DX11: Clean up AccessEFB and fix a crash. Thanks to pico554 for hinting at the wrong part ;)
Should fix SMG for NVIDIA users. Slightly changes behavior of the AccessEFB function, so test this for regressions, please (esp. in HD resolutions). I tried to apply the same changes to Video_DX9, but for some reason EFB access didn't work anymore then. Might look into that later. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6247 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -597,6 +597,7 @@ void Renderer::SetColorMask()
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u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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{
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ID3D11Texture2D* read_tex;
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u32 ret = 0;
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if (!g_ActiveConfig.bEFBAccessEnable)
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return 0;
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@ -610,35 +611,26 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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return 0;
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}
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// Get the rectangular target region covered by the EFB pixel
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// Convert EFB dimensions to the ones of our render target
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EFBRectangle efbPixelRc;
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efbPixelRc.left = x;
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efbPixelRc.top = y;
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efbPixelRc.right = x + 1;
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efbPixelRc.bottom = y + 1;
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TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
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u32 z = 0;
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float val = 0.0f;
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D3D11_RECT RectToLock = CD3D11_RECT(targetPixelRc.left, targetPixelRc.top, targetPixelRc.right, targetPixelRc.bottom);
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// Take the mean of the resulting dimensions; TODO: check whether this causes any bugs compared to taking the average color of the target area
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D3D11_RECT RectToLock;
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RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
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RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
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RectToLock.right = RectToLock.left + 1;
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RectToLock.bottom = RectToLock.top + 1;
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if (type == PEEK_Z)
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{
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// depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
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RectToLock.bottom+=2;
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RectToLock.right+=1;
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RectToLock.top-=1;
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RectToLock.left-=2;
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if ((RectToLock.bottom - RectToLock.top) > 4)
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RectToLock.bottom--;
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if ((RectToLock.right - RectToLock.left) > 4)
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RectToLock.left++;
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ResetAPIState(); // Reset any game specific settings
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// Stretch picture with increased internal resolution
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 4.f, 4.f);
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// depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
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D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBDepthReadTexture()->GetRTV(), NULL);
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@ -652,13 +644,13 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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VertexShaderCache::GetSimpleInputLayout());
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D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), g_framebufferManager.GetEFBDepthTexture()->GetDSV());
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RestoreAPIState();
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RectToLock = CD3D11_RECT(0, 0, 4, 4);
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// copy to system memory
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D3D11_BOX box = CD3D11_BOX(0, 0, 0, 4, 4, 1);
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D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1);
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read_tex = g_framebufferManager.GetEFBDepthStagingBuffer();
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D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, g_framebufferManager.GetEFBDepthReadTexture()->GetTex(), 0, &box);
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RestoreAPIState(); // restore game state
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}
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else
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{
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@ -666,7 +658,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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read_tex = g_framebufferManager.GetEFBColorStagingBuffer();
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D3D11_BOX box = CD3D11_BOX(RectToLock.left, RectToLock.top, 0, RectToLock.right, RectToLock.bottom, 1);
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D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, g_framebufferManager.GetEFBColorTexture()->GetTex(), 0, &box);
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RectToLock = CD3D11_RECT(0, 0, 1, 1);
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}
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// read the data from system memory
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@ -676,33 +667,24 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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switch(type)
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{
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case PEEK_Z:
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val = ((float*)map.pData)[0];
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z = ((u32)(val * 0xffffff));
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break;
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case POKE_Z:
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// TODO: Implement
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break;
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{
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float val = *(float*)map.pData;
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ret = ((u32)(val * 0xffffff));
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break;
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}
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case PEEK_COLOR:
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z = ((u32*)map.pData)[0];
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ret = *(u32*)map.pData;
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break;
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case POKE_COLOR:
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// TODO: Implement. One way is to draw a tiny pixel-sized rectangle at
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// the exact location. Note: EFB pokes are susceptible to Z-buffering
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// and perhaps blending.
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//WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
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break;
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// TODO: Implement POKE_Z and POKE_COLOR
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default:
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// TODO: Implement POKE_Z and POKE_COLOR
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break;
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}
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D3D::context->Unmap(read_tex, 0);
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// TODO: in RE0 this value is often off by one, which causes lighting to disappear
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return z;
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// TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
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return ret;
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}
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// Called from VertexShaderManager
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@ -411,6 +411,7 @@ void Renderer::SetColorMask()
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u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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{
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ID3D11Texture2D* read_tex;
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u32 ret;
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if (!g_ActiveConfig.bEFBAccessEnable)
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return 0;
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@ -425,35 +426,25 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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return 0;
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}
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// get the rectangular target region covered by the EFB pixel
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// Convert EFB dimensions to the ones of our render target
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EFBRectangle efbPixelRc;
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efbPixelRc.left = x;
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efbPixelRc.top = y;
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efbPixelRc.right = x + 1;
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efbPixelRc.bottom = y + 1;
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TargetRectangle targetPixelRc = ConvertEFBRectangle(efbPixelRc);
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u32 z = 0;
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float val = 0.0f;
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D3D11_RECT RectToLock = CD3D11_RECT(targetPixelRc.left,
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targetPixelRc.top, targetPixelRc.right, targetPixelRc.bottom);
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// Take the mean of the resulting dimensions; TODO: check whether this causes any bugs compared to taking the average color of the target area
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D3D11_RECT RectToLock;
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RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
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RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
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RectToLock.right = RectToLock.left + 1;
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RectToLock.bottom = RectToLock.top + 1;
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if (type == PEEK_Z)
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{
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// depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
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RectToLock.bottom+=2;
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RectToLock.right+=1;
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RectToLock.top-=1;
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RectToLock.left-=2;
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if ((RectToLock.bottom - RectToLock.top) > 4)
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RectToLock.bottom--;
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if ((RectToLock.right - RectToLock.left) > 4)
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RectToLock.left++;
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ResetAPIState(); // reset any game specific settings
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// Stretch picture with increased internal resolution
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// depth buffers can only be read as a whole using CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 4.f, 4.f);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
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@ -468,13 +459,13 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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VertexShaderCache::GetSimpleInputLayout());
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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RestoreAPIState();
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RectToLock = CD3D11_RECT(0, 0, 4, 4);
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// copy to system memory
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D3D11_BOX box = CD3D11_BOX(0, 0, 0, 4, 4, 1);
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D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1);
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read_tex = FramebufferManager::GetEFBDepthStagingBuffer();
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D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBDepthReadTexture()->GetTex(), 0, &box);
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RestoreAPIState(); // restore game state
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}
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else
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{
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@ -482,7 +473,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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read_tex = FramebufferManager::GetEFBColorStagingBuffer();
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D3D11_BOX box = CD3D11_BOX(RectToLock.left, RectToLock.top, 0, RectToLock.right, RectToLock.bottom, 1);
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D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBColorTexture()->GetTex(), 0, &box);
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RectToLock = CD3D11_RECT(0, 0, 1, 1);
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}
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// read the data from system memory
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@ -492,12 +482,15 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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switch(type)
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{
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case PEEK_Z:
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val = *(float*)map.pData;
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z = (u32)(val * 0xffffff);
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break;
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{
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// TODO: Implement this better? Maybe we're losing precision or sth..
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float val = *(float*)map.pData;
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ret = (u32)(val * 0xffffff);
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break;
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}
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case PEEK_COLOR:
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z = *(u32*)map.pData;
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ret = *(u32*)map.pData;
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break;
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// TODO: Implement POKE_Z and POKE_COLOR
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@ -505,7 +498,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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break;
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}
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D3D::context->Unmap(read_tex, 0);
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return z;
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return ret;
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}
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// Called from VertexShaderManager
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@ -514,10 +507,10 @@ void Renderer::UpdateViewport()
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// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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// [0] = width/2
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// [1] = height/2
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// [2] = 16777215 * (farz - nearz)
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// [2] = 0xFFFFFF * (farz - nearz)
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// [3] = xorig + width/2 + 342
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// [4] = yorig + height/2 + 342
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// [5] = 16777215 * farz
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// [5] = 0xFFFFFF * farz
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const int old_fulltarget_w = s_Fulltarget_width;
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const int old_fulltarget_h = s_Fulltarget_height;
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@ -569,7 +562,7 @@ void Renderer::UpdateViewport()
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if (s_Fulltarget_width > (int)D3D::GetMaxTextureSize() || s_Fulltarget_height > (int)D3D::GetMaxTextureSize())
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{
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// Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
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ERROR_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D11. Requested EFB size is %dx%d\n", s_Fulltarget_width, s_Fulltarget_height);
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WARNING_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D11. Requested EFB size is %dx%d\n", s_Fulltarget_width, s_Fulltarget_height);
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// Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors
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newx *= (float)old_fulltarget_w / (float)s_Fulltarget_width;
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@ -598,7 +591,7 @@ void Renderer::UpdateViewport()
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D3D::context->RSSetViewports(1, &vp);
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}
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// Tino: color is passed in bgra mode so need to convert it to rgba
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// color is passed in bgra order so we need to convert it to rgba
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
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{
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const TargetRectangle targetRc = ConvertEFBRectangle(rc);
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