more work on peek_Z this fix sms and zww sun flare

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4355 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado 2009-10-02 21:23:56 +00:00
parent 025d68ba11
commit 0170e61bfc
2 changed files with 51 additions and 23 deletions

View File

@ -222,31 +222,19 @@ void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
// it seems that the GC is able to alpha blend on color-fill // it seems that the GC is able to alpha blend on color-fill
// we cant do that so if alpha is != 255 we skip it // we cant do that so if alpha is != 255 we skip it
VertexShaderManager::SetViewportChanged(); VertexShaderManager::SetViewportChanged();
// Since clear operations use the source rectangle, we have to do bool colorEnable = bpmem.blendmode.colorupdate;
// regular renders bool alphaEnable = (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24 && bpmem.blendmode.alphaupdate);
DWORD clearflags = 0; bool zEnable = bpmem.zmode.updateenable;
D3DCOLOR col = 0;
float clearZ = 0;
if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate) if (colorEnable || alphaEnable || zEnable)
{
col = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
clearflags |= D3DCLEAR_TARGET; // set to break animal crossing :p ??
}
// clear z-buffer
if (bpmem.zmode.updateenable)
{ {
clearZ = (float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF); u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
if (clearZ > 1.0f) clearZ = 1.0f; u32 z = bpmem.clearZValue;
if (clearZ < 0.0f) clearZ = 0.0f;
clearflags |= D3DCLEAR_ZBUFFER;//removed stencil
}
D3D::dev->Clear(0, NULL, clearflags, col, clearZ, 0); Renderer::ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z);
}
} }
void RestoreRenderState(const BPCmd &bp) void RestoreRenderState(const BPCmd &bp)

View File

@ -148,7 +148,7 @@ bool Renderer::Init()
D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface()); D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface()); D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER , 0x0, 1.0f, 0);//| D3DCLEAR_STENCIL D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
D3D::BeginFrame(); D3D::BeginFrame();
return true; return true;
@ -493,12 +493,12 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
pZBuffer->UnlockRect(); pZBuffer->UnlockRect();
// [0.0, 1.0] ==> [0, 0xFFFFFFFF] // [0.0, 1.0] ==> [0, 0xFFFFFFFF]
z = val * 0xFFFFFFFF; z =((u32)(val * 0xffffff));// 0xFFFFFFFF;
// Scale the 32-bit value returned by glReadPixels to a 24-bit // Scale the 32-bit value returned by glReadPixels to a 24-bit
// value (GC uses a 24-bit Z-buffer). // value (GC uses a 24-bit Z-buffer).
// TODO: in RE0 this value is often off by one, which causes lighting to disappear // TODO: in RE0 this value is often off by one, which causes lighting to disappear
return z >> 8; return z;//z >> 8;
} }
case POKE_Z: case POKE_Z:
@ -575,6 +575,46 @@ void UpdateViewport()
D3D::dev->SetViewport(&vp); D3D::dev->SetViewport(&vp);
} }
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
{
// Update the view port for clearing the picture
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = Renderer::GetTargetWidth();
vp.Height = Renderer::GetTargetHeight();
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
D3D::dev->SetViewport(&vp);
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
// Always set the scissor in case it was set by the game and has not been reset
RECT sirc;
sirc.left = targetRc.left;
sirc.top = targetRc.top;
sirc.right = targetRc.right;
sirc.bottom = targetRc.bottom;
D3D::dev->SetScissorRect(&sirc);
VertexShaderManager::SetViewportChanged();
DWORD clearflags = 0;
if(colorEnable)
{
clearflags |= D3DCLEAR_TARGET;
}
if (zEnable)
{
clearflags |= D3DCLEAR_ZBUFFER;
}
D3D::dev->Clear(0, NULL, clearflags, color,(z & 0xFFFFFF) / float(0xFFFFFF), 0);
}
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight) void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
{ {
// this function is called after the XFB field is changed, not after // this function is called after the XFB field is changed, not after