D3D: Save some video RAM by turning off the "default" Z buffer (we create our own). probably doesn't matter on most video cards..
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4277 8ced0084-cf51-0410-be5f-012b33b47a6e
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e6b87febe5
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@ -289,6 +289,7 @@ void CLogWindow::UpdateChecks()
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void CLogWindow::UnPopulateRight()
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{
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// Use ->Detach instead, as per sizer.h?
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sRight->Remove(m_Log);
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sRight->Remove(sRightBottom);
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// Remove() destroys sizers
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@ -146,13 +146,10 @@ void SetDepthMode(const BPCmd &bp)
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else
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{
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D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
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D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE); // ??
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}
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//if (!bpmem.zmode.updateenable)
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// Renderer::SetRenderMode(Renderer::RM_Normal);
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}
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void SetBlendMode(const BPCmd &bp)
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{
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if (bp.changes & 1)
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@ -164,7 +161,8 @@ void SetBlendMode(const BPCmd &bp)
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if (bp.changes & 0x700)
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D3D::SetRenderState(D3DRS_SRCBLEND, src);
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if (bp.changes & 0xE0) {
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if (bp.changes & 0xE0)
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{
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if (!bpmem.blendmode.subtract)
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{
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D3D::SetRenderState(D3DRS_DESTBLEND, dst);
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@ -35,6 +35,7 @@ static bool nextFullScreen = false;
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static int multisample;
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static int resolution;
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static int xres, yres;
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static bool auto_depth_stencil = false;
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#define VENDOR_NVIDIA 4318
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#define VENDOR_ATI 4098
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@ -95,8 +96,14 @@ void EnableAlphaToCoverage()
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ZeroMemory(pp, sizeof(D3DPRESENT_PARAMETERS));
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pp->hDeviceWindow = hWnd;
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pp->EnableAutoDepthStencil = TRUE;
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pp->AutoDepthStencilFormat = D3DFMT_D24S8;
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if (auto_depth_stencil)
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{
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pp->EnableAutoDepthStencil = TRUE;
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pp->AutoDepthStencilFormat = D3DFMT_D24S8;
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} else {
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pp->EnableAutoDepthStencil = FALSE;
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pp->AutoDepthStencilFormat = D3DFMT_UNKNOWN;
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}
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pp->BackBufferFormat = D3DFMT_A8R8G8B8;
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if (aa_mode >= (int)adapters[adapter].aa_levels.size())
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aa_mode = 0;
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@ -104,7 +111,7 @@ void EnableAlphaToCoverage()
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pp->MultiSampleType = adapters[adapter].aa_levels[aa_mode].ms_setting;
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pp->MultiSampleQuality = adapters[adapter].aa_levels[aa_mode].qual_setting;
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pp->Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
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pp->Flags = auto_depth_stencil ? D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL : 0;
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if (fullScreen)
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{
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xres = pp->BackBufferWidth = FSResX;
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@ -214,13 +221,14 @@ void EnableAlphaToCoverage()
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}
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}
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HRESULT Create(int adapter, HWND wnd, bool _fullscreen, int _resolution, int aa_mode)
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HRESULT Create(int adapter, HWND wnd, bool _fullscreen, int _resolution, int aa_mode, bool auto_depth)
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{
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hWnd = wnd;
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fullScreen = _fullscreen;
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nextFullScreen = _fullscreen;
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multisample = aa_mode;
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resolution = _resolution;
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auto_depth_stencil = auto_depth;
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cur_adapter = adapter;
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D3DPRESENT_PARAMETERS d3dpp;
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InitPP(adapter, resolution, aa_mode, &d3dpp);
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@ -254,7 +262,8 @@ void EnableAlphaToCoverage()
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}
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dev->GetDeviceCaps(&caps);
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dev->GetRenderTarget(0, &back_buffer);
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dev->GetDepthStencilSurface(&back_buffer_z);
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if (dev->GetDepthStencilSurface(&back_buffer_z) == D3DERR_NOTFOUND)
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back_buffer_z = NULL;
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// Device state would normally be set here
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return S_OK;
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@ -314,16 +323,20 @@ void ShowD3DError(HRESULT err)
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if (dev)
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{
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// Can't keep a pointer around to the backbuffer surface when resetting.
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back_buffer_z->Release();
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if (back_buffer_z)
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back_buffer_z->Release();
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back_buffer_z = NULL;
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back_buffer->Release();
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back_buffer = NULL;
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D3DPRESENT_PARAMETERS d3dpp;
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InitPP(cur_adapter, resolution, multisample, &d3dpp);
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HRESULT hr = dev->Reset(&d3dpp);
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ShowD3DError(hr);
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dev->GetRenderTarget(0, &back_buffer);
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dev->GetDepthStencilSurface(&back_buffer_z);
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if (dev->GetDepthStencilSurface(&back_buffer_z) == D3DERR_NOTFOUND)
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back_buffer_z = NULL;
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}
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}
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@ -29,7 +29,7 @@ namespace D3D
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{
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HRESULT Init();
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HRESULT Create(int adapter, HWND wnd, bool fullscreen, int resolution, int aa_mode);
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HRESULT Create(int adapter, HWND wnd, bool fullscreen, int resolution, int aa_mode, bool auto_depth);
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void Close();
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void Shutdown();
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@ -68,11 +68,14 @@ void SetupDeviceObjects()
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D3D::font.Init();
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VertexLoaderManager::Init();
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FBManager::Create();
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// Tex and shader caches will recreate themselves over time.
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}
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// Kill off all POOL_DEFAULT device objects.
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void TeardownDeviceObjects()
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{
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D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
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FBManager::Destroy();
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D3D::font.Shutdown();
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TextureCache::Invalidate(false);
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@ -80,9 +83,8 @@ void TeardownDeviceObjects()
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Clear();
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PixelShaderCache::Clear();
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D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
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// This really should be all but Zelda for example still fails...
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}
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bool Renderer::Init()
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@ -90,7 +92,8 @@ bool Renderer::Init()
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UpdateActiveConfig();
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int fullScreenRes, w_temp, h_temp;
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sscanf(g_Config.cInternalRes, "%dx%d", &w_temp, &h_temp);
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if (w_temp <= 0 || h_temp <= 0) {
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if (w_temp <= 0 || h_temp <= 0)
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{
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w_temp = 640;
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h_temp = 480;
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}
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@ -107,7 +110,7 @@ bool Renderer::Init()
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break;
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}
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D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(), g_ActiveConfig.bFullscreen,
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fullScreenRes, backbuffer_ms_mode);
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fullScreenRes, backbuffer_ms_mode, false);
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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@ -201,6 +204,35 @@ void formatBufferDump(const char *in, char *out, int w, int h, int p)
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}
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}
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// With D3D, we have to resize the backbuffer if the window changed
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// size.
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void CheckForResize()
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{
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while (EmuWindow::IsSizing())
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{
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Sleep(10);
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}
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RECT rcWindow;
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GetClientRect(EmuWindow::GetWnd(), &rcWindow);
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int client_width = rcWindow.right - rcWindow.left;
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int client_height = rcWindow.bottom - rcWindow.top;
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// Sanity check.
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if ((client_width != s_backbuffer_width ||
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client_height != s_backbuffer_height) &&
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client_width >= 4 && client_height >= 4)
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{
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TeardownDeviceObjects();
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D3D::Reset();
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SetupDeviceObjects();
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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}
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}
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void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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{
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if (g_bSkipCurrentFrame)
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@ -310,49 +342,23 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
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UpdateActiveConfig();
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// TODO: Resize backbuffer if window size has changed. This code crashes, debug it.
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while (EmuWindow::IsSizing())
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{
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Sleep(10);
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}
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RECT rcWindow;
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GetClientRect(EmuWindow::GetWnd(), &rcWindow);
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int client_width = rcWindow.right - rcWindow.left;
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int client_height = rcWindow.bottom - rcWindow.top;
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if ((client_width != s_backbuffer_width ||
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client_height != s_backbuffer_height) &&
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client_width >= 4 && client_height >= 4)
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{
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TeardownDeviceObjects();
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D3D::Reset();
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SetupDeviceObjects();
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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}
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g_VideoInitialize.pCopiedToXFB(false);
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CheckForResize();
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// Begin new frame
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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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// u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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D3D::BeginFrame();
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// Clear backbuffer. We probably don't need to do this every frame.
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 1.0f, 0);
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D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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D3DVIEWPORT9 vp;
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vp.X = 0;
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vp.Y = 0;
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vp.Width = (DWORD)s_target_width;
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vp.Height = (DWORD)s_target_height;
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vp.MinZ = 0;
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vp.MaxZ = 1.0f;
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D3D::dev->SetViewport(&vp);
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D3D::dev->SetRenderState(D3DRS_ZENABLE, TRUE);
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RECT rc;
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rc.left = 0;
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@ -284,7 +284,7 @@ void Shutdown()
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void DoState(unsigned char **ptr, int mode) {
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// Clear texture cache because it might have written to RAM
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TextureCache::Invalidate(false);
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// No need to clear shader caches.
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PointerWrap p(ptr, mode);
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VideoCommon_DoState(p);
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}
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