D3D9: Fall back to just creating a depth surface instead of a depth texture if the latter one isn't supported by the hardware.
This is a workaround for issue 3256. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6737 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -82,6 +82,22 @@ LPDIRECT3DVERTEXDECLARATION9 m_VtxDecl;
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LPDIRECT3DPIXELSHADER9 m_PixelShader;
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LPDIRECT3DVERTEXSHADER9 m_VertexShader;
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// Z buffer formats to be used for EFB depth surface
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D3DFORMAT DepthFormats[] = {
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FOURCC_INTZ,
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FOURCC_DF24,
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FOURCC_RAWZ,
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FOURCC_DF16,
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D3DFMT_D24X8,
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D3DFMT_D24X4S4,
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D3DFMT_D24S8,
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D3DFMT_D24FS8,
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D3DFMT_D32, // too much precision, but who cares
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D3DFMT_D16, // much lower precision, but better than nothing
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D3DFMT_D15S1,
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};
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void Enumerate();
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int GetNumAdapters() { return numAdapters; }
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@ -469,6 +485,24 @@ bool CheckDepthStencilSupport(D3DFORMAT target_format, D3DFORMAT depth_format)
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return D3D_OK == D3D->CheckDepthStencilMatch(cur_adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, target_format, depth_format);
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}
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D3DFORMAT GetSupportedDepthTextureFormat()
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{
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for (int i = 0; i < sizeof(DepthFormats)/sizeof(D3DFORMAT); ++i)
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if (D3D::CheckTextureSupport(D3DUSAGE_DEPTHSTENCIL, DepthFormats[i]))
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return DepthFormats[i];
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return D3DFMT_UNKNOWN;
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}
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D3DFORMAT GetSupportedDepthSurfaceFormat(D3DFORMAT target_format)
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{
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for (int i = 0; i < sizeof(DepthFormats)/sizeof(D3DFORMAT); ++i)
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if (D3D::CheckDepthStencilSupport(target_format, DepthFormats[i]))
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return DepthFormats[i];
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return D3DFMT_UNKNOWN;
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}
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const char *VertexShaderVersionString()
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{
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static const char *versions[5] = {"ERROR", "vs_1_4", "vs_2_0", "vs_3_0", "vs_4_0"};
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@ -78,6 +78,9 @@ bool FixTextureSize(int& width, int& height);
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bool CheckTextureSupport(DWORD usage, D3DFORMAT tex_format);
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bool CheckDepthStencilSupport(D3DFORMAT target_format, D3DFORMAT depth_format);
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D3DFORMAT GetSupportedDepthTextureFormat();
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D3DFORMAT GetSupportedDepthSurfaceFormat(D3DFORMAT target_format);
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// The following are "filtered" versions of the corresponding D3Ddev-> functions.
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void SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture);
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void SetRenderState(D3DRENDERSTATETYPE State, DWORD Value);
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@ -39,6 +39,7 @@ FramebufferManager::Efb FramebufferManager::s_efb;
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FramebufferManager::FramebufferManager()
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{
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bool depth_textures_supported = true;
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int target_width = Renderer::GetFullTargetWidth();
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int target_height = Renderer::GetFullTargetHeight();
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s_efb.color_surface_Format = D3DFMT_A8R8G8B8;
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@ -59,35 +60,17 @@ FramebufferManager::FramebufferManager()
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hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb.color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb.color_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create offscreen color surface (hr=%#x)", hr);
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// Select a Z-buffer format with hardware support
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D3DFORMAT DepthTexFormats[] = {
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FOURCC_INTZ,
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FOURCC_DF24,
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FOURCC_RAWZ,
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FOURCC_DF16,
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D3DFMT_D24X8,
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D3DFMT_D24X4S4,
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D3DFMT_D24S8,
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D3DFMT_D24FS8,
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D3DFMT_D32, // too much precision, but who cares
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D3DFMT_D16, // much lower precision, but better than nothing
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D3DFMT_D15S1,
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};
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// check format support
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for (int i = 0; i < sizeof(DepthTexFormats)/sizeof(D3DFORMAT); ++i)
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{
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if (D3D::CheckTextureSupport(D3DUSAGE_DEPTHSTENCIL, DepthTexFormats[i]))
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{
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s_efb.depth_surface_Format = DepthTexFormats[i];
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break;
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}
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}
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// Select a Z-buffer texture format with hardware support
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s_efb.depth_surface_Format = D3D::GetSupportedDepthTextureFormat();
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if (s_efb.depth_surface_Format == D3DFMT_UNKNOWN)
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{
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PanicAlert("No supported depth format found, disabling depth buffers.\nExpect glitches.");
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// workaround for Intel GPUs etc: only create a depth _surface_
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depth_textures_supported = false;
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s_efb.depth_surface_Format = D3D::GetSupportedDepthSurfaceFormat(s_efb.color_surface_Format);
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ERROR_LOG(VIDEO, "No supported depth texture format found, disabling Z peeks for EFB access.");
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}
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else
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if (depth_textures_supported)
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{
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// EFB depth buffer - primary depth buffer
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb.depth_surface_Format,
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@ -96,6 +79,7 @@ FramebufferManager::FramebufferManager()
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CHECK(hr, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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// Render buffer for AccessEFB (depth data)
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D3DFORMAT DepthTexFormats[2];
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if (s_efb.depth_surface_Format == FOURCC_RAWZ || s_efb.depth_surface_Format == D3DFMT_D24X8)
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DepthTexFormats[0] = D3DFMT_A8R8G8B8;
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else
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@ -120,6 +104,12 @@ FramebufferManager::FramebufferManager()
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hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb.depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb.depth_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create depth offscreen surface (hr=%#x)", hr);
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}
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else if (s_efb.depth_surface_Format)
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{
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// just create a depth surface
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hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb.depth_surface_Format, D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb.depth_surface, NULL);
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CHECK(hr, "Framebuffer depth surface (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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}
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// ReinterpretPixelData - EFB color data will be copy-converted to this texture and the buffers are swapped then
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
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@ -513,6 +513,11 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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return 0;
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}
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// if depth textures aren't supported by the hardware, just return
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if (type == PEEK_Z)
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if (FramebufferManager::GetEFBDepthTexture() == NULL)
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return 0;
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// We're using three surfaces here:
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// - pEFBSurf: EFB Surface. Source surface when peeking, destination surface when poking.
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// - pBufferRT: A render target surface. When peeking, we render a textured quad to this surface.
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@ -646,7 +651,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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val += ((float)(z & 0xFF)) * ffrac;
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break;
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};
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pSystemBuf->UnlockRect();
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// TODO: in RE0 this value is often off by one, which causes lighting to disappear
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