dolphin/Source/Plugins/Plugin_VideoMerge/Src/DX11/DX11_Render.cpp

849 lines
28 KiB
C++
Raw Normal View History

// Copyright (C) 2003 Dolphin Project.
// 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/
#include <list>
#include <strsafe.h>
// Common
#include "Common.h"
#include "StringUtil.h"
#include "Atomic.h"
#include "FileUtil.h"
#include "Thread.h"
#include "Timer.h"
#include "Statistics.h"
#include "OnScreenDisplay.h"
// VideoCommon
#include "VideoConfig.h"
#include "OpcodeDecoding.h"
#include "BPStructs.h"
#include "XFStructs.h"
#include "PixelShaderManager.h"
#include "VertexShaderManager.h"
#include "VertexLoaderManager.h"
#include "AVIDump.h"
#include "Fifo.h"
#include "DLCache.h"
// DX11
#include "DX11_D3DUtil.h"
#include "DX11_VertexManager.h"
#include "DX11_VertexShaderCache.h"
#include "DX11_PixelShaderCache.h"
#include "DX11_TextureCache.h"
#include "DX11_FramebufferManager.h"
#include "DX11_Render.h"
#include "../EmuWindow.h"
#include "../Main.h"
namespace DX11
{
ID3D11Buffer* access_efb_cbuf = NULL;
ID3D11DepthStencilState* cleardepthstates[2] = {NULL};
ID3D11RasterizerState* clearraststate = NULL;
ID3D11BlendState* resetblendstate = NULL;
ID3D11DepthStencilState* resetdepthstate = NULL;
ID3D11RasterizerState* resetraststate = NULL;
bool reset_called = false;
// state translation lookup tables
static const D3D11_BLEND d3dSrcFactors[8] =
{
D3D11_BLEND_ZERO,
D3D11_BLEND_ONE,
D3D11_BLEND_DEST_COLOR,
D3D11_BLEND_INV_DEST_COLOR,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA,
D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA
};
static const D3D11_BLEND d3dDestFactors[8] =
{
D3D11_BLEND_ZERO,
D3D11_BLEND_ONE,
D3D11_BLEND_SRC_COLOR,
D3D11_BLEND_INV_SRC_COLOR,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA,
D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA
};
// 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
static const D3D11_BLEND_OP d3dLogicOps[16] =
{
D3D11_BLEND_OP_ADD,//0
D3D11_BLEND_OP_ADD,//1
D3D11_BLEND_OP_SUBTRACT,//2
D3D11_BLEND_OP_ADD,//3
D3D11_BLEND_OP_REV_SUBTRACT,//4
D3D11_BLEND_OP_ADD,//5
D3D11_BLEND_OP_MAX,//6
D3D11_BLEND_OP_ADD,//7
D3D11_BLEND_OP_MAX,//8
D3D11_BLEND_OP_MAX,//9
D3D11_BLEND_OP_ADD,//10
D3D11_BLEND_OP_ADD,//11
D3D11_BLEND_OP_ADD,//12
D3D11_BLEND_OP_ADD,//13
D3D11_BLEND_OP_ADD,//14
D3D11_BLEND_OP_ADD//15
};
static const D3D11_BLEND d3dLogicOpSrcFactors[16] =
{
D3D11_BLEND_ZERO,//0
D3D11_BLEND_DEST_COLOR,//1
D3D11_BLEND_ONE,//2
D3D11_BLEND_ONE,//3
D3D11_BLEND_DEST_COLOR,//4
D3D11_BLEND_ZERO,//5
D3D11_BLEND_INV_DEST_COLOR,//6
D3D11_BLEND_INV_DEST_COLOR,//7
D3D11_BLEND_INV_SRC_COLOR,//8
D3D11_BLEND_INV_SRC_COLOR,//9
D3D11_BLEND_INV_DEST_COLOR,//10
D3D11_BLEND_ONE,//11
D3D11_BLEND_INV_SRC_COLOR,//12
D3D11_BLEND_INV_SRC_COLOR,//13
D3D11_BLEND_INV_DEST_COLOR,//14
D3D11_BLEND_ONE//15
};
static const D3D11_BLEND d3dLogicOpDestFactors[16] =
{
D3D11_BLEND_ZERO,//0
D3D11_BLEND_ZERO,//1
D3D11_BLEND_INV_SRC_COLOR,//2
D3D11_BLEND_ZERO,//3
D3D11_BLEND_ONE,//4
D3D11_BLEND_ONE,//5
D3D11_BLEND_INV_SRC_COLOR,//6
D3D11_BLEND_ONE,//7
D3D11_BLEND_INV_DEST_COLOR,//8
D3D11_BLEND_SRC_COLOR,//9
D3D11_BLEND_INV_DEST_COLOR,//10
D3D11_BLEND_INV_DEST_COLOR,//11
D3D11_BLEND_INV_SRC_COLOR,//12
D3D11_BLEND_ONE,//13
D3D11_BLEND_INV_SRC_COLOR,//14
D3D11_BLEND_ONE//15
};
static const D3D11_CULL_MODE d3dCullModes[4] =
{
D3D11_CULL_NONE,
D3D11_CULL_BACK,
D3D11_CULL_FRONT,
D3D11_CULL_BACK
};
static const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] =
{
D3D11_COMPARISON_NEVER,
D3D11_COMPARISON_LESS,
D3D11_COMPARISON_EQUAL,
D3D11_COMPARISON_LESS_EQUAL,
D3D11_COMPARISON_GREATER,
D3D11_COMPARISON_NOT_EQUAL,
D3D11_COMPARISON_GREATER_EQUAL,
D3D11_COMPARISON_ALWAYS
};
#define TEXF_NONE 0
#define TEXF_POINT 1
#define TEXF_LINEAR 2
static const unsigned int d3dMipFilters[4] =
{
TEXF_NONE,
TEXF_POINT,
TEXF_LINEAR,
TEXF_NONE, //reserved
};
static const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] =
{
D3D11_TEXTURE_ADDRESS_CLAMP,
D3D11_TEXTURE_ADDRESS_WRAP,
D3D11_TEXTURE_ADDRESS_MIRROR,
D3D11_TEXTURE_ADDRESS_WRAP //reserved
};
// what are these 2?
//bool Renderer::Allow2x()
//{
// return false;
//}
//
//bool Renderer::AllowCustom()
//{
// return false;
//}
void Renderer::SetupDeviceObjects()
{
g_framebuffer_manager = new FramebufferManager;
HRESULT hr;
float colmat[20]= {0.0f};
colmat[0] = colmat[5] = colmat[10] = 1.0f;
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20*sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = colmat;
hr = D3D::device->CreateBuffer(&cbdesc, &data, &access_efb_cbuf);
CHECK(hr==S_OK, "Create constant buffer for AccessEFB");
D3D::SetDebugObjectName((ID3D11DeviceChild*)access_efb_cbuf, "constant buffer for AccessEFB");
D3D11_DEPTH_STENCIL_DESC ddesc;
ddesc.DepthEnable = FALSE;
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
ddesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[0]);
CHECK(hr==S_OK, "Create depth state for ClearScreen");
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ddesc.DepthEnable = TRUE;
hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[1]);
CHECK(hr==S_OK, "Create depth state for ClearScreen");
D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[0], "depth state for ClearScreen (depth buffer disabled)");
D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[1], "depth state for ClearScreen (depth buffer enabled)");
// TODO: once multisampling gets implemented, this might need to be changed
D3D11_RASTERIZER_DESC rdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, true, false, false);
hr = D3D::device->CreateRasterizerState(&rdesc, &clearraststate);
CHECK(hr==S_OK, "Create rasterizer state for ClearScreen");
D3D::SetDebugObjectName((ID3D11DeviceChild*)clearraststate, "rasterizer state for ClearScreen");
D3D11_BLEND_DESC blenddesc;
blenddesc.AlphaToCoverageEnable = FALSE;
blenddesc.IndependentBlendEnable = FALSE;
blenddesc.RenderTarget[0].BlendEnable = FALSE;
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
hr = D3D::device->CreateBlendState(&blenddesc, &resetblendstate);
CHECK(hr==S_OK, "Create blend state for ResetAPIState");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetblendstate, "blend state for ResetAPIState");
ddesc.DepthEnable = FALSE;
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
ddesc.DepthFunc = D3D11_COMPARISON_LESS;
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&ddesc, &resetdepthstate);
CHECK(hr==S_OK, "Create depth state for ResetAPIState");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetdepthstate, "depth stencil state for ResetAPIState");
// this might need to be changed once multisampling support gets added
D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false);
hr = D3D::device->CreateRasterizerState(&rastdesc, &resetraststate);
CHECK(hr==S_OK, "Create rasterizer state for ClearScreen");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate, "rasterizer state for ResetAPIState");
}
void Renderer::TeardownDeviceObjects()
{
delete g_framebuffer_manager;
SAFE_RELEASE(access_efb_cbuf);
SAFE_RELEASE(cleardepthstates[0]);
SAFE_RELEASE(cleardepthstates[1]);
SAFE_RELEASE(clearraststate);
SAFE_RELEASE(resetblendstate);
SAFE_RELEASE(resetdepthstate);
SAFE_RELEASE(resetraststate);
}
Renderer::Renderer()
{
UpdateActiveConfig();
//int x, y, w_temp, h_temp;
//g_VideoInitialize.pRequestWindowSize(x, y, w_temp, h_temp);
D3D::Create(EmuWindow::GetWnd());
FramebufferSize(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight());
SetupDeviceObjects();
for (unsigned int stage = 0; stage < 8; stage++)
D3D::gfxstate->samplerdesc[stage].MaxAnisotropy = g_ActiveConfig.iMaxAnisotropy;
float ClearColor[4] = { 0.f, 0.f, 0.f, 0.f };
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), ClearColor);
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)(s_Fulltarget_width - s_target_width) / 2.f,
(float)(s_Fulltarget_height - s_target_height) / 2.f,
(float)s_target_width, (float)s_target_height);
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::BeginFrame();
D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
// temporary, maybe
D3D::InitUtils();
reset_called = false;
//return true;
}
Renderer::~Renderer()
{
// temporary, maybe
D3D::ShutdownUtils();
TeardownDeviceObjects();
D3D::EndFrame();
D3D::Present();
D3D::Close();
}
bool Renderer::CheckForResize()
{
while (EmuWindow::IsSizing())
Sleep(10);
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;
if (width != s_backbuffer_width || height != s_backbuffer_height)
::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
}
RECT rcWindow;
GetClientRect(EmuWindow::GetWnd(), &rcWindow);
int client_width = rcWindow.right - rcWindow.left;
int client_height = rcWindow.bottom - rcWindow.top;
// sanity check
return ((client_width != s_backbuffer_width || client_height != s_backbuffer_height) &&
client_width >= 4 && client_height >= 4);
}
bool Renderer::SetScissorRect()
{
EFBRectangle rc;
if (g_renderer->SetScissorRect(rc))
{
D3D::context->RSSetScissorRects(1, (D3D11_RECT*)&rc);
return true;
}
else
{
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
const int Xstride = (s_Fulltarget_width - s_target_width) / 2;
const int Ystride = (s_Fulltarget_height - s_target_height) / 2;
rc.left = Xstride;
rc.top = Ystride;
rc.right = Xstride + s_target_width;
rc.bottom = Ystride + s_target_height;
D3D::context->RSSetScissorRects(1, (D3D11_RECT*)&rc);
return false;
}
}
void Renderer::SetColorMask()
{
UINT8 color_mask = 0;
if (bpmem.blendmode.alphaupdate)
color_mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
if (bpmem.blendmode.colorupdate)
color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
D3D::gfxstate->SetRenderTargetWriteMask(color_mask);
}
u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
{
ID3D11Texture2D* read_tex;
u32 ret;
if (!g_ActiveConfig.bEFBAccessEnable)
return 0;
if (type == POKE_Z || type == POKE_COLOR)
{
static bool alert_only_once = true;
if (!alert_only_once)
return 0;
PanicAlert("Poke EFB not implemented");
alert_only_once = false;
return 0;
}
// Convert EFB dimensions to the ones of our render target
EFBRectangle efbPixelRc;
efbPixelRc.left = x;
efbPixelRc.top = y;
efbPixelRc.right = x + 1;
efbPixelRc.bottom = y + 1;
TargetRectangle targetPixelRc = ConvertEFBRectangle(efbPixelRc);
// Take the mean of the resulting dimensions; TODO: check whether this causes any bugs compared to taking the average color of the target area
D3D11_RECT RectToLock;
RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
RectToLock.right = RectToLock.left + 1;
RectToLock.bottom = RectToLock.top + 1;
if (type == PEEK_Z)
{
ResetAPIState(); // reset any game specific settings
// depth buffers can only be read as a whole using CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 4.f, 4.f);
D3D::context->RSSetViewports(1, &vp);
D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), NULL);
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
&RectToLock,
GetFullTargetWidth(),
GetFullTargetHeight(),
PixelShaderCache::GetDepthMatrixProgram(),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
// copy to system memory
D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1);
read_tex = FramebufferManager::GetEFBDepthStagingBuffer();
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBDepthReadTexture()->GetTex(), 0, &box);
RestoreAPIState(); // restore game state
}
else
{
// we can directly copy to system memory here
read_tex = FramebufferManager::GetEFBColorStagingBuffer();
D3D11_BOX box = CD3D11_BOX(RectToLock.left, RectToLock.top, 0, RectToLock.right, RectToLock.bottom, 1);
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBColorTexture()->GetTex(), 0, &box);
}
// read the data from system memory
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
switch(type)
{
case PEEK_Z:
{
// TODO: Implement this better? Maybe we're losing precision or sth..
float val = *(float*)map.pData;
ret = (u32)(val * 0xffffff);
break;
}
case PEEK_COLOR:
ret = *(u32*)map.pData;
break;
// TODO: Implement POKE_Z and POKE_COLOR
default:
break;
}
D3D::context->Unmap(read_tex, 0);
return ret;
}
// Called from VertexShaderManager
void Renderer::UpdateViewport()
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
// [1] = height/2
// [2] = 0xFFFFFF * (farz - nearz)
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 0xFFFFFF * farz
const int old_fulltarget_w = s_Fulltarget_width;
const int old_fulltarget_h = s_Fulltarget_height;
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
float MValueX = GetTargetScaleX();
float MValueY = GetTargetScaleY();
int Xstride = (s_Fulltarget_width - s_target_width) / 2;
int Ystride = (s_Fulltarget_height - s_target_height) / 2;
// Stretch picture with increased internal resolution
int X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX) + Xstride;
int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY) + Ystride;
int Width = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX);
int Height = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY);
if (Width < 0)
{
X += Width;
Width*=-1;
}
if (Height < 0)
{
Y += Height;
Height *= -1;
}
bool sizeChanged = false;
if (X < 0)
{
s_Fulltarget_width -= 2 * X;
X = 0;
sizeChanged=true;
}
if (Y < 0)
{
s_Fulltarget_height -= 2 * Y;
Y = 0;
sizeChanged=true;
}
float newx = (float)X;
float newy = (float)Y;
float newwidth = (float)Width;
float newheight = (float)Height;
if (sizeChanged)
{
// Make sure that the requested size is actually supported by the GFX driver
if (s_Fulltarget_width > (int)D3D::GetMaxTextureSize() || s_Fulltarget_height > (int)D3D::GetMaxTextureSize())
{
// Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
WARNING_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D11. Requested EFB size is %dx%d\n", s_Fulltarget_width, s_Fulltarget_height);
// Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors
newx *= (float)old_fulltarget_w / (float)s_Fulltarget_width;
newy *= (float)old_fulltarget_h / (float)s_Fulltarget_height;
newwidth *= (float)old_fulltarget_w / (float)s_Fulltarget_width;
newheight *= (float)old_fulltarget_h / (float)s_Fulltarget_height;
s_Fulltarget_width = old_fulltarget_w;
s_Fulltarget_height = old_fulltarget_h;
}
else
{
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager;
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
}
}
// some games set invalids values MinDepth and MaxDepth so fix them to the max an min allowed and let the shaders do this work
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(newx, newy, newwidth, newheight,
0.f, // (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
1.f); // xfregs.rawViewport[5] / 16777216.0f;
D3D::context->RSSetViewports(1, &vp);
}
// color is passed in bgra order so we need to convert it to rgba
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
{
const TargetRectangle targetRc = ConvertEFBRectangle(rc);
// update the view port for clearing the picture
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)targetRc.left, (float)targetRc.top, (float)targetRc.GetWidth(), (float)targetRc.GetHeight(),
0.f,
1.f);
D3D::context->RSSetViewports(1, &vp);
// always set the scissor in case it was set by the game and has not been reset
D3D11_RECT sirc = CD3D11_RECT(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom);
D3D::context->RSSetScissorRects(1, &sirc);
u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
D3D::stateman->PushDepthState(cleardepthstates[zEnable]);
D3D::stateman->PushRasterizerState(clearraststate);
//D3D::stateman->PushBlendState(resetblendstate); temporarily commented until I find the cause of the blending issue in mkwii (see next line)
D3D::gfxstate->ApplyState(); // TODO (neobrain): find out whether this breaks/fixes anything or can just be dropped. Might obsolete the comment above this line
D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
D3D::gfxstate->Reset();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
// D3D::stateman->PopBlendState();
UpdateViewport();
SetScissorRect();
}
void Renderer::SetBlendMode(bool forceUpdate)
{
if (bpmem.blendmode.logicopenable)
return;
if (bpmem.blendmode.subtract) // enable blending src 1 dst 1
{
D3D::gfxstate->SetAlphaBlendEnable(true);
D3D::gfxstate->SetBlendOp(D3D11_BLEND_OP_REV_SUBTRACT);
D3D::gfxstate->SetSrcBlend(d3dSrcFactors[1]);
D3D::gfxstate->SetDestBlend(d3dDestFactors[1]);
}
else
{
D3D::gfxstate->SetAlphaBlendEnable(bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)));
if (bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)))
{
D3D::gfxstate->SetBlendOp(D3D11_BLEND_OP_ADD);
D3D::gfxstate->SetSrcBlend(d3dSrcFactors[bpmem.blendmode.srcfactor]);
D3D::gfxstate->SetDestBlend(d3dDestFactors[bpmem.blendmode.dstfactor]);
}
}
}
void Renderer::PrepareXFBCopy(const TargetRectangle &dst_rect)
{
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_backbuffer_width, (float)s_backbuffer_height);
D3D::context->RSSetViewports(1, &vp);
static const float clear_color[4] = { 0.f, 0.f, 0.f, 1.f };
D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), clear_color);
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;
if (x < 0) x = 0;
if (y < 0) y = 0;
if (x > s_backbuffer_width) x = s_backbuffer_width;
if (y > s_backbuffer_height) y = s_backbuffer_height;
if (width < 0) width = 0;
if (height < 0) height = 0;
if (width > (s_backbuffer_width - x)) width = s_backbuffer_width - x;
if (height > (s_backbuffer_height - y)) height = s_backbuffer_height - y;
vp = CD3D11_VIEWPORT((float)x, (float)y, (float)width, (float)height);
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
// activate linear filtering for the buffer copies
D3D::SetLinearCopySampler();
}
void Renderer::Draw(const XFBSourceBase* xfbSource, const TargetRectangle& sourceRc,
const MathUtil::Rectangle<float>& drawRc, const EFBRectangle& rc)
{
if (xfbSource)
{
D3DTexture2D* const tex = ((XFBSource*)xfbSource)->tex;
// TODO:
PanicAlert("DX11 XFB");
}
else
{
D3DTexture2D* const tex = FramebufferManager::GetEFBColorTexture();
D3D::drawShadedTexQuad(tex->GetSRV(), sourceRc.AsRECT(), GetFullTargetWidth(),
GetFullTargetHeight(), PixelShaderCache::GetColorCopyProgram(),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
}
}
void Renderer::EndFrame()
{
D3D::EndFrame();
}
void Renderer::Present()
{
D3D::Present();
// TODO: Aren't we still holding a reference to the back buffer right now?
// TODO: this was right before getting the backbuffer size in DX11::Renderer::Swap
D3D::Reset();
}
void Renderer::GetBackBufferSize(int* w, int* h)
{
*w = D3D::GetBackBufferWidth();
*h = D3D::GetBackBufferHeight();
}
void Renderer::RecreateFramebufferManger()
{
// this good?
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager;
}
void Renderer::BeginFrame()
{
D3D::BeginFrame();
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
}
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
void Renderer::ResetAPIState()
{
D3D::gfxstate->Reset();
D3D::stateman->PushBlendState(resetblendstate);
D3D::stateman->PushDepthState(resetdepthstate);
D3D::stateman->PushRasterizerState(resetraststate);
D3D::stateman->Apply();
reset_called = true;
}
void Renderer::RestoreAPIState()
{
// gets us back into a more game-like state.
if (reset_called)
{
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
}
UpdateViewport();
SetScissorRect();
D3D::gfxstate->ApplyState();
reset_called = false;
}
void Renderer::SetGenerationMode()
{
// rastdesc.FrontCounterClockwise must be false for this to work
D3D::gfxstate->rastdesc.CullMode = d3dCullModes[bpmem.genMode.cullmode];
}
void Renderer::SetDepthMode()
{
if (bpmem.zmode.testenable)
{
D3D::gfxstate->depthdesc.DepthEnable = TRUE;
D3D::gfxstate->depthdesc.DepthWriteMask = bpmem.zmode.updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
D3D::gfxstate->depthdesc.DepthFunc = d3dCmpFuncs[bpmem.zmode.func];
}
else
{
D3D::gfxstate->depthdesc.DepthEnable = FALSE;
D3D::gfxstate->depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
}
}
void Renderer::SetLogicOpMode()
{
if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
{
s_blendMode = 0;
D3D::gfxstate->SetAlphaBlendEnable(true);
D3D::gfxstate->SetBlendOp(d3dLogicOps[bpmem.blendmode.logicmode]);
D3D::gfxstate->SetSrcBlend(d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
D3D::gfxstate->SetDestBlend(d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
}
else
{
SetBlendMode(true);
}
}
void Renderer::SetSamplerState(int stage, int texindex)
{
const FourTexUnits &tex = bpmem.tex[texindex];
const TexMode0 &tm0 = tex.texMode0[stage];
const TexMode1 &tm1 = tex.texMode1[stage];
unsigned int mip;
mip = (tm0.min_filter == 8) ? TEXF_NONE : d3dMipFilters[tm0.min_filter & 3];
if ((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0)) mip = TEXF_NONE;
if (texindex)
stage += 4;
// TODO: Clarify whether these values are correct
// NOTE: since there's no "no filter" in DX11 we're using point filters in these cases
if (tm0.min_filter & 4) // linear min filter
{
if (tm0.mag_filter) // linear mag filter
{
if (mip == TEXF_NONE) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT);
else if (mip == TEXF_POINT) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT);
else if (mip == TEXF_LINEAR) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_MIP_LINEAR);
}
else // point mag filter
{
if (mip == TEXF_NONE) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT);
else if (mip == TEXF_POINT) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT);
else if (mip == TEXF_LINEAR) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR);
}
}
else // point min filter
{
if (tm0.mag_filter) // linear mag filter
{
if (mip == TEXF_NONE) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT);
else if (mip == TEXF_POINT) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT);
else if (mip == TEXF_LINEAR) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR);
}
else // point mag filter
{
if (mip == TEXF_NONE) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_MIP_POINT);
else if (mip == TEXF_POINT) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_MIP_POINT);
else if (mip == TEXF_LINEAR) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR);
}
}
D3D::gfxstate->samplerdesc[stage].AddressU = d3dClamps[tm0.wrap_s];
D3D::gfxstate->samplerdesc[stage].AddressV = d3dClamps[tm0.wrap_t];
D3D::gfxstate->samplerdesc[stage].MipLODBias = (float)tm0.lod_bias / 32.0f;
D3D::gfxstate->samplerdesc[stage].MaxLOD = (float)tm1.max_lod / 16.f;
D3D::gfxstate->samplerdesc[stage].MinLOD = (float)tm1.min_lod / 16.f;
}
}