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:
parent
e9d115a8b1
commit
ef75d96655
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@ -79,7 +79,7 @@ public:
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static TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc);
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static u32 AccessEFB(EFBAccessType type, int x, int y);
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static u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
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// Random utilities
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static void RenderText(const char* pstr, int left, int top, u32 color);
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@ -24,7 +24,7 @@ namespace D3D
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void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned int width, unsigned int height, unsigned int pitch, unsigned int level, D3D11_USAGE usage)
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{
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if (usage == D3D11_USAGE_DYNAMIC)
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if (usage == D3D11_USAGE_DYNAMIC || usage == D3D11_USAGE_STAGING)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(pTexture, level, D3D11_MAP_WRITE_DISCARD, 0, &map);
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@ -35,7 +35,7 @@ void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned
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else
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{
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for (unsigned int y = 0; y < height; ++y)
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memcpy((u8*)map.pData + y * map.RowPitch, (u32*)buffer + y * pitch, map.RowPitch);
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memcpy((u8*)map.pData + y * map.RowPitch, (u32*)buffer + y * pitch, 4 * pitch);
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}
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D3D::context->Unmap(pTexture, level);
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}
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@ -429,11 +429,13 @@ ID3D11SamplerState* linear_copy_sampler = NULL;
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ID3D11SamplerState* point_copy_sampler = NULL;
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ID3D11Buffer* stqvb = NULL;
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ID3D11Buffer* stsqvb = NULL;
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ID3D11Buffer* quadvb = NULL;
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ID3D11Buffer* clearvb = NULL;
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typedef struct { float x,y,z,u,v; } STQVertex;
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typedef struct { float x,y,z,u,v; } STSQVertex;
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typedef struct { float x,y,z; u32 col; } ClearVertex;
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typedef struct { float x,y,z; u32 col; } ColVertex;
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struct
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{
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@ -446,6 +448,12 @@ struct
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float u1, v1, u2, v2;
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} tex_sub_quad_data;
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struct
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{
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float x1, y1, x2, y2;
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u32 col;
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} draw_quad_data;
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struct
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{
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u32 col;
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@ -468,6 +476,7 @@ void InitUtils()
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// cached data used to avoid unnecessarily reloading the vertex buffers
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memset(&tex_quad_data, 0, sizeof(tex_quad_data));
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memset(&tex_sub_quad_data, 0, sizeof(tex_sub_quad_data));
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memset(&draw_quad_data, 0, sizeof(draw_quad_data));
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memset(&clear_quad_data, 0, sizeof(clear_quad_data));
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STQVertex stqcoords[4] = {
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@ -480,6 +489,9 @@ void InitUtils()
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STSQVertex stsqcoords[4];
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memset(stsqcoords, 0, sizeof(stsqcoords));
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ColVertex colcoords[4];
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memset(colcoords, 0, sizeof(colcoords));
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ClearVertex cqcoords[4] = {
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{-1.0f, 1.0f, 0, 0},
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{ 1.0f, 1.0f, 0, 0},
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@ -495,6 +507,10 @@ void InitUtils()
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CHECK(stsqvb!=NULL, "Create vertex buffer of drawShadedTexSubQuad");
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SetDebugObjectName((ID3D11DeviceChild*)stsqvb, "vertex buffer of drawShadedTexSubQuad");
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quadvb = CreateQuadVertexBuffer(4*sizeof(ColVertex), colcoords);
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CHECK(quadvb!=NULL, "Create vertex buffer of drawColorQuad");
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SetDebugObjectName((ID3D11DeviceChild*)quadvb, "vertex buffer of drawColorQuad");
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clearvb = CreateQuadVertexBuffer(4*sizeof(ClearVertex), cqcoords);
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CHECK(clearvb!=NULL, "Create vertex buffer of drawClearQuad");
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SetDebugObjectName((ID3D11DeviceChild*)clearvb, "vertex buffer of drawClearQuad");
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@ -509,6 +525,7 @@ void ShutdownUtils()
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SAFE_RELEASE(linear_copy_sampler);
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SAFE_RELEASE(stqvb);
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SAFE_RELEASE(stsqvb);
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SAFE_RELEASE(quadvb);
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SAFE_RELEASE(clearvb);
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}
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@ -627,6 +644,45 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
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}
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// Fills a certain area of the current render target with the specified color
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// destination coordinates normalized to (-1;1)
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
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{
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if(draw_quad_data.x1 != x1 || draw_quad_data.y1 != y1 ||
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draw_quad_data.x2 != x2 || draw_quad_data.y2 != y2 ||
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draw_quad_data.col != Color)
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{
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ColVertex coords[4] = {
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{ x1, y2, 0.f, Color },
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{ x2, y2, 0.f, Color },
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{ x1, y1, 0.f, Color },
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{ x2, y1, 0.f, Color },
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};
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D3D11_MAPPED_SUBRESOURCE map;
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context->Map(quadvb, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, coords, sizeof(coords));
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context->Unmap(quadvb, 0);
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draw_quad_data.x1 = x1;
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draw_quad_data.y1 = y1;
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draw_quad_data.x2 = x2;
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draw_quad_data.y2 = y2;
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draw_quad_data.col = Color;
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}
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context->VSSetShader(VertexShaderCache::GetClearVertexShader(), NULL, 0);
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context->PSSetShader(PixelShaderCache::GetClearProgram(), NULL, 0);
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context->IASetInputLayout(VertexShaderCache::GetClearInputLayout());
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UINT stride = sizeof(ColVertex);
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UINT offset = 0;
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context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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context->IASetVertexBuffers(0, 1, &quadvb, &stride, &offset);
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context->Draw(4, 0);
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}
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void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout)
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{
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if (clear_quad_data.col != Color || clear_quad_data.z != z)
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context->Draw(4, 0);
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}
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} // namespace
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@ -80,6 +80,5 @@ namespace D3D
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ID3D11VertexShader* Vshader,
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ID3D11InputLayout* layout);
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void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout);
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void SaveRenderStates();
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void RestoreRenderStates();
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
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}
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@ -594,19 +594,19 @@ void Renderer::SetColorMask()
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D3D::gfxstate->SetRenderTargetWriteMask(color_mask);
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}
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u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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ID3D11Texture2D* read_tex;
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u32 ret = 0;
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if (!g_ActiveConfig.bEFBAccessEnable)
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return 0;
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if (type == POKE_Z || type == POKE_COLOR)
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if (type == POKE_Z)
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{
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static bool alert_only_once = true;
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if (!alert_only_once) return 0;
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PanicAlert("Poke EFB not implemented");
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PanicAlert("EFB: Poke Z not implemented (tried to poke z value %#x at (%d,%d))", poke_data, x, y);
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alert_only_once = false;
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return 0;
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}
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@ -619,12 +619,23 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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efbPixelRc.bottom = y + 1;
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TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
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// Take the mean of the resulting dimensions; TODO: check whether this causes any bugs compared to taking the average color of the target area
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// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the average color instead
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D3D11_RECT RectToLock;
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RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
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RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
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RectToLock.right = RectToLock.left + 1;
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RectToLock.bottom = RectToLock.top + 1;
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if(type == PEEK_COLOR || type == PEEK_Z)
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{
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RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
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RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
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RectToLock.right = RectToLock.left + 1;
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RectToLock.bottom = RectToLock.top + 1;
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}
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else
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{
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RectToLock.left = targetPixelRc.left;
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RectToLock.right = targetPixelRc.right;
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RectToLock.top = targetPixelRc.top;
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RectToLock.bottom = targetPixelRc.bottom;
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}
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if (type == PEEK_Z)
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{
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ResetAPIState(); // Reset any game specific settings
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@ -651,40 +662,59 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, g_framebufferManager.GetEFBDepthReadTexture()->GetTex(), 0, &box);
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RestoreAPIState(); // restore game state
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// read the data from system memory
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D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
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float val = *(float*)map.pData;
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u32 ret = ((u32)(val * 0xffffff));
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D3D::context->Unmap(read_tex, 0);
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// TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
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return ret;
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}
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else
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else if (type == PEEK_COLOR)
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{
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// we can directly copy to system memory here
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read_tex = g_framebufferManager.GetEFBColorStagingBuffer();
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D3D11_BOX box = CD3D11_BOX(RectToLock.left, RectToLock.top, 0, RectToLock.right, RectToLock.bottom, 1);
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D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, g_framebufferManager.GetEFBColorTexture()->GetTex(), 0, &box);
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// read the data from system memory
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D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
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u32 ret = *(u32*)map.pData;
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D3D::context->Unmap(read_tex, 0);
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return ret;
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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(read_tex, 0, D3D11_MAP_READ, 0, &map);
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switch(type)
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else //if(type == POKE_COLOR)
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{
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case PEEK_Z:
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// TODO: Speed this up by batching pokes?
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// 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
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u32 rgbaColor = (poke_data & 0xFF00FF00) | ((poke_data >> 16) & 0xFF) | ((poke_data << 16) & 0xFF0000);
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if(RectToLock.right <= RectToLock.left + 1 && RectToLock.bottom <= RectToLock.top + 1)
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{
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float val = *(float*)map.pData;
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ret = ((u32)(val * 0xffffff));
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break;
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D3D::context->Map(g_framebufferManager.GetEFBColorStagingBuffer(), 0, D3D11_MAP_WRITE, 0, &map);
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*(u32*)map.pData = rgbaColor;
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D3D::context->Unmap(g_framebufferManager.GetEFBColorStagingBuffer(), 0);
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D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1);
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D3D::context->CopySubresourceRegion(g_framebufferManager.GetEFBColorTexture()->GetTex(), 0, RectToLock.left, RectToLock.top, 0, g_framebufferManager.GetEFBColorStagingBuffer(), 0, &box);
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return 0;
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}
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else
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{
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ResetAPIState(); // Reset any game specific settings
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case PEEK_COLOR:
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ret = *(u32*)map.pData;
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break;
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D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), NULL);
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D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
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- (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f,
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(float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
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- (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f);
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default:
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// TODO: Implement POKE_Z and POKE_COLOR
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break;
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RestoreAPIState();
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return 0;
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}
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}
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D3D::context->Unmap(read_tex, 0);
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// TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
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return ret;
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}
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// Called from VertexShaderManager
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@ -378,7 +378,7 @@ void VideoFifo_CheckEFBAccess()
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{
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if (Common::AtomicLoadAcquire(s_efbAccessRequested))
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{
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s_AccessEFBResult = Renderer::AccessEFB(s_accessEFBArgs.type, s_accessEFBArgs.x, s_accessEFBArgs.y);
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s_AccessEFBResult = Renderer::AccessEFB(s_accessEFBArgs.type, s_accessEFBArgs.x, s_accessEFBArgs.y, s_accessEFBArgs.Data);
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Common::AtomicStoreRelease(s_efbAccessRequested, FALSE);
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}
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@ -21,6 +21,8 @@
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#include "D3DBase.h"
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#include "D3DUtil.h"
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#include "Render.h"
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#include "PixelShaderCache.h"
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#include "VertexShaderCache.h"
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namespace D3D
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{
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@ -423,6 +425,23 @@ void drawShadedTexSubQuad(IDirect3DTexture9 *texture,
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RestoreShaders();
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}
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// Fills a certain area of the current render target with the specified color
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// Z buffer disabled; destination coordinates normalized to (-1;1)
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
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{
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struct CQVertex { float x, y, z, rhw; u32 col; } coords[4] = {
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{ x1, y2, 0.f, 1.f, Color },
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{ x2, y2, 0.f, 1.f, Color },
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{ x1, y1, 0.f, 1.f, Color },
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{ x2, y1, 0.f, 1.f, Color },
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};
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dev->SetVertexShader(VertexShaderCache::GetClearVertexShader());
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dev->SetPixelShader(PixelShaderCache::GetClearProgram());
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dev->SetFVF(D3DFVF_XYZW | D3DFVF_DIFFUSE);
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dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(CQVertex));
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RestoreShaders();
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}
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void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVertexShader9 *Vshader)
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{
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struct Q2DVertex { float x,y,z,rhw;u32 color;} coords[4] = {
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@ -77,7 +77,9 @@ namespace D3D
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int DestHeight,
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IDirect3DPixelShader9 *PShader,
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IDirect3DVertexShader9 *Vshader);
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void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVertexShader9 *Vshader);
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void drawClearQuad(u32 Color, float z, IDirect3DPixelShader9 *PShader, IDirect3DVertexShader9 *Vshader);
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
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void SaveRenderStates();
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void RestoreRenderStates();
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}
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@ -73,12 +73,12 @@ D3DFORMAT FramebufferManager::GetEFBColorRTSurfaceFormat()
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return s_efb_color_surface_Format;
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}
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LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
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LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBColorTexture()
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{
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return s_efb_color_texture;
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}
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LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBDepthTexture(const EFBRectangle &sourceRc)
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LPDIRECT3DTEXTURE9 FramebufferManager::GetEFBDepthTexture()
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{
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return s_efb_depth_texture;
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}
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@ -305,7 +305,7 @@ void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, c
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}
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TargetRectangle targetRc = Renderer::ConvertEFBRectangle(sourceRc);
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TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(sourceRc), targetRc, xfb_in_ram, fbWidth, fbHeight);
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TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(), targetRc, xfb_in_ram, fbWidth, fbHeight);
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}
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void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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@ -395,7 +395,7 @@ void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight
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// Copy EFB data to XFB and restore render target again
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if(!xfbTexture)
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return;
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LPDIRECT3DTEXTURE9 read_texture = GetEFBColorTexture(sourceRc);
|
||||
LPDIRECT3DTEXTURE9 read_texture = GetEFBColorTexture();
|
||||
|
||||
Renderer::ResetAPIState(); // Reset any game specific settings
|
||||
LPDIRECT3DSURFACE9 Rendersurf = NULL;
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue