Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7538 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check 2011-05-12 02:14:45 +00:00
parent 8cb2443c2f
commit 8024783502
16 changed files with 229 additions and 261 deletions

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@ -62,10 +62,6 @@ volatile bool Renderer::s_bScreenshot;
int Renderer::s_target_width; int Renderer::s_target_width;
int Renderer::s_target_height; int Renderer::s_target_height;
// The custom resolution
int Renderer::s_Fulltarget_width;
int Renderer::s_Fulltarget_height;
// TODO: Add functionality to reinit all the render targets when the window is resized. // TODO: Add functionality to reinit all the render targets when the window is resized.
int Renderer::s_backbuffer_width; int Renderer::s_backbuffer_width;
int Renderer::s_backbuffer_height; int Renderer::s_backbuffer_height;
@ -180,8 +176,8 @@ bool Renderer::CalculateTargetSize(int multiplier)
if (newEFBWidth != s_target_width || newEFBHeight != s_target_height) if (newEFBWidth != s_target_width || newEFBHeight != s_target_height)
{ {
s_Fulltarget_width = s_target_width = newEFBWidth; s_target_width = newEFBWidth;
s_Fulltarget_height = s_target_height = newEFBHeight; s_target_height = newEFBHeight;
return true; return true;
} }
return false; return false;
@ -375,7 +371,7 @@ void Renderer::RecordVideoMemory()
FifoRecorder::GetInstance().SetVideoMemory(bpMem, cpMem, xfMem, xfRegs, sizeof(XFRegisters) / 4); FifoRecorder::GetInstance().SetVideoMemory(bpMem, cpMem, xfMem, xfRegs, sizeof(XFRegisters) / 4);
} }
void UpdateViewport() void UpdateViewport(Matrix44& vpCorrection)
{ {
g_renderer->UpdateViewport(); g_renderer->UpdateViewport(vpCorrection);
} }

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@ -66,12 +66,6 @@ public:
virtual void ApplyState(bool bUseDstAlpha) = 0; virtual void ApplyState(bool bUseDstAlpha) = 0;
virtual void RestoreState() = 0; virtual void RestoreState() = 0;
// Real internal resolution:
// D3D doesn't support viewports larger than the target size, so we need to resize the target to the viewport size for those.
// OpenGL supports this, so GetFullTargetWidth returns the same as GetTargetWidth there.
static int GetFullTargetWidth() { return s_Fulltarget_width; }
static int GetFullTargetHeight() { return s_Fulltarget_height; }
// Ideal internal resolution - determined by display resolution (automatic scaling) and/or a multiple of the native EFB resolution // Ideal internal resolution - determined by display resolution (automatic scaling) and/or a multiple of the native EFB resolution
static int GetTargetWidth() { return s_target_width; } static int GetTargetWidth() { return s_target_width; }
static int GetTargetHeight() { return s_target_height; } static int GetTargetHeight() { return s_target_height; }
@ -99,12 +93,6 @@ public:
static float EFBToScaledXf(float x) { return x * ((float)GetTargetWidth() / (float)EFB_WIDTH); } static float EFBToScaledXf(float x) { return x * ((float)GetTargetWidth() / (float)EFB_WIDTH); }
static float EFBToScaledYf(float y) { return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT); } static float EFBToScaledYf(float y) { return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT); }
// Returns the offset at which the EFB will be drawn onto the backbuffer
// NOTE: Never calculate this manually (e.g. to "increase accuracy"), since you might end up getting off-by-one errors.
// This is a per-frame constant, so it won't cause any issues.
static int TargetStrideX() { return (s_Fulltarget_width - s_target_width) / 2; }
static int TargetStrideY() { return (s_Fulltarget_height - s_target_height) / 2; }
// Random utilities // Random utilities
static void SetScreenshot(const char *filename); static void SetScreenshot(const char *filename);
static void DrawDebugText(); static void DrawDebugText();
@ -124,7 +112,7 @@ public:
// Finish up the current frame, print some stats // Finish up the current frame, print some stats
virtual void Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc,float Gamma = 1.0f) = 0; virtual void Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc,float Gamma = 1.0f) = 0;
virtual void UpdateViewport() = 0; virtual void UpdateViewport(Matrix44& vpCorrection) = 0;
virtual bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc) = 0; virtual bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc) = 0;
@ -160,10 +148,6 @@ protected:
static int s_target_width; static int s_target_width;
static int s_target_height; static int s_target_height;
// The custom resolution
static int s_Fulltarget_width;
static int s_Fulltarget_height;
// TODO: Add functionality to reinit all the render targets when the window is resized. // TODO: Add functionality to reinit all the render targets when the window is resized.
static int s_backbuffer_width; static int s_backbuffer_width;
static int s_backbuffer_height; static int s_backbuffer_height;
@ -189,7 +173,7 @@ private:
extern Renderer *g_renderer; extern Renderer *g_renderer;
void UpdateViewport(); void UpdateViewport(Matrix44& vpCorrection);
template <typename R> template <typename R>
void GetScissorRect(MathUtil::Rectangle<R> &rect) void GetScissorRect(MathUtil::Rectangle<R> &rect)

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@ -43,12 +43,13 @@ static int nNormalMatricesChanged[2]; // min,max
static int nPostTransformMatricesChanged[2]; // min,max static int nPostTransformMatricesChanged[2]; // min,max
static int nLightsChanged[2]; // min,max static int nLightsChanged[2]; // min,max
static Matrix44 s_viewportCorrection;
static Matrix33 s_viewRotationMatrix; static Matrix33 s_viewRotationMatrix;
static Matrix33 s_viewInvRotationMatrix; static Matrix33 s_viewInvRotationMatrix;
static float s_fViewTranslationVector[3]; static float s_fViewTranslationVector[3];
static float s_fViewRotation[2]; static float s_fViewRotation[2];
void UpdateViewport(); void UpdateViewport(Matrix44& vpCorrection);
inline void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4) inline void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{ {
@ -301,7 +302,8 @@ void VertexShaderManager::SetConstants()
bViewportChanged = false; bViewportChanged = false;
SetVSConstant4f(C_DEPTHPARAMS,xfregs.viewport.farZ / 16777216.0f,xfregs.viewport.zRange / 16777216.0f,0.0f,0.0f); SetVSConstant4f(C_DEPTHPARAMS,xfregs.viewport.farZ / 16777216.0f,xfregs.viewport.zRange / 16777216.0f,0.0f,0.0f);
// This is so implementation-dependent that we can't have it here. // This is so implementation-dependent that we can't have it here.
UpdateViewport(); UpdateViewport(s_viewportCorrection);
bProjectionChanged = true;
} }
if (bProjectionChanged) if (bProjectionChanged)
@ -421,12 +423,18 @@ void VertexShaderManager::SetConstants()
Matrix44::Multiply(mtxB, mtxA, viewMtx); // view = rotation x translation Matrix44::Multiply(mtxB, mtxA, viewMtx); // view = rotation x translation
Matrix44::Set(mtxB, g_fProjectionMatrix); Matrix44::Set(mtxB, g_fProjectionMatrix);
Matrix44::Multiply(mtxB, viewMtx, mtxA); // mtxA = projection x view Matrix44::Multiply(mtxB, viewMtx, mtxA); // mtxA = projection x view
Matrix44::Multiply(s_viewportCorrection, mtxA, mtxB); // mtxB = viewportCorrection x mtxA
SetMultiVSConstant4fv(C_PROJECTION, 4, &mtxA.data[0]); SetMultiVSConstant4fv(C_PROJECTION, 4, mtxB.data);
} }
else else
{ {
SetMultiVSConstant4fv(C_PROJECTION, 4, &g_fProjectionMatrix[0]); Matrix44 projMtx;
Matrix44::Set(projMtx, g_fProjectionMatrix);
Matrix44 correctedMtx;
Matrix44::Multiply(s_viewportCorrection, projMtx, correctedMtx);
SetMultiVSConstant4fv(C_PROJECTION, 4, correctedMtx.data);
} }
} }
} }

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@ -54,8 +54,8 @@ D3DTexture2D* FramebufferManager::GetResolvedEFBDepthTexture()
FramebufferManager::FramebufferManager() FramebufferManager::FramebufferManager()
{ {
const unsigned int target_width = Renderer::GetFullTargetWidth(); const unsigned int target_width = Renderer::GetTargetWidth();
const unsigned int target_height = Renderer::GetFullTargetHeight(); const unsigned int target_height = Renderer::GetTargetHeight();
DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode); DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode);
// EFB color texture - primary render target // EFB color texture - primary render target
@ -221,7 +221,7 @@ void XFBSource::CopyEFB(float Gamma)
D3D::SetLinearCopySampler(); D3D::SetLinearCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(), D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(), PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(),Gamma); VertexShaderCache::GetSimpleInputLayout(),Gamma);

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@ -1080,10 +1080,10 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
params.NumBlocksY = FLOAT(numBlocksY); params.NumBlocksY = FLOAT(numBlocksY);
params.PosX = FLOAT(correctSrc.left); params.PosX = FLOAT(correctSrc.left);
params.PosY = FLOAT(correctSrc.top); params.PosY = FLOAT(correctSrc.top);
params.TexLeft = float(targetRect.left) / g_renderer->GetFullTargetWidth(); params.TexLeft = float(targetRect.left) / g_renderer->GetTargetWidth();
params.TexTop = float(targetRect.top) / g_renderer->GetFullTargetHeight(); params.TexTop = float(targetRect.top) / g_renderer->GetTargetHeight();
params.TexRight = float(targetRect.right) / g_renderer->GetFullTargetWidth(); params.TexRight = float(targetRect.right) / g_renderer->GetTargetWidth();
params.TexBottom = float(targetRect.bottom) / g_renderer->GetFullTargetHeight(); params.TexBottom = float(targetRect.bottom) / g_renderer->GetTargetHeight();
D3D::g_context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0); D3D::g_context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0);
D3D::g_context->VSSetConstantBuffers(0, 1, &m_encodeParams); D3D::g_context->VSSetConstantBuffers(0, 1, &m_encodeParams);

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@ -376,8 +376,7 @@ Renderer::Renderer()
D3D::g_context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), ClearColor); D3D::g_context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), ClearColor);
D3D::g_context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0); D3D::g_context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)(s_Fulltarget_width - s_target_width) / 2.f, D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f,
(float)(s_Fulltarget_height - s_target_height) / 2.f,
(float)s_target_width, (float)s_target_height); (float)s_target_width, (float)s_target_height);
D3D::g_context->RSSetViewports(1, &vp); D3D::g_context->RSSetViewports(1, &vp);
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
@ -402,10 +401,10 @@ void Renderer::RenderText(const char *text, int left, int top, u32 color)
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc) TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{ {
TargetRectangle result; TargetRectangle result;
result.left = EFBToScaledX(rc.left) + TargetStrideX(); result.left = EFBToScaledX(rc.left);
result.top = EFBToScaledY(rc.top) + TargetStrideY(); result.top = EFBToScaledY(rc.top);
result.right = EFBToScaledX(rc.right) + TargetStrideX(); result.right = EFBToScaledX(rc.right);
result.bottom = EFBToScaledY(rc.bottom) + TargetStrideY(); result.bottom = EFBToScaledY(rc.bottom);
return result; return result;
} }
@ -457,10 +456,10 @@ bool Renderer::SetScissorRect()
if (rc.top > EFB_HEIGHT) rc.top = EFB_HEIGHT; if (rc.top > EFB_HEIGHT) rc.top = EFB_HEIGHT;
if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT; if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
rc.left = EFBToScaledX(rc.left) + TargetStrideX(); rc.left = EFBToScaledX(rc.left);
rc.right = EFBToScaledX(rc.right) + TargetStrideX(); rc.right = EFBToScaledX(rc.right);
rc.top = EFBToScaledY(rc.top) + TargetStrideY(); rc.top = EFBToScaledY(rc.top);
rc.bottom = EFBToScaledY(rc.bottom) + TargetStrideY(); rc.bottom = EFBToScaledY(rc.bottom);
if (rc.left > rc.right) if (rc.left > rc.right)
{ {
@ -483,8 +482,8 @@ bool Renderer::SetScissorRect()
else else
{ {
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom); //WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
*rc.AsRECT() = CD3D11_RECT(TargetStrideX(), TargetStrideY(), *rc.AsRECT() = CD3D11_RECT(0, 0,
TargetStrideX() + s_target_width, TargetStrideY() + s_target_height); s_target_width, s_target_height);
D3D::g_context->RSSetScissorRects(1, rc.AsRECT()); D3D::g_context->RSSetScissorRects(1, rc.AsRECT());
return false; return false;
} }
@ -570,8 +569,8 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
D3D::SetPointCopySampler(); D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(), D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
&RectToLock, &RectToLock,
Renderer::GetFullTargetWidth(), Renderer::GetTargetWidth(),
Renderer::GetFullTargetHeight(), Renderer::GetTargetHeight(),
PixelShaderCache::GetDepthMatrixProgram(true), PixelShaderCache::GetDepthMatrixProgram(true),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout()); VertexShaderCache::GetSimpleInputLayout());
@ -647,18 +646,40 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
ResetAPIState(); ResetAPIState();
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), NULL); D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), NULL);
D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f, D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
- (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f, - (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f,
(float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f, (float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
- (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f); - (float)RectToLock.bottom * 2.f / (float)Renderer::GetTargetHeight() + 1.f);
RestoreAPIState(); RestoreAPIState();
return 0; return 0;
} }
} }
// Viewport correction:
// Say you want a viewport at (ix, iy) with size (iw, ih),
// but your viewport must be clamped at (ax, ay) with size (aw, ah).
// Just multiply the projection matrix with the following to get the same
// effect:
// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
// [ 0 0 1 0 ]
// [ 0 0 0 1 ]
static void ViewportCorrectionMatrix(Matrix44& result,
float ix, float iy, float iw, float ih, // Intended viewport (x, y, width, height)
float ax, float ay, float aw, float ah) // Actual viewport (x, y, width, height)
{
Matrix44::LoadIdentity(result);
if (aw == 0.f || ah == 0.f)
return;
result.data[4*0+0] = iw / aw;
result.data[4*0+3] = (iw - 2.f * (ax - ix)) / aw - 1.f;
result.data[4*1+1] = ih / ah;
result.data[4*1+3] = (-ih + 2.f * (ay - iy)) / ah + 1.f;
}
// Called from VertexShaderManager // Called from VertexShaderManager
void Renderer::UpdateViewport() void Renderer::UpdateViewport(Matrix44& vpCorrection)
{ {
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz) // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2 // [0] = width/2
@ -667,80 +688,49 @@ void Renderer::UpdateViewport()
// [3] = xorig + width/2 + 342 // [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342 // [4] = yorig + height/2 + 342
// [5] = 16777215 * farz // [5] = 16777215 * farz
const int old_fulltarget_w = Renderer::GetFullTargetWidth();
const int old_fulltarget_h = Renderer::GetFullTargetHeight();
int scissorXOff = bpmem.scissorOffset.x << 1; int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y << 1; int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int? // TODO: ceil, floor or just cast to int?
// TODO: Directly use the floats instead of rounding them? // TODO: Directly use the floats instead of rounding them?
int X = Renderer::EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff)) + Renderer::TargetStrideX(); int intendedX = Renderer::EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff));
int Y = Renderer::EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff)) + Renderer::TargetStrideY(); int intendedY = Renderer::EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff));
int Width = Renderer::EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd)); int intendedWd = Renderer::EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
int Height = Renderer::EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht)); int intendedHt = Renderer::EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
if (Width < 0) if (intendedWd < 0)
{ {
X += Width; intendedX += intendedWd;
Width *= -1; intendedWd = -intendedWd;
} }
if (Height < 0) if (intendedHt < 0)
{ {
Y += Height; intendedY += intendedHt;
Height *= -1; intendedHt = -intendedHt;
} }
bool sizeChanged = false;
// In D3D, the viewport rectangle must fit within the render target.
int X = intendedX;
if (X < 0) if (X < 0)
{
s_Fulltarget_width -= 2 * X;
X = 0; X = 0;
sizeChanged = true; int Y = intendedY;
}
if (Y < 0) if (Y < 0)
{
s_Fulltarget_height -= 2 * Y;
Y = 0; Y = 0;
sizeChanged = true; int Wd = intendedWd;
} if (X + Wd > GetTargetWidth())
Wd = GetTargetWidth() - X;
int Ht = intendedHt;
if (Y + Ht > GetTargetHeight())
Ht = GetTargetHeight() - Y;
float newx = (float)X; // If GX viewport is off the render target, we must clamp our viewport
float newy = (float)Y; // within the bounds. Use the correction matrix to compensate.
float newwidth = (float)Width; ViewportCorrectionMatrix(vpCorrection,
float newheight = (float)Height; intendedX, intendedY, intendedWd, intendedHt,
// TODO: If the size hasn't changed for X frames, we should probably shrink the EFB texture for performance reasons X, Y, Wd, Ht);
if (sizeChanged)
{
// Make sure that the requested size is actually supported by the GFX driver
if (Renderer::GetFullTargetWidth() > (int)D3D::GetMaxTextureSize() || Renderer::GetFullTargetHeight() > (int)D3D::GetMaxTextureSize())
{
// Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
ERROR_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D11. Requested EFB size is %dx%d\n", Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight());
// Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors
newx *= (float)(old_fulltarget_w-1) / (float)(Renderer::GetFullTargetWidth()-1);
newy *= (float)(old_fulltarget_h-1) / (float)(Renderer::GetFullTargetHeight()-1);
newwidth *= (float)(old_fulltarget_w-1) / (float)(Renderer::GetFullTargetWidth()-1);
newheight *= (float)(old_fulltarget_h-1) / (float)(Renderer::GetFullTargetHeight()-1);
s_Fulltarget_width = old_fulltarget_w;
s_Fulltarget_height = old_fulltarget_h;
}
else
{
D3D::g_context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager;
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
float clear_col[4] = { 0.f, 0.f, 0.f, 1.f };
D3D::g_context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), clear_col);
D3D::g_context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
}
}
// Some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work // Some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(newx, newy, newwidth, newheight, D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f; 0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
1.f); // xfregs.viewport.farZ / 16777216.0f; 1.f); // xfregs.viewport.farZ / 16777216.0f;
D3D::g_context->RSSetViewports(1, &vp); D3D::g_context->RSSetViewports(1, &vp);
@ -778,7 +768,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
void Renderer::ReinterpretPixelData(unsigned int convtype) void Renderer::ReinterpretPixelData(unsigned int convtype)
{ {
// TODO: MSAA support.. // TODO: MSAA support..
D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight()); D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
ID3D11PixelShader* pixel_shader; ID3D11PixelShader* pixel_shader;
if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(true); if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(true);
@ -792,12 +782,14 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
// convert data and set the target texture as our new EFB // convert data and set the target texture as our new EFB
g_renderer->ResetAPIState(); g_renderer->ResetAPIState();
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetFullTargetWidth(), (float)g_renderer->GetFullTargetHeight()); D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetTargetWidth(), (float)g_renderer->GetTargetHeight());
D3D::g_context->RSSetViewports(1, &vp); D3D::g_context->RSSetViewports(1, &vp);
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), NULL); D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), NULL);
D3D::SetPointCopySampler(); D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source,
g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();
@ -1019,7 +1011,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
// TODO: Improve sampling algorithm for the pixel shader so that we can use the multisampled EFB texture as source // TODO: Improve sampling algorithm for the pixel shader so that we can use the multisampled EFB texture as source
D3DTexture2D* read_texture = FramebufferManager::GetResolvedEFBColorTexture(); D3DTexture2D* read_texture = FramebufferManager::GetResolvedEFBColorTexture();
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), PixelShaderCache::GetColorCopyProgram(false),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma); D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(),
Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), Gamma);
} }
// done with drawing the game stuff, good moment to save a screenshot // done with drawing the game stuff, good moment to save a screenshot
@ -1146,7 +1142,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
Renderer::RestoreAPIState(); Renderer::RestoreAPIState();
D3D::BeginFrame(); D3D::BeginFrame();
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
UpdateViewport();
VertexShaderManager::SetViewportChanged(); VertexShaderManager::SetViewportChanged();
Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB)); Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
@ -1167,7 +1162,7 @@ void Renderer::RestoreAPIState()
D3D::stateman->PopBlendState(); D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState(); D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState(); D3D::stateman->PopRasterizerState();
UpdateViewport(); VertexShaderManager::SetViewportChanged();
SetScissorRect(); SetScissorRect();
} }

View File

@ -47,7 +47,7 @@ public:
void ReinterpretPixelData(unsigned int convtype); void ReinterpretPixelData(unsigned int convtype);
void UpdateViewport(); void UpdateViewport(Matrix44& vpCorrection);
bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc); bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);

View File

@ -130,7 +130,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
// Create texture copy // Create texture copy
D3D::drawShadedTexQuad( D3D::drawShadedTexQuad(
(srcFormat == PIXELFMT_Z24) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(), (srcFormat == PIXELFMT_Z24) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : FramebufferManager::GetEFBColorTexture()->GetSRV(),
&sourcerect, Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), &sourcerect, Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
(srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true), (srcFormat == PIXELFMT_Z24) ? PixelShaderCache::GetDepthMatrixProgram(true) : PixelShaderCache::GetColorMatrixProgram(true),
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());

View File

@ -289,10 +289,10 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
XFBEncodeParams params = { 0 }; XFBEncodeParams params = { 0 };
params.Width = FLOAT(width); params.Width = FLOAT(width);
params.Height = FLOAT(height); params.Height = FLOAT(height);
params.TexLeft = FLOAT(targetRect.left) / g_renderer->GetFullTargetWidth(); params.TexLeft = FLOAT(targetRect.left) / g_renderer->GetTargetWidth();
params.TexTop = FLOAT(targetRect.top) / g_renderer->GetFullTargetHeight(); params.TexTop = FLOAT(targetRect.top) / g_renderer->GetTargetHeight();
params.TexRight = FLOAT(targetRect.right) / g_renderer->GetFullTargetWidth(); params.TexRight = FLOAT(targetRect.right) / g_renderer->GetTargetWidth();
params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetFullTargetHeight(); params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetTargetHeight();
params.Gamma = gamma; params.Gamma = gamma;
D3D::g_context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0); D3D::g_context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0);

View File

@ -44,8 +44,8 @@ FramebufferManager::Efb FramebufferManager::s_efb;
FramebufferManager::FramebufferManager() FramebufferManager::FramebufferManager()
{ {
bool depth_textures_supported = true; bool depth_textures_supported = true;
int target_width = Renderer::GetFullTargetWidth(); int target_width = Renderer::GetTargetWidth();
int target_height = Renderer::GetFullTargetHeight(); int target_height = Renderer::GetTargetHeight();
s_efb.color_surface_Format = D3DFMT_A8R8G8B8; s_efb.color_surface_Format = D3DFMT_A8R8G8B8;
// EFB color texture - primary render target // EFB color texture - primary render target
@ -217,8 +217,8 @@ void XFBSource::CopyEFB(float Gamma)
D3D::drawShadedTexQuad( D3D::drawShadedTexQuad(
FramebufferManager::GetEFBColorTexture(), FramebufferManager::GetEFBColorTexture(),
&sourcerect, &sourcerect,
Renderer::GetFullTargetWidth(), Renderer::GetTargetWidth(),
Renderer::GetFullTargetHeight(), Renderer::GetTargetHeight(),
texWidth, texWidth,
texHeight, texHeight,
PixelShaderCache::GetColorCopyProgram( g_ActiveConfig.iMultisampleMode), PixelShaderCache::GetColorCopyProgram( g_ActiveConfig.iMultisampleMode),

View File

@ -294,7 +294,7 @@ Renderer::Renderer()
CalculateTargetSize(SupersampleCoeficient); CalculateTargetSize(SupersampleCoeficient);
// Make sure to use valid texture sizes // Make sure to use valid texture sizes
D3D::FixTextureSize(s_Fulltarget_width, s_Fulltarget_height); D3D::FixTextureSize(s_target_width, s_target_height);
s_bLastFrameDumped = false; s_bLastFrameDumped = false;
s_bAVIDumping = false; s_bAVIDumping = false;
@ -323,8 +323,8 @@ Renderer::Renderer()
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface()); D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface()); D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
vp.X = TargetStrideX(); vp.X = 0;
vp.Y = TargetStrideY(); vp.Y = 0;
vp.Width = s_target_width; vp.Width = s_target_width;
vp.Height = s_target_height; vp.Height = s_target_height;
D3D::dev->SetViewport(&vp); D3D::dev->SetViewport(&vp);
@ -356,10 +356,10 @@ void Renderer::RenderText(const char *text, int left, int top, u32 color)
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc) TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{ {
TargetRectangle result; TargetRectangle result;
result.left = EFBToScaledX(rc.left) + TargetStrideX(); result.left = EFBToScaledX(rc.left);
result.top = EFBToScaledY(rc.top) + TargetStrideY(); result.top = EFBToScaledY(rc.top);
result.right = EFBToScaledX(rc.right) + TargetStrideX(); result.right = EFBToScaledX(rc.right);
result.bottom = EFBToScaledY(rc.bottom) + TargetStrideY(); result.bottom = EFBToScaledY(rc.bottom);
return result; return result;
} }
@ -454,10 +454,10 @@ bool Renderer::SetScissorRect()
rc.top = temp; rc.top = temp;
} }
rc.left = EFBToScaledX(rc.left) + TargetStrideX(); rc.left = EFBToScaledX(rc.left);
rc.top = EFBToScaledY(rc.top) + TargetStrideY(); rc.top = EFBToScaledY(rc.top);
rc.right = EFBToScaledX(rc.right) + TargetStrideX(); rc.right = EFBToScaledX(rc.right);
rc.bottom = EFBToScaledY(rc.bottom) + TargetStrideY(); rc.bottom = EFBToScaledY(rc.bottom);
// Check that the coordinates are good // Check that the coordinates are good
if (rc.right != rc.left && rc.bottom != rc.top) if (rc.right != rc.left && rc.bottom != rc.top)
@ -468,10 +468,10 @@ bool Renderer::SetScissorRect()
else else
{ {
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom); //WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
rc.left = TargetStrideX(); rc.left = 0;
rc.top = TargetStrideY(); rc.top = 0;
rc.right = TargetStrideX() + s_target_width; rc.right = s_target_width;
rc.bottom = TargetStrideY() + s_target_height; rc.bottom = s_target_height;
D3D::dev->SetScissorRect(rc.AsRECT()); D3D::dev->SetScissorRect(rc.AsRECT());
} }
return false; return false;
@ -606,8 +606,8 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
D3D::drawShadedTexQuad( D3D::drawShadedTexQuad(
read_texture, read_texture,
&RectToLock, &RectToLock,
Renderer::GetFullTargetWidth(), Renderer::GetTargetWidth(),
Renderer::GetFullTargetHeight(), Renderer::GetTargetHeight(),
4, 4, 4, 4,
PixelShaderCache::GetDepthMatrixProgram(0, bformat != FOURCC_RAWZ), PixelShaderCache::GetDepthMatrixProgram(0, bformat != FOURCC_RAWZ),
VertexShaderCache::GetSimpleVertexShader(0)); VertexShaderCache::GetSimpleVertexShader(0));
@ -680,18 +680,40 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{ {
// TODO: Speed this up by batching pokes? // TODO: Speed this up by batching pokes?
ResetAPIState(); ResetAPIState();
D3D::drawColorQuad(GetFullTargetWidth(), GetFullTargetHeight(), poke_data, D3D::drawColorQuad(GetTargetWidth(), GetTargetHeight(), poke_data,
(float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f, (float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
- (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f, - (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f,
(float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f, (float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
- (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f); - (float)RectToLock.bottom * 2.f / (float)Renderer::GetTargetHeight() + 1.f);
RestoreAPIState(); RestoreAPIState();
return 0; return 0;
} }
} }
// Viewport correction:
// Say you want a viewport at (ix, iy) with size (iw, ih),
// but your viewport must be clamped at (ax, ay) with size (aw, ah).
// Just multiply the projection matrix with the following to get the same
// effect:
// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
// [ 0 0 1 0 ]
// [ 0 0 0 1 ]
static void ViewportCorrectionMatrix(Matrix44& result,
float ix, float iy, float iw, float ih, // Intended viewport (x, y, width, height)
float ax, float ay, float aw, float ah) // Actual viewport (x, y, width, height)
{
Matrix44::LoadIdentity(result);
if (aw == 0.f || ah == 0.f)
return;
result.data[4*0+0] = iw / aw;
result.data[4*0+3] = (iw - 2.f * (ax - ix)) / aw - 1.f;
result.data[4*1+1] = ih / ah;
result.data[4*1+3] = (-ih + 2.f * (ay - iy)) / ah + 1.f;
}
// Called from VertexShaderManager // Called from VertexShaderManager
void Renderer::UpdateViewport() void Renderer::UpdateViewport(Matrix44& vpCorrection)
{ {
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz) // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2 // [0] = width/2
@ -700,98 +722,51 @@ void Renderer::UpdateViewport()
// [3] = xorig + width/2 + 342 // [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342 // [4] = yorig + height/2 + 342
// [5] = 16777215 * farz // [5] = 16777215 * farz
const int old_fulltarget_w = Renderer::GetFullTargetWidth();
const int old_fulltarget_h = Renderer::GetFullTargetHeight();
int scissorXOff = bpmem.scissorOffset.x << 1; int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y << 1; int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int? // TODO: ceil, floor or just cast to int?
int X = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff)) + TargetStrideX(); int intendedX = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff));
int Y = EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff)) + TargetStrideY(); int intendedY = EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff));
int Width = EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd)); int intendedWd = EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
int Height = EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht)); int intendedHt = EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
if (Width < 0) if (intendedWd < 0)
{ {
X += Width; intendedX += intendedWd;
Width *= -1; intendedWd = -intendedWd;
} }
if (Height < 0) if (intendedHt < 0)
{ {
Y += Height; intendedY += intendedHt;
Height *= -1; intendedHt = -intendedHt;
} }
bool sizeChanged = false;
// In D3D, the viewport rectangle must fit within the render target.
int X = intendedX;
if (X < 0) if (X < 0)
{
s_Fulltarget_width -= 2 * X;
X = 0; X = 0;
sizeChanged=true; int Y = intendedY;
}
if (Y < 0) if (Y < 0)
{
s_Fulltarget_height -= 2 * Y;
Y = 0; Y = 0;
sizeChanged = true; int Wd = intendedWd;
} if (X + Wd > GetTargetWidth())
if (!IS_AMD) Wd = GetTargetWidth() - X;
{ int Ht = intendedHt;
if(X + Width > Renderer::GetFullTargetWidth()) if (Y + Ht > GetTargetHeight())
{ Ht = GetTargetHeight() - Y;
s_Fulltarget_width += (X + Width - Renderer::GetFullTargetWidth()) * 2;
sizeChanged = true;
}
if(Y + Height > Renderer::GetFullTargetHeight())
{
s_Fulltarget_height += (Y + Height - Renderer::GetFullTargetHeight()) * 2;
sizeChanged = true;
}
}
// TODO: If the size hasn't changed for X frames, we should probably shrink the EFB texture for performance reasons // If GX viewport is off the render target, we must clamp our viewport
if (sizeChanged) // within the bounds. Use the correction matrix to compensate.
{ ViewportCorrectionMatrix(vpCorrection,
const int ideal_width = s_Fulltarget_width; intendedX, intendedY, intendedWd, intendedHt,
const int ideal_height = s_Fulltarget_height; X, Y, Wd, Ht);
// Make sure that the requested size is actually supported by the GFX driver
D3D::FixTextureSize(s_Fulltarget_width, s_Fulltarget_height);
// If the new EFB size is big enough for the requested viewport, we just recreate the internal buffer.
// Otherwise we use a hack to make the viewport fit into the smaller buffer by rendering at a lower resolution.
if (s_Fulltarget_width < ideal_width || s_Fulltarget_height < ideal_height)
{
// HACK: Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
ERROR_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D9. Requested EFB size is %dx%d, keeping the %dx%d EFB now\n", ideal_width, ideal_height, old_fulltarget_w, old_fulltarget_h);
// Modify the viewport to fit to the old EFB size (effectively makes us render at a lower resolution)
X = X * old_fulltarget_w / ideal_width;
Y = Y * old_fulltarget_h / ideal_height;
Width = Width * old_fulltarget_w / ideal_width;
Height = Height * old_fulltarget_h / ideal_height;
s_Fulltarget_width = old_fulltarget_w;
s_Fulltarget_height = old_fulltarget_h;
}
else
{
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager;
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
}
}
D3DVIEWPORT9 vp; D3DVIEWPORT9 vp;
vp.X = X; vp.X = X;
vp.Y = Y; vp.Y = Y;
vp.Width = Width; vp.Width = Wd;
vp.Height = Height; vp.Height = Ht;
// Some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work // Some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work
vp.MinZ = 0.0f; // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f; vp.MinZ = 0.0f; // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
@ -830,14 +805,14 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
vp.MinZ = 0.0; vp.MinZ = 0.0;
vp.MaxZ = 1.0; vp.MaxZ = 1.0;
D3D::dev->SetViewport(&vp); D3D::dev->SetViewport(&vp);
D3D::drawClearQuad(GetFullTargetWidth(), GetFullTargetHeight(), color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader()); D3D::drawClearQuad(GetTargetWidth(), GetTargetHeight(), color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
RestoreAPIState(); RestoreAPIState();
} }
void Renderer::ReinterpretPixelData(unsigned int convtype) void Renderer::ReinterpretPixelData(unsigned int convtype)
{ {
RECT source; RECT source;
SetRect(&source, 0, 0, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight()); SetRect(&source, 0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
LPDIRECT3DPIXELSHADER9 pixel_shader; LPDIRECT3DPIXELSHADER9 pixel_shader;
if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(); if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6();
@ -854,13 +829,16 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
D3DVIEWPORT9 vp; D3DVIEWPORT9 vp;
vp.X = 0; vp.X = 0;
vp.Y = 0; vp.Y = 0;
vp.Width = g_renderer->GetFullTargetWidth(); vp.Width = g_renderer->GetTargetWidth();
vp.Height = g_renderer->GetFullTargetHeight(); vp.Height = g_renderer->GetTargetHeight();
vp.MinZ = 0.0; vp.MinZ = 0.0;
vp.MaxZ = 1.0; vp.MaxZ = 1.0;
D3D::dev->SetViewport(&vp); D3D::dev->SetViewport(&vp);
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture(), &source, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(), g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(0)); D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture(), &source,
g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
pixel_shader, VertexShaderCache::GetSimpleVertexShader(0));
FramebufferManager::SwapReinterpretTexture(); FramebufferManager::SwapReinterpretTexture();
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER); D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();
@ -974,7 +952,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
vp.MinZ = 0.0f; vp.MinZ = 0.0f;
vp.MaxZ = 1.0f; vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp); D3D::dev->SetViewport(&vp);
D3D::drawClearQuad(GetFullTargetWidth(), GetFullTargetHeight(), 0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader()); D3D::drawClearQuad(GetTargetWidth(), GetTargetHeight(), 0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
} }
else else
{ {
@ -1063,7 +1041,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
{ {
TargetRectangle targetRc = ConvertEFBRectangle(rc); TargetRectangle targetRc = ConvertEFBRectangle(rc);
LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBColorTexture(); LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBColorTexture();
D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),Width,Height,PixelShaderCache::GetColorCopyProgram(g_ActiveConfig.iMultisampleMode),VertexShaderCache::GetSimpleVertexShader(g_ActiveConfig.iMultisampleMode),Gamma); D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),
Renderer::GetTargetWidth(),Renderer::GetTargetHeight(),
Width,Height,
PixelShaderCache::GetColorCopyProgram(g_ActiveConfig.iMultisampleMode),
VertexShaderCache::GetSimpleVertexShader(g_ActiveConfig.iMultisampleMode),Gamma);
} }
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER); D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
@ -1267,7 +1249,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface()); D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface()); D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
UpdateViewport();
VertexShaderManager::SetViewportChanged(); VertexShaderManager::SetViewportChanged();
Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB)); Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
@ -1311,7 +1292,7 @@ void Renderer::RestoreAPIState()
// Gets us back into a more game-like state. // Gets us back into a more game-like state.
D3D::SetRenderState(D3DRS_FILLMODE, g_ActiveConfig.bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID); D3D::SetRenderState(D3DRS_FILLMODE, g_ActiveConfig.bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
UpdateViewport(); VertexShaderManager::SetViewportChanged();
SetScissorRect(); SetScissorRect();
if (bpmem.zmode.testenable) { if (bpmem.zmode.testenable) {
D3D::SetRenderState(D3DRS_ZENABLE, TRUE); D3D::SetRenderState(D3DRS_ZENABLE, TRUE);

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@ -42,7 +42,7 @@ public:
void ReinterpretPixelData(unsigned int convtype); void ReinterpretPixelData(unsigned int convtype);
void UpdateViewport(); void UpdateViewport(Matrix44& vpCorrection);
bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc); bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);

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@ -132,7 +132,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
int SSAAMode = g_ActiveConfig.iMultisampleMode; int SSAAMode = g_ActiveConfig.iMultisampleMode;
D3D::drawShadedTexQuad(read_texture, &sourcerect, D3D::drawShadedTexQuad(read_texture, &sourcerect,
Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
virtualW, virtualH, virtualW, virtualH,
// TODO: why is D3DFMT_D24X8 singled out here? why not D3DFMT_D24X4S4/D24S8/D24FS8/D32/D16/D15S1 too, or none of them? // TODO: why is D3DFMT_D24X8 singled out here? why not D3DFMT_D24X4S4/D24S8/D24FS8/D32/D16/D15S1 too, or none of them?
PixelShaderCache::GetDepthMatrixProgram(SSAAMode, (srcFormat == PIXELFMT_Z24) && bformat != FOURCC_RAWZ && bformat != D3DFMT_D24X8), PixelShaderCache::GetDepthMatrixProgram(SSAAMode, (srcFormat == PIXELFMT_Z24) && bformat != FOURCC_RAWZ && bformat != D3DFMT_D24X8),
@ -146,8 +146,8 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
hash = TextureConverter::EncodeToRamFromTexture( hash = TextureConverter::EncodeToRamFromTexture(
addr, addr,
read_texture, read_texture,
Renderer::GetFullTargetWidth(), Renderer::GetTargetWidth(),
Renderer::GetFullTargetHeight(), Renderer::GetTargetHeight(),
srcFormat == PIXELFMT_Z24, srcFormat == PIXELFMT_Z24,
isIntensity, isIntensity,
dstFormat, dstFormat,

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@ -207,7 +207,7 @@ void Shutdown()
TrnBuffers[i].Width = 0; TrnBuffers[i].Width = 0;
TrnBuffers[i].Height = 0; TrnBuffers[i].Height = 0;
} }
WorkingBuffers = 0; WorkingBuffers = 0;
} }
void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourceRc, void EncodeToRamUsingShader(LPDIRECT3DPIXELSHADER9 shader, LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourceRc,
@ -358,12 +358,12 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
TextureConversionShader::SetShaderParameters( TextureConversionShader::SetShaderParameters(
(float)expandedWidth, (float)expandedWidth,
(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this? (float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
(float)(Renderer::EFBToScaledX(source.left) + Renderer::TargetStrideX()), (float)Renderer::EFBToScaledX(source.left),
(float)(Renderer::EFBToScaledY(source.top) + Renderer::TargetStrideY()), (float)Renderer::EFBToScaledY(source.top),
Renderer::EFBToScaledXf(sampleStride), Renderer::EFBToScaledXf(sampleStride),
Renderer::EFBToScaledYf(sampleStride), Renderer::EFBToScaledYf(sampleStride),
(float)Renderer::GetFullTargetWidth(), (float)Renderer::GetTargetWidth(),
(float)Renderer::GetFullTargetHeight()); (float)Renderer::GetTargetHeight());
TargetRectangle scaledSource; TargetRectangle scaledSource;
scaledSource.top = 0; scaledSource.top = 0;
@ -422,8 +422,8 @@ u64 EncodeToRamFromTexture(u32 address,LPDIRECT3DTEXTURE9 source_texture, u32 So
TextureConversionShader::SetShaderParameters( TextureConversionShader::SetShaderParameters(
(float)expandedWidth, (float)expandedWidth,
(float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this? (float)Renderer::EFBToScaledY(expandedHeight), // TODO: Why do we scale this?
(float)(Renderer::EFBToScaledX(source.left) + Renderer::TargetStrideX()), (float)Renderer::EFBToScaledX(source.left),
(float)(Renderer::EFBToScaledY(source.top) + Renderer::TargetStrideY()), (float)Renderer::EFBToScaledY(source.top),
Renderer::EFBToScaledXf(sampleStride), Renderer::EFBToScaledXf(sampleStride),
Renderer::EFBToScaledYf(sampleStride), Renderer::EFBToScaledYf(sampleStride),
(float)SourceW, (float)SourceW,
@ -461,8 +461,8 @@ void EncodeToRamYUYV(LPDIRECT3DTEXTURE9 srcTexture, const TargetRectangle& sourc
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 1.0f,
(float)Renderer::GetFullTargetWidth(), (float)Renderer::GetTargetWidth(),
(float)Renderer::GetFullTargetHeight()); (float)Renderer::GetTargetHeight());
g_renderer->ResetAPIState(); g_renderer->ResetAPIState();
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false,Gamma); EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false,Gamma);
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface()); D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());

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@ -625,10 +625,10 @@ void Renderer::RenderText(const char *text, int left, int top, u32 color)
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc) TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{ {
TargetRectangle result; TargetRectangle result;
result.left = EFBToScaledX(rc.left) + TargetStrideX(); result.left = EFBToScaledX(rc.left);
result.top = EFBToScaledY(EFB_HEIGHT - rc.top) + TargetStrideY(); result.top = EFBToScaledY(EFB_HEIGHT - rc.top);
result.right = EFBToScaledX(rc.right) - (TargetStrideX() * 2); result.right = EFBToScaledX(rc.right);
result.bottom = EFBToScaledY(EFB_HEIGHT - rc.bottom) - (TargetStrideY() * 2); result.bottom = EFBToScaledY(EFB_HEIGHT - rc.bottom);
return result; return result;
} }
@ -822,7 +822,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
} }
// Called from VertexShaderManager // Called from VertexShaderManager
void Renderer::UpdateViewport() void Renderer::UpdateViewport(Matrix44& vpCorrection)
{ {
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz) // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2 // [0] = width/2
@ -832,8 +832,8 @@ void Renderer::UpdateViewport()
// [4] = yorig + height/2 + 342 // [4] = yorig + height/2 + 342
// [5] = 16777215 * farz // [5] = 16777215 * farz
int scissorXOff = bpmem.scissorOffset.x << 1; int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y << 1; int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int? // TODO: ceil, floor or just cast to int?
int X = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - (float)scissorXOff)); int X = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - (float)scissorXOff));
@ -852,6 +852,10 @@ void Renderer::UpdateViewport()
Y += Height; Y += Height;
Height *= -1; Height *= -1;
} }
// OpenGL does not require any viewport correct
Matrix44::LoadIdentity(vpCorrection);
// Update the view port // Update the view port
glViewport(X, Y, Width, Height); glViewport(X, Y, Width, Height);
glDepthRange(GLNear, GLFar); glDepthRange(GLNear, GLFar);
@ -1432,7 +1436,7 @@ void Renderer::RestoreAPIState()
SetColorMask(); SetColorMask();
SetDepthMode(); SetDepthMode();
SetBlendMode(true); SetBlendMode(true);
UpdateViewport(); VertexShaderManager::SetViewportChanged();
if (g_ActiveConfig.bWireFrame) if (g_ActiveConfig.bWireFrame)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

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@ -45,7 +45,7 @@ public:
void ReinterpretPixelData(unsigned int convtype); void ReinterpretPixelData(unsigned int convtype);
void UpdateViewport(); void UpdateViewport(Matrix44& vpCorrection);
bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc); bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc);