2010-10-03 08:20:24 +00:00
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#include <math.h>
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#include "Common.h"
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#include "Timer.h"
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#include "Render.h"
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#include "BPMemory.h"
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#include "Atomic.h"
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#include "VideoConfig.h"
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#include "FramebufferManager.h"
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#include "Fifo.h"
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#include "VertexShaderManager.h"
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#include "DLCache.h"
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#include "OnScreenDisplay.h"
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#include "Statistics.h"
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#include "Renderer.h"
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#include "Main.h"
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int RendererBase::s_target_width;
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int RendererBase::s_target_height;
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int RendererBase::s_Fulltarget_width;
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int RendererBase::s_Fulltarget_height;
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int RendererBase::s_backbuffer_width;
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int RendererBase::s_backbuffer_height;
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int RendererBase::s_XFB_width;
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int RendererBase::s_XFB_height;
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float RendererBase::xScale;
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float RendererBase::yScale;
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int RendererBase::s_fps;
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u32 RendererBase::s_blendMode;
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bool RendererBase::XFBWrited;
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float RendererBase::EFBxScale;
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float RendererBase::EFByScale;
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volatile u32 RendererBase::s_swapRequested;
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//void VideoConfig::UpdateProjectionHack()
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//{
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// return;
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// //::UpdateProjectionHack(g_Config.iPhackvalue);
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//}
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RendererBase::RendererBase()
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{
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UpdateActiveConfig();
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s_blendMode = 0;
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s_XFB_width = MAX_XFB_WIDTH;
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s_XFB_height = MAX_XFB_HEIGHT;
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}
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// can maybe reuse this func in Renderer::Swap to eliminate redundant code
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void RendererBase::FramebufferSize(int w, int h)
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{
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TargetRectangle dst_rect;
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ComputeDrawRectangle(w, h, false, &dst_rect);
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xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
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yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
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// TODO: why these, prolly can remove them
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const int s_LastAA = g_ActiveConfig.iMultisampleMode;
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const int s_LastEFBScale = g_ActiveConfig.iEFBScale;
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switch (s_LastEFBScale)
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{
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case 0:
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EFBxScale = xScale;
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EFByScale = yScale;
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break;
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case 1:
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EFBxScale = ceilf(xScale);
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EFByScale = ceilf(yScale);
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break;
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default:
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EFByScale = EFBxScale = (g_ActiveConfig.iEFBScale - 1);
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break;
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};
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const float SupersampleCoeficient = s_LastAA + 1;
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EFBxScale *= SupersampleCoeficient;
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EFByScale *= SupersampleCoeficient;
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s_target_width = (int)(EFB_WIDTH * EFBxScale);
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s_target_height = (int)(EFB_HEIGHT * EFByScale);
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// TODO: set anything else?
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s_Fulltarget_width = s_target_width;
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s_Fulltarget_height = s_target_height;
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}
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void UpdateViewport()
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{
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g_renderer->UpdateViewport();
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}
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void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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{
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RendererBase::RenderToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
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}
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// whats this for?
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bool IsD3D()
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{
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//PanicAlert("IsD3D!");
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// TODO: temporary
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return true;
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}
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void Renderer::RenderText(const char *pstr, int left, int top, u32 color)
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{
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}
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void RendererBase::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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{
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if (!fbWidth || !fbHeight)
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return;
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VideoFifo_CheckEFBAccess();
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VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight);
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XFBWrited = true;
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// XXX: Without the VI, how would we know what kind of field this is? So
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// just use progressive.
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if (g_ActiveConfig.bUseXFB)
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{
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g_framebuffer_manager->CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
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}
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else
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{
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g_renderer->Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight, sourceRc);
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Common::AtomicStoreRelease(s_swapRequested, FALSE);
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}
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}
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TargetRectangle RendererBase::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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int Xstride = (s_Fulltarget_width - s_target_width) / 2;
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int Ystride = (s_Fulltarget_height - s_target_height) / 2;
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TargetRectangle result;
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result.left = (int)(rc.left * EFBxScale) + Xstride;
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result.top = (int)(rc.top * EFByScale) + Ystride;
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result.right = (int)(rc.right * EFBxScale) + Xstride;
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result.bottom = (int)(rc.bottom * EFByScale) + Ystride;
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return result;
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}
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bool RendererBase::SetScissorRect(EFBRectangle &rc)
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{
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int xoff = bpmem.scissorOffset.x * 2 - 342;
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int yoff = bpmem.scissorOffset.y * 2 - 342;
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rc.left = bpmem.scissorTL.x - xoff - 342;
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rc.top = bpmem.scissorTL.y - yoff - 342;
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rc.right = bpmem.scissorBR.x - xoff - 341;
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rc.bottom = bpmem.scissorBR.y - yoff - 341;
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int Xstride = (s_Fulltarget_width - s_target_width) / 2;
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int Ystride = (s_Fulltarget_height - s_target_height) / 2;
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rc.left = (int)(rc.left * EFBxScale);
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rc.top = (int)(rc.top * EFByScale);
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rc.right = (int)(rc.right * EFBxScale);
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rc.bottom = (int)(rc.bottom * EFByScale);
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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.left > s_target_width) rc.left = s_target_width;
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if (rc.right > s_target_width) rc.right = s_target_width;
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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.top > s_target_height) rc.top = s_target_height;
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if (rc.bottom > s_target_height) rc.bottom = s_target_height;
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rc.left += Xstride;
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rc.top += Ystride;
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rc.right += Xstride;
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rc.bottom += Ystride;
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if (rc.left > rc.right)
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{
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int temp = rc.right;
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rc.right = rc.left;
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rc.left = temp;
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}
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if (rc.top > rc.bottom)
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{
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int temp = rc.bottom;
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rc.bottom = rc.top;
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rc.top = temp;
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}
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return (rc.right >= rc.left && rc.bottom >= rc.top);
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}
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void RendererBase::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.bUseRealXFB) || !fbWidth || !fbHeight)
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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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// this function is called after the XFB field is changed, not after
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// EFB is copied to XFB. In this way, flickering is reduced in games
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// and seems to also give more FPS in ZTP
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if (field == FIELD_LOWER)
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xfbAddr -= fbWidth * 2;
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u32 xfbCount = 0;
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const XFBSourceBase** xfbSourceList = g_framebuffer_manager->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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g_renderer->ResetAPIState();
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// prepare copying the XFBs to our backbuffer
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TargetRectangle dst_rect;
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ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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g_renderer->PrepareXFBCopy(dst_rect);
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if (g_ActiveConfig.bUseXFB)
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{
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const XFBSourceBase* xfbSource;
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// draw each xfb source
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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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TargetRectangle sourceRc;
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//if (g_ActiveConfig.bAutoScale)
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//{
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// sourceRc = xfbSource->sourceRc;
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//}
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//else
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//{
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sourceRc.left = 0;
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sourceRc.top = 0;
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sourceRc.right = xfbSource->texWidth;
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sourceRc.bottom = xfbSource->texHeight;
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//}
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MathUtil::Rectangle<float> drawRc;
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if (g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
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{
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// use virtual xfb with offset
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int xfbHeight = xfbSource->srcHeight;
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int xfbWidth = xfbSource->srcWidth;
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int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
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drawRc.bottom = 1.0f - 2.0f * ((hOffset) / (float)fbHeight);
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drawRc.top = 1.0f - 2.0f * ((hOffset + xfbHeight) / (float)fbHeight);
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drawRc.left = -(xfbWidth / (float)fbWidth);
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drawRc.right = (xfbWidth / (float)fbWidth);
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if (!g_ActiveConfig.bAutoScale)
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{
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// scale draw area for a 1 to 1 pixel mapping with the draw target
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float vScale = (float)fbHeight / (float)s_backbuffer_height;
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float hScale = (float)fbWidth / (float)s_backbuffer_width;
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drawRc.top *= vScale;
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drawRc.bottom *= vScale;
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drawRc.left *= hScale;
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drawRc.right *= hScale;
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}
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}
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else
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{
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drawRc.top = -1;
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drawRc.bottom = 1;
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drawRc.left = -1;
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drawRc.right = 1;
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}
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g_renderer->Draw(xfbSource, sourceRc, drawRc, rc);
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}
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}
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else
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{
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// TODO: organize drawRc stuff
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MathUtil::Rectangle<float> drawRc;
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drawRc.top = -1;
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drawRc.bottom = 1;
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drawRc.left = -1;
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drawRc.right = 1;
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const TargetRectangle targetRc = ConvertEFBRectangle(rc);
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g_renderer->Draw(NULL, targetRc, drawRc, rc);
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}
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// done with drawing the game stuff, good moment to save a screenshot
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// TODO: screenshot code
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//
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// finally present some information
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// TODO: debug text, fps, etc...
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//
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OSD::DrawMessages();
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g_renderer->EndFrame();
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++frameCount;
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DLCache::ProgressiveCleanup();
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g_texture_cache->Cleanup();
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// check for configuration changes
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const int last_efbscale = g_ActiveConfig.iEFBScale;
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//const int last_aa = g_ActiveConfig.iMultisampleMode;
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UpdateActiveConfig();
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bool window_resized = g_renderer->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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{
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xfbchanged = true;
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s_XFB_width = fbWidth;
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s_XFB_height = fbHeight;
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if (s_XFB_width < 1) s_XFB_width = MAX_XFB_WIDTH;
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if (s_XFB_width > MAX_XFB_WIDTH) s_XFB_width = MAX_XFB_WIDTH;
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if (s_XFB_height < 1) s_XFB_height = MAX_XFB_HEIGHT;
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if (s_XFB_height > MAX_XFB_HEIGHT) s_XFB_height = MAX_XFB_HEIGHT;
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}
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// update FPS counter
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// TODO: make this better
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static int fpscount = 0;
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static unsigned long lasttime = 0;
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if (Common::Timer::GetTimeMs() - lasttime >= 1000)
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{
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lasttime = Common::Timer::GetTimeMs();
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s_fps = fpscount;
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fpscount = 0;
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}
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if (XFBWrited)
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++fpscount;
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// set default viewport and scissor, for the clear to work correctly
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stats.ResetFrame();
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// done. Show our work ;)
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g_renderer->Present();
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// resize the back buffers NOW to avoid flickering when resizing windows
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if (xfbchanged || window_resized || last_efbscale != g_ActiveConfig.iEFBScale)
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{
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g_renderer->GetBackBufferSize(&s_backbuffer_width, &s_backbuffer_height);
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FramebufferSize(s_backbuffer_width, s_backbuffer_height);
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g_renderer->RecreateFramebufferManger();
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}
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// begin next frame
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g_renderer->RestoreAPIState();
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g_renderer->BeginFrame();
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g_renderer->UpdateViewport();
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|
|
VertexShaderManager::SetViewportChanged();
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|
|
g_VideoInitialize.pCopiedToXFB(XFBWrited || g_ActiveConfig.bUseRealXFB);
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|
|
XFBWrited = false;
|
|
|
|
}
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