diff --git a/Source/Plugins/Plugin_VideoDX9/Src/D3DBase.cpp b/Source/Plugins/Plugin_VideoDX9/Src/D3DBase.cpp index 02300fdbd2..5eddcf2b63 100644 --- a/Source/Plugins/Plugin_VideoDX9/Src/D3DBase.cpp +++ b/Source/Plugins/Plugin_VideoDX9/Src/D3DBase.cpp @@ -82,6 +82,22 @@ LPDIRECT3DVERTEXDECLARATION9 m_VtxDecl; LPDIRECT3DPIXELSHADER9 m_PixelShader; LPDIRECT3DVERTEXSHADER9 m_VertexShader; +// Z buffer formats to be used for EFB depth surface +D3DFORMAT DepthFormats[] = { + FOURCC_INTZ, + FOURCC_DF24, + FOURCC_RAWZ, + FOURCC_DF16, + D3DFMT_D24X8, + D3DFMT_D24X4S4, + D3DFMT_D24S8, + D3DFMT_D24FS8, + D3DFMT_D32, // too much precision, but who cares + D3DFMT_D16, // much lower precision, but better than nothing + D3DFMT_D15S1, +}; + + void Enumerate(); int GetNumAdapters() { return numAdapters; } @@ -469,6 +485,24 @@ bool CheckDepthStencilSupport(D3DFORMAT target_format, D3DFORMAT depth_format) return D3D_OK == D3D->CheckDepthStencilMatch(cur_adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, target_format, depth_format); } +D3DFORMAT GetSupportedDepthTextureFormat() +{ + for (int i = 0; i < sizeof(DepthFormats)/sizeof(D3DFORMAT); ++i) + if (D3D::CheckTextureSupport(D3DUSAGE_DEPTHSTENCIL, DepthFormats[i])) + return DepthFormats[i]; + + return D3DFMT_UNKNOWN; +} + +D3DFORMAT GetSupportedDepthSurfaceFormat(D3DFORMAT target_format) +{ + for (int i = 0; i < sizeof(DepthFormats)/sizeof(D3DFORMAT); ++i) + if (D3D::CheckDepthStencilSupport(target_format, DepthFormats[i])) + return DepthFormats[i]; + + return D3DFMT_UNKNOWN; +} + const char *VertexShaderVersionString() { static const char *versions[5] = {"ERROR", "vs_1_4", "vs_2_0", "vs_3_0", "vs_4_0"}; diff --git a/Source/Plugins/Plugin_VideoDX9/Src/D3DBase.h b/Source/Plugins/Plugin_VideoDX9/Src/D3DBase.h index a3b7b8e26e..c337c8ab0e 100644 --- a/Source/Plugins/Plugin_VideoDX9/Src/D3DBase.h +++ b/Source/Plugins/Plugin_VideoDX9/Src/D3DBase.h @@ -78,6 +78,9 @@ bool FixTextureSize(int& width, int& height); bool CheckTextureSupport(DWORD usage, D3DFORMAT tex_format); bool CheckDepthStencilSupport(D3DFORMAT target_format, D3DFORMAT depth_format); +D3DFORMAT GetSupportedDepthTextureFormat(); +D3DFORMAT GetSupportedDepthSurfaceFormat(D3DFORMAT target_format); + // The following are "filtered" versions of the corresponding D3Ddev-> functions. void SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture); void SetRenderState(D3DRENDERSTATETYPE State, DWORD Value); diff --git a/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp b/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp index 1ff4f38fb7..3d4f2709b0 100644 --- a/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp +++ b/Source/Plugins/Plugin_VideoDX9/Src/FramebufferManager.cpp @@ -39,6 +39,7 @@ FramebufferManager::Efb FramebufferManager::s_efb; FramebufferManager::FramebufferManager() { + bool depth_textures_supported = true; int target_width = Renderer::GetFullTargetWidth(); int target_height = Renderer::GetFullTargetHeight(); s_efb.color_surface_Format = D3DFMT_A8R8G8B8; @@ -59,35 +60,17 @@ FramebufferManager::FramebufferManager() hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb.color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb.color_OffScreenReadBuffer, NULL); CHECK(hr, "Create offscreen color surface (hr=%#x)", hr); - // Select a Z-buffer format with hardware support - D3DFORMAT DepthTexFormats[] = { - FOURCC_INTZ, - FOURCC_DF24, - FOURCC_RAWZ, - FOURCC_DF16, - D3DFMT_D24X8, - D3DFMT_D24X4S4, - D3DFMT_D24S8, - D3DFMT_D24FS8, - D3DFMT_D32, // too much precision, but who cares - D3DFMT_D16, // much lower precision, but better than nothing - D3DFMT_D15S1, - }; - - // check format support - for (int i = 0; i < sizeof(DepthTexFormats)/sizeof(D3DFORMAT); ++i) - { - if (D3D::CheckTextureSupport(D3DUSAGE_DEPTHSTENCIL, DepthTexFormats[i])) - { - s_efb.depth_surface_Format = DepthTexFormats[i]; - break; - } - } + // Select a Z-buffer texture format with hardware support + s_efb.depth_surface_Format = D3D::GetSupportedDepthTextureFormat(); if (s_efb.depth_surface_Format == D3DFMT_UNKNOWN) { - PanicAlert("No supported depth format found, disabling depth buffers.\nExpect glitches."); + // workaround for Intel GPUs etc: only create a depth _surface_ + depth_textures_supported = false; + s_efb.depth_surface_Format = D3D::GetSupportedDepthSurfaceFormat(s_efb.color_surface_Format); + ERROR_LOG(VIDEO, "No supported depth texture format found, disabling Z peeks for EFB access."); } - else + + if (depth_textures_supported) { // EFB depth buffer - primary depth buffer hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb.depth_surface_Format, @@ -96,6 +79,7 @@ FramebufferManager::FramebufferManager() CHECK(hr, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr); // Render buffer for AccessEFB (depth data) + D3DFORMAT DepthTexFormats[2]; if (s_efb.depth_surface_Format == FOURCC_RAWZ || s_efb.depth_surface_Format == D3DFMT_D24X8) DepthTexFormats[0] = D3DFMT_A8R8G8B8; else @@ -120,6 +104,12 @@ FramebufferManager::FramebufferManager() hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb.depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb.depth_OffScreenReadBuffer, NULL); CHECK(hr, "Create depth offscreen surface (hr=%#x)", hr); } + else if (s_efb.depth_surface_Format) + { + // just create a depth surface + hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb.depth_surface_Format, D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb.depth_surface, NULL); + CHECK(hr, "Framebuffer depth surface (size: %dx%d; hr=%#x)", target_width, target_height, hr); + } // ReinterpretPixelData - EFB color data will be copy-converted to this texture and the buffers are swapped then hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format, diff --git a/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp b/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp index 8001f93202..596702283a 100644 --- a/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp +++ b/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp @@ -513,6 +513,11 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) return 0; } + // if depth textures aren't supported by the hardware, just return + if (type == PEEK_Z) + if (FramebufferManager::GetEFBDepthTexture() == NULL) + return 0; + // We're using three surfaces here: // - pEFBSurf: EFB Surface. Source surface when peeking, destination surface when poking. // - pBufferRT: A render target surface. When peeking, we render a textured quad to this surface. @@ -646,7 +651,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) val += ((float)(z & 0xFF)) * ffrac; break; }; - + pSystemBuf->UnlockRect(); // TODO: in RE0 this value is often off by one, which causes lighting to disappear