D3D: Major AccessEFB code cleanup. PEEK_COLOR now implemented (please test extensively)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4356 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY 2009-10-03 02:12:24 +00:00
parent 0170e61bfc
commit 98e1dd6dc4
1 changed files with 47 additions and 77 deletions

View File

@ -449,96 +449,66 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
// TODO (FIX) : currently, AA path is broken/offset and doesn't return the correct pixel
switch (type)
{
case PEEK_Z:
{
// if (s_MSAASamples > 1)
{
// Resolve our rectangle.
// g_framebufferManager.GetEFBDepthTexture(efbPixelRc);
// glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, g_framebufferManager.GetResolvedFramebuffer());
}
// Sample from the center of the target region.
int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
// Sample from the center of the target region.
int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
u32 z = 0;
float val = 0.0f;
u32 z = 0;
float val = 0.0f;
LPDIRECT3DSURFACE9 pZBuffer = NULL;
if (D3D::dev->GetDepthStencilSurface(&pZBuffer) == D3DERR_NOTFOUND)
pZBuffer = NULL;
D3DLOCKED_RECT drect;
HRESULT hr;
LPDIRECT3DSURFACE9 pBuffer = (type == PEEK_Z || type == POKE_Z) ?
FBManager::GetEFBDepthRTSurface() : FBManager::GetEFBColorRTSurface();
D3DLOCKED_RECT drect;
HRESULT hr;
if(!pBuffer) {
PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
return 0;
}
RECT RectToLock;
RectToLock.bottom = targetPixelRc.bottom;
RectToLock.left = targetPixelRc.left;
RectToLock.right = targetPixelRc.right;
RectToLock.top = targetPixelRc.top;
if((hr = pBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" :
hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
if(!pZBuffer) {
PanicAlert("No Z-Buffer!");
return 0;
}
RECT RectToLock;
RectToLock.bottom = targetPixelRc.bottom;
RectToLock.left = targetPixelRc.left;
RectToLock.right = targetPixelRc.right;
RectToLock.top = targetPixelRc.top;
if((hr = pZBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
PanicAlert("IT WAS AS I THOUGHT, %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" :
hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
switch(type) {
case PEEK_Z:
val = ((float *)drect.pBits)[0];
val = ((float *)drect.pBits)[0];
// [0.0, 1.0] ==> [0, 0xFFFFFFFF]
z = ((u32)(val * 0xffffff));// 0xFFFFFFFF;
break;
pZBuffer->UnlockRect();
case POKE_Z:
// TODO: Get that Z value to poke from somewhere
//((float *)drect.pBits)[0] = val;
PanicAlert("Poke Z-buffer not implemented");
break;
// [0.0, 1.0] ==> [0, 0xFFFFFFFF]
z =((u32)(val * 0xffffff));// 0xFFFFFFFF;
case PEEK_COLOR:
z = ((u32 *)drect.pBits)[0];
break;
// Scale the 32-bit value returned by glReadPixels to a 24-bit
// value (GC uses a 24-bit Z-buffer).
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
return z;//z >> 8;
case POKE_COLOR:
// TODO: Get that ARGB value to poke from somewhere
//((float *)drect.pBits)[0] = val;
PanicAlert("Poke color EFB not implemented");
break;
}
case POKE_Z:
// TODO: Implement
break;
case PEEK_COLOR: // GXPeekARGB
{
// Although it may sound strange, this really is A8R8G8B8 and not RGBA or 24-bit...
pBuffer->UnlockRect();
// Tested in Killer 7, the first 8bits represent the alpha value which is used to
// determine if we're aiming at an enemy (0x80 / 0x88) or not (0x70)
// Wind Waker is also using it for the pictograph to determine the color of each pixel
// if (s_MSAASamples > 1)
{
// Resolve our rectangle.
// g_framebufferManager.GetEFBColorTexture(efbPixelRc);
// glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, g_framebufferManager.GetResolvedFramebuffer());
}
// Sample from the center of the target region.
int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
// Read back pixel in BGRA format, then byteswap to get GameCube's ARGB Format.
u32 color = 0;
// glReadPixels(srcX, srcY, 1, 1, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &color);
return color;
}
case POKE_COLOR:
// TODO: Implement. One way is to draw a tiny pixel-sized rectangle at
// the exact location. Note: EFB pokes are susceptible to Z-buffering
// and perhaps blending.
// WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
break;
}
// Scale the 32-bit value returned to a 24-bit
// value (GC uses a 24-bit Z-buffer).
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
return z;//z >> 8;
DEBUGGER_PAUSE_LOG_AT(NEXT_EFB_CMD,true,{printf("AccessEFB, type = %d",type);});
return 0;