Main change: Implemented EFB pokes in DX9/DX11.

Games affected by this change: Mario Smash Football, Mario Strikers Charged Football, Monster Hunter Tri.
Other games possibly affected: Shaun White Snowboarding, Resident Evil Code: Veronica, Baten Kaitos.
This implementation will decrease performance if the game uses this feature, but the glitches will be gone. I'll add an option for this in a later commit. EFB pokes are somewhat slow in DX11 right now, speed should be okayish in DX9 though.

Other changes:
- SOMEWHAT cleaned up the EFB access code in DX9
- Fixed incompatible parameter list of AccessEFB and TVideo_AccessEFB.
- Fixed a theoretical bug in ReplaceRGBATexture2D, add support for STAGING textures
- Removed unused parameters in various DX9 functions


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6300 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX 2010-10-22 19:40:05 +00:00
parent e9d115a8b1
commit ef75d96655
16 changed files with 248 additions and 168 deletions

View File

@ -79,7 +79,7 @@ public:
static TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc);
static u32 AccessEFB(EFBAccessType type, int x, int y);
static u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
// Random utilities
static void RenderText(const char* pstr, int left, int top, u32 color);

View File

@ -24,7 +24,7 @@ namespace D3D
void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int pitch, unsigned int level, D3D11_USAGE usage)
{
if (usage == D3D11_USAGE_DYNAMIC)
if (usage == D3D11_USAGE_DYNAMIC || usage == D3D11_USAGE_STAGING)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(pTexture, level, D3D11_MAP_WRITE_DISCARD, 0, &map);
@ -35,7 +35,7 @@ void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned
else
{
for (unsigned int y = 0; y < height; ++y)
memcpy((u8*)map.pData + y * map.RowPitch, (u32*)buffer + y * pitch, map.RowPitch);
memcpy((u8*)map.pData + y * map.RowPitch, (u32*)buffer + y * pitch, 4 * pitch);
}
D3D::context->Unmap(pTexture, level);
}

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@ -429,11 +429,13 @@ ID3D11SamplerState* linear_copy_sampler = NULL;
ID3D11SamplerState* point_copy_sampler = NULL;
ID3D11Buffer* stqvb = NULL;
ID3D11Buffer* stsqvb = NULL;
ID3D11Buffer* quadvb = NULL;
ID3D11Buffer* clearvb = NULL;
typedef struct { float x,y,z,u,v; } STQVertex;
typedef struct { float x,y,z,u,v; } STSQVertex;
typedef struct { float x,y,z; u32 col; } ClearVertex;
typedef struct { float x,y,z; u32 col; } ColVertex;
struct
{
@ -446,6 +448,12 @@ struct
float u1, v1, u2, v2;
} tex_sub_quad_data;
struct
{
float x1, y1, x2, y2;
u32 col;
} draw_quad_data;
struct
{
u32 col;
@ -468,6 +476,7 @@ void InitUtils()
// cached data used to avoid unnecessarily reloading the vertex buffers
memset(&tex_quad_data, 0, sizeof(tex_quad_data));
memset(&tex_sub_quad_data, 0, sizeof(tex_sub_quad_data));
memset(&draw_quad_data, 0, sizeof(draw_quad_data));
memset(&clear_quad_data, 0, sizeof(clear_quad_data));
STQVertex stqcoords[4] = {
@ -480,6 +489,9 @@ void InitUtils()
STSQVertex stsqcoords[4];
memset(stsqcoords, 0, sizeof(stsqcoords));
ColVertex colcoords[4];
memset(colcoords, 0, sizeof(colcoords));
ClearVertex cqcoords[4] = {
{-1.0f, 1.0f, 0, 0},
{ 1.0f, 1.0f, 0, 0},
@ -495,6 +507,10 @@ void InitUtils()
CHECK(stsqvb!=NULL, "Create vertex buffer of drawShadedTexSubQuad");
SetDebugObjectName((ID3D11DeviceChild*)stsqvb, "vertex buffer of drawShadedTexSubQuad");
quadvb = CreateQuadVertexBuffer(4*sizeof(ColVertex), colcoords);
CHECK(quadvb!=NULL, "Create vertex buffer of drawColorQuad");
SetDebugObjectName((ID3D11DeviceChild*)quadvb, "vertex buffer of drawColorQuad");
clearvb = CreateQuadVertexBuffer(4*sizeof(ClearVertex), cqcoords);
CHECK(clearvb!=NULL, "Create vertex buffer of drawClearQuad");
SetDebugObjectName((ID3D11DeviceChild*)clearvb, "vertex buffer of drawClearQuad");
@ -509,6 +525,7 @@ void ShutdownUtils()
SAFE_RELEASE(linear_copy_sampler);
SAFE_RELEASE(stqvb);
SAFE_RELEASE(stsqvb);
SAFE_RELEASE(quadvb);
SAFE_RELEASE(clearvb);
}
@ -627,6 +644,45 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
}
// Fills a certain area of the current render target with the specified color
// destination coordinates normalized to (-1;1)
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
{
if(draw_quad_data.x1 != x1 || draw_quad_data.y1 != y1 ||
draw_quad_data.x2 != x2 || draw_quad_data.y2 != y2 ||
draw_quad_data.col != Color)
{
ColVertex coords[4] = {
{ x1, y2, 0.f, Color },
{ x2, y2, 0.f, Color },
{ x1, y1, 0.f, Color },
{ x2, y1, 0.f, Color },
};
D3D11_MAPPED_SUBRESOURCE map;
context->Map(quadvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, coords, sizeof(coords));
context->Unmap(quadvb, 0);
draw_quad_data.x1 = x1;
draw_quad_data.y1 = y1;
draw_quad_data.x2 = x2;
draw_quad_data.y2 = y2;
draw_quad_data.col = Color;
}
context->VSSetShader(VertexShaderCache::GetClearVertexShader(), NULL, 0);
context->PSSetShader(PixelShaderCache::GetClearProgram(), NULL, 0);
context->IASetInputLayout(VertexShaderCache::GetClearInputLayout());
UINT stride = sizeof(ColVertex);
UINT offset = 0;
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context->IASetVertexBuffers(0, 1, &quadvb, &stride, &offset);
context->Draw(4, 0);
}
void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout)
{
if (clear_quad_data.col != Color || clear_quad_data.z != z)
@ -657,5 +713,4 @@ void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexS
context->Draw(4, 0);
}
} // namespace

View File

@ -80,6 +80,5 @@ namespace D3D
ID3D11VertexShader* Vshader,
ID3D11InputLayout* layout);
void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout);
void SaveRenderStates();
void RestoreRenderStates();
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
}

View File

@ -594,19 +594,19 @@ void Renderer::SetColorMask()
D3D::gfxstate->SetRenderTargetWriteMask(color_mask);
}
u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
D3D11_MAPPED_SUBRESOURCE map;
ID3D11Texture2D* read_tex;
u32 ret = 0;
if (!g_ActiveConfig.bEFBAccessEnable)
return 0;
if (type == POKE_Z || type == POKE_COLOR)
if (type == POKE_Z)
{
static bool alert_only_once = true;
if (!alert_only_once) return 0;
PanicAlert("Poke EFB not implemented");
PanicAlert("EFB: Poke Z not implemented (tried to poke z value %#x at (%d,%d))", poke_data, x, y);
alert_only_once = false;
return 0;
}
@ -619,12 +619,23 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
efbPixelRc.bottom = y + 1;
TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
// Take the mean of the resulting dimensions; TODO: check whether this causes any bugs compared to taking the average color of the target area
// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the average color instead
D3D11_RECT RectToLock;
RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
RectToLock.right = RectToLock.left + 1;
RectToLock.bottom = RectToLock.top + 1;
if(type == PEEK_COLOR || type == PEEK_Z)
{
RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
RectToLock.right = RectToLock.left + 1;
RectToLock.bottom = RectToLock.top + 1;
}
else
{
RectToLock.left = targetPixelRc.left;
RectToLock.right = targetPixelRc.right;
RectToLock.top = targetPixelRc.top;
RectToLock.bottom = targetPixelRc.bottom;
}
if (type == PEEK_Z)
{
ResetAPIState(); // Reset any game specific settings
@ -651,40 +662,59 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, g_framebufferManager.GetEFBDepthReadTexture()->GetTex(), 0, &box);
RestoreAPIState(); // restore game state
// read the data from system memory
D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
float val = *(float*)map.pData;
u32 ret = ((u32)(val * 0xffffff));
D3D::context->Unmap(read_tex, 0);
// TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
return ret;
}
else
else if (type == PEEK_COLOR)
{
// we can directly copy to system memory here
read_tex = g_framebufferManager.GetEFBColorStagingBuffer();
D3D11_BOX box = CD3D11_BOX(RectToLock.left, RectToLock.top, 0, RectToLock.right, RectToLock.bottom, 1);
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, g_framebufferManager.GetEFBColorTexture()->GetTex(), 0, &box);
// read the data from system memory
D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
u32 ret = *(u32*)map.pData;
D3D::context->Unmap(read_tex, 0);
return ret;
}
// read the data from system memory
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
switch(type)
else //if(type == POKE_COLOR)
{
case PEEK_Z:
// TODO: Speed this up by batching pokes?
// If we're only writing one pixel (native resolution), we can directly copy the data into the target. TODO: Check if this is faster than drawing quads
u32 rgbaColor = (poke_data & 0xFF00FF00) | ((poke_data >> 16) & 0xFF) | ((poke_data << 16) & 0xFF0000);
if(RectToLock.right <= RectToLock.left + 1 && RectToLock.bottom <= RectToLock.top + 1)
{
float val = *(float*)map.pData;
ret = ((u32)(val * 0xffffff));
break;
D3D::context->Map(g_framebufferManager.GetEFBColorStagingBuffer(), 0, D3D11_MAP_WRITE, 0, &map);
*(u32*)map.pData = rgbaColor;
D3D::context->Unmap(g_framebufferManager.GetEFBColorStagingBuffer(), 0);
D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1);
D3D::context->CopySubresourceRegion(g_framebufferManager.GetEFBColorTexture()->GetTex(), 0, RectToLock.left, RectToLock.top, 0, g_framebufferManager.GetEFBColorStagingBuffer(), 0, &box);
return 0;
}
else
{
ResetAPIState(); // Reset any game specific settings
case PEEK_COLOR:
ret = *(u32*)map.pData;
break;
D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), NULL);
D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
- (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f,
(float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
- (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f);
default:
// TODO: Implement POKE_Z and POKE_COLOR
break;
RestoreAPIState();
return 0;
}
}
D3D::context->Unmap(read_tex, 0);
// TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
return ret;
}
// Called from VertexShaderManager

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@ -378,7 +378,7 @@ void VideoFifo_CheckEFBAccess()
{
if (Common::AtomicLoadAcquire(s_efbAccessRequested))
{
s_AccessEFBResult = Renderer::AccessEFB(s_accessEFBArgs.type, s_accessEFBArgs.x, s_accessEFBArgs.y);
s_AccessEFBResult = Renderer::AccessEFB(s_accessEFBArgs.type, s_accessEFBArgs.x, s_accessEFBArgs.y, s_accessEFBArgs.Data);
Common::AtomicStoreRelease(s_efbAccessRequested, FALSE);
}

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@ -21,6 +21,8 @@
#include "D3DBase.h"
#include "D3DUtil.h"
#include "Render.h"
#include "PixelShaderCache.h"
#include "VertexShaderCache.h"
namespace D3D
{
@ -423,6 +425,23 @@ void drawShadedTexSubQuad(IDirect3DTexture9 *texture,
RestoreShaders();
}
// Fills a certain area of the current render target with the specified color
// Z buffer disabled; destination coordinates normalized to (-1;1)
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
{
struct CQVertex { float x, y, z, rhw; u32 col; } coords[4] = {
{ x1, y2, 0.f, 1.f, Color },
{ x2, y2, 0.f, 1.f, Color },
{ x1, y1, 0.f, 1.f, Color },
{ x2, y1, 0.f, 1.f, Color },
};
dev->SetVertexShader(VertexShaderCache::GetClearVertexShader());
dev->SetPixelShader(PixelShaderCache::GetClearProgram());
dev->SetFVF(D3DFVF_XYZW | D3DFVF_DIFFUSE);
dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(CQVertex));
RestoreShaders();
}
void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVertexShader9 *Vshader)
{
struct Q2DVertex { float x,y,z,rhw;u32 color;} coords[4] = {

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@ -77,7 +77,9 @@ namespace D3D
int DestHeight,
IDirect3DPixelShader9 *PShader,
IDirect3DVertexShader9 *Vshader);
void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVertexShader9 *Vshader);
void drawClearQuad(u32 Color, float z, IDirect3DPixelShader9 *PShader, IDirect3DVertexShader9 *Vshader);
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
void SaveRenderStates();
void RestoreRenderStates();
}

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@ -73,12 +73,12 @@ D3DFORMAT FramebufferManager::GetEFBColorRTSurfaceFormat()
return s_efb_color_surface_Format;
}
LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBColorTexture()
{
return s_efb_color_texture;
}
LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBDepthTexture(const EFBRectangle &sourceRc)
LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBDepthTexture()
{
return s_efb_depth_texture;
}
@ -305,7 +305,7 @@ void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, c
}
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(sourceRc);
TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight);
TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(), targetRc, xfb_in_ram, fbWidth, fbHeight);
}
void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
@ -395,7 +395,7 @@ void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight
// Copy EFB data to XFB and restore render target again
if(!xfbTexture)
return;
LPDIRECT3DTEXTURE9 read_texture = GetEFBColorTexture(sourceRc);
LPDIRECT3DTEXTURE9 read_texture = GetEFBColorTexture();
Renderer::ResetAPIState(); // Reset any game specific settings
LPDIRECT3DSURFACE9 Rendersurf = NULL;

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@ -109,8 +109,8 @@ public:
void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
const XFBSource** GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
LPDIRECT3DTEXTURE9 GetEFBColorTexture(const EFBRectangle& sourceRc);
LPDIRECT3DTEXTURE9 GetEFBDepthTexture(const EFBRectangle& sourceRc);
LPDIRECT3DTEXTURE9 GetEFBColorTexture();
LPDIRECT3DTEXTURE9 GetEFBDepthTexture();
LPDIRECT3DSURFACE9 GetEFBColorRTSurface();
LPDIRECT3DSURFACE9 GetEFBDepthRTSurface();

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@ -691,46 +691,45 @@ void Renderer::SetColorMask()
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
}
u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
if (!g_ActiveConfig.bEFBAccessEnable)
return 0;
if (type == POKE_Z || type == POKE_COLOR)
if (type == POKE_Z)
{
static bool alert_only_once = true;
if (!alert_only_once) return 0;
PanicAlert("Poke EFB not implemented");
PanicAlert("EFB: Poke Z not implemented (tried to poke z value %#x at (%d,%d))", poke_data, x, y);
alert_only_once = false;
return 0;
}
// Get the working buffer
LPDIRECT3DSURFACE9 pBuffer = (type == PEEK_Z || type == POKE_Z) ?
g_framebufferManager.GetEFBDepthRTSurface() : g_framebufferManager.GetEFBColorRTSurface();
// Get the temporal buffer to move 1pixel data
LPDIRECT3DSURFACE9 RBuffer = (type == PEEK_Z || type == POKE_Z) ?
g_framebufferManager.GetEFBDepthReadSurface() : g_framebufferManager.GetEFBColorReadSurface();
// Get the memory buffer that can be locked
LPDIRECT3DSURFACE9 pOffScreenBuffer = (type == PEEK_Z || type == POKE_Z) ?
g_framebufferManager.GetEFBDepthOffScreenRTSurface() : g_framebufferManager.GetEFBColorOffScreenRTSurface();
// Get the buffer format
D3DFORMAT BufferFormat = (type == PEEK_Z || type == POKE_Z) ?
g_framebufferManager.GetEFBDepthRTSurfaceFormat() : g_framebufferManager.GetEFBColorRTSurfaceFormat();
D3DFORMAT ReadBufferFormat = (type == PEEK_Z || type == POKE_Z) ?
g_framebufferManager.GetEFBDepthReadSurfaceFormat() : BufferFormat;
if (BufferFormat == D3DFMT_D24X8)
return 0;
// We're using three surfaces here:
// - pEFBSurf: EFB Surface. Source surface when peeking, destination surface when poking.
// - pBufferRT: A render target surface. When peeking, we render a textured quad to this surface.
// - pSystemBuf: An offscreen surface. Used to retrieve the pixel data from pBufferRT.
LPDIRECT3DSURFACE9 pEFBSurf, pBufferRT, pSystemBuf;
if(type == PEEK_Z || type == POKE_Z)
{
pEFBSurf = g_framebufferManager.GetEFBDepthRTSurface();
pBufferRT = g_framebufferManager.GetEFBDepthReadSurface();
pSystemBuf = g_framebufferManager.GetEFBDepthOffScreenRTSurface();
}
else //if(type == PEEK_COLOR || type == POKE_COLOR)
{
pEFBSurf = g_framebufferManager.GetEFBColorRTSurface();
pBufferRT = g_framebufferManager.GetEFBColorReadSurface();
pSystemBuf = g_framebufferManager.GetEFBColorOffScreenRTSurface();
}
D3DLOCKED_RECT drect;
// Buffer not found alert
if (!pBuffer) {
if (!pEFBSurf) {
PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
return 0;
}
// Get the rectangular target region covered by the EFB pixel
// Convert EFB dimensions to the ones of our render target
EFBRectangle efbPixelRc;
efbPixelRc.left = x;
efbPixelRc.top = y;
@ -740,7 +739,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
TargetRectangle targetPixelRc = ConvertEFBRectangle(efbPixelRc);
u32 z = 0;
float val = 0.0f;
HRESULT hr;
RECT RectToLock;
RectToLock.bottom = targetPixelRc.bottom;
@ -749,6 +747,9 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
RectToLock.top = targetPixelRc.top;
if (type == PEEK_Z)
{
if (g_framebufferManager.GetEFBDepthRTSurfaceFormat() == D3DFMT_D24X8)
return 0;
RECT PixelRect;
PixelRect.bottom = 4;
PixelRect.left = 0;
@ -764,131 +765,105 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
RectToLock.left++;
ResetAPIState(); // Reset any game specific settings
hr = D3D::dev->SetDepthStencilSurface(NULL);
hr = D3D::dev->SetRenderTarget(0, RBuffer);
if (FAILED(hr))
{
PanicAlert("unable to set pixel render buffer");
return 0;
}
D3DVIEWPORT9 vp;
D3D::dev->SetDepthStencilSurface(NULL);
D3D::dev->SetRenderTarget(0, pBufferRT);
// Stretch picture with increased internal resolution
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = 4;
vp.Height = 4;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
hr = D3D::dev->SetViewport(&vp);
if (FAILED(hr))
{
PanicAlert("unable to set pixel viewport");
return 0;
}
D3D::dev->SetViewport(&vp);
float colmat[16] = {0.0f};
float fConstAdd[4] = {0.0f};
colmat[0] = colmat[5] = colmat[10] = 1.0f;
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
EFBRectangle source_rect;
LPDIRECT3DTEXTURE9 read_texture = g_framebufferManager.GetEFBDepthTexture(source_rect);
LPDIRECT3DTEXTURE9 read_texture = g_framebufferManager.GetEFBDepthTexture();
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
D3D::drawShadedTexQuad(
read_texture,
&RectToLock,
Renderer::GetFullTargetWidth(),
Renderer::GetFullTargetHeight(),
4, 4,
(BufferFormat == FOURCC_RAWZ) ? PixelShaderCache::GetColorMatrixProgram(0) : PixelShaderCache::GetDepthMatrixProgram(0),
read_texture,
&RectToLock,
Renderer::GetFullTargetWidth(),
Renderer::GetFullTargetHeight(),
4, 4,
(g_framebufferManager.GetEFBDepthRTSurfaceFormat() == FOURCC_RAWZ) ? PixelShaderCache::GetColorMatrixProgram(0) : PixelShaderCache::GetDepthMatrixProgram(0),
VertexShaderCache::GetSimpleVertexShader(0));
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
hr = D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
hr = D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
RestoreAPIState();
// Retrieve the pixel data to the local memory buffer
RectToLock.bottom = 4;
RectToLock.left = 0;
RectToLock.right = 4;
RectToLock.top = 0;
D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
// EFB data successfully retrieved, now get the pixel data
D3DLOCKED_RECT drect;
pSystemBuf->LockRect(&drect, &RectToLock, D3DLOCK_READONLY);
float val = 0.0f;
switch (g_framebufferManager.GetEFBDepthReadSurfaceFormat())
{
case D3DFMT_R32F:
val = ((float*)drect.pBits)[6];
break;
default:
float ffrac = 1.0f/255.0f;
z = ((u32*)drect.pBits)[6];
val = ((float)((z>>16) & 0xFF)) * ffrac;
ffrac*= 1 / 255.0f;
val += ((float)((z>>8) & 0xFF)) * ffrac;
ffrac*= 1 / 255.0f;
val += ((float)(z & 0xFF)) * ffrac;
break;
};
z = ((u32)(val * 0xffffff));
pSystemBuf->UnlockRect();
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
return z;
}
else
else if(type == PEEK_COLOR)
{
hr = D3D::dev->StretchRect(pBuffer, &RectToLock, RBuffer, NULL, D3DTEXF_NONE);
//change the rect to lock the entire one pixel buffer
// TODO: Can't we directly StretchRect to System buf?
hr = D3D::dev->StretchRect(pEFBSurf, &RectToLock, pBufferRT, NULL, D3DTEXF_NONE);
D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
// EFB data successfully retrieved, now get the pixel data
RectToLock.bottom = 1;
RectToLock.left = 0;
RectToLock.right = 1;
RectToLock.top = 0;
}
if (FAILED(hr))
{
PanicAlert("Unable to stretch data to buffer");
return 0;
}
// Retrieve the pixel data to the local memory buffer
D3D::dev->GetRenderTargetData(RBuffer, pOffScreenBuffer);
if (FAILED(hr))
{
PanicAlert("Unable to copy data to mem buffer");
return 0;
}
D3DLOCKED_RECT drect;
pSystemBuf->LockRect(&drect, &RectToLock, D3DLOCK_READONLY);
// The surface is good.. lock it
if ((hr = pOffScreenBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
{
PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" : hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
return 0;
}
switch (type)
{
case PEEK_Z:
{
switch (ReadBufferFormat)
{
case D3DFMT_R32F:
val = ((float*)drect.pBits)[6];
break;
default:
float ffrac = 1.0f/255.0f;
z = ((u32*)drect.pBits)[6];
val = ((float)((z>>16) & 0xFF)) * ffrac;
ffrac*= 1 / 255.0f;
val += ((float)((z>>8) & 0xFF)) * ffrac;
ffrac*= 1 / 255.0f;
val += ((float)(z & 0xFF)) * ffrac;
break;
};
z = ((u32)(val * 0xffffff));
}
break;
case POKE_Z:
// TODO: Implement
break;
case PEEK_COLOR:
z = ((u32*)drect.pBits)[0];
break;
case POKE_COLOR:
// TODO: Implement. One way is to draw a tiny pixel-sized rectangle at
// the exact location. Note: EFB pokes are susceptible to Z-buffering
// and perhaps blending.
//WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
break;
// TODO: Implement POKE_Z and POKE_COLOR
default:
break;
pSystemBuf->UnlockRect();
return z;
}
else //if(type == POKE_COLOR)
{
// TODO: Speed this up by batching pokes?
ResetAPIState();
D3D::drawColorQuad(poke_data, (float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
- (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f,
(float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
- (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f);
RestoreAPIState();
return 0;
}
pOffScreenBuffer->UnlockRect();
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
return z;
}
// Called from VertexShaderManager
@ -1190,7 +1165,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
else
{
TargetRectangle targetRc = ConvertEFBRectangle(rc);
LPDIRECT3DTEXTURE9 read_texture = g_framebufferManager.GetEFBColorTexture(rc);
LPDIRECT3DTEXTURE9 read_texture = g_framebufferManager.GetEFBColorTexture();
D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),Width,Height,PixelShaderCache::GetColorCopyProgram(g_Config.iMultisampleMode),VertexShaderCache::GetSimpleVertexShader(g_Config.iMultisampleMode));
}
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);

View File

@ -74,8 +74,8 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
bool bIsIntensityFmt, u32 copyfmt)
{
const LPDIRECT3DTEXTURE9 read_texture = bFromZBuffer ?
g_framebufferManager.GetEFBDepthTexture(source_rect) :
g_framebufferManager.GetEFBColorTexture(source_rect);
g_framebufferManager.GetEFBDepthTexture() :
g_framebufferManager.GetEFBColorTexture();
if (!isDynamic || g_ActiveConfig.bCopyEFBToTexture)
{

View File

@ -325,7 +325,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
u8 *dest_ptr = Memory_GetPtr(address);
LPDIRECT3DTEXTURE9 source_texture = bFromZBuffer ? g_framebufferManager.GetEFBDepthTexture(source) : g_framebufferManager.GetEFBColorTexture(source);
LPDIRECT3DTEXTURE9 source_texture = bFromZBuffer ? g_framebufferManager.GetEFBDepthTexture() : g_framebufferManager.GetEFBColorTexture();
int width = (source.right - source.left) >> bScaleByHalf;
int height = (source.bottom - source.top) >> bScaleByHalf;

View File

@ -400,7 +400,7 @@ void VideoFifo_CheckEFBAccess()
{
if (Common::AtomicLoadAcquire(s_efbAccessRequested))
{
s_AccessEFBResult = Renderer::AccessEFB(s_accessEFBArgs.type, s_accessEFBArgs.x, s_accessEFBArgs.y);
s_AccessEFBResult = Renderer::AccessEFB(s_accessEFBArgs.type, s_accessEFBArgs.x, s_accessEFBArgs.y, s_accessEFBArgs.Data);
Common::AtomicStoreRelease(s_efbAccessRequested, FALSE);
}

View File

@ -854,7 +854,7 @@ void Renderer::SetColorMask()
glColorMask(ColorMask, ColorMask, ColorMask, AlphaMask);
}
u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
if (!g_ActiveConfig.bEFBAccessEnable)
return 0;

View File

@ -430,7 +430,7 @@ void VideoFifo_CheckEFBAccess()
{
if (Common::AtomicLoadAcquire(s_efbAccessRequested))
{
s_AccessEFBResult = Renderer::AccessEFB(s_accessEFBArgs.type, s_accessEFBArgs.x, s_accessEFBArgs.y);
s_AccessEFBResult = Renderer::AccessEFB(s_accessEFBArgs.type, s_accessEFBArgs.x, s_accessEFBArgs.y, s_accessEFBArgs.Data);
Common::AtomicStoreRelease(s_efbAccessRequested, FALSE);
}