Merge some scissor rect related code to VideoCommon.

This commit is contained in:
NeoBrainX 2011-09-05 22:04:28 +02:00
parent b867c21fea
commit 17fcd406fc
11 changed files with 36 additions and 67 deletions

View File

@ -44,9 +44,24 @@ void SetGenerationMode(const BPCmd &bp)
g_renderer->SetGenerationMode();
}
void SetScissor(const BPCmd &bp)
void SetScissor()
{
g_renderer->SetScissorRect();
const int xoff = bpmem.scissorOffset.x * 2 - 342;
const int yoff = bpmem.scissorOffset.y * 2 - 342;
EFBRectangle rc (bpmem.scissorTL.x - xoff - 342, bpmem.scissorTL.y - yoff - 342,
bpmem.scissorBR.x - xoff - 341, bpmem.scissorBR.y - yoff - 341);
if (rc.left < 0) rc.left = 0;
if (rc.top < 0) rc.top = 0;
if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH;
if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
if (rc.left > rc.right) rc.right = rc.left;
if (rc.top > rc.bottom) rc.bottom = rc.top;
TargetRectangle trc = g_renderer->ConvertEFBRectangle(rc);
g_renderer->SetScissorRect(trc);
}
void SetLineWidth(const BPCmd &bp)

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@ -38,7 +38,7 @@ enum
void FlushPipeline();
void SetGenerationMode(const BPCmd &bp);
void SetScissor(const BPCmd &bp);
void SetScissor();
void SetLineWidth(const BPCmd &bp);
void SetDepthMode(const BPCmd &bp);
void SetBlendMode(const BPCmd &bp);

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@ -162,7 +162,7 @@ void BPWritten(const BPCmd& bp)
case BPMEM_SCISSORTL: // Scissor Rectable Top, Left
case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right
case BPMEM_SCISSOROFFSET: // Scissor Offset
SetScissor(bp);
SetScissor();
break;
case BPMEM_LINEPTWIDTH: // Line Width
SetLineWidth(bp);

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@ -54,7 +54,7 @@ public:
virtual void SetColorMask() = 0;
virtual void SetBlendMode(bool forceUpdate) = 0;
virtual void SetScissorRect() = 0;
virtual void SetScissorRect(const TargetRectangle& rc) = 0;
virtual void SetGenerationMode() = 0;
virtual void SetDepthMode() = 0;
virtual void SetLogicOpMode() = 0;
@ -175,16 +175,4 @@ extern Renderer *g_renderer;
void UpdateViewport(Matrix44& vpCorrection);
template <typename R>
void GetScissorRect(MathUtil::Rectangle<R> &rect)
{
const int xoff = bpmem.scissorOffset.x * 2 - 342;
const int yoff = bpmem.scissorOffset.y * 2 - 342;
rect.left = (R)(bpmem.scissorTL.x - xoff - 342);
rect.top = (R)(bpmem.scissorTL.y - yoff - 342);
rect.right = (R)(bpmem.scissorBR.x - xoff - 341);
rect.bottom = (R)(bpmem.scissorBR.y - yoff - 341);
}
#endif // _COMMON_RENDERBASE_H_

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@ -70,8 +70,7 @@ void HandleGLError();
// This structure should only be used to represent a rectangle in EFB
// coordinates, where the origin is at the upper left and the frame dimensions
// are 640 x 528.
struct EFBRectangle : public MathUtil::Rectangle<int>
{};
typedef MathUtil::Rectangle<int> EFBRectangle;
// This structure should only be used to represent a rectangle in standard target
// coordinates, where the origin is at the lower left and the frame dimensions

View File

@ -42,6 +42,7 @@
#include "Movie.h"
#include "Television.h"
#include "Host.h"
#include "BPFunctions.h"
namespace DX11
{
@ -444,21 +445,9 @@ bool Renderer::CheckForResize()
return false;
}
void Renderer::SetScissorRect()
void Renderer::SetScissorRect(const TargetRectangle& rc)
{
EFBRectangle rc;
GetScissorRect(rc);
if (rc.left < 0) rc.left = 0;
if (rc.top < 0) rc.top = 0;
if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH;
if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
if (rc.left > rc.right) rc.right = rc.left;
if (rc.top > rc.bottom) rc.bottom = rc.top;
TargetRectangle trc = ConvertEFBRectangle(rc);
D3D::context->RSSetScissorRects(1, trc.AsRECT());
D3D::context->RSSetScissorRects(1, rc.AsRECT());
}
void Renderer::SetColorMask()
@ -1133,7 +1122,7 @@ void Renderer::RestoreAPIState()
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
VertexShaderManager::SetViewportChanged();
SetScissorRect();
BPFunctions::SetScissor();
}
void Renderer::ApplyState(bool bUseDstAlpha)

View File

@ -15,7 +15,7 @@ public:
void SetColorMask();
void SetBlendMode(bool forceUpdate);
void SetScissorRect();
void SetScissorRect(const TargetRectangle& rc);
void SetGenerationMode();
void SetDepthMode();
void SetLogicOpMode();

View File

@ -53,6 +53,7 @@
#include "Debugger.h"
#include "Core.h"
#include "Movie.h"
#include "BPFunctions.h"
namespace DX9
{
@ -426,21 +427,9 @@ bool Renderer::CheckForResize()
return false;
}
void Renderer::SetScissorRect()
void Renderer::SetScissorRect(const TargetRectangle& rc)
{
EFBRectangle rc;
GetScissorRect(rc);
if (rc.left < 0) rc.left = 0;
if (rc.top < 0) rc.top = 0;
if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH;
if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
if (rc.left > rc.right) rc.right = rc.left;
if (rc.top > rc.bottom) rc.bottom = rc.top;
TargetRectangle trc = ConvertEFBRectangle(rc);
D3D::dev->SetScissorRect(trc.AsRECT());
D3D::dev->SetScissorRect(rc.AsRECT());
}
void Renderer::SetColorMask()
@ -1259,7 +1248,7 @@ void Renderer::RestoreAPIState()
D3D::SetRenderState(D3DRS_FILLMODE, g_ActiveConfig.bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
VertexShaderManager::SetViewportChanged();
SetScissorRect();
BPFunctions::SetScissor();
if (bpmem.zmode.testenable) {
D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
if (bpmem.zmode.updateenable)

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@ -15,7 +15,7 @@ public:
void SetColorMask();
void SetBlendMode(bool forceUpdate);
void SetScissorRect();
void SetScissorRect(const TargetRectangle& rc);
void SetGenerationMode();
void SetDepthMode();
void SetLogicOpMode();

View File

@ -60,6 +60,7 @@
#include "Core.h"
#include "Movie.h"
#include "Host.h"
#include "BPFunctions.h"
#include "main.h" // Local
#ifdef _WIN32
@ -642,21 +643,9 @@ TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
// Renderer::GetTargetHeight() = the fixed ini file setting
// donkopunchstania - it appears scissorBR is the bottom right pixel inside the scissor box
// therefore the width and height are (scissorBR + 1) - scissorTL
void Renderer::SetScissorRect()
void Renderer::SetScissorRect(const TargetRectangle& rc)
{
EFBRectangle rc;
GetScissorRect(rc);
if (rc.left < 0) rc.left = 0;
if (rc.top < 0) rc.top = 0;
if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH;
if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
if (rc.left > rc.right) rc.right = rc.left;
if (rc.top > rc.bottom) rc.bottom = rc.top;
TargetRectangle trc = ConvertEFBRectangle(rc);
glScissor(trc.left, trc.bottom, trc.GetWidth(), trc.GetHeight());
glScissor(rc.left, rc.bottom, rc.GetWidth(), rc.GetHeight());
}
void Renderer::SetColorMask()
@ -1404,7 +1393,7 @@ void Renderer::RestoreAPIState()
// Gets us back into a more game-like state.
glEnable(GL_SCISSOR_TEST);
SetGenerationMode();
SetScissorRect();
BPFunctions::SetScissor();
SetColorMask();
SetDepthMode();
SetBlendMode(true);

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@ -15,7 +15,7 @@ public:
void SetColorMask();
void SetBlendMode(bool forceUpdate);
void SetScissorRect();
void SetScissorRect(const TargetRectangle& rc);
void SetGenerationMode();
void SetDepthMode();
void SetLogicOpMode();