corrected viewport and scissor test behavior in both plugins.
some code cleanup in d3d. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4605 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
37f1e1ca73
commit
55dc7efaa4
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@ -54,7 +54,8 @@ public:
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static void SetColorMask();
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static void SetBlendMode(bool forceUpdate);
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static bool SetScissorRect();
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static void SetGenerationMode();
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static void SetDepthMode();
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// Live resolution change
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static bool Allow2x();
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static bool AllowCustom();
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@ -33,26 +33,6 @@ const bool renderFog = false;
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using namespace D3D;
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static const D3DCULL d3dCullModes[4] =
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{
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D3DCULL_NONE,
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D3DCULL_CCW,
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D3DCULL_CW,
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D3DCULL_CCW
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};
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static const D3DCMPFUNC d3dCmpFuncs[8] =
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{
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D3DCMP_NEVER,
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D3DCMP_LESS,
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D3DCMP_EQUAL,
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D3DCMP_LESSEQUAL,
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D3DCMP_GREATER,
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D3DCMP_NOTEQUAL,
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D3DCMP_GREATEREQUAL,
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D3DCMP_ALWAYS
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};
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static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
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{
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D3DTEXF_NONE,
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@ -79,22 +59,7 @@ void FlushPipeline()
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void SetGenerationMode(const BPCmd &bp)
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{
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D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
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if (bpmem.genMode.cullmode == 3)
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{
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D3D::SetRenderState(D3DRS_COLORWRITEENABLE, 0);
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}
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else
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{
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DWORD write = 0;
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if (bpmem.blendmode.alphaupdate)
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write = D3DCOLORWRITEENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
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D3D::SetRenderState(D3DRS_COLORWRITEENABLE, write);
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}
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Renderer::SetGenerationMode();
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}
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void SetScissor(const BPCmd &bp)
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@ -111,17 +76,7 @@ void SetLineWidth(const BPCmd &bp)
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void SetDepthMode(const BPCmd &bp)
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{
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if (bpmem.zmode.testenable)
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{
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D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
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D3D::SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable);
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D3D::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]);
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}
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else
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{
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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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Renderer::SetDepthMode();
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}
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void SetBlendMode(const BPCmd &bp)
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@ -90,8 +90,23 @@ void SetPSConstant4fv(int const_number, const float *f)
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void PixelShaderCache::Init()
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{
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char pmatrixprog[1024];
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sprintf(pmatrixprog,"uniform sampler samp0 : register(s0);\n"
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char pprog[1024];
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sprintf(pprog,"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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" in float4 incol0 : COLOR0){\n"
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"ocol0 = incol0;\n"
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"}\n");
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s_ClearProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
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sprintf(pprog,"uniform sampler samp0 : register(s0);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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"ocol0 = tex2D(samp0,uv0.xy);\n"
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"}\n");
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s_ColorCopyProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
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sprintf(pprog,"uniform sampler samp0 : register(s0);\n"
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"uniform float4 cColMatrix[5] : register(c%d);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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@ -99,23 +114,9 @@ void PixelShaderCache::Init()
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"float4 texcol = tex2D(samp0,uv0.xy);\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n",C_COLORMATRIX);
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char pcopyprog[1024];
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sprintf(pcopyprog,"uniform sampler samp0 : register(s0);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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"ocol0 = tex2D(samp0,uv0.xy);\n"
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"}\n");
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char pclearprog[1024];
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sprintf(pclearprog,"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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" in float4 incol0 : COLOR0){\n"
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"ocol0 = incol0;\n"
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"}\n");
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s_ColorMatrixProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
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char pdmatrixprog[1024];
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sprintf(pdmatrixprog,"uniform sampler samp0 : register(s0);\n"
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sprintf(pprog,"uniform sampler samp0 : register(s0);\n"
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"uniform float4 cColMatrix[5] : register(c%d);\n"
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"void main(\n"
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"out float4 ocol0 : COLOR0,\n"
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@ -125,11 +126,7 @@ void PixelShaderCache::Init()
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"texcol = float4((EncodedDepth.rgb * (16777216.0f/16777215.0f)),1.0f);\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n",C_COLORMATRIX);
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s_ColorMatrixProgram = D3D::CompilePixelShader(pmatrixprog, (int)strlen(pmatrixprog));
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s_ColorCopyProgram = D3D::CompilePixelShader(pcopyprog, (int)strlen(pcopyprog));
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s_DepthMatrixProgram = D3D::CompilePixelShader(pdmatrixprog, (int)strlen(pdmatrixprog));
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s_ClearProgram = D3D::CompilePixelShader(pclearprog, (int)strlen(pclearprog));
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s_DepthMatrixProgram = D3D::CompilePixelShader(pprog, (int)strlen(pprog));
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Clear();
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}
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@ -90,6 +90,29 @@ static const D3DBLEND d3dDestFactors[8] =
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D3DBLEND_INVDESTALPHA
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};
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static const D3DCULL d3dCullModes[4] =
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{
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D3DCULL_NONE,
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D3DCULL_CCW,
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D3DCULL_CW,
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D3DCULL_CCW
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};
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static const D3DCMPFUNC d3dCmpFuncs[8] =
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{
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D3DCMP_NEVER,
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D3DCMP_LESS,
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D3DCMP_EQUAL,
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D3DCMP_LESSEQUAL,
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D3DCMP_GREATER,
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D3DCMP_NOTEQUAL,
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D3DCMP_GREATEREQUAL,
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D3DCMP_ALWAYS
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};
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void SetupDeviceObjects()
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{
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D3D::font.Init();
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@ -463,6 +486,18 @@ bool Renderer::SetScissorRect()
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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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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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if (rc.right >= rc.left && rc.bottom >= rc.top)
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{
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@ -471,7 +506,7 @@ bool Renderer::SetScissorRect()
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}
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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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//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
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rc.left = 0;
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rc.top = 0;
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rc.right = GetTargetWidth();
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@ -592,7 +627,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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hr = D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
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hr = D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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UpdateViewport();
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RestoreAPIState();
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RectToLock.bottom = 4;
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RectToLock.left = 0;
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@ -684,6 +718,13 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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// Called from VertexShaderManager
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void UpdateViewport()
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{
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// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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// [0] = width/2
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// [1] = height/2
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// [2] = 16777215 * (farz - nearz)
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// [3] = xorig + width/2 + 342
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// [4] = yorig + height/2 + 342
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// [5] = 16777215 * farz
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int scissorXOff = bpmem.scissorOffset.x * 2;
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int scissorYOff = bpmem.scissorOffset.y * 2;
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@ -695,17 +736,29 @@ void UpdateViewport()
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// Stretch picture with increased internal resolution
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int X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX);
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int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY);
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int Width = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
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int Height = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
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int Width = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX);
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int Height = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY);
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if(Width < 0)
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{
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X += Width;
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Width*=-1;
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if( X < 0)
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{
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Width +=X;
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}
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}
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if(Height < 0)
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{
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Y += Height;
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Height *= -1;
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if(Y < 0)
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{
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Height+=Y;
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}
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}
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if(X < 0) X = 0;
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if(Y < 0) Y = 0;
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if(X > s_target_width) X = s_target_width;
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if(Y > s_target_height) Y = s_target_height;
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if(Width < 0) Width = 0;
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if(Height < 0) Height = 0;
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if(Width > (s_target_width - X)) Width = s_target_width - X;
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if(Height > (s_target_height - Y)) Height = s_target_height - Y;
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if(Y < 0) Y = 0;
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vp.X = X;
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vp.Y = Y;
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vp.Width = Width;
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@ -736,11 +789,15 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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sirc.top = targetRc.top;
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sirc.right = targetRc.right;
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sirc.bottom = targetRc.bottom;
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D3D::dev->SetScissorRect(&sirc);
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D3D::dev->SetScissorRect(&sirc);
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if(zEnable)
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D3D::SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
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D3D::drawClearQuad(&sirc,color,(z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetSimpleVertexShader());
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//D3D::dev->Clear(0, NULL, clearflags, color,(z & 0xFFFFFF) / float(0xFFFFFF), 0);
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if(zEnable)
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D3D::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]);
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//D3D::dev->Clear(0, NULL, (colorEnable ? D3DCLEAR_TARGET : 0)| ( zEnable ? D3DCLEAR_ZBUFFER : 0), color,(z & 0xFFFFFF) / float(0xFFFFFF), 0);
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SetScissorRect();
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VertexShaderManager::SetViewportChanged();
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UpdateViewport();
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}
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void Renderer::SetBlendMode(bool forceUpdate)
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@ -840,3 +897,38 @@ void Renderer::RestoreAPIState()
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SetColorMask();
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SetBlendMode(true);
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}
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void Renderer::SetGenerationMode()
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{
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D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
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if (bpmem.genMode.cullmode == 3)
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{
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D3D::SetRenderState(D3DRS_COLORWRITEENABLE, 0);
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}
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else
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{
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DWORD write = 0;
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if (bpmem.blendmode.alphaupdate)
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write = D3DCOLORWRITEENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
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D3D::SetRenderState(D3DRS_COLORWRITEENABLE, write);
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}
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}
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void Renderer::SetDepthMode()
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{
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if (bpmem.zmode.testenable)
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{
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D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
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D3D::SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable);
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D3D::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]);
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}
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else
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{
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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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}
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@ -490,8 +490,7 @@ have_texture:
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}
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D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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VertexShaderManager::SetViewportChanged();
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D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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Renderer::RestoreAPIState();
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Rendersurf->Release();
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}
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@ -230,7 +230,6 @@ void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 sr
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D3D::drawShadedTexQuad(srcTexture,&SrcRect,srcTextureWidth,srcTextureHeight,&DstRect,shader,VertexShaderCache::GetSimpleVertexShader());
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hr = D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
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hr = D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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VertexShaderManager::SetViewportChanged();
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Renderer::RestoreAPIState();
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D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
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D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
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@ -700,11 +700,18 @@ bool Renderer::SetScissorRect()
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rc_bottom *= MValueY;
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if (rc_bottom > EFB_HEIGHT * MValueY) rc_bottom = EFB_HEIGHT * MValueY;
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/*LOG(VIDEO, "Scissor: lt=(%d,%d), rb=(%d,%d,%i), off=(%d,%d)\n",
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rc_left, rc_top,
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rc_right, rc_bottom, Renderer::GetTargetHeight(),
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xoff, yoff
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);*/
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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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// Check that the coordinates are good
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if (rc_right >= rc_left && rc_bottom >= rc_top)
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@ -1333,6 +1340,13 @@ void Renderer::FlipImageData(u8 *data, int w, int h)
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// Called from VertexShaderManager
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void UpdateViewport()
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{
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// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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// [0] = width/2
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// [1] = height/2
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// [2] = 16777215 * (farz - nearz)
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// [3] = xorig + width/2 + 342
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// [4] = yorig + height/2 + 342
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// [5] = 16777215 * farz
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int scissorXOff = bpmem.scissorOffset.x * 2; // 342
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int scissorYOff = bpmem.scissorOffset.y * 2; // 342
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@ -1342,10 +1356,20 @@ void UpdateViewport()
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// Stretch picture with increased internal resolution
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int GLx = (int)ceil((xfregs.rawViewport[3] - xfregs.rawViewport[0] - scissorXOff) * MValueX);
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int GLy = (int)ceil(Renderer::GetTargetHeight() - ((int)(xfregs.rawViewport[4] - xfregs.rawViewport[1] - scissorYOff)) * MValueY);
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int GLWidth = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
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int GLHeight = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
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int GLWidth = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX);
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int GLHeight = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY);
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double GLNear = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
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double GLFar = xfregs.rawViewport[5] / 16777216.0f;
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double GLFar = xfregs.rawViewport[5] / 16777216.0f;
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if(GLWidth < 0)
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{
|
||||
GLx += GLWidth;
|
||||
GLWidth*=-1;
|
||||
}
|
||||
if(GLHeight < 0)
|
||||
{
|
||||
GLy += GLHeight;
|
||||
GLHeight *= -1;
|
||||
}
|
||||
// Update the view port
|
||||
glViewport(GLx, GLy, GLWidth, GLHeight);
|
||||
glDepthRange(GLNear, GLFar);
|
||||
|
|
Loading…
Reference in New Issue