DX11:
Cleanups, documentation, ... Theoretically enable anisotropic filtering if selected in the config, not sure if it works though. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5761 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
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@ -227,7 +227,7 @@ struct TabAdvanced : public W32Util::Tab
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g_Config.bShowShaderErrors = true;
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g_Config.bUseNativeMips = true;
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g_Config.iMaxAnisotropy = Button_GetCheck(GetDlgItem(hDlg, IDC_FORCEANISOTROPY)) ? 8 : 1;
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g_Config.iMaxAnisotropy = Button_GetCheck(GetDlgItem(hDlg, IDC_FORCEANISOTROPY)) ? 16 : 1;
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g_Config.bForceFiltering = false;
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g_Config.bHiresTextures = false;
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g_Config.bCopyEFBScaled = Button_GetCheck(GetDlgItem(hDlg, IDC_EFBSCALEDCOPY)) ? true : false;
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@ -24,13 +24,14 @@ namespace D3D
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EmuGfxState* gfxstate;
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StateManager* stateman;
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EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL)
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EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false)
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{
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for (unsigned int k = 0;k < 8;k++)
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{
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float border[4] = {0.f, 0.f, 0.f, 0.f};
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shader_resources[k] = NULL;
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samplerdesc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
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if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[k].Filter = D3D11_FILTER_ANISOTROPIC;
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}
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blenddesc.AlphaToCoverageEnable = FALSE;
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@ -180,6 +181,7 @@ void EmuGfxState::ApplyState()
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{
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if (shader_resources[stage])
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{
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if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
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hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]);
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if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
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else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState");
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@ -217,11 +219,15 @@ void EmuGfxState::ApplyState()
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context->PSSetShaderResources(0, 8, shader_resources);
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stateman->Apply();
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apply_called = true;
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}
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void EmuGfxState::AlphaPass()
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{
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stateman->PopBlendState();
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if (!apply_called) ERROR_LOG(VIDEO, "EmuGfxState::AlphaPass called without having called ApplyState before!")
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else stateman->PopBlendState();
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// pixel shader for alpha pass is different, so update it
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context->PSSetShader(pixelshader, NULL, 0);
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ID3D11BlendState* blstate;
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@ -242,9 +248,13 @@ void EmuGfxState::Reset()
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for (unsigned int k = 0;k < 8;k++)
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SAFE_RELEASE(shader_resources[k]);
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stateman->PopBlendState();
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stateman->PopDepthState();
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stateman->PopRasterizerState();
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if (apply_called)
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{
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stateman->PopBlendState();
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stateman->PopDepthState();
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stateman->PopRasterizerState();
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apply_called = false;
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}
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}
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void EmuGfxState::SetAlphaBlendEnable(bool enable)
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@ -311,9 +321,9 @@ StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_r
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void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state));}
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void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state));}
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void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state));}
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void StateManager::PopBlendState() { if(!blendstates.empty()) blendstates.pop(); }
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void StateManager::PopDepthState() { if(!depthstates.empty()) depthstates.pop(); }
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void StateManager::PopRasterizerState() { if(!raststates.empty()) raststates.pop(); }
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void StateManager::PopBlendState() { blendstates.pop(); }
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void StateManager::PopDepthState() { depthstates.pop(); }
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void StateManager::PopRasterizerState() { raststates.pop(); }
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void StateManager::Apply()
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{
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@ -78,6 +78,8 @@ private:
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ID3D11ShaderResourceView* shader_resources[8];
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D3D11_BLEND_DESC blenddesc;
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bool apply_called;
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};
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template<typename T> class AutoState
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@ -81,8 +81,7 @@ ID3D11BlendState* resetblendstate = NULL;
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ID3D11DepthStencilState* resetdepthstate = NULL;
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ID3D11RasterizerState* resetraststate = NULL;
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// used to make sure that we really Pop all states which got Pushed in ResetAPIState
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unsigned int resets = 0;
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bool reset_called = false;
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// state translation lookup tables
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static const D3D11_BLEND d3dSrcFactors[8] =
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@ -369,7 +368,7 @@ bool Renderer::Init()
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D3D::BeginFrame();
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D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
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resets = 0;
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reset_called = false;
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return true;
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}
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@ -599,7 +598,7 @@ 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* tex;
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ID3D11Texture2D* read_tex;
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if (!g_ActiveConfig.bEFBAccessEnable)
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return 0;
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@ -618,6 +617,8 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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D3D11_RECT RectToLock = CD3D11_RECT(targetPixelRc.left, targetPixelRc.top, targetPixelRc.right, targetPixelRc.bottom);
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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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@ -626,18 +627,15 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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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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D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBDepthReadTexture()->GetRTV(), NULL);
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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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D3D::context->RSSetViewports(1, &vp);
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D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
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// TODO!
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// D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBDepthReadTexture()->GetRTV(), NULL);
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// D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); // TODO!
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D3D::drawShadedTexQuad(FBManager.GetEFBDepthTexture()->GetSRV(),
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&RectToLock,
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Renderer::GetFullTargetWidth(),
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@ -647,27 +645,27 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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VertexShaderCache::GetSimpleInputLayout());
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// D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
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// TODO: ?? check this code..
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D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.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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tex = FBManager.GetEFBDepthStagingBuffer();
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D3D::context->CopySubresourceRegion(tex, 0, 0, 0, 0, FBManager.GetEFBDepthReadTexture()->GetTex(), 0, &box);
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read_tex = FBManager.GetEFBDepthStagingBuffer();
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D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FBManager.GetEFBDepthReadTexture()->GetTex(), 0, &box);
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}
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else
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{
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tex = FBManager.GetEFBColorStagingBuffer();
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// we can directly copy to system memory here
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read_tex = FBManager.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(tex, 0, 0, 0, 0, FBManager.GetEFBColorTexture()->GetTex(), 0, &box);
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//change the rect to lock the entire one pixel buffer
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D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FBManager.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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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(tex, 0, D3D11_MAP_READ, 0, &map);
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D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
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switch(type) {
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case PEEK_Z:
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@ -687,7 +685,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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PanicAlert("Poke color EFB not implemented");
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break;
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}
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D3D::context->Unmap(tex, 0);
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D3D::context->Unmap(read_tex, 0);
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return z;
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}
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@ -752,7 +750,7 @@ void UpdateViewport()
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1.f); // xfregs.rawViewport[5] / 16777216.0f;
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D3D::context->RSSetViewports(1, &vp);
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}
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//Tino: color is pased in bgra mode so need to convert it to rgba
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// Tino: color is passed in bgra mode so 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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TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
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@ -769,7 +767,6 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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D3D::stateman->PushDepthState(cleardepthstates[zEnable]);
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D3D::stateman->PushRasterizerState(clearraststate);
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D3D::stateman->PushBlendState(resetblendstate);
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D3D::stateman->Apply();
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D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
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D3D::stateman->PopDepthState();
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@ -846,9 +843,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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}
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Renderer::ResetAPIState();
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// set the backbuffer as the rendering target
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
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// prepare copying the XFBs to our backbuffer
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TargetRectangle dst_rect;
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ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_backbuffer_width, (float)s_backbuffer_height);
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@ -871,15 +867,14 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
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vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
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// TODO: Enable linear filtering here
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const XFBSource* xfbSource;
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// draw each xfb source
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for (u32 i = 0; i < xfbCount; ++i)
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{
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xfbSource = xfbSourceList[i];
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const XFBSource* xfbSource = xfbSourceList[i];
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MathUtil::Rectangle<float> sourceRc;
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sourceRc.left = 0;
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@ -895,6 +890,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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D3D::drawShadedTexSubQuad(xfbSource->tex->GetSRV(), &sourceRc, xfbSource->texWidth, xfbSource->texHeight, &drawRc, PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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}
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// done with drawing the game stuff, good moment to save a screenshot
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if (s_bScreenshot)
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{
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// copy back buffer to system memory
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@ -925,10 +922,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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s_bScreenshot = false;
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}
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vp = CD3D11_VIEWPORT(0.f, 0.f, s_backbuffer_width, s_backbuffer_height);
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D3D::context->RSSetViewports(1, &vp);
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// print some stats
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// finally present some information
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if (g_ActiveConfig.bShowFPS)
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{
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char fps[20];
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@ -951,13 +945,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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}
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OSD::DrawMessages();
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D3D::EndFrame();
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frameCount++;
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TextureCache::Cleanup();
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// make any new configuration settings active.
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// enable any configuration changes
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UpdateActiveConfig();
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WindowResized = false;
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CheckForResize();
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@ -976,23 +968,26 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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}
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// update FPS counter
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static int fpscount = 1;
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static unsigned long lasttime;
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if (XFBWrited) ++fpscount;
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if (Common::Timer::GetTimeMs() - lasttime > 1000)
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static int fpscount = 0;
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static unsigned long lasttime = Common::Timer::GetTimeMs();
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if (Common::Timer::GetTimeMs() - lasttime >= 1000)
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{
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lasttime = Common::Timer::GetTimeMs();
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s_fps = fpscount - 1;
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fpscount = 1;
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s_fps = fpscount-1;
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fpscount = 0;
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}
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if (XFBWrited) ++fpscount;
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// set default viewport and scissor, for the clear to work correctly
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stats.ResetFrame();
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// present backbuffer and begin next frame
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// done. Show our work ;)
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D3D::Present();
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// resize the back buffers NOW to avoid flickering when resizing windows
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if (xfbchanged || WindowResized)
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{
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// TODO: Aren't we still holding a reference to the back buffer right now?
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D3D::Reset();
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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@ -1006,14 +1001,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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s_target_height = (int)(EFB_HEIGHT * yScale);
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
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FBManager.Destroy();
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FBManager.Create();
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D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
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}
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D3D::BeginFrame();
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// begin next frame
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Renderer::RestoreAPIState();
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D3D::BeginFrame();
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D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
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UpdateViewport();
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VertexShaderManager::SetViewportChanged();
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XFBWrited = false;
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}
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// TODO: Make sure that each ResetAPIState call matches an RestoreAPIState
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// That way we don't need to deal with the number of ResetAPIState calls anymore
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// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
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void Renderer::ResetAPIState()
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{
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resets++;
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D3D::gfxstate->Reset();
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D3D::stateman->PushBlendState(resetblendstate);
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D3D::stateman->PushDepthState(resetdepthstate);
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D3D::stateman->PushRasterizerState(resetraststate);
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D3D::stateman->Apply();
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reset_called = true;
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}
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void Renderer::RestoreAPIState()
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{
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// TODO: How much of this is actually needed?
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// gets us back into a more game-like state.
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UpdateViewport();
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SetScissorRect();
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SetColorMask();
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SetLogicOpMode();
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for (;resets;--resets)
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// gets us back into a more game-like state.
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if (reset_called)
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{
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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D3D::stateman->PopRasterizerState();
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}
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UpdateViewport();
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SetScissorRect();
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D3D::gfxstate->ApplyState();
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reset_called = false;
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}
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void Renderer::SetGenerationMode()
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@ -347,7 +347,6 @@ TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, u
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return &entry;
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}
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// TODO: this doesn't work quite right, yet
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void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, unsigned int bScaleByHalf, const EFBRectangle &source_rect)
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{
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int efb_w = source_rect.GetWidth();
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@ -33,7 +33,6 @@ BEGIN
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LTEXT "Licensed under the terms of the GNU General Public License.",IDC_STATIC,7,17,85,9
|
||||
LTEXT "Hardware requirements:",IDC_STATIC,7,37,174,26
|
||||
LTEXT "Any GPU which supports at least DX10.",IDC_STATIC,15,47,174,26
|
||||
LTEXT "DX9 hardware might work as well though.",IDC_STATIC,15,57,170,8
|
||||
END
|
||||
|
||||
IDD_SETTINGS DIALOGEX 0, 0, 244, 183
|
||||
|
|
Loading…
Reference in New Issue