// Copyright (C) 2003-2008 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include #include #include "Common.h" #include "Statistics.h" #include "Config.h" #include "main.h" #include "VertexManager.h" #include "Render.h" #include "OpcodeDecoding.h" #include "BPStructs.h" #include "XFStructs.h" #include "D3DPostprocess.h" #include "D3DUtil.h" #include "VertexShaderManager.h" #include "PixelShaderManager.h" #include "VertexShaderCache.h" #include "PixelShaderCache.h" #include "TextureCache.h" #include "Utils.h" #include "EmuWindow.h" #include #include CGcontext g_cgcontext; CGprofile g_cgvProf; CGprofile g_cgfProf; float Renderer::m_x; float Renderer::m_y; float Renderer::m_width; float Renderer::m_height; float Renderer::xScale; float Renderer::yScale; std::vector Renderer::m_Textures; DWORD Renderer::m_RenderStates[MaxRenderStates+46]; DWORD Renderer::m_TextureStageStates[MaxTextureStages][MaxTextureTypes]; DWORD Renderer::m_SamplerStates[MaxSamplerSize][MaxSamplerTypes]; DWORD Renderer::m_FVF; #define NUMWNDRES 6 extern int g_Res[NUMWNDRES][2]; struct Message { Message(const std::string &msg, u32 dw) : message(msg), dwTimeStamp(dw) { } std::string message; u32 dwTimeStamp; }; static std::list s_listMsgs; void HandleCgError(CGcontext ctx, CGerror err, void* appdata) { if(!g_Config.bShowShaderErrors) return; PanicAlert("Cg error: %s\n", cgGetErrorString(err)); const char* listing = cgGetLastListing(g_cgcontext); if (listing != NULL) { PanicAlert("last listing: %s\n", listing); } } void Renderer::Init(SVideoInitialize &_VideoInitialize) { EmuWindow::SetSize(g_Res[g_Config.iWindowedRes][0], g_Res[g_Config.iWindowedRes][1]); D3D::Create(g_Config.iAdapter, EmuWindow::GetWnd(), g_Config.bFullscreen, g_Config.iFSResolution, g_Config.iMultisampleMode); g_cgcontext = cgCreateContext(); cgGetError(); cgSetErrorHandler(HandleCgError, NULL); cgD3D9SetDevice(D3D::dev); g_cgvProf = cgD3D9GetLatestVertexProfile(); g_cgfProf = cgD3D9GetLatestPixelProfile(); float width = (float)D3D::GetDisplayWidth(); float height = (float)D3D::GetDisplayHeight(); m_x = 0; m_y = 0; m_width = width; m_height = height; xScale = width / (float)EFB_WIDTH; yScale = height / (float)EFB_HEIGHT; // We're not using much fixed function. Let's just set the matrices to identity. D3DXMATRIX mtx; D3DXMatrixIdentity(&mtx); D3D::dev->SetTransform(D3DTS_VIEW, &mtx); D3D::dev->SetTransform(D3DTS_WORLD, &mtx); D3D::font.Init(); Initialize(); } void Renderer::Shutdown() { cgD3D9SetDevice(NULL); cgDestroyContext(g_cgcontext); g_cgcontext = NULL; D3D::font.Shutdown(); D3D::EndFrame(); D3D::Close(); } void Renderer::Initialize() { m_FVF = 0; m_Textures.reserve(MaxTextureStages); for (int i = 0; i < MaxTextureStages; i++) m_Textures.push_back(NULL); for (int i = 0; i < 8; i++) D3D::dev->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, 16); Postprocess::Initialize(); Postprocess::BeginFrame(); D3D::BeginFrame(true, 0); VertexManager::BeginFrame(); } void Renderer::AddMessage(const std::string &message, u32 ms) { s_listMsgs.push_back(Message(message, timeGetTime()+ms)); } void Renderer::ProcessMessages() { if (s_listMsgs.size() > 0) { int left = 25, top = 15; std::list::iterator it = s_listMsgs.begin(); while (it != s_listMsgs.end()) { int time_left = (int)(it->dwTimeStamp - timeGetTime()); int alpha = 255; if (time_left<1024) { alpha=time_left>>2; if (time_left<0) alpha=0; } alpha <<= 24; RenderText(it->message, left+1, top+1, 0x000000|alpha); RenderText(it->message, left, top, 0xffff30|alpha); top += 15; if (time_left <= 0) it = s_listMsgs.erase(it); else ++it; } } } void Renderer::RenderText(const std::string &text, int left, int top, u32 color) { D3D::font.DrawTextScaled((float)left, (float)top, 20, 20, 0.0f, color, text.c_str(), false); } void dumpMatrix(D3DXMATRIX &mtx) { for (int y = 0; y < 4; y++) { char temp[256]; sprintf(temp,"%4.4f %4.4f %4.4f %4.4f",mtx.m[y][0],mtx.m[y][1],mtx.m[y][2],mtx.m[y][3]); g_VideoInitialize.pLog(temp, FALSE); } } void Renderer::SwapBuffers() { // Center window again. if (EmuWindow::GetParentWnd()) { RECT rcWindow; GetWindowRect(EmuWindow::GetParentWnd(), &rcWindow); int width = rcWindow.right - rcWindow.left; int height = rcWindow.bottom - rcWindow.top; ::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE); } //Finish up the current frame, print some stats Postprocess::FinalizeFrame(); if (g_Config.bOverlayStats) { char st[2048]; char *p = st; p+=sprintf(p,"textures created: %i\n",stats.numTexturesCreated); p+=sprintf(p,"textures alive: %i\n",stats.numTexturesAlive); p+=sprintf(p,"pshaders created: %i\n",stats.numPixelShadersCreated); p+=sprintf(p,"pshaders alive: %i\n",stats.numPixelShadersAlive); p+=sprintf(p,"vshaders created: %i\n",stats.numVertexShadersCreated); p+=sprintf(p,"vshaders alive: %i\n",stats.numVertexShadersAlive); p+=sprintf(p,"dlists called: %i\n",stats.numDListsCalled); p+=sprintf(p,"dlists created: %i\n",stats.numDListsCreated); p+=sprintf(p,"dlists alive: %i\n",stats.numDListsAlive); p+=sprintf(p,"primitives: %i\n",stats.thisFrame.numPrims); p+=sprintf(p,"primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins); p+=sprintf(p,"primitives (DL): %i\n",stats.thisFrame.numDLPrims); p+=sprintf(p,"XF loads: %i\n",stats.thisFrame.numXFLoads); p+=sprintf(p,"XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL); p+=sprintf(p,"CP loads: %i\n",stats.thisFrame.numCPLoads); p+=sprintf(p,"CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL); p+=sprintf(p,"BP loads: %i\n",stats.thisFrame.numBPLoads); p+=sprintf(p,"BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL); p+=sprintf(p,"Vertex Loaders: %i\n",stats.numVertexLoaders); D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false); //end frame } ProcessMessages(); #if defined(DVPROFILE) if (g_bWriteProfile) { //g_bWriteProfile = 0; static int framenum = 0; const int UPDATE_FRAMES = 8; if (++framenum >= UPDATE_FRAMES) { DVProfWrite("prof.txt", UPDATE_FRAMES); DVProfClear(); framenum = 0; } } #endif D3D::EndFrame(); //D3D frame is now over ////////////////////////////////////////////////////////////////////////// //clean out old stuff from caches frameCount++; PixelShaderCache::Cleanup(); VertexShaderCache::Cleanup(); TextureCache::Cleanup(); ////////////////////////////////////////////////////////////////////////// //Begin new frame //Set default viewport and scissor, for the clear to work correctly stats.ResetFrame(); D3DVIEWPORT9 vp; vp.X = 0; vp.Y = 0; vp.Width = (DWORD)m_width; vp.Height = (DWORD)m_height; vp.MinZ = 0; vp.MaxZ = 0; D3D::dev->SetViewport(&vp); RECT rc; rc.left = 0; rc.top = 0; rc.right = (LONG)m_width; rc.bottom = (LONG)m_height; D3D::dev->SetScissorRect(&rc); D3D::dev->SetRenderState(D3DRS_SCISSORTESTENABLE, false); D3D::dev->Clear(0, 0, D3DCLEAR_TARGET, 0x101010, 0, 0); u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB; // clearColor |= 0x003F003F; // D3D::BeginFrame(true,clearColor,1.0f); D3D::BeginFrame(false, clearColor, 1.0f); // D3D::EnableAlphaToCoverage(); Postprocess::BeginFrame(); VertexManager::BeginFrame(); if (g_Config.bOldCard) D3D::font.SetRenderStates(); //compatibility with low end cards } /* void Renderer::SetViewport(float* _Viewport) { Viewport* pViewport = (Viewport*)_Viewport; D3DVIEWPORT9 vp; float x=(pViewport->xOrig-662)*2; float y=(pViewport->yOrig-582)*2; //something is wrong, but what?? y-=16; float w=pViewport->wd*2; //multiply up to real size float h=pViewport->ht*-2; //why is this negative? oh well.. if (x < 0.0f) x = 0.0f; if (y < 0.0f) y = 0.0f; if (x > 640.0f) x = 639.0f; if (y > 480.0f) y = 479.0f; if (w < 0) w = 0; if (h < 0) h = 0; if (x+w > 640.0f) w=640-x; if (y+h > 480.0f) h=480-y; //x=y=0; //if (w>0.0f) w=0.0f; //if (h<0.0f) h=0.0f; vp.X = (DWORD)(x*xScale); vp.Y = (DWORD)(y*yScale); vp.Width = (DWORD)(w*xScale); vp.Height = (DWORD)(h*yScale); vp.MinZ = 0.0f; vp.MaxZ = 1.0f; // char temp[256]; // sprintf(temp,"Viewport: %i %i %i %i %f %f",vp.X,vp.Y,vp.Width,vp.Height,vp.MinZ,vp.MaxZ); // g_VideoInitialize.pLog(temp, FALSE); D3D::dev->SetViewport(&vp); } */ void Renderer::SetScissorRect() { int xoff = bpmem.scissorOffset.x * 2 - 342; int yoff = bpmem.scissorOffset.y * 2 - 342; RECT rc; rc.left = (int)((float)bpmem.scissorTL.x - xoff - 342); rc.top = (int)((float)bpmem.scissorTL.y - yoff - 342); rc.right = (int)((float)bpmem.scissorBR.x - xoff - 341); rc.bottom = (int)((float)bpmem.scissorBR.y - yoff - 341); rc.left = (int)(rc.left * xScale); rc.top = (int)(rc.top * yScale); rc.right = (int)(rc.right * xScale); rc.bottom = (int)(rc.bottom * yScale); if (rc.right >= rc.left && rc.bottom >= rc.top) D3D::dev->SetScissorRect(&rc); else g_VideoInitialize.pLog("SCISSOR ERROR", FALSE); } /* void Renderer::SetProjection(float* pMatrix, int constantIndex) { D3DXMATRIX mtx; if (pMatrix[6] == 0) // Perspective { mtx.m[0][0] = pMatrix[0]; mtx.m[0][1] = 0.0f; mtx.m[0][2] = pMatrix[1]; mtx.m[0][3] = 0; // -0.5f/m_height; <-- fix d3d pixel center? mtx.m[1][0] = 0.0f; mtx.m[1][1] = pMatrix[2]; mtx.m[1][2] = pMatrix[3]; mtx.m[1][3] = 0; // +0.5f/m_height; <-- fix d3d pixel center? <<<<<<< .mine mtx.m[0][2] = 0.0f; mtx.m[1][2] = 0.0f; mtx.m[2][2] = -(1 - pMatrix[4]); mtx.m[3][2] = pMatrix[5]; ======= mtx.m[2][0] = 0.0f; mtx.m[2][1] = 0.0f; mtx.m[2][2] = -(1.0f - pMatrix[4]); mtx.m[2][3] = pMatrix[5]; // Problematic in OGL >>>>>>> .r2480 mtx.m[3][0] = 0.0f; mtx.m[3][1] = 0.0f; // donkopunchstania: GC GPU rounds differently? // -(1 + epsilon) so objects are clipped as they are on the real HW mtx.m[3][2] = -1.00000011921f; mtx.m[3][3] = 0.0f; } else // Orthographic Projection { mtx.m[0][0] = pMatrix[0]; mtx.m[0][1] = 0.0f; mtx.m[0][2] = 0.0f; mtx.m[0][3] = pMatrix[1]; // -0.5f/m_width; <-- fix d3d pixel center? mtx.m[1][0] = 0.0f; mtx.m[1][1] = pMatrix[2]; mtx.m[1][2] = 0.0f; mtx.m[1][3] = pMatrix[3]; // +0.5f/m_height; <-- fix d3d pixel center? mtx.m[2][0] = 0.0f; mtx.m[2][1] = 0.0f; mtx.m[2][2] = pMatrix[4]; mtx.m[2][3] = -(-1.0f - pMatrix[5]); mtx.m[3][0] = 0; mtx.m[3][1] = 0; mtx.m[3][2] = 0.0f; mtx.m[3][3] = 1.0f; } D3D::dev->SetVertexShaderConstantF(constantIndex, mtx, 4); }*/ void Renderer::SetTexture(DWORD Stage, LPDIRECT3DBASETEXTURE9 pTexture) { if (m_Textures[Stage] != pTexture) { m_Textures[Stage] = pTexture; D3D::dev->SetTexture(Stage, pTexture); } } void Renderer::SetFVF(DWORD FVF) { if (m_FVF != FVF) { m_FVF = FVF; D3D::dev->SetFVF(FVF); } } void Renderer::SetRenderState(D3DRENDERSTATETYPE State, DWORD Value) { if (m_RenderStates[State] != Value) { m_RenderStates[State] = Value; D3D::dev->SetRenderState(State, Value); } } void Renderer::SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) { if (m_TextureStageStates[Stage][Type] != Value) { m_TextureStageStates[Stage][Type] = Value; D3D::dev->SetTextureStageState(Stage, Type, Value); } } void Renderer::SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value) { if (m_SamplerStates[Sampler][Type] != Value) { m_SamplerStates[Sampler][Type] = Value; D3D::dev->SetSamplerState(Sampler, Type, Value); } } // Called from VertexShaderManager void UpdateViewport() { // HACK: Update viewport causes overlay to disappear and the games to move to the // bottom of the screen for some reason. return; // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz) // [0] = width/2 // [1] = height/2 // [2] = 16777215 *(farz - nearz) // [3] = xorig + width/2 + 342 // [4] = yorig + height/2 + 342 // [5] = 16777215 * farz /*INFO_LOG("view: topleft=(%f,%f), wh=(%f,%f), z=(%f,%f)\n", rawViewport[3]-rawViewport[0]-342, rawViewport[4]+rawViewport[1]-342, 2 * rawViewport[0], 2 * rawViewport[1], (rawViewport[5] - rawViewport[2]) / 16777215.0f, rawViewport[5] / 16777215.0f);*/ D3DVIEWPORT9 vp; // Keep aspect ratio at 4:3 // rawViewport[0] = 320, rawViewport[1] = -240 int scissorXOff = bpmem.scissorOffset.x * 2 - 342; int scissorYOff = bpmem.scissorOffset.y * 2 - 342; float fourThree = 4.0f / 3.0f; // These were commented out to fix "unreferenced local variable" compiler warnings. // float wAdj, hAdj; // float actualRatiow, actualRatioh; // int overfl; // int actualWid, actualHei; int xoffs = 0; int yoffs = 0; int wid, hei; vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2])/16777215.0f; vp.MaxZ = xfregs.rawViewport[5]/16777215.0f; wid = int(ceil(fabs(2 * xfregs.rawViewport[0]))); hei = int(ceil(fabs(2 * xfregs.rawViewport[1]))); vp.X = (int)(xfregs.rawViewport[3] - xfregs.rawViewport[0] - 342 - scissorXOff) + xoffs; vp.Y = (int)(xfregs.rawViewport[4] - xfregs.rawViewport[1] - 342 - scissorYOff) + yoffs; vp.Width = wid; vp.Height = hei; D3D::dev->SetViewport(&vp); }