetRc . AsRECT ( ) , Renderer : : GetFullTargetWidth ( ) , Renderer : : GetFullTargetHeight ( ) , Width , Height , PixelShaderCache : : GetColorCopyProgram ( g_Config . iMultisampleMode ) , VertexShaderCache : : GetSimpleVertexShader ( g_Config . iMultisampleMode ) ) ;
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}
D3D : : RefreshSamplerState ( 0 , D3DSAMP_MINFILTER ) ;
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D3D : : RefreshSamplerState ( 0 , D3DSAMP_MAGFILTER ) ;
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if ( g_ActiveConfig . bAnaglyphStereo )
{
DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE ;
D3D : : SetRenderState ( D3DRS_COLORWRITEENABLE , color_mask ) ;
}
2010-09-30 15:24:34 +00:00
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vp . X = 0 ;
vp . Y = 0 ;
vp . Width = s_backbuffer_width ;
vp . Height = s_backbuffer_height ;
vp . MinZ = 0.0f ;
vp . MaxZ = 1.0f ;
D3D : : dev - > SetViewport ( & vp ) ;
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// Save screenshot
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if ( s_bScreenshot )
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{
s_criticalScreenshot . Enter ( ) ;
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SaveScreenshot ( s_sScreenshotName , dst_rect ) ;
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s_bScreenshot = false ;
s_criticalScreenshot . Leave ( ) ;
}
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if ( g_ActiveConfig . bDumpFrames )
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{
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HRESULT hr = D3D : : dev - > GetRenderTargetData ( D3D : : GetBackBufferSurface ( ) , ScreenShootMEMSurface ) ;
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if ( ! s_bLastFrameDumped )
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{
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s_recordWidth = dst_rect . GetWidth ( ) ;
s_recordHeight = dst_rect . GetHeight ( ) ;
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s_bAVIDumping = AVIDump : : Start ( EmuWindow : : GetParentWnd ( ) , s_recordWidth , s_recordHeight ) ;
if ( ! s_bAVIDumping )
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{
PanicAlert ( " Error dumping frames to AVI. " ) ;
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}
else
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{
char msg [ 255 ] ;
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sprintf_s ( msg , 255 , " Dumping Frames to \" %sframedump0.avi \" (%dx%d RGB24) " , File : : GetUserPath ( D_DUMPFRAMES_IDX ) , s_recordWidth , s_recordHeight ) ;
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OSD : : AddMessage ( msg , 2000 ) ;
}
}
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if ( s_bAVIDumping )
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{
D3DLOCKED_RECT rect ;
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if ( SUCCEEDED ( ScreenShootMEMSurface - > LockRect ( & rect , dst_rect . AsRECT ( ) , D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY ) ) )
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{
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char * data = ( char * ) malloc ( 3 * s_recordWidth * s_recordHeight ) ;
formatBufferDump ( ( const char * ) rect . pBits , data , s_recordWidth , s_recordHeight , rect . Pitch ) ;
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AVIDump : : AddFrame ( data ) ;
free ( data ) ;
ScreenShootMEMSurface - > UnlockRect ( ) ;
}
}
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s_bLastFrameDumped = true ;
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}
else
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{
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if ( s_bLastFrameDumped & & s_bAVIDumping )
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{
AVIDump : : Stop ( ) ;
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s_bAVIDumping = false ;
OSD : : AddMessage ( " Stop dumping frames to AVI " , 2000 ) ;
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}
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s_bLastFrameDumped = false ;
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}
// Finish up the current frame, print some stats
if ( g_ActiveConfig . bShowFPS )
{
char fps [ 20 ] ;
StringCchPrintfA ( fps , 20 , " FPS: %d \n " , s_fps ) ;
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D3D : : font . DrawTextScaled ( 0 , 30 , 20 , 20 , 0.0f , 0xFF00FFFF , fps ) ;
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}
Renderer : : DrawDebugText ( ) ;
if ( g_ActiveConfig . bOverlayStats )
{
Statistics : : ToString ( st ) ;
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D3D : : font . DrawTextScaled ( 0 , 30 , 20 , 20 , 0.0f , 0xFF00FFFF , st ) ;
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}
else if ( g_ActiveConfig . bOverlayProjStats )
{
Statistics : : ToStringProj ( st ) ;
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D3D : : font . DrawTextScaled ( 0 , 30 , 20 , 20 , 0.0f , 0xFF00FFFF , st ) ;
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}
OSD : : DrawMessages ( ) ;
D3D : : EndFrame ( ) ;
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frameCount + + ;
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GFX_DEBUGGER_PAUSE_AT ( NEXT_FRAME , true ) ;
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DLCache : : ProgressiveCleanup ( ) ;
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TextureCache : : Cleanup ( ) ;
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// Enable any configuration changes
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UpdateActiveConfig ( ) ;
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const bool WindowResized = CheckForResize ( ) ;
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bool xfbchanged = false ;
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if ( s_XFB_width ! = fbWidth | | s_XFB_height ! = fbHeight )
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{
xfbchanged = true ;
s_XFB_width = fbWidth ;
s_XFB_height = fbHeight ;
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if ( s_XFB_width < 1 ) s_XFB_width = MAX_XFB_WIDTH ;
if ( s_XFB_width > MAX_XFB_WIDTH ) s_XFB_width = MAX_XFB_WIDTH ;
if ( s_XFB_height < 1 ) s_XFB_height = MAX_XFB_HEIGHT ;
if ( s_XFB_height > MAX_XFB_HEIGHT ) s_XFB_height = MAX_XFB_HEIGHT ;
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}
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u32 newAA = g_ActiveConfig . iMultisampleMode ;
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if ( xfbchanged | | WindowResized | | s_LastEFBScale ! = g_ActiveConfig . iEFBScale | | s_LastAA ! = newAA )
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{
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s_LastAA = newAA ;
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ComputeDrawRectangle ( s_backbuffer_width , s_backbuffer_height , false , & dst_rect ) ;
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CalculateXYScale ( dst_rect ) ;
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int SupersampleCoeficient = s_LastAA + 1 ;
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s_LastEFBScale = g_ActiveConfig . iEFBScale ;
CalculateTargetSize ( SupersampleCoeficient ) ;
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D3D : : dev - > SetRenderTarget ( 0 , D3D : : GetBackBufferSurface ( ) ) ;
D3D : : dev - > SetDepthStencilSurface ( D3D : : GetBackBufferDepthSurface ( ) ) ;
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if ( WindowResized )
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{
SetupDeviceObjects ( ) ;
}
else
{
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delete g_framebuffer_manager ;
g_framebuffer_manager = new FramebufferManager ;
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}
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D3D : : dev - > SetRenderTarget ( 0 , FramebufferManager : : GetEFBColorRTSurface ( ) ) ;
D3D : : dev - > SetDepthStencilSurface ( FramebufferManager : : GetEFBDepthRTSurface ( ) ) ;
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}
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// Place messages on the picture, then copy it to the screen
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// ---------------------------------------------------------------------
// Count FPS.
// -------------
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static int fpscount = 0 ;
static unsigned long lasttime = 0 ;
if ( Common : : Timer : : GetTimeMs ( ) - lasttime > = 1000 )
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{
lasttime = Common : : Timer : : GetTimeMs ( ) ;
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s_fps = fpscount ;
fpscount = 0 ;
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}
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if ( XFBWrited )
+ + fpscount ;
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// Begin new frame
// Set default viewport and scissor, for the clear to work correctly
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// New frame
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stats . ResetFrame ( ) ;
// Flip/present backbuffer to frontbuffer here
D3D : : Present ( ) ;
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D3D : : BeginFrame ( ) ;
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RestoreAPIState ( ) ;
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D3D : : dev - > SetRenderTarget ( 0 , FramebufferManager : : GetEFBColorRTSurface ( ) ) ;
D3D : : dev - > SetDepthStencilSurface ( FramebufferManager : : GetEFBDepthRTSurface ( ) ) ;
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UpdateViewport ( ) ;
VertexShaderManager : : SetViewportChanged ( ) ;
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// For testing zbuffer targets.
// Renderer::SetZBufferRender();
// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget,
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// GetTargetWidth(), GetTargetHeight());
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g_VideoInitialize . pCopiedToXFB ( XFBWrited | | ( g_ActiveConfig . bUseXFB & & g_ActiveConfig . bUseRealXFB ) ) ;
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XFBWrited = false ;
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}
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// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
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void Renderer : : ResetAPIState ( )
{
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D3D : : SetRenderState ( D3DRS_SCISSORTESTENABLE , FALSE ) ;
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D3D : : SetRenderState ( D3DRS_CULLMODE , D3DCULL_NONE ) ;
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D3D : : SetRenderState ( D3DRS_ALPHABLENDENABLE , FALSE ) ;
D3D : : SetRenderState ( D3DRS_ZENABLE , FALSE ) ;
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D3D : : SetRenderState ( D3DRS_ZWRITEENABLE , FALSE ) ;
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DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE ;
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D3D : : SetRenderState ( D3DRS_COLORWRITEENABLE , color_mask ) ;
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}
void Renderer : : RestoreAPIState ( )
{
// Gets us back into a more game-like state.
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D3D : : SetRenderState ( D3DRS_SCISSORTESTENABLE , TRUE ) ;
ok big changes here:
in videocommon little fix for the alpha test values, return to the original values as they are more accurate.
in D3D:
huge change in state management, now all the state management is centralized and redundant state changes are eliminated.
Fixed the overlapped viewport error in non ati cards:
the error was caused by this: when a viewport is defined larger than the current rendertarget, an error is thrown and the last valid viewport is used, this is the reference behavior, in ati cards if a larger viewport is defined, no eror is returned, the rendering is valid and is rendered using the projection defined by the viewport but limited to the rendertarget are, exactly like opengl or the GC hardware.
to solve this in reference drivers defined a large rendertarget (2x the size of the original) and proceed to render in a centered quad insithe the larger rendertarget, in this way larger viewports always falls inside a valid rendertarget size, the drawback of this is the waste of resources. it can be dynamized, depending or games or changed at runtime when a oversized viewport is detected, but i live that to future commits.
please test this and let me know the results.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4841 8ced0084-cf51-0410-be5f-012b33b47a6e
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UpdateViewport ( ) ;
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SetScissorRect ( ) ;
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if ( bpmem . zmode . testenable )
D3D : : SetRenderState ( D3DRS_ZENABLE , TRUE ) ;
if ( bpmem . zmode . updateenable )
D3D : : SetRenderState ( D3DRS_ZWRITEENABLE , TRUE ) ;
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SetColorMask ( ) ;
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SetLogicOpMode ( ) ;
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}
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void Renderer : : SetGenerationMode ( )
{
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D3D : : SetRenderState ( D3DRS_CULLMODE , d3dCullModes [ bpmem . genMode . cullmode ] ) ;
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}
void Renderer : : SetDepthMode ( )
{
if ( bpmem . zmode . testenable )
{
D3D : : SetRenderState ( D3DRS_ZENABLE , TRUE ) ;
D3D : : SetRenderState ( D3DRS_ZWRITEENABLE , bpmem . zmode . updateenable ) ;
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D3D : : SetRenderState ( D3DRS_ZFUNC , 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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D3D : : SetRenderState ( D3DRS_ZENABLE , FALSE ) ;
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D3D : : SetRenderState ( D3DRS_ZWRITEENABLE , FALSE ) ; // ??
}
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}
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void Renderer : : SetLogicOpMode ( )
{
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if ( bpmem . blendmode . logicopenable & & bpmem . blendmode . logicmode ! = 3 )
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{
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D3D : : SetRenderState ( D3DRS_ALPHABLENDENABLE , true ) ;
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D3D : : SetRenderState ( D3DRS_BLENDOP , d3dLogicOpop [ bpmem . blendmode . logicmode ] ) ;
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D3D : : SetRenderState ( D3DRS_SRCBLEND , d3dLogicOpSrcFactors [ bpmem . blendmode . logicmode ] ) ;
D3D : : SetRenderState ( D3DRS_DESTBLEND , d3dLogicOpDestFactors [ bpmem . blendmode . logicmode ] ) ;
}
else
{
SetBlendMode ( true ) ;
}
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}
void Renderer : : SetDitherMode ( )
{
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D3D : : SetRenderState ( D3DRS_DITHERENABLE , bpmem . blendmode . dither ) ;
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}
void Renderer : : SetLineWidth ( )
{
// We can't change line width in D3D unless we use ID3DXLine
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float fratio = xfregs . rawViewport [ 0 ] ! = 0 ? Renderer : : EFBToScaledXf ( 1.f ) : 1.0f ;
float psize = bpmem . lineptwidth . linesize * fratio / 6.0f ;
D3D : : SetRenderState ( D3DRS_POINTSIZE , * ( ( DWORD * ) & psize ) ) ;
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}
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void Renderer : : SetSamplerState ( int stage , int texindex )
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{
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const FourTexUnits & tex = bpmem . tex [ texindex ] ;
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const TexMode0 & tm0 = tex . texMode0 [ stage ] ;
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const TexMode1 & tm1 = tex . texMode1 [ stage ] ;
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D3DTEXTUREFILTERTYPE min , mag , mip ;
if ( g_ActiveConfig . bForceFiltering )
{
min = mag = mip = D3DTEXF_LINEAR ;
}
else
{
min = ( tm0 . min_filter & 4 ) ? D3DTEXF_LINEAR : D3DTEXF_POINT ;
mag = tm0 . mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT ;
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mip = ( tm0 . min_filter = = 8 ) ? D3DTEXF_NONE : d3dMipFilters [ tm0 . min_filter & 3 ] ;
if ( ( tm0 . min_filter & 3 ) & & ( tm0 . min_filter ! = 8 ) & & ( ( tm1 . max_lod > > 4 ) = = 0 ) )
mip = D3DTEXF_NONE ;
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}
if ( texindex )
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stage + = 4 ;
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2010-07-06 13:14:51 +00:00
if ( mag = = D3DTEXF_LINEAR & & min = = D3DTEXF_LINEAR & & g_ActiveConfig . iMaxAnisotropy > 1 )
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{
min = D3DTEXF_ANISOTROPIC ;
}
D3D : : SetSamplerState ( stage , D3DSAMP_MINFILTER , min ) ;
D3D : : SetSamplerState ( stage , D3DSAMP_MAGFILTER , mag ) ;
D3D : : SetSamplerState ( stage , D3DSAMP_MIPFILTER , mip ) ;
D3D : : SetSamplerState ( stage , D3DSAMP_ADDRESSU , d3dClamps [ tm0 . wrap_s ] ) ;
D3D : : SetSamplerState ( stage , D3DSAMP_ADDRESSV , d3dClamps [ tm0 . wrap_t ] ) ;
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//float SuperSampleCoeficient = (s_LastAA < 3)? s_LastAA + 1 : s_LastAA - 1;// uncoment this changes to conserve detail when incresing ssaa level
float lodbias = ( tm0 . lod_bias / 32.0f ) ; // + (s_LastAA)?(log(SuperSampleCoeficient) / log(2.0f)):0;
2010-07-06 13:14:51 +00:00
D3D : : SetSamplerState ( stage , D3DSAMP_MIPMAPLODBIAS , * ( DWORD * ) & lodbias ) ;
D3D : : SetSamplerState ( stage , D3DSAMP_MAXMIPLEVEL , tm1 . min_lod > > 4 ) ;
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}
void Renderer : : SetInterlacingMode ( )
{
// TODO
}
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}