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:
NeoBrainX 2010-06-21 17:54:13 +00:00
parent 3650ee2fc5
commit d0f00cedff
6 changed files with 68 additions and 67 deletions

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@ -227,7 +227,7 @@ struct TabAdvanced : public W32Util::Tab
g_Config.bShowShaderErrors = true; g_Config.bShowShaderErrors = true;
g_Config.bUseNativeMips = true; g_Config.bUseNativeMips = true;
g_Config.iMaxAnisotropy = Button_GetCheck(GetDlgItem(hDlg, IDC_FORCEANISOTROPY)) ? 8 : 1; g_Config.iMaxAnisotropy = Button_GetCheck(GetDlgItem(hDlg, IDC_FORCEANISOTROPY)) ? 16 : 1;
g_Config.bForceFiltering = false; g_Config.bForceFiltering = false;
g_Config.bHiresTextures = false; g_Config.bHiresTextures = false;
g_Config.bCopyEFBScaled = Button_GetCheck(GetDlgItem(hDlg, IDC_EFBSCALEDCOPY)) ? true : false; g_Config.bCopyEFBScaled = Button_GetCheck(GetDlgItem(hDlg, IDC_EFBSCALEDCOPY)) ? true : false;

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@ -24,13 +24,14 @@ namespace D3D
EmuGfxState* gfxstate; EmuGfxState* gfxstate;
StateManager* stateman; StateManager* stateman;
EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL) EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false)
{ {
for (unsigned int k = 0;k < 8;k++) for (unsigned int k = 0;k < 8;k++)
{ {
float border[4] = {0.f, 0.f, 0.f, 0.f}; float border[4] = {0.f, 0.f, 0.f, 0.f};
shader_resources[k] = NULL; shader_resources[k] = NULL;
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); 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);
if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[k].Filter = D3D11_FILTER_ANISOTROPIC;
} }
blenddesc.AlphaToCoverageEnable = FALSE; blenddesc.AlphaToCoverageEnable = FALSE;
@ -180,6 +181,7 @@ void EmuGfxState::ApplyState()
{ {
if (shader_resources[stage]) if (shader_resources[stage])
{ {
if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]); hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]);
if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage); if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState"); else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState");
@ -217,11 +219,15 @@ void EmuGfxState::ApplyState()
context->PSSetShaderResources(0, 8, shader_resources); context->PSSetShaderResources(0, 8, shader_resources);
stateman->Apply(); stateman->Apply();
apply_called = true;
} }
void EmuGfxState::AlphaPass() void EmuGfxState::AlphaPass()
{ {
stateman->PopBlendState(); if (!apply_called) ERROR_LOG(VIDEO, "EmuGfxState::AlphaPass called without having called ApplyState before!")
else stateman->PopBlendState();
// pixel shader for alpha pass is different, so update it
context->PSSetShader(pixelshader, NULL, 0); context->PSSetShader(pixelshader, NULL, 0);
ID3D11BlendState* blstate; ID3D11BlendState* blstate;
@ -242,9 +248,13 @@ void EmuGfxState::Reset()
for (unsigned int k = 0;k < 8;k++) for (unsigned int k = 0;k < 8;k++)
SAFE_RELEASE(shader_resources[k]); SAFE_RELEASE(shader_resources[k]);
stateman->PopBlendState(); if (apply_called)
stateman->PopDepthState(); {
stateman->PopRasterizerState(); stateman->PopBlendState();
stateman->PopDepthState();
stateman->PopRasterizerState();
apply_called = false;
}
} }
void EmuGfxState::SetAlphaBlendEnable(bool enable) void EmuGfxState::SetAlphaBlendEnable(bool enable)
@ -311,9 +321,9 @@ StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_r
void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state));} void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state));}
void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state));} void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state));}
void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state));} void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state));}
void StateManager::PopBlendState() { if(!blendstates.empty()) blendstates.pop(); } void StateManager::PopBlendState() { blendstates.pop(); }
void StateManager::PopDepthState() { if(!depthstates.empty()) depthstates.pop(); } void StateManager::PopDepthState() { depthstates.pop(); }
void StateManager::PopRasterizerState() { if(!raststates.empty()) raststates.pop(); } void StateManager::PopRasterizerState() { raststates.pop(); }
void StateManager::Apply() void StateManager::Apply()
{ {

View File

@ -78,6 +78,8 @@ private:
ID3D11ShaderResourceView* shader_resources[8]; ID3D11ShaderResourceView* shader_resources[8];
D3D11_BLEND_DESC blenddesc; D3D11_BLEND_DESC blenddesc;
bool apply_called;
}; };
template<typename T> class AutoState template<typename T> class AutoState

View File

@ -81,8 +81,7 @@ ID3D11BlendState* resetblendstate = NULL;
ID3D11DepthStencilState* resetdepthstate = NULL; ID3D11DepthStencilState* resetdepthstate = NULL;
ID3D11RasterizerState* resetraststate = NULL; ID3D11RasterizerState* resetraststate = NULL;
// used to make sure that we really Pop all states which got Pushed in ResetAPIState bool reset_called = false;
unsigned int resets = 0;
// state translation lookup tables // state translation lookup tables
static const D3D11_BLEND d3dSrcFactors[8] = static const D3D11_BLEND d3dSrcFactors[8] =
@ -369,7 +368,7 @@ bool Renderer::Init()
D3D::BeginFrame(); D3D::BeginFrame();
D3D::gfxstate->rastdesc.ScissorEnable = TRUE; D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
resets = 0; reset_called = false;
return true; return true;
} }
@ -599,7 +598,7 @@ void Renderer::SetColorMask()
u32 Renderer::AccessEFB(EFBAccessType type, int x, int y) u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
{ {
ID3D11Texture2D* tex; ID3D11Texture2D* read_tex;
if (!g_ActiveConfig.bEFBAccessEnable) if (!g_ActiveConfig.bEFBAccessEnable)
return 0; return 0;
@ -618,6 +617,8 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
D3D11_RECT RectToLock = CD3D11_RECT(targetPixelRc.left, targetPixelRc.top, targetPixelRc.right, targetPixelRc.bottom); D3D11_RECT RectToLock = CD3D11_RECT(targetPixelRc.left, targetPixelRc.top, targetPixelRc.right, targetPixelRc.bottom);
if (type == PEEK_Z) if (type == PEEK_Z)
{ {
// depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
RectToLock.bottom+=2; RectToLock.bottom+=2;
RectToLock.right+=1; RectToLock.right+=1;
RectToLock.top-=1; RectToLock.top-=1;
@ -626,18 +627,15 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
RectToLock.bottom--; RectToLock.bottom--;
if ((RectToLock.right - RectToLock.left) > 4) if ((RectToLock.right - RectToLock.left) > 4)
RectToLock.left++; RectToLock.left++;
ResetAPIState(); // reset any game specific settings ResetAPIState(); // reset any game specific settings
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBDepthReadTexture()->GetRTV(), NULL);
// Stretch picture with increased internal resolution // Stretch picture with increased internal resolution
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 4.f, 4.f); D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 4.f, 4.f);
D3D::context->RSSetViewports(1, &vp); D3D::context->RSSetViewports(1, &vp);
D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf); D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBDepthReadTexture()->GetRTV(), NULL);
// TODO! // D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); // TODO!
// D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
D3D::drawShadedTexQuad(FBManager.GetEFBDepthTexture()->GetSRV(), D3D::drawShadedTexQuad(FBManager.GetEFBDepthTexture()->GetSRV(),
&RectToLock, &RectToLock,
Renderer::GetFullTargetWidth(), Renderer::GetFullTargetWidth(),
@ -647,27 +645,27 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
VertexShaderCache::GetSimpleInputLayout()); VertexShaderCache::GetSimpleInputLayout());
// D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER); // D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
// TODO: ?? check this code..
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV()); D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
RestoreAPIState(); RestoreAPIState();
RectToLock = CD3D11_RECT(0, 0, 4, 4); RectToLock = CD3D11_RECT(0, 0, 4, 4);
// copy to system memory
D3D11_BOX box = CD3D11_BOX(0, 0, 0, 4, 4, 1); D3D11_BOX box = CD3D11_BOX(0, 0, 0, 4, 4, 1);
tex = FBManager.GetEFBDepthStagingBuffer(); read_tex = FBManager.GetEFBDepthStagingBuffer();
D3D::context->CopySubresourceRegion(tex, 0, 0, 0, 0, FBManager.GetEFBDepthReadTexture()->GetTex(), 0, &box); D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FBManager.GetEFBDepthReadTexture()->GetTex(), 0, &box);
} }
else else
{ {
tex = FBManager.GetEFBColorStagingBuffer(); // we can directly copy to system memory here
read_tex = FBManager.GetEFBColorStagingBuffer();
D3D11_BOX box = CD3D11_BOX(RectToLock.left, RectToLock.top, 0, RectToLock.right, RectToLock.bottom, 1); D3D11_BOX box = CD3D11_BOX(RectToLock.left, RectToLock.top, 0, RectToLock.right, RectToLock.bottom, 1);
D3D::context->CopySubresourceRegion(tex, 0, 0, 0, 0, FBManager.GetEFBColorTexture()->GetTex(), 0, &box); D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FBManager.GetEFBColorTexture()->GetTex(), 0, &box);
//change the rect to lock the entire one pixel buffer
RectToLock = CD3D11_RECT(0, 0, 1, 1); RectToLock = CD3D11_RECT(0, 0, 1, 1);
} }
// read the data from system memory
D3D11_MAPPED_SUBRESOURCE map; D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(tex, 0, D3D11_MAP_READ, 0, &map); D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
switch(type) { switch(type) {
case PEEK_Z: case PEEK_Z:
@ -687,7 +685,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
PanicAlert("Poke color EFB not implemented"); PanicAlert("Poke color EFB not implemented");
break; break;
} }
D3D::context->Unmap(tex, 0); D3D::context->Unmap(read_tex, 0);
return z; return z;
} }
@ -752,7 +750,7 @@ void UpdateViewport()
1.f); // xfregs.rawViewport[5] / 16777216.0f; 1.f); // xfregs.rawViewport[5] / 16777216.0f;
D3D::context->RSSetViewports(1, &vp); D3D::context->RSSetViewports(1, &vp);
} }
//Tino: color is pased in bgra mode so need to convert it to rgba // Tino: color is passed in bgra mode so need to convert it to rgba
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
{ {
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc); TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
@ -769,7 +767,6 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
D3D::stateman->PushDepthState(cleardepthstates[zEnable]); D3D::stateman->PushDepthState(cleardepthstates[zEnable]);
D3D::stateman->PushRasterizerState(clearraststate); D3D::stateman->PushRasterizerState(clearraststate);
D3D::stateman->PushBlendState(resetblendstate); D3D::stateman->PushBlendState(resetblendstate);
D3D::stateman->Apply();
D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout()); D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
D3D::stateman->PopDepthState(); D3D::stateman->PopDepthState();
@ -846,9 +843,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
} }
Renderer::ResetAPIState(); Renderer::ResetAPIState();
// set the backbuffer as the rendering target
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
// prepare copying the XFBs to our backbuffer
TargetRectangle dst_rect; TargetRectangle dst_rect;
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect); ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_backbuffer_width, (float)s_backbuffer_height); D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_backbuffer_width, (float)s_backbuffer_height);
@ -871,15 +867,14 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y; if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height); vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
D3D::context->RSSetViewports(1, &vp); D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
// TODO: Enable linear filtering here // TODO: Enable linear filtering here
const XFBSource* xfbSource;
// draw each xfb source // draw each xfb source
for (u32 i = 0; i < xfbCount; ++i) for (u32 i = 0; i < xfbCount; ++i)
{ {
xfbSource = xfbSourceList[i]; const XFBSource* xfbSource = xfbSourceList[i];
MathUtil::Rectangle<float> sourceRc; MathUtil::Rectangle<float> sourceRc;
sourceRc.left = 0; sourceRc.left = 0;
@ -895,6 +890,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
D3D::drawShadedTexSubQuad(xfbSource->tex->GetSRV(), &sourceRc, xfbSource->texWidth, xfbSource->texHeight, &drawRc, PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); D3D::drawShadedTexSubQuad(xfbSource->tex->GetSRV(), &sourceRc, xfbSource->texWidth, xfbSource->texHeight, &drawRc, PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
} }
// done with drawing the game stuff, good moment to save a screenshot
if (s_bScreenshot) if (s_bScreenshot)
{ {
// copy back buffer to system memory // copy back buffer to system memory
@ -925,10 +922,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
s_bScreenshot = false; s_bScreenshot = false;
} }
vp = CD3D11_VIEWPORT(0.f, 0.f, s_backbuffer_width, s_backbuffer_height); // finally present some information
D3D::context->RSSetViewports(1, &vp);
// print some stats
if (g_ActiveConfig.bShowFPS) if (g_ActiveConfig.bShowFPS)
{ {
char fps[20]; char fps[20];
@ -951,13 +945,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
} }
OSD::DrawMessages(); OSD::DrawMessages();
D3D::EndFrame(); D3D::EndFrame();
frameCount++; frameCount++;
TextureCache::Cleanup(); TextureCache::Cleanup();
// make any new configuration settings active. // enable any configuration changes
UpdateActiveConfig(); UpdateActiveConfig();
WindowResized = false; WindowResized = false;
CheckForResize(); CheckForResize();
@ -976,23 +968,26 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
} }
// update FPS counter // update FPS counter
static int fpscount = 1; static int fpscount = 0;
static unsigned long lasttime; static unsigned long lasttime = Common::Timer::GetTimeMs();
if (XFBWrited) ++fpscount; if (Common::Timer::GetTimeMs() - lasttime >= 1000)
if (Common::Timer::GetTimeMs() - lasttime > 1000)
{ {
lasttime = Common::Timer::GetTimeMs(); lasttime = Common::Timer::GetTimeMs();
s_fps = fpscount - 1; s_fps = fpscount-1;
fpscount = 1; fpscount = 0;
} }
if (XFBWrited) ++fpscount;
// set default viewport and scissor, for the clear to work correctly // set default viewport and scissor, for the clear to work correctly
stats.ResetFrame(); stats.ResetFrame();
// present backbuffer and begin next frame // done. Show our work ;)
D3D::Present(); D3D::Present();
// resize the back buffers NOW to avoid flickering when resizing windows
if (xfbchanged || WindowResized) if (xfbchanged || WindowResized)
{ {
// TODO: Aren't we still holding a reference to the back buffer right now?
D3D::Reset(); D3D::Reset();
s_backbuffer_width = D3D::GetBackBufferWidth(); s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight(); s_backbuffer_height = D3D::GetBackBufferHeight();
@ -1006,14 +1001,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
s_target_height = (int)(EFB_HEIGHT * yScale); s_target_height = (int)(EFB_HEIGHT * yScale);
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL); D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
FBManager.Destroy(); FBManager.Destroy();
FBManager.Create(); FBManager.Create();
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
} }
D3D::BeginFrame();
// begin next frame
Renderer::RestoreAPIState(); Renderer::RestoreAPIState();
D3D::BeginFrame();
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV()); D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
UpdateViewport(); UpdateViewport();
VertexShaderManager::SetViewportChanged(); VertexShaderManager::SetViewportChanged();
@ -1021,33 +1015,30 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
XFBWrited = false; XFBWrited = false;
} }
// TODO: Make sure that each ResetAPIState call matches an RestoreAPIState // ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
// That way we don't need to deal with the number of ResetAPIState calls anymore
void Renderer::ResetAPIState() void Renderer::ResetAPIState()
{ {
resets++;
D3D::gfxstate->Reset(); D3D::gfxstate->Reset();
D3D::stateman->PushBlendState(resetblendstate); D3D::stateman->PushBlendState(resetblendstate);
D3D::stateman->PushDepthState(resetdepthstate); D3D::stateman->PushDepthState(resetdepthstate);
D3D::stateman->PushRasterizerState(resetraststate); D3D::stateman->PushRasterizerState(resetraststate);
D3D::stateman->Apply(); D3D::stateman->Apply();
reset_called = true;
} }
void Renderer::RestoreAPIState() void Renderer::RestoreAPIState()
{ {
// TODO: How much of this is actually needed?
// gets us back into a more game-like state. // gets us back into a more game-like state.
UpdateViewport(); if (reset_called)
SetScissorRect();
SetColorMask();
SetLogicOpMode();
for (;resets;--resets)
{ {
D3D::stateman->PopBlendState(); D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState(); D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState(); D3D::stateman->PopRasterizerState();
} }
UpdateViewport();
SetScissorRect();
D3D::gfxstate->ApplyState(); D3D::gfxstate->ApplyState();
reset_called = false;
} }
void Renderer::SetGenerationMode() void Renderer::SetGenerationMode()

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@ -347,7 +347,6 @@ TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, u
return &entry; return &entry;
} }
// TODO: this doesn't work quite right, yet
void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, unsigned int bScaleByHalf, const EFBRectangle &source_rect) void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, unsigned int bScaleByHalf, const EFBRectangle &source_rect)
{ {
int efb_w = source_rect.GetWidth(); int efb_w = source_rect.GetWidth();

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@ -33,7 +33,6 @@ BEGIN
LTEXT "Licensed under the terms of the GNU General Public License.",IDC_STATIC,7,17,85,9 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 "Hardware requirements:",IDC_STATIC,7,37,174,26
LTEXT "Any GPU which supports at least DX10.",IDC_STATIC,15,47,174,26 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 END
IDD_SETTINGS DIALOGEX 0, 0, 244, 183 IDD_SETTINGS DIALOGEX 0, 0, 244, 183