some fixes for point rendering
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a5e34dd5cb
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@ -1080,6 +1080,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
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D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
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SetLineWidth();
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}
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}
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if (XFBWrited)
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if (XFBWrited)
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@ -1315,9 +1316,8 @@ void Renderer::SetLineWidth()
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{
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{
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// We can't change line width in D3D unless we use ID3DXLine
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// We can't change line width in D3D unless we use ID3DXLine
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float fratio = xfregs.viewport.wd != 0 ? Renderer::EFBToScaledXf(1.f) : 1.0f;
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float fratio = xfregs.viewport.wd != 0 ? Renderer::EFBToScaledXf(1.f) : 1.0f;
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float psize = bpmem.lineptwidth.linesize * fratio / 6.0f;
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float psize = bpmem.lineptwidth.pointsize * fratio / 6.0f;
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//little hack to compensate scaling problems in dx9 must be taken out when scaling is fixed.
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psize = psize > 0 ? psize : 1.0;
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psize *= 2.0f;
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if (psize > m_fMaxPointSize)
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if (psize > m_fMaxPointSize)
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{
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{
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psize = m_fMaxPointSize;
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psize = m_fMaxPointSize;
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@ -144,8 +144,9 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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int datasize = IndexGenerator::GetNumVerts() * stride;
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int datasize = IndexGenerator::GetNumVerts() * stride;
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int TdataSize = IndexGenerator::GetTriangleindexLen();
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int TdataSize = IndexGenerator::GetTriangleindexLen();
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int LDataSize = IndexGenerator::GetLineindexLen();
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int LDataSize = IndexGenerator::GetLineindexLen();
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int PDataSize = IndexGenerator::GetPointindexLen();
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int IndexDataSize = TdataSize + LDataSize;
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int IndexDataSize = TdataSize + LDataSize;
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if(IndexDataSize)
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{
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DWORD LockMode = D3DLOCK_NOOVERWRITE;
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DWORD LockMode = D3DLOCK_NOOVERWRITE;
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m_vertex_buffer_cursor--;
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m_vertex_buffer_cursor--;
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m_vertex_buffer_cursor = m_vertex_buffer_cursor - (m_vertex_buffer_cursor % stride) + stride;
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m_vertex_buffer_cursor = m_vertex_buffer_cursor - (m_vertex_buffer_cursor % stride) + stride;
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@ -187,10 +188,11 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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pIndices += LDataSize;
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pIndices += LDataSize;
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}
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}
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m_index_buffers[m_current_index_buffer]->Unlock();
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m_index_buffers[m_current_index_buffer]->Unlock();
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}
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if(m_current_stride != stride || m_vertex_buffer_cursor == 0)
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if(m_current_stride != stride || m_vertex_buffer_cursor == 0)
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{
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{
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m_current_stride = stride;
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m_current_stride = stride;
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D3D::SetStreamSource( 0, m_vertex_buffers[m_current_vertex_buffer], 0, stride);
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D3D::SetStreamSource( 0, m_vertex_buffers[m_current_vertex_buffer], 0, m_current_stride);
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}
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}
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if (m_index_buffer_cursor == 0)
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if (m_index_buffer_cursor == 0)
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{
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{
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@ -241,20 +243,26 @@ void VertexManager::DrawVertexBuffer(int stride)
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}
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}
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if (points > 0)
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if (points > 0)
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{
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{
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//DrawIndexedPrimitive does not support point list so we have to draw the points one by one
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//DrawIndexedPrimitive does not support point list so we have to draw them using DrawPrimitive
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for (int i = 0; i < points; i++)
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u16* PointIndexBuffer = GetPointIndexBuffer();
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int i = 0;
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do
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{
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{
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int count = i + 1;
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while (count < points && PointIndexBuffer[count - 1] + 1 == PointIndexBuffer[count])
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{
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count++;
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}
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if (FAILED(D3D::dev->DrawPrimitive(
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if (FAILED(D3D::dev->DrawPrimitive(
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D3DPT_POINTLIST,
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D3DPT_POINTLIST,
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basevertex + GetPointIndexBuffer()[i],
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basevertex + PointIndexBuffer[i],
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1)))
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count - i)))
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{
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{
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DumpBadShaders();
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DumpBadShaders();
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}
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}
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INCSTAT(stats.thisFrame.numDrawCalls);
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INCSTAT(stats.thisFrame.numDrawCalls);
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}
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i = count;
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} while (i < points);
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}
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}
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}
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}
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